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 Hyborian Age OD&D
« Thread Started on Oct 30, 2009, 11:24am »

I'm gearing up to start a Hyborian Age campaign. If anyone's interested, I'll campfire it here.

I'll be using my Age of Conan OD&D hack.

I told the group they were restricted to only one magic-using character, in keeping with the feel of the setting. Someone snatched it up pretty quick.

My sorcerer character's player came up with an interesting concept. He wants his character to work for the Nemedian Chroniclers, seeking out lore and evidence that certain legendary tales and exploits actually happened. I told him we can definitely roll with that. He's probably going to begin the game Unaligned, giving him a good 4 failed corruption saves before he becomes evil.

Another player is going to be an Aesir Fighting-Man. A third, while still unsure, thinks she's going to play a swashbuckling pirate-type character, probably in the mold of Belit or Valeria. The rest I haven't heard from yet.

The campaign will be set in the reign of King Conan II, approximately 3 years after the abdication and disappearance of King Conan the Great. Still gives me the standard Hyborian Age layout, with reliable information on the monarchs of the various kingdoms and their political boundaries and situations, but removes me from being slave to the canon, with an open future.

Despite his occasionally heavy-handed hack-job editing, I am considering the 12-volume de Camp/Carter/Nyberg series, plus the de Camp/Carter Conan the Liberator as canon. Conan of the Isles is a difficult one to reconcile, as it contradicts Howard's statement that he felt Conan's reign was a bloody and violent one, marked by Conan eventually being forced into wars of aggression to maintain his nation's sovereignty.

However, using the 12(13)-volume series provides me a stable timeline, and honestly, their straight pastiche work really isn't bad. I think those three guys alone of all the pastiche writers had a feel for Conan's character. It's easy enough for me to transplant the idea of forced wars of aggression to Conan's son, also named Conan.

I plan to modify a few generic d20/D&D adventures, and mix them with some of the Mongoose Conan adventures I've got. I should have enough to take them from solving mysteries in Tarantia to escaping slavery in an east-bound caravan, through adventuring in the Black Kingdoms and finally into Stygia to face down a manifestation of Set himself. I'd like to work something in Zamora in there somewhere; I'll have to see what I can come up with.
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 Re: Hyborian Age OD&D
« Reply #1 on Oct 30, 2009, 1:31pm »

Sounds intriguing.
I flipped through your Age of Conan book last week and thought it was interesting.
I'm looking forward to your posts.
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 Re: Hyborian Age OD&D
« Reply #2 on Oct 30, 2009, 11:57pm »

Looks great! I look forward to hearing what happens.

As for texts, you might want to also check out The Complete Chronicles of Conan. This puts together, for the first time, Howard's own texts, unedited, in the order in which they were published (or not published.)

I'm not necessarily a purist, but these were all full of life, and there were two or three stories I'm pretty sure I've never read before.
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 Re: Hyborian Age OD&D
« Reply #3 on Nov 1, 2009, 6:48pm »

Actually, the Complete Chronicles isn't the first time that's been done. The first time it was done was the Wandering Star / Ballantine 3-volume set: The Coming of Conan, The Conquering Sword of Conan, and The Bloody Crown of Conan. And those three also contain all of Howard's fragments, synopses, letters, and essays about Conan as well. I have them ;).

That being said, I"ve been considering grabbing up The Complete Chronicles just to have a nice leatherbound (faux or not) single-volume version on the shelf.
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 Re: Hyborian Age OD&D
« Reply #4 on Nov 7, 2009, 11:24am »

Okay, so...I have a player who wants to play a bard (actually, an Aesir or Vanir Skald). I'm fine with this, but overlooked the fact that bards from The Strategic Review have magic spells; I want to do away with this. The question is, what should I replace it with?

I'm thinking a healing ability based on their Lore skill, representing the fact that they know about holistic medicine and herbal remedies. Given that healing magic is all but non-existent in the Hyborian Age, this could come in handy from a purely gaming perspective. The question is, how to adjudicate this without pulling people out of the game? Do I put a set cap on the number of d6 in hit points per day, perhaps based on level? Do I restrict it based on finding materials (the proper herbs and mosses, for example) and time?

What do you all think?
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 Re: Hyborian Age OD&D
« Reply #5 on Nov 9, 2009, 10:29am »

Character generation went very smoothly last night, all things considered (nobody had ever played OD&D before, and I'm using a rules hack to begin with).

The biggest doubt I have right now is that I'm not 100% sure that Philotomy's thief mod will work out very well--I have an Assassin, a Bard, and a straight Thief in the party. Changing the thief's move silently and hide skills to a flat improved chance at surprise will make the straight Thief much less worthwhile as compared to the Assassin and Bard, both of whom have thief abilities but at a lower level. We'll see how it plays out. Perhaps I'll leave the Assassin and Bard abilities as Philotomy's, and convert my regular thief's to 2d6 "skill" rolls.
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 Re: Hyborian Age OD&D
« Reply #6 on Nov 23, 2009, 8:42am »

Session one is in the bag. Seemed to go pretty well. For our first outing I decided to adapt the "Conan the Buccaneer" adventure module from the old TSR Conan RPG (of which ZeFRS is a retro-clone). The great thing about OD&D is that any game adapts to it on the fly, so long as you have a base on which to assign hit dice to monsters.

Before the game I handed each player a page with a single paragraph of "prelude" on it, explaining their motives for being in Messantia, capitol of Argos. Perhaps not surprisingly, they were all there to sign on (for various reasons) to an expedition to a recently discovered island in the Western Ocean which has upon it a vast and (ruined) ancient city. Basic motivations:

Merhotep (Stygian Sorcerer): works for the Nemedian Chroniclers--this is his expedition. His assignment: find out anything he can about this ruin and bring back the information. He has brought with him his slave, a beautiful and educated young Stygian woman who seems to be as much apprentice and companion as she does servant. Her name is Rinan.

Hrogar (Aesir fighting-man) and Valder (Aesir skald): they came south looking for glory and honor, and have been hired by the Nemedian Chroniclers to protect the sorcerer during the mission.

Kristina (Zingaran swashbuckler / fighting-woman): sent by her captain to arrange the expedition, she has a secret motive of her own...

Zamoran thief: (whose player left the group and whose name I have consequently forgotten) fleeing a powerful organization who have put a price on his head, he got wind of this expedition through the criminal underworld and came to Messantia thinking a few months at sea is a good idea to keep his pursuers off his tail.

Lukas (Hyperborian assassin): Came south looking for work, and decided to try his hand at something new. He also has a secret agenda for signing on to this mission...

Decimus (Bossonian archer / border fighter): at the behest of Publius, the aging Chancellor of Aquilonia, he has been tasked with joining this expedition to see if it has anything to do with the disappearance of King Conan the Great, six months hence.

The group came together at the Cup and Trident, a tavern which is detailed in the novel Conan of the Isles. Didn't get to describe it much or really go into detail, but that's okay. It's enough that they're visiting places that have been detailed in the stories--that seemed to lend an air of credibility and excitement to it. Interestingly, the tavern was completely overlooked in Mongoose's Messantia boxed set, so I had to place it on the map myself.

It didn't take long for the group to take the game in hand. I placed them in the tavern, gave a brief description of the surroundings, and eventually they all came together. People established their own character personas very well--three even gave me brief backgrounds to establish what sorts of abilities they might have outside of their class for the lack of a skill system, and a fourth promised one soon. All read the "primer on old school gaming," and seemed to get the idea pretty well.

So it was the expedition was set, and a day later they met at their vessel, a small but sleek 3-masted carrack named the Purple Wyvern. The crew are not at all happy about having a Stygian and a Hyperborian aboard, believing both to be evil, necromantic baby-eaters, but they seem to be fairly loyal to the captain, Antony, and don't make trouble, mostly. Indeed, rather than pick on the Stygian and Hyperborian, they seem set upon forcing their intentions upon the Zingaran swordswoman, who continually has to blacken eyes and bloody noses to prove that she can hang with the men on crew. Eventually, the Zamoran thief begins running numbers for her fights, giving odds (and often winning). The Bossonian makes her a gift of animal pelts, which the Hyperborian and Zamoran help to turn into a cape for her. The Hyperborian and Zamoran discover they have a mutual affinity for knives, though the Zamoran's collection is impressive, representing various cultures from all over the world.

After nearly two months at sea, the ship one day becomes mired in a thick, impenetrable fog from which they can't escape. The wind dies down, and the crew is forced to take to the oars. A few days pass and the fog has not lifted. The crew whispers ill omens, and the Stygian and captain are worried, as they have no sun or stars by which to navigate, and both are concerned they will miss the island they seek. Worse, supplies are starting to run low. The skald mentions (via a bardic lore check) that if need be, he knows a method for extracting the salt from ocean water to make it potable.

On the third day, out of the fog comes a small raft bearing an unconscious and delirious old man with a long white beard, who clutches in his belt what appears to be a bone. The crew bring him aboard and place him in a proper bed, where the skald does his best to try and treat the old man's ailments and revive him. They remove the bone from his belt and clutches to discover it has been hollowed out and contains a map of an island. Eventually, the old man awakens, but proves quite insane. He babbles about the island, which he apparently calls "Atothar," where he has apparently been shipwrecked for nearly 30 years. He rants about great evil, and of a "she" who devours everyone and everything. He tells them that the "cleansing sign" is their only hope, apologizes to someone named Sar'Wik, and dies.

At the very moment that the old man dies, the mist lifts and calls of "Land Ho!" reach the ears of the crew below deck. When news of the timing reaches the crew, they make warding signs and again mumble about bad omens, quietly blaming the Stygian and/or Hyperborian for bewitching their vessel.

The Stygian, after checking the position of the sun, believes this to be the island he seeks. After a consultation with the captain and a look at the map provided by the old man and his bone, they locate a channel leading inland to a large lake, on the shore of which is a place marked "The City of the King." The ship travels the channel and after a day's sail discovers the ruin of a large city. They dock and the heroes de-board; Antony sends the Zingaran with them to keep an eye on things while he keeps the crew in line on ship and works to resupply.

On land, they discover three empty buildings outside the walls of the city, one at each dock (likely harbormasters offices at one point in time). In the first of these buildings, they find piles upon piles of bones--human, animal, and human-ish. Outside, the Bossonian spots several sets of tracks which appear to be canine, but one of the sets is gigantic--whatever made them is nearly large enough to be ridden by a human. In another building, the thief is attacked (and astonishingly, surprised) by a huge snake hiding beneath a pile of rotting material that was likely once rope. After killing the beast, the Hyperborian demonstrates that it was poisonous by stimulating the jaw muscles to drip venom from its fangs. The Bossonian cuts its head off and skins it, announcing that they've got dinner for the night.

They approach the main gate of the city, only to find it rusted fast and unopenable. Etched into the wall is a rhyme in several ancient tongues (ancient Argossean, Acheronian, and Valusian among them) which declares the city clean of all evil influences, and beckons travelers to enter and safely rest their weary heads under the protection of the good king (whose name I am blanking on at the moment).

After a debate about whether or not they can (or should bother to) undertake the work to cut the gate away, the Hyperborian takes a rope, scales the wall, and drops it down for people to climb over. As they do, the Zamoran investigates the gate house, finding nothing but seven skeletons of the average, every day, quite dead variety on the first floor.

The party exits the gatehouse and finds themselves inside the ruins of the Atotharian City of the King.

That's where we broke for the night. Next session should be in 3 weeks.
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 Re: Hyborian Age OD&D
« Reply #7 on Dec 7, 2009, 8:33am »

Session 2:

The party began its exploration of the island. Much more combat today--they had run-ins with a pack of great black wolves, anthropomorphic crocodile-things, and pygmies, and witnessed fishmen swimming in the canal and odd, carnivorous, climbing, ape-things. The Hyperborean was taken down by a lance from a Nightgaunt.

They encountered a young man named Zar'Wik, who is apparently the son of the old man they found on the sea. The boy is treacherous, however, and after kidnapping a young stowaway the crew found, set up two ambushes for the party. The party have now resolved to shoot him in the leg to sell him on the slave market next time they see him.

They went on to discover a number of bodies that are less than a year old, all of whom seem to be the remnants of a shipwrecked crew that Zar'Wik killed or set up to die, and they learned a bit more about the island from a journal found on one of the dead bodies. In addition, they found a number of weapons stamped with a symbol that they assume is the "Cleansing Sign" of which the old man spoke. The Stygian sensed power within the weapons, so everyone took one. The Aesir, a former blacksmith, took the stamps with the cleansing sign upon them, in case he should find the need or means to forge more in the future, though all agree that likely the artifacts are for historical curiosity and value more than practical.

The group currently makes their way towards a large complex in the north of the city, which they assume is (or was, thousands of years ago) a palace. The Stygian believes that it is there where he will find the historical information he seeks, if it is to be found anywhere.

Combat was fast, furious, and fun after a brief misunderstanding involving the reconciliation of D&D AC ratings with Chainmail armor types. I had fun playing with natural 12's and 2's, improvising the results of these. A couple characters took heads off of bodies and pinned enemies to walls and doors with arrows. The Troop Type system was used once, when the party set up an ambush for a group of crocodile-things that were coming at them as they camped out on a tower--instead of going through the rigamarole of doing shot-by-shot combat, I counted the total people firing, then had the group's primary archer roll a single D6, which I compared to the Missile Fire chart on Page 11 of Chainmail. The result of this single die roll indicated that three of the six croc-things were killed charging the tower. I then narrated what happened.

As the remaining croc-things scaled the wall and cleared the top of the tower, the Stygian revealed himself as a sorcerer, pulling from his pouch a fistful of dust which he blew into the air. The dust formed into strange, otherwordly tendrils that surrounded the croc-things, and the remaining three fell over, snoring on the ground. The group easily then performed coup-de-graces on the sleeping monsters.

The Chainmail magic system works well. At low levels it's going to be easy for the sorcerer to fail corruption checks. At higher levels (assuming he makes it through the low levels without racking up corruption penalties) not so much. I'm undecided whether this is a good or bad thing.

The Bard's healing abilities are working out well, particularly since I keep elements in place so that the healing doesn't appear magical. The Hyperborean, for example, is ostensibly cured to maximum hit points, but in game is still unconscious with a sucking chest wound that will take time to heal before he can move about again.

I am, however, now of the opinion that this was a poor module to begin with (and indeed, a very poor Hyborian Age model by any stretch) as the island is a veritable zoo of supernatural creatures, which honestly should be quite rare in a Hyborian Age game. One of the players likened it to Monte Cook's Return to the Temple of Elemental Evil, in which Cook sought to place every monster in the Monster Manual somewhere in the module.

A couple players voiced distaste for the fact that ability scores have very little effect whatsoever on the game itself, wondering why bother have a 3-18 scale if it doesn't actually have any real meaning beyond XP bonuses. I pointed out that we are using Greyhawk's rules so they get bonuses for strength and con, and that I've expanded dex bonuses for missile fire, as well as the languages for intelligence, but they still seemed skeptical. But then, these are players who are used to "Stat + Skill" systems, so it'll take some getting used to.

All-in-all, I'm looking forward to session three.
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 Re: Hyborian Age OD&D
« Reply #8 on Jan 7, 2010, 3:22pm »

In session 3, the group finally made their way across the river, overcoming a number of traps left for them by Sar'Wik. They battled more pygmies and more croc-things, one of which almost killed the Aesir. They discovered a coin and a fresco both bearing the face of a beautiful woman wearing a crown, the fresco identifying her as the Queen, which they all found odd because until now all of their references had been to a King. The woman also bore a passing resemblance to the young man Sar'Wik.

At length they came to the palace. It getting near dusk, they took up a position atop one of the guard towers and settled in for the night.

After night fell they witnessed a group of creatures apparently emerge through the wall. These creatures the Stygian identified as ghouls, and theorized that they were not walking through the wall, but through a gap in the wall. The group opted to let the creatures go, as they were no immediate threat and battling them would've drawn the attention of the gods knew what else.

Later, a huge black wolf entered the courtyard, then shifted into the shape of a slight human male, though it being dark they couldn't make out any distinct features. The skald identified the creature as a werewolf. It entered the palace, then, about 20 minutes later, emerged and shifted back into wolf form, then left the same way the ghouls did.

The next morning, the group entered the palace to find themselves face-to-face with a 15-foot long thing that had a lupine body, but instead of fur had human hair, a woman's face, and a human woman's breasts. The face was that seen on the coin and fresco. Battle ensued; the party emerged victorious, using the weapons they had found etched with the Cleansing Sign, earlier. In an upper tower they found the remains of an ancient tome of magic, an armory of sorts, and a volume entitled "A History of Atothar, from Its Founding to Omnibelgior."

The Stygian, ecstatic, grabbed up the manuscript.

Next session they plan to complete their exploration of the city and make for the hills. I haven't decided if I'll have the ship come under siege from pygmies while they're out exploring, or not ;).
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 Re: Hyborian Age OD&D
« Reply #9 on Mar 2, 2010, 9:15am »

In Session 4, the group spent the night in the castle, and in the morning climbed atop the parapets of the palace to see what they could see. The group was determined to give some payback to Sar'Wik for his betrayal of them (and, in the Skald's case, the kidnapping of the girl). They decided their best bet to start was a nearby temple district. When they awoke the next morning they found their Zamoran thief missing.

After fighting off ten more wolves, they made their way to the temple proper, where nailed upon the door they found the dead body of the Zamoran thief. The Hyperborean proceeded to remove the thief's head, answering the group's questioning looks with, "I'm getting paid a lot of money to bring him back. My employers preferred alive with the items he stole, but dead works, too." The group then looted the thief's body and entered the temple.

Inside, they found six more wolves, along with Sar'Wik and the girl (who was unconscious on the altar). The two Aesir berserked and the group attacked. Sar'Wik and his wolves managed to fell two of the group before they finally defeated him and rescued the girl. At this point they decided that with two men down they had what they came for and it was best to make tracks. So they made their way back through the city to the boat, where they found the crew had had a mighty battle with the degenerate pygmies from which they emerged victorious and with the ship intact, but the crew was lessened in size.

They grimly set off for the mainland; when they arrived back in Messantia each member of the party completed their individual missions:

The Ranger sent a messenger to Aquilonia with word that there was no sign of King Conan the Great's passage

The swashbuckler reported to Messantia's king that the crew was not affiliated with the Black Corsairs but that she would keep her eye out for opportunities in the future.

The sorcerer and the two Aesir met with representatives from the Nemedian Chroniclers, where the Aesir were paid for their efforts and the Stygian awarded great prestige within the organization for his return of the artifacts.

The assassin returned the head of the thief to his employers, who paid him for his efforts.
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 Re: Hyborian Age OD&D
« Reply #10 on Mar 2, 2010, 9:17am »

It is currently up in the air whether there will be more sessions. Depends on how my group feels.

We may be looking at a Blackmoor game using either Labyrinth Lord or Castles & Crusades, or a Palladium Fantasy game using D&D 3.5/Pathfinder. Or continuing with the Hyborian Age, shifting to a different system (C&C or LL) or even sticking with it. Again, it's really up to the group.
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 Re: Hyborian Age OD&D
« Reply #11 on Mar 2, 2010, 9:57pm »

Thanks for posting these recaps, they've been an entertaining read.
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 Re: Hyborian Age OD&D
« Reply #12 on Mar 3, 2010, 8:27am »

Thanks! So far the group seems to want to continue on with Conan. Whether we stick with OD&D or move to Labyrinth Lord is still up in the air. I might, given the more modern sensibilities of my group, tack on a basic skills and/or traits system (perhaps like the one I use in S&S) to give them a bit more "customized" feel.
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« Reply #13 on Mar 22, 2010, 9:26am »

Session 5, Vengeance of the Golden Skull, Part 1:

After a few days back in Messantia, the group is beginning to get restless and look to go their own ways.

Lukas, the Hyperborian assassin, gets a message from an old friend begging him to meet at a bathhouse in the Dustbiter district for something of the utmost importance and secrecy. Meanwhile, Merhotep is given a new mission by the Nemedian Chroniclers: they fear political instability in Argos and wish him to meet an information broker in a bathhouse in the Dustbiter district. Finally, the Bossonian Archer (whose name is now escaping me) receives a new mission from the Aquilonian court: while Aquilonia is relatively stable due to the method of Conan the Great's abdication, they fear political instability in the surrounding kingdoms--Ophir, Turan, Nemedia, and Argos. They want the borderer to investigate rumors of this instability by meeting (you guessed it!) a man in a bathhouse.

While surprised when they run into each other there, the three accept it stoically and join their contact, who informs them of a plot against the king by a cult known as the Order of the Golden Skull, which is recorded on an encoded scroll. Aside from that all he knows is that apparently there is a Zingaran involved, who is in some way already within the court. He is then abruptly murdered by one of six serving girls who proceed to try and kill the party. Thanks to a sleep spell by Merhotep and some quick and dirty fighting by Lukas and the Bossonian, the group prevails just in time to be arrested by the town guard for the murder of someone else's slaves. As they dress, Lukas secrets the scroll in his boot, and Merhotep discovers small tattoos of golden skulls on each of the assassins' necks.

When the three fail to return to the inn, Merhotep's servant girl becomes concerned and seeks out Valder and Hrogar, the two Aesir warriors, for help. They track the group to the constable's office in the Royal Prefect, where their compatriots have convinced the prefect that not only were they acting in self-defense, but by proxy in defense of the crown. The constable asks that they rejoin him in two days to present their evidence to the Crown Prince, and sets them free.

Lukas feels duty-bound to inform his friend's widow of his demise so the group sets off for his house, where they find the woman and her two children being accosted by three thugs who have come to collect debts the dead man owed. The group quickly dispatches the thugs and rolls them for cash which they give to the widow and recommend she stay in an Inn for a few days until the debt collectors either get what they want or discover there's nothing to get. In thanks, she gives the group a decoded version of the scroll, which tells them the date of the assassination during the Festival of the King's Ear...which takes place in two days. She also tells them that her late husband had been spending a lot of time in the Redboots district, a place where nobody goes that doesn't work there, as it's essentially a giant charnel district where all the butchers and tanners work. It smells of blood and rot, and the streets (and the workers' boots) are stained red with gore.

Lukas then pays a visit to the Assassin's guild and gets a rumor going about an unregistered freelance assassin from Zingara operating in the city. He then hears a rumor about a guy who seems to know about these Golden Skulls, who haunts the taverns of the city and rants and raves about them. Most agree he's probably not long for this world. Lukas resolves to try and track this guy down.

The next morning, the group immediately go to the constable with their new information and he sets up an emergency meeting with the prince, who hires them on as investigators since they have made so much headway so far, even presenting them with a letter of Marque granting them temporary power as members of the King's Hand. The prince is unaware of any Zingarans in the court.

They also discover, thanks to the constable's interrogation efforts on the original slave-girl assassins, that the order is recruiting from slaves and disenfranchised youth, and espouses a nihilist philosophy whereby it must aid in the destruction of all the thrones of the earth, starting with Argos. The members are completely brainwashed, and are apparently being trained out of an abandoned facility in the Arena district by a man named Rolo.

The investigation continues...

« Last Edit: Mar 22, 2010, 9:29am by thegreyelf »Link to Post - Back to Top  IP: Logged

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 Session 6: Vengeance of the Golden Skull, Part 2
« Reply #14 on Apr 12, 2010, 10:19am »

The group opted to pursue the lead for Olidaro, the drunken man who supposedly knew about the Golden Skull. After Kristina re-joined the group, they began to hit the taverns and brothels in dockside, where after some discreet questioning they finally tracked down the man.

Through Olidaro's ranting, the group learned several bits of information:

1. Olidaro's ex-wife, Zuthelia, is apparently the founder of the group
2. The group is apparently led by a bitter (and broke) nobleman named Rolovincio, who has gone missing over the past two years
3. Zuthelia used the noble house of Olidaro's family to make connections for her cult, eventually betraying the head of the family and her teacher, a Stygian sorcerer.
4. Olidaro is convinced that a demon Zuthelia summoned is hunting him in the darkness and consequently he refuses to leave the safety of a tavern.

The group contemplated convincing or forcing Olidaro out of the tavern to see what would happen but in the end decided to let sleeping (or drunken, as it were) dogs lie. They retired for the night and the next morning paid a visit to the Stygian sorcerer, who offered to perform a divination spell to hopefully help them find Zuthelia. In thanks, Merhotep offered to bring the sorcerer back "a prize" should they find her. The response was, "I would be grateful. Her heart would be good."

While the divination was going on, the rest of the group (all except Merhotep and his girl) went to visit the nobleman, who also was keen to see Zuthelia dead. Unfortunately he had little information to help them further, but the divination revealed an abandoned house in the Arena district, and the name of the house's owner, as well as a vision of a great serpent beneath the streets of Redboots.

The group decided to track the house in the Arena district first, and after a visit to the city planning office, found what they were looking for--an abandoned building marked with the golden skull, wherein six assassins were being trained.

As the session ended, the group was preparing to enter the abandoned building to face down the assassins; Merhotep had just completed a ritual of illusion to protect himself from harm within, and the group is surprised that there now appear to be three of him.
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