Adventure Log - Part 8 - Inflection Point
Notes from 2/23/2016 to ???. [Oct 999 - ???]
Notes from 2/23/2016 to 4/26/2016
2/23/2016
[10/5/999]
Fencallad, with help from Grinuë, reports on his research, and has concluded that Clark the Spark has been growing as we went through our various adventures, and has reached a point where it is self-sustaining.
(We go over kingdom rolls for the last three months. Things are pretty much holding together.)
Lady Yeposa’s and Grundar’s plans to research cannon technology are nixed by Lord Burle – problems with Megalos frowning quite sternly on such investigations.
(1 CP)
3/8/2016
While in Burle, when Jin gives notice, Grundar looks for a replacement seneschal. He is able to find a couple of decent candidates – some older humans with a bit of experience that seem capable of doing the job, managing to get a good seneschal – Garper – for a decent price ($1900/mo, Admin=13).
Sitting around the fire we discuss our opportunities:
- Realm management
- Get Grundar a wife, and an axe trainer, not necessarily in that order
- How ‘bout them demons?
- Undead elves
- The Spark
- Teleportation development
- Cabal
- Wyvern Axe/Weapon enchanters
- The Pillars
Grundar takes time to browse the dwarven books on mining.
Realm Management, the plan:
- Start producing large amounts of iron from the mines *Provide gold/silver/iron to the gnomes in Riverton for them to start manufacturing
- Start selling stuff…
Grundar wants to build guard houses along the road between Vonmek and Riverton, while Tylden is interested in building up the foresters. Grinuë wants to visit the pillars first to see if she gain Grundar the knowledge of weapons mastery. We go ahead with that, the party consists of Grundar, Grinuë, Jin, Lauriel, and two guardsmen trainees. We figure the trip will take about 8 days with Grinuë’s movement aid. The party is able to reach the pillars without any incidents worth mentioning.
Grundar starts reading the pillars with the help of Jin’s Lend Language and Levitated by Grinuë. The feat takes five hours of continuous recitation (at decreasing rolls vs. HT). Grundar is able to keep it up for four hours, but falters during the final hour on the last day. The next day he starts up again. This time during the 2nd hour he starts to falter and Grinuë attempts to throw Restore Language. The spell succeeds, but Grundar is unable to keep the pillars happy, so has to start over. Again Grundar gets into the 4th hour of the recitation and falters again. The next day Grundar starts with the benefits of Restore Speech. He continues through the hours, but fails during the fourth hour. Lauriel suggests she try, which Grinuë agrees to. Five hours later… success! She is engulfed in brilliant energy. Afterwards, she reports that she feels that she has become better in terms of being a good leader, although she can’t explain exactly how. [+1 to IQ, but not Perception or Will]
Grundar tries one more time… and succeeds! (Finally, finishing out with a natual 3!) He is thinking of: Mastery of the Axe! Grundar feels like he now knows the dwarven axe really well. [Weapon Mastery: Dwarven Axe]
The party heads home.
Back in Vonmek, Tylden is able to find three more recruits for the foresters. This is the first month in Vonmek producing gold, so that helps expenses.
[11/1/999]
Grundar invites Lady Yeposa to visit Vonmek and Riverton and see the Growler’s operation. She agrees to visit the later half of November. Grundar offers to sell her arms at a reduced rate in exchange for first crack at employing her artisans. Of course, iron production from the mines won’t start until the spring. In the meantime, she agrees to hire out some of her artisans to his operation. Meanwhile, Tylden goes out in the area and is quite successfule in his recruiting, filling out a 2nd unit of foresters. Grundar oversees the equipping of the guardsmen, who are being upgraded to heavy infantry.
(no CPs)
3/15/2016
(Discussions with the GM ensue - $1500 cost for Grundar to intensively train Tylden/Lauriel in Tactics. Tylden spends $1000 while teaching Lauriel 1 pt in Brawling. Grinuë trains herself in Teleportation – gaining 2 pts. She’s probably a year away from any useful teleportation abilities. To create secondary beacons requires good crafters, best in Burle probably suffices, while being constantly overseen by someone who knows the Beacon spell. One of the major impediments is that the primary circle requires $500,000 (25 lbs) of gold. Secondary circles only require 5 lbs. And, of course, range penalties apply.)
Through the winter management has proceeded smoothly in the realm. Income vs expenses is quite favorable, cash reserves are quite good (above $500,000), stability in in Vonmek is quite high, Riverton is only at about 50% (but rising).
Seggy is given a budget of $70,000/mo and 4 months to finish the last blast furnace. The chemical plant will cost about $110,000 to repair (for gold processing), and $80,000 for a new crusher.
Besides the realm…
- Teleportation – nah, not such a priority. Maybe if we need to deal with the Circle of Mages?
- The Good Wife – pump up whashisnamegrundarsuncle in Reme for information?
- Apex weaponry & soul stones –
- Dem Darn Demons – Grinuë will research
- The Cabal – nothing for now
- The Spark – nothing for now
Grundar uncle Borgo the merchant accepts his offer of hospitality. There is a bit of awkwardness between them. Grundar lets the hint fall that he is looking for a wife. Borgo mentions that some of the dwarves that were inconvenienced by the loss of their realms are itching to get them back are retake their stronghold, and cautions him to be on his guard. He reminds Grundar that those dwarves that live in sight of the sun are not always given the rights of those that live always underground.
The dwarven kindom of Zarok is quite extensive, though there is an offshoot in the White Hood mountains, although they pay homage to Zarok. The tunnels beneath Quail Valley that we have explored are probably above the proper dwarven tunnels. The ones we encountered were probably close off – more likely to cut off the incursions of monsters. The dwarves claim all land beneath Zarok, and even those on the surface – at least of the mountains. The dwarves are ruled by seven brother kings, and every 50 years or so they elect a high king, who is currently is Ekarron III. King Thransiravst is one of the more surface-tolerant bothers, and deals with the denizens of Caithness. There are a couple of entrances to his realm located in Caithness. (About 250 miles from Reme, which is 400 miles from Vonmek.) After plying Borgo with even more ale, he inquires with his uncle about the possibilities of a wife. Borgo implies that what Grundar needs is to ingratiate himself somehow into the good graces of a dwarven leader. He mentions Giznus Brightbrew, the leader of a brewing clan, and after plying Borgo with even more ale, he inquires with his uncle about the possibilities of a wife. Borgo implies that what Grundar needs is to ingratiate himself somehow into the good graces of a dwarven leader. Besides Giznus there’s s also, and Baridoul Goldbrand, a lieutenant of King Thransirast. Grundar continues to treat Borgo like royalty…
(No CPs)
3/29/2016
[2/1/1000]
Grinuë researches the tentacle monster that we saw in the Pit ‘o Demons. There is probably some sort of portal allowing the demons to reach the material plane. The tentacle monster could be somehow creating or anchoring the portal. Or it could just be a guard. She sets her research crew to look into the tentacled creature. Attacking the creature without knowing its specific weakness would probably be suicidal. These types of creatures are quite hard to kill. Homogeonous body. Chopping off all the tentacles is probably the best bet. Unless she gets really lucky, she probably has little chance of figuring out what its weakness simply through research. The mage researchers aren’t really much help – they don’t know much about demons – so Grinuë redirects them back to research topics related to the geas. The month is good for the realm – best gold production so far, warming the cockles of Grundar’s heart. As the month ends we all go to sleep quite contentedly…
Another dream, we are drifting off into darkness. We see the pentagon in front of us. The start symbol at the top is dark. To the right is the domino mask (fully lit), personal symbols (fully lit), combat-related (fully lit), and what used to be a stick-dragon and a stick-person, but is now two paper men (partially lit). We (have to) choose the paper men.
Grundar, Tylden, and Lauriel are facing off against… Grundar, Tylden and Lauriel! They seem to be like us, but are our opposites. Nega-Grundar lays on a massive blow that cleaves through Grundar’s shield and takes out his knee. It does not go well after that… We wake up feeling frustrated.
(No CPs)
4/5/2016
[3/1/1000]
Grinuë does some research. She examines the sword that we found earlier – it has aspects similar to Ghost Touch, but there are similar effects that she can’t quite place. Rithban helps with the analysis, and between them they determine that it is effectively Ghost Touch vs non-corporeal, but it casts different spells against different corporeal creatures, depending on which part of the creature it hits. These are body-control spells. It powers 1 FP towards spells, but the user must supply the rest, and has an effective level of 15. The sword must be activated (1 FP). The blade is ethereal, but can be seen by anyone.
- hands & limbs – spasm
- torso – pain
- other locations – ???
Grinuë heads off to Burle for her demonology research for a couple of weeks, then returns. Near the end of the month we head out for the undead elves. We are the core four, Trel, Burl, and 5 guardsmen. As we approach the pit Tylden sees four demons and a black horse patrolling around the edge. Tylden warns, then sets up for a shot. The demons approach, covering their eyes with their hands, so Tylden targets the horse and hits it with a lucky shot. The horse rears up in anger and Tylden high-tails it back to the group. The demons approach, the demonic horse uttering a fearful cry, but only a couple guardsmen are shaken. The demons attack, but Grundar kneecaps one. Unfortunately, a demon critically impales one of the guardsmen, killing him. Grundar and Lauriel gang up on another, sending it back to the nether planes. Grundar goes back to hewing the knee-capped demon, dispatching it as well. Lauriel, Trel, and a guardsman against another, while the last demon faces off against two guardsmen and Burl. Grundar weighs in on the latter, taking out its knees as well and sending it back to hell. The last demon deals a heavy (but non-fatal) blow to one of the guardsmen, then gets pounded on by Lauriel, Trel, and Burl, and disappears in a puff of smoke as well. The horse tries to run away, but Grundar is Great Hasted and is able to catch up to it and put in several blows, although Tylden’s arrow simply skips off of it. The horse turns and faces Grundar, then throws itself into the pit. So we have defeated the demons, but our hearts our heavy as we return back to Vonmek with our fallen comrade. The next day one of the other guards decides to retire, but is talked out of it by Grundar as long as he doesn’t have to go back to the pit.
(3 CPs)
4/15/2016
[4/1/1000]
Another banner month from the gold mine. The silver and copper mines are going OK, but gold was pretty good. Gross income was 466 gold, expenses at 150 gold, a few gold in taxes, and a net of 320 gold for March.
The night when the month changes we awaken again in combat, this time it is Grundar, Lauriel, and Grinuë. Both Lauriels throw Grace on their respective Grundars. Nega-Grinuë throws Shield on N-Grundar, Grinuë throws Death Vision on Nega-Grundar and we charge. Lauriel attempts to stab at Nega-Grinuë, but N-G attempts to dodge and fails. She is able to throw Great Haste on Grundar, however, who recovers from the Death Vision. N-Grinuë had also thrown Shield(3) on Grundar, and he is essentially impossible to hit. On his turn N-Grundar lays in a critical hit on Grundar, taking out his knee.
(no CPs)
4/20/2016
The morning of April 1st we wake up, or at least some of us Lauriel and Grinuë do, while Grundar and Tylden are trapped in the dream world. The next night the part is dragged back into the vortex… We are back at the pentagon. It is a bit hazy and the pentagram pulses, seemingly under some stress, and we find ourselves back in the arena. This time the party is Grundar, Lauriel, and Tylden. There is something different about our opponents and the arena – there is something of a dark haze about them and their movements are a bit jerky. Grundar and Lauriel charge but fail to hit. In the return blows Lauriel’s knee is taken out. The combat continues, but now Grundar takes out n-Grundar’s knee! Unfortunately, Nega-Tylden is allowed to work around Grundar’s rear and does a max attack to the vitals, slowing him down. Then the wounded Nega-Grundar lands a crit hit on Grundar, while Nega-Lauriel crits Lauriel. It doesn’t go well after that….
At the end of the encounter the arena starts shaking apart and then disintegrates. We start to return, but are then dragged back to the pentagram – but the symbol flares brightly and then flares out and the lines turn black. The other three lit symbols start glowing more steadily, and then the top symbol starts to glow softly. It seems we start to return to our normal world, but then are turned back and into the top symbol that looks like a star or tower, and find ourselves in a vast underground cavern. In the middle of this is a massive tower, and grouped around its base is a mass of skeletons. The tower is made of living rock, broken in places, and at the top is a crown with four spikes at the top and a flat space where stands a mage in purple robes with a staff of wood. The is a bluish disc over the top of the tower, and the mage is quite angry at this disc. Then we are back at the pentagram, and then we find ourselves back in the real world.
The next night…
(no CPs)
4/26/2016
We find ourselves back facing the tower (100 ft. tall) surrounded by an infinite number of skeletons and on top, a mysterious, robed figure. He has a staff and is firing a beam of black energy into the center of a bluish cloud, while a bluish beam is coming out against the mage in response. Coming out of the maelstrom of energy vs energy are random beams of energy like lightening striking in random places. Grinuë throws Resist Lightning on the party, then Walk on Air and we start trundling up. As we go up, the lightening begins to strike the party about every 5-7 seconds; they seem to be unnaturally attracted to Grundar and Lauriel – or maybe it’s natural considering how much metal they are wearing. Tylden gets an occasional shot, but nothing for Grinuë. The skeletons don’t give us any heed as we pass over them. As we approach, the four pillars seem somehow unnatural. Someone has done a fantastical job carving them, or else they really are massive tentacles that look like rock, although they are not moving. The party reaches the top of the tower. As we alight, the mysterious figure turns towards us, and then two skeletons appear by his side. Grundar charges and swings the wyvern axe at the lich. Time slows, the lich runs his hand over the blade, and he frowns. Then he lowers his staff and directs the beam of energy at the axe which then explodes! Grundar takes some damage, but one of the skeletons is taken out as well. Lauriel charges and strikes home. The silvery beam strikes down, hitting one of the four pillars, destroying it. A wave of sound comes from the pillar, knocking everyone down (except Tylden) and deafening us. We get back to our feet while Grinuë Great Hastes Grundar who takes out both of the demon’s knees, then runs around the 2nd demon that has appeared and attacks the Mystic Figure, damaging him severely. The Mystic Figure heals himself, but allows Clarke to attack and take out a 2nd pillar. This explodes into a black mist that starts to slowly settle around the tower but doesn’t knock us down. The de-kneed demon pops out of existence, while the other demon turns around and attacks Grundar with his tail, but Grundar parries and chops off the tail. The MF strikes at Grundar with this staff – although it is a shadow of the original staff, and Grundar takes 13 necrotic damage – no DR! Grinuë is able to heal him, and then Grundar gets a shot in on the MF. Soon thereafter the 2nd demon (somewhat surprisingly) departs this realm as well. The next turn, Grundar steps up and takes off the neck of the lich, who doesn’t die, because, well, he was already dead. Grundar takes off both his knees, and Lauriel gets in a couple of whacks as well. As the lich falls to the ground and Lauriel attacks, she hits first one shoulder then another, and the black beam goes off target. As the black beam wavers, a third pillar disintegrates by exploding into a thousand pieces, but the energy from the pillar ignites the black fog above and around the pillar (except for the area cleared by Grinue’s Purify Air) flashes into a fireball, blinding us. Meanwhile the Mystical Figure fully heals himself, and then casts an evil spell against Grundar (Rotting Death). Grundar is stunned, but Lauriel steps in for a couple of whacks. Then, the last remaining tentacle starts to come to life. Grinuë throws some spells – Death Vision that shakes the lich, then Spasm which breaks his touch on Grundar, who brings his axe around and cleaves the lich’s arm holding the staff from his shoulder. As his staff falls, the remaining pillar rises up along with arms from the remaining pillars, but the blue light shines down on the lich god, and everything explodes. We are thrown far from the tower, and everything around it is destroyed as the dream ends. As we leave, we see the pentagram is fully lit except for the darkened doll figures, but we still feel something of a sense of accomplishement and closure.
Lauriel and Grinuë are roughly shaken awake by Trel and Burl with a message from the goblins: they are under attack by demons! By the time they reach the goblins we see that many goblins have been killed along with a few demons. Visselfish is understandably upset. The demons came down the corridor – the goblins were hopelessly outclassed, saved only by the equipment they had acquired along with a near depletion of their stock of battle potions, and they were able to defeat the estimated group of five demons. Lauriel and Grinuë scout ahead. They see no more demons, but the pit seems to be choked with dust – perhaps associated with a cave-in. After a few days the dust settles, and the central pillar has collapsed, filling the pit with rubble. Of the beast on the pillar, no sight is to be seen. At the bottom of the pit there seems to be a tunnel, but no sign of the demons.
Tylden comes to after a week and organizes some defenses in the tunnel, but nothing more troubles us from that direction, but Grundar does not awaken until the end of the month. The finances for the realm in April are adequate (about 60 gold net), but nothing compared to the previous month’s haul. Still, considering that our fearless leader was comatose the entire month, there is nothing to be worried about.
(1 CP)
Notes from 5/1/2016 to 6/30/2016
5/1/2016
[5/1/1000]
Something must have happened, but I have no idea what. Still, it must have been exciting ‘cause we got:
1 CP (Ed: Damian: I don't have any record of any cp for this session, which was mostly realm management)
5/25/2016
Review of realm economic management:
- gravel is 1.6 tons/yd
- Be sure to add $50k/mo in Riverton (starting in May)
- (May) – $25k for wall/doorway in hallway leading to goblins
- Seggy – Furnaces
- February – 66.25
- March – 66.25
- April – 66.25
- May – 66.25 – reducing furnace done
- June – 80 crusher (done)
- July – 80 crusher (done)
- August – 66.25
- September – 66.25
- October – 66.25
- November – 66.25 – 2nd reducing furnace done
- 2 – 3 mo stockpile of ore is desired
- hire 5 more miners
- Describe holding areas to gm
- Roads
- maintenance includes clearing costs
- beg. of Feb, 3.175, so beg of May is 3.55 miles
- 1/8 mi/crusher/mo (stipulated)
- currently have 3 skinners, 28 mules
- add a 4th skinner, 20 mules
Grinuë meets up with Balin Daznof and the mage circle to discuss plans for a mage’s tower and something that the researchers could stay in.
Tylden goes to Riverton, looking for foremen to manage building crews. He finds several that are capable of managing a work crew.
- BD – architecture
- Garper – oversight of money
- Projects
He also looks into hiring metallurgists, but there are definitely none in Riverton, and returns to Vonmek.
It is now near the end of the month, and we head off down the tunnels to take on the undead elves.
Monthly rolls (May):
- 9 – Magister (Stability)
- 13 – Sheriff
- 11 – Master at Arms (now a 15!)
- 8 – Frail
- 8 – Garper
- 10 – Grundar
0 CPs
5/31/2016
We sneak up towards the lair of the undead elves and buff up. Grundar gets Grace 4, Shield 2, Lauriel gets Grace 3, Shield 2. We form up, and then sprint towards the elves. There are two defenders who form up and attempt a retreating defense. We are formed up as well, Lauriel feinting for Grundar. He manages to take out the knee of one of the warriors. They are very good, but we start to get all four major fighters (including Trel and Burl) into the action, and the knee-capped elf goes down. Grundar advances, now Great Hasted, and lays waste to the 2nd guard. We rush into the room – and face five fighters, three archers, and a general. A formidable array! Grundar’s first attack slices through the shield of his foe, taking out his knee! Two guards close in on Lauriel – one crits, causing her to drop her sword, but she deftly flips it back up using her foot. Grundar finishes off the first downed elf, then drops his axe, but he quick-draws another. Grundar hits the general, and Lauriel hits her opponent, but they are holding firm, defending all attacks with extra effort. An archer drops his bow, quick-draws his sword, and crits Grundar. Lauriel continues double-attacking her foe, taking him down. As the undead elves attempt a fighting retreat, Grinuë casts Flash. As the Great Haste expires we find ourselves still facing off seven foes. Grundar and Burl gang up on one fighter, while Lauriel, who had earlier feinted, carves up the fighter before her. She pursues another fighter who eventually falls unconscious. We allow the remainder to retreat – they have left seven of their compatriots on the field. We set up in the chamber where the main attack occurred, Grinuë throwing Mystic Myst. The altar in the in the middle is stained with dried blood. On the top of the alter are gold cloth robes, on top of which is a golden mask. Also on top of the robes is a silver rod. The walls have disturbing images carved on them. Tylden takes some time to search for hidden doors. Grinuë analyzers the items on the altar. They are not magical per se, but probably have some divine qualities about them. After searching unsuccessfully for hidden doors in the altar room, he goes sneaking off down into the next room. There is an altar in the next room, on top of which is a book. Tylden scouts ahead, but there is no sign of our foes. Grinuë examines the book – it is a very old leather wrapped tome with a soft binding. It is covered with intricate embossing. Grinuë does not detect it to be magical. She summons a Manipulate and lifts the front cover of this very fragile book. The page has hand-written text in an unknown language. Looking closer, it seems to be written over some other writing that is very faint – possibly some sort of log book. The writing is presumably in Ancient Elvish.
1 CP
6/7/2016
Tylden starts scouting out the next room. He hears a thump of a staff on stone and retreats. We form up and enter the room. There is a dais with two dead knights on the dais. As he moves forward, he sees there are five knights, two mages, and a general. Lauriel throws Grace(3) on Grundar and we form up. We advance on the dais. Tylden runs around one side and jumps up just as Grinuë throws Flash. One of the mages attempts to Charm Burl, but barely fails. Lauriel feints one of the knights and Grundar comes in and takes out its knee with a massive follow-up blow to the chest. Lauriel then dekes the general and Grundar takes out the general’s knee. The mage attempts to Charm Burl again, and fails. A third time the mage attempts to Charm Burl, and again fails! One of the mages stuns Grundar, but he quickly recovers. Some undead reinforcements arrive (2 knights, a mage, and an archer), but are Glued by a levitating Grinuë. One of the mages stuns Lauriel repeatedly, but Burl gets in a critical hit! Tylden grapples one of the mage while Grinuë Great Hastes Grundar.
1 CP
6/15/2016
The sole mage with FP left attempts to Charm Grundar, fails, and the rest is history…
The 3 mages have laminated armor that is very light (not metal). Not quite as protective as plate – DR 4. It was assemble using a lamination/lacquering process that will make it almost impossible to resize. They have staffs with a gem embedded in it. Running down the length of the staff are symbols. Grinuë thinks the armor is magical. The fighters have identical armor as well as edged rapiers. (Fine, are magical.) The general has an extra-fancy rapier, and slightly heavier armor. They all also all have reflex bows. Tylden searches the room. There has been quite a bit of water flow at the back of the altar which coats the back of the wall with ice. This area seems colder than normal. Tylden starts investigating the various rooms off of the main room. There is a large room that could have been a kitchen or store room. The set of doors at the bottom are quite heavy and meant to be flush with the wall – secret doors? Beyond is a wide corridor filled with debris. The corridor is blocked about 10 yards in by a massive cave-in, and the corridor seems unnaturally cold. Next Tylden investigates stairs to the north which go up to a landing, turns right, then up to another landing which ends. The north side of the landing seems suspicious in that it is covered with plaster. He scrapes off the plaster, revealing double doors beyond. Tylden fails to find the traps that impale someone opening the door – from the other side fortunately. Beyond is a large, damp, moldy circular chamber. In the center is a statue of some unrecognizable figure. The construction of this chamber is different from those we have been in so far. The stones are much less finely carved. There is a corridor off the chamber ending in doors. This time Tylden notices a pair of holes in the ceiling pointed at the doors ahead of us, and manages to find the latches that disable it. Tylden attempts to open it – locked! He unlocks the door but can’t push it open. Exasperated, Lauriel takes a running start and blows through the pair of doors. Beyond is a large cavern. Inside seems to be something of a Greek temple with stairs leading up to it. In the temple there is a shadowy creature. Here the walls are smooth, forming a large semi-circle that the doors are fit into. Beyond are the more natural features of the cavern. In the north-east of the cavern is a cul-de-sac filled with very thick, stranded webs. From this angle, Tylden can see that the shadowy figure is a statue, probably made of stone. The back of the cavern is very rough. As we pass the webs, they start rustling. We form up and Grinuë lights the webs on fire. They start burning nicely and beyond there is movement, but stops after a short while. The cavern fills with smoke, so we step outside the cavern, close the doors, and wait for the smoke to dissipate. After half an hour we open to doors back open – there is still something of a haze within. We head back inside. The web is almost completely destroyed. Beyond is a tunnel at the back of the cul-de-sac. Looking around are a couple of tunnels, one to the south and one to the south-west. The one to the south has been partially worked. The walls are mostly smoothed, and it heads south for 15 yards, ending in a courtyard of sorts with additional exits. He then heads towards the southwest corridor, and notices a square area, about 5 yds on a side, that looks different. Grundar tosses a rock onto the area. Plaster flys everywhere, revealing brickwork. We decide to go back and get our packs (with rope and stuff), then investigate the ice behind the altar. Grinuë thinks there is something weird about the whole wall – possible some arcane creator is trapped beyond that we should not release, although the ice seems completely natural. We then head back to the cavern, and Tylden finds another patch that appears different. The patch collapses. Very rusty spikes can be seen on the bottom. We finally look at the southwest corner. It has natural walls but a smooth floor. It gradually widens to a landing with stairs going down to another cavern. This has a constructed stone floor but in the center is a huge pile of rubble. There are exits: a tunnel to the south with sounds of water, and stairs up to the north.
We head south. It goes for a while, going into a chamber that shows signs of footprints before continuing on. We continue to head south, and after several hundred yards it opens into a large cavern with a river running through it. As we contemplate this, we hear a noise to our left and see a dozen lizardmen moving towards. We head back down the tunnel and the lizard men do not pursue us. Heading back to the chamber we head up the stairs which continue on for some time before leveling off, then turns right before continuing on, making another right turn, then another right turn, then a left turn, at which point Tylden sees a humanish figure clad in primitive clothes wielding a spear. He crouches when he sees Tylden. Grinuë attempts to talk to the person without success, so we head back. We pick up the loot from the dead elves, including the book, and head back to Vonmek.
Loot:
- 15 Fine Rapiers +1 acc, 1 Very Fine, +1 accuracy/+1 puissance for general’s rapier
- 16 reflex bows
- 18 sets of Armor @ DR 3 +1, 1@ 5+1 for general
- 3 staffs with 12 pt power stones.
- One each to Grinuë, Fencallad, and Werduul
- One Dear Diary book written in ancient elvish – to be taken to Jin
- To be taken to Jeffar:
- Golden rainments
- Golden mask
- Tarnished silver rod
1 CP
6/24/2016
[5/31/1000]
The morning after we come back, Burl has disappeared. Grinuë throws Seeker: Burl is next to the ice tapestry. We saddle up (less Burl) and head out. As we go out, one of the goblin guards expresses his hope that Burl’s mission goes well, and that he and his companion are safe. With this sobering information, we continue on to the ancient temple. We go in, Tylden sneaks down and sees Burl behind the altar – no one else is near. The rest of the group moves up, and Burl peaks around the corner of the altar, then speak: “I’m glad you have arrived. I want you to meet my friend! It is perfectly safe. My friend, who is quite misunderstood, will give you much gold for tasks that are completely ethical!” He then starts to bash the ice with his axe. Grinuë yells: “Tackle him!”, and Lauriel rushes forward and slams into him – Burl is pushed through the weakened ice into a chamber beyond. We see zombies (the previous undead elves) coming up behind us – fortunately they are unarmed and unarmored. Inside the chamber are two guards. Grundar takes out the knee of one of the guards, and Trel one-shots the other guard. The zombies rush Tylden who guards the door. Grundar axes the remaining guard into oblivion. Burl runs off, pursued by Lauriel. She runs into the dimness and knocks him down – right through the wall! She goes through the hole in the wall and knocks him down again. Burl objects: “Let me get friend – he’ll give you lots of gold Grundar!” One of the zombies grapples Tylden for a few seconds, but is then knocked out by Trel. Trel, then Tylden take out a zombie each, while Grundar and Lauriel rush down the hallway. Grundar bashes through the end of the hallway, but the room beyond is empty. Burl enters and proceeds to bash through a wall. We continue on down a narrow hallway into another room with a sarcophagus where stands a shadowy figure. He throws Panic on us, with Will failures all around! The Lich king chortles: “Welcome my new servants!” Grinuë, who has been trundling forward, replies by throwing Bravery on Grundar, stopping him from fleeing, but Lauriel and Tylden continue to flee. Grundar and Grinuë continue forward, meeting the Lich King striding forward, chortling. He casts a spell at Lich, but Grinuë has put Spell Resistance 10 on Grundar and it fails. “Kick his ass!” screams Grinuë. Grundar strides forward, striking the Lich King’s knee, knocking him prone. Grundar lays into him, hitting him again. Grundar strikes again, this time at the neck, and crits twice! (For the record: 4 crits total out of 6 attacks.) The lich king crumples to the ground, and Grinuë rushes up and hugs Grundar. We investigate the altar area, there are many gold and silver artifacts, a fancy spear, a small bottle, a wand. There is also the staff the lich was holding, plus another suit of armor on the lich.
2 CPs
6/30/2016
There is an exit out of the room – filled with a huge pile of rocks. It may line up with the other passage way that was filled up with rocks. We open up the sarcophagus. Inside we find… nothing.
Grinuë analyzes the magic item. The wand is one of Total Paralysis. The spear has some basic enchantments: +1/+1 Accuracy/Puissance, with more… We decide to head back to Vonmek.
In Vonmek Grinuë continues her analysis of the long spear. It is also +2/+2/AD(3) vs dragons. There is also some non-standard protective spell on it that Grinuë can’t figure out – it’s nothing she’s come across before. Rithban thinks the protection has something to do with dragons. The potion is Resist Fire.
The end of May comes… and we enjoy a net of 116 gold.
(CPs recorded in following notes)
Notes from 6/30/2016 to 9/5/2016
6/30/2016 (cont)
[6/1/1000]
The core party (Grundar, Grinuë, Tylden, and Lauriel) and 5 guards head out for Caithness. Castor comes along as well to visit some friends in Caithness, as well as fence the alien rapier. Grinuë speeds us along. On the 2nd day on the way to Fairhill, Tylden sees off the road to the left a glint of armor. He goes back to warn the party, and then rides ahead to further scout the situation. Tylden sees a person in the bushes in a black robe, but now quite dusty. It seems he has been camping out for some time. Tylden approaches on horseback – the rest of the party dismounts about 100 yds away. The man is quite nervous, especially when he sees that Tylden has spotted him. He cries out “Now, now!” and runs away. A portal starts to form. Grundar calls out for Tylden to cut down the mage. Three men step from the portal in full plate and broadswords. Two more come out of the portal while Tylden attempts to run down the mage, but he dodges to the side with deceptive skill, and Tylden loses his balance. Two more men come out of the portal – in robes! Finally, a last mage steps out of the portal. He looks nasty, and has a large, golden rod. He points at Grundar and says: “Leave that one to me!” He draws the rod against his arm, drawing blood, as does the mage with the dagger. The other mage starts chanting. From what Grinuë knows about these mages, they can gain great power from these injuries, although it is a risky business if they go too far. Our line charges, Grinuë Creates Fire centered on the head mage. Grundar is able to take out the knee of Red Leader. One of the mage’s robes catches on fire – unfortunately they seem to be used to pain. The leader orders a retreat. The mage casts a bolt of green energy at Grundar’s face. (Strike Blind) A Ward from Grinuë is just sufficient to turn the spell aside. The other mage casts Agonize, and this time it succeeds! (-3 to DX and IQ) The last mage casts Choke and succeeds as well. The mages start to retreat out of the fire, which then stops. About this time, Tylden had come back around and rides through two the three mages. The head mage is knocked down. The mages pick up the now unconscious head mage, and Red Leader orders an attack. Grundar by this time has circled around and attacks one of the mage. He feels some resistance, but the axe takes the leg of the mage. Grinuë Glues the area around the portal. The remaining conscious mage screams at Grundar, a large bruise appears on his arm, and he casts Stun, but Grundar resists. Grinuë casts Shield on the front-line guards. Grundar slices through the last mage, killing him, while Tylden shoots down a guard from behind. The Red Leader calls out “Lord Grundar, I surrender upon you honor!” The other fighters throw down their weapons. About 5 seconds later the portal disappears. Grinuë stabilizes the most seriously wounded.
The soldiers are mum, but Red Leader (Ineana) says that she is part of a mercenary group – the Red Guard – that hires out. They are known for their loyalty to their employees. The ambush was specifically targeted for Grundar. They had set up several scouts set up outside of Vonmek waiting for him. She mentions a large room with now windows that they teleported into. The mages when they recover are tight-lipped. Tylden and Lauriel track down the scout. He is also quite tight-lipped. Between Grundar and Grinuë we learn that this was a mission of revenge. We also learn that all of the members of the Red Guard are mages as well. They are also very loyal to their company – but their rate is very high. Meanwhile, we figure out that they mages are have committed crimes against Lord Grundar, and that crimes against a lord are normally capital crimes.
1 CPs
We are generally of the opinion that their head mage must simply die. As for the other mages, well, they pretty much have to die as well. Ineana will say that the goal of the attack was to capture the mage Grinuë, and to disable or avoid Grundar. We interrogate one of the mages, who admits that the chief mage was involved with killing villagers and turning them into zombies. This is all that Grundar needs to declare that the chief mage must die. Lauriel doesn’t have to be told twice, and beheads the chief mage. Grundar gives one of the mages five minutes to convince Grundar why he shouldn’t be killed. This mage declares that their defeat is proof that they were in the wrong, and they didn’t have anything to do with killing villagers and turning them into zombies. Grundar turns him over to Lauriel for close questioning – and if he passes her test he can live. He is only a journeyman of the Black Robes organization and does not know the secrets of the masters. The one outpost that he knows of is in one of the far northern cities – to the mountains north of Quail Valley. Their main base is the Ship’s Tower. There are a least a dozen of the masters. There are two or three different branches. The one we killed – Th’kzlt – was more concerned with offensive magic. He thinks that they may be about a dozen mages of his caliber, although this is something of a WAG. The other branch that he knows of concentrates on the mental side and summoning creatures from the nether regions. The third branch, or possibly just the top level of mages – deals with teleportation.
We interrogate the 2nd mage. He holds out for a while, then Grinuë turns the screws and he spills his guts. Not literally, of course, and confirms the information of the first mage. He also confirms that he will give up the way of the Black Robes, but Tylden doesn’t believe him, so Lauriel chops his head off as well, but we let the first (and only remaining) mage go.
We continue on to Reme, taking 4 days. We turn them over to the local authorities to hold, then head to the local quarters of the Red Guard to talk to her superior in Reme: Seraud. We find ourselves in some barracks in the fairly large mercenary quarters of the city. They are not fancy, and look well-used. We are quickly shown to one of the alcoves – a fit looking older man is behind a desk. We enter into negotiations. Grundar expresses interests in the Red Guard not choosing the Black Robes, and not targeting Lord Grundar again. He offers 2 gold each for the soldiers, 5 for the lieutenant. Grundar readily agrees, somewhat to the captain’s surprise. Grundar says that he is more interested in avoiding future conflict, and mentions that if they are in need of employment in the future to consider the possibility of signing on with him. The next day, just after noon, a pair of Red Cloaks arrive saying all is in ready. We head over to the local lockup and exchange silver for prisoners.
We pay a courtesy visit to Lord Zedeji, share lunch, then continue on towards Caithness. At dusk we pass through the nameless village at the crossroads and enter a low-mana zone. After passing a borderlands city Whose-Name-The-GM-Cant-Remember. The next day we find ourselves at the entrance to the dwarven kingdom. We take a path for several miles that then leads to a tunnel. We ride for about five more miles before encountering a gate. A company of merchants ahead of us negotiates their passage, and then the guards turn their attention to us. Grundar announces himself, and says that he is here to see their king. The guards seem a bit skeptical of this request, but say that they might be able to meet with a lesser lord. We enter past the gate, into a hall and to the guest quarters. The next morning we are led to meet the trading official. They think we are a trading company, but Grundar declares that he is really there with respect to the status of Amort’s Reach. The trading factor is a bit taken back by this and not quite sure how to proceed. We are escorted back to our rooms. Two days pass before a minor official comes – apparently to harass Grundar. Grundar asks if he takes responsibility for full authority to possess Amort’s Reach. The dwarf takes offense at this – Grundar should just go back to whatever muddy meadow he came from. Grundar takes offense in turn – if he honor is being questioned then perhaps they should settle it in a duel. The dwarf does not take him up on this, and eventually slinking away ¬¬- he was apparently from the Agaal clan. Grundar goes to see the head trader, but is turned away and told to return in two days.
Tylden does a bit of sneaking around. The dwarves are not happy to see him - apparently the Agaal clan lost a great deal of status after they lost Amort’s Reach, and there is much discussion as to if he has a valid claim or not. It is obvious that we will not achieve anything in the guest quarters. Grundar goes to see the Head Merchant after two days who proceeds to whine about how he knows nothing about this, he’s not the proper person to deal with this, etc, etc… The Head Merchant says that, seeing as Grundar is a dwarf, perhaps he’ll be allowed to see Baridoul Goldbrand – but he expresses doubt that the non-dwarves would be allowed in. Grundar would have to convince the guards at the gate to let them in. Grundar returns to our quarters, gathers the entire retinue, and then heads to the Gate. This is really a fine gate – very decorative and functional. Grundar proceeds towards it, but is stopped by two very large guards armed with poleaxes who bar his way. He is no dwarf of Zarok and is not allowed to enter. Grundar that he is indeed a dwarf, and declares that he is here to see Baridoul Goldband. The guards at this point permit Grundar to enter, but no non-dwarves. Grundar replies that he is a lord and thus worthy of this retainers, but they reply that they do not know that he is a lord. Grundar tells us to go back to our quarters. Tylden and Lauriel bow to our lord and declare they will attend him outside – the rest return to our quarters. Grundar enters the hallway.
After wandering around a bit, Grundar meets with some guards who actually know of our activity in Caithness dealing with the traitorous dwarves. The guards are actually somewhat amenable to Grundar’s case – although Baridoul will probably not meet with him unless he can find an ally underground to back his cause. Grundar mentions that his uncle knows Giznus Brightbrew, and the guard – one Athalag – leads him to their quarters. Grundar goes in and is offered a mug of ale – which is excellent. After a mere 15 minutes he is led in to meet Giznus who greets Grundar heartily. He recently received a letter from his uncle, and so is not surprised to see him. Giznus says that he could probably arrange a meeting with Baridoul, although such a meeting would require preparation. They chat about what they might trade, mentioning armor and beer among other things. They tentatively arrange to trade silver ingots for beer. Grundar then brings up the matter of Amort’s Reach. He would permit some of the clan to reoccupy Amort’s Reach. They would be Grundar’s lordship, sealed by a marriage with someone suitable from the Agaal clan. Brightbrew notes that they are not happy with the situation and the legal situation is not exactly in their favor, and they may not exactly embrace you with enthusiasm. They are known to be very conservative, and would have difficulty making a pact with a surface-dweller, but feels that Grundar’s idea may have merit. The prime difficulty is really getting the members of the clan to accept Grundar. The Agaal clan is currently very small and not of much consequence, but their history is such that their leaders are quite high in the dwarven hierarchy, and gaining their favor will be quite challenging. For now he allows Grundar to bring in his top lieutenants. Grundar returns, meets up with Tylden & Lauriel – Tylden goes off to get Grinuë – and this time they go back through the gate and beyond into the Great Hall and the inner realm of the dwarves.
1 CP
8/5/2016
It is determined that Brightbrew is fond of tapestries, thus Grundar (accompanied by Tylden and Lauriel – mostly to keep them from introducing new pock-marks in the ceiling from playing horse with Tylden’s arrows) goes on a tapestry-buying expedition. Grinuë advises Grundar to commission a tapestry. Grundar is able to fine a tapestry maker, and commissions him to create a tapestry of the birth of the god of brewing: Whurut (pronounced: “wort”). It should only take him a few months, and merely at the cost of 8 ½ gold, which Grundar is unable to negotiate downwards.
Tylden manages to get a line on a couple of weapon masters in the Brightbrew clan, who he points out to Grundar. The axe-master, Farrago, suggests some improvements for Grundar’s technique. There are two axe-masters above him in the dwarven pecking-order, so he has some time to devote to Grundar.
Attempts to meet with Goldbrand do not meet with any success, but a merchant meets with him and Grundar tries to arrange for deliveries of dwarven ale. Grundar seems to haggle successfully, although in the end it does seem to be a bit expensive. The real issue is the transport from the dwarven kingdom to Vonmek. Grundar works on... the arrangements, but it’s going to be expensive…
Meanwhile, Tylden manages to locate a dwarven brewer, Bungo, recently put out of business by Brightbrew. Grundar consults with Brightbrew, who is only slightly chagrined at recommending one of his competitors. Grundar points out the astronomical price of transporting beer. The beer he will be importing will be reserved for Grundar and his close associates, of course, but the miners in Vonmek will hesitate to pay such a high price. Brightbrew hesitates a bit, then suggests for the brewer to make his leaving of the dwarven lands to be conspicuously public. Essentially, we must hire the Bungo in a manner that is contract that is transparent to the dwarves of Zarok. Grundar talks to Bungo, but it doesn’t go that well. Tylden talks to him as well and, fortunately, Bungo doesn’t have that many options.
Soon thereafter, Brightbrew announces that he has arranged a meeting with Goldbrand! This takes place a few days later (end of the month). Brightbrew is shown in first, then Grundar (and entourage) are shown in. Goldbrand greets him, mentioning his exploits in the orc wars and Castle Defiant. A few remarks are exchanged about trading, and the meeting is concluded after only a few minutes. Brightbrew mentions that the exchange seemed to go well, although Grundar’s background as a surface dweller provoked some mild consternation on the part of Goldbrand. In the meantime, it seems Grundar has established an ally in Brightbrew. Meanwhile, Bungo accepts the terms that Grundar set forth as his establishment brewer. Bungo will be travelling with his wife and a small child – and is ready to travel given a day’s preparation. The weapons master, Farrago, is intrigued about coming to Vonmek to train Grundar some more, but is not quite ready to leave Zarok. Still, the seeds seem to have been planted.
0 CPs
8/12/2016
Notes on expenses:
• +13 gold, ransom
• -8.5 gold, tapestry
Notes on trade with Brightbrew:
• 5 gold to Brightbrew
• 1-2? gold transport
On the trip back we stop at the Caithness city of Tacitus, sending Bungo, the guards, and Grinuë on ahead back to Vonmek. After a week 2 candidates are found, after which we decide to hire Castor at the rate of
cough 3 months’ salary for each candidate that we hire, then head back to Riverton and Vonmek, arriving July 18th.
Grundar spends the rest of the month seeing to business in Vonmek and Riverton. He sees to cleaning up Amort’s reach for Bungo & family.
Mage tower with 3 floors. One floor: 5-15 mages. Plus additional outbuildings. (Damian’s estimate: up to 1.3 million)
Grinuë spends her time helping in Vonmek and Riverton, the remainder in Burle with the researchers. While working on her research, she notices a new advantage for the party: a level of Power Investiture. (How we take advantage of this is somewhat undecided.)
Expenses:
• Metallurgists arrive
• Brewery setup
• Cleaning up Amort’s Reach
8/17/2016
[8/5/1000]
The circus arrives in Riverton. The acting troupe has arrived, augmented by many additional members, and including… Lunderbag! Awittawa plows on, ignoring Tylden. She entreats Grundar to cover their expenses – 4 gold a month! Grundar coughs and counters with 1 gold/month for 2 months. Additional negotiation occurs – Grundar finally agrees to 2 gold for 2 weeks. Grundar also wishes to hire Awittawa to train him in public speaking – his (her?) rate is 1 gold/month. Grinuë throws Know Illusion, but doesn’t see anything unusual. Tylden surreptitiously tracks Lunderbag and the troupe. Some of their performances seem to be a bit over the head of the townspeople. Afterwards, he retires to his wagon for some drinking, then starts bar-hopping. He starts with the better establishments, gradually working to the seedier haunts. Tylden thinks that at one point he has been spotted. He tries to shake things up by attempting to predict which bar Lunderbag is going to next and sets up when a hand comes down. It’s Lunderbag: “Shall I buy you a drink?” Tylden is unable to keep up with the heavy drinking, but as he slowly slips away into oblivion, he notices that Lunderbag has turned philosophical. At least, that is what he thinks he remembered when he wakes up the next morning with a tremendous hangover.
8/24/2016
Mid-month Tylden sets off to Burle to visit Jin and Lady Yeposa. He has a very pleasant lunch with Jin – well except for the first part where he starts foaming at the mouth in an apparent poisoning attempt, but Jin laughs it off and hands him a glass of water. “I have to be so good around these gnomes!” she complains. He fills her in on the latest news, then gets around to the main business at hand – would she consider coming back as our seneschal. Jin describes the work she is doing for Lady Yeposa in terms of communications. It is very taxing on her – all this long-distance spell-casting. Tylden asks what they could do to help or what sort of arrangements could be made. Assistants perhaps? It turns out that what Jin could really use are 30 10 pt. powerstones! And a secure area in which they could recharge. Tylden nods his head, and says he will approach Lord Grundar. So many powerstones are expensive (market cost is around 75 gold – but Tylden will buy the gems and backup and have the circle of mages create the powerstones), but he knows that Jin’s ability as a seneschal is worth it. They leave with tentative plans to have Tylden work on obtaining the powerstones and a suitably secure charging room, and after Lady Yeposa and the gnomes relocate and arrange themselves in Riverton, Jin can start managing the seneschal duties.
Afterwards Tylden has a short talk with Lady Yeposa. As soon as possible she wants to get the gnomes into quarters in Riverton. It doesn’t have to be anything fancy in the immediate future. They discuss her requirements in terms of tools and raw materials. She mentions that having sea transport would be useful. She also reports that the cabal is massing in Melop and building a fleet – and that it appears headed east. Tylden is given to understand that bring iron production online as soon as possible should be his top priority.
Filled with a sense of urgency, Tylden takes his leave and heads back to Riverton where he meets with Grundar and outlines the situation. We immediately contact the architecture – BD – and accelerate plans to provide accommodations for the gnomes that will essentially be warehouses with cots. We also discuss plans to start building boats. We also make plans to accelerate the development of the improved furnace for processing iron. Seggy figures he can shave a month off the time at an additional cost of 25%.
Tylden then heads off to Caithness, eventually finding Castor in some nameless city. He hasn’t actually found anyone useful. Well, actually he has one name – an alchemist. They sit down and have a hard chat, Castor complaining that Tylden has come here to snatch away the fruits of all his hard work. Tylden apologizes (eventually) and explains that we simply haven’t the time to wait. Finally they agree that if the alchemist is hired then Castor will get his full fee (3 months’ salary.) Otherwise they will work together and Castor will get 10% of anyone they find.
[9/10/1000]
9/5/2016
After discussion with Lady Yeposa, Grundar agrees to pay for a dozen workshops for the gnomes plus one for boat-building at a cost of $10k each to be spent in September and October.
Tylden is in Mershall (NE of Tacitus), which is something of a mining town. Wallace (of Lord William and Lady Wallace) lies to the south of Tacitus and borders the desert. The first week in Mershall Tylden is able to find a metallurgist willing to travel to Vonmek. Unfortunately the alchemist is a bust. The second week Tylden travels to Wallace to pay his respects to Lord William and Lady Wallace. He fills them in on what is happening in Vonmek as well as the trouble brewing across the ocean. He also mentions that he is looking for an experienced finance minister. There is some mining in the area, so while waiting for an audience Tylden goes looking for a metallurgist. He finds a semi-retired metallurgist that is interested, so Tylden hires him. No word yet from Lord Wallace, so Tylden stays another week during which he is granted an audience. Tylden fills in Lord William on what has been going on Vonmek and across the ocean with the cabal. Tylden also mentions that he is looking for a finance minister. He doesn’t know of anyone at the moment, but will have his secretary look into it. For his part, Lord William mentions that Lady Bonwyn has been confirmed as the Duchess of her own holding. The secretary gives him the names of a couple of names of potential candidates. Tylden completes the week looking for another metallurgist. He doesn’t have much luck, but as he is leaving town he manages to run into some travelers at the inn that happens to include a metallurgist. He is coming from Simonton. Tylden hires him on the spot.
[10/1/1000]
Grundar finds a prospector who is capable. He tasks him with finding more copper deposits, or anything else he can find.
Tylden tracks down one of the leads for a finance minister. The first one doesn’t pan out – he has about the same skill as Frail. The second candidate, unfortunately, doesn’t seem much better. However, he does find out from him (we’ll call him John) that he had managed to get one of his co-workers fired (we’ll call him Jack). This was quite fortunate for John, as Jack probably would have been in charge of running things if he had stayed on. Tylden heads out and tracks down Jack who turns out to be doing the books for his uncle. Jack is a bit hesitant to get back into the business, but he is newly married and his wife is pushing him a bit to step it up a bit. Tylden determines that Jack is probably a step up from M. Frail, and so offers him a deal: $4000 travel expenses to Vonmek and $4000/mo for 4 months trial period. If it doesn’t work, $4000 expenses back home. If it does, pay steps up to $8000/mo. Tylden tells him to discuss it with his wife and to tell him his decision in the morning. When Tylden returns, Jack's bags are packed.
Tylden returns to Mershall. Castor has, unfortunately, not found any candidates in his absence. There’s a week left in the month, so Tylden gets to work, finds another and sends him on his way to Vonmek.
[11/1/1000]
Tylden is quite anxious to be getting home by now, but still 2 metallurgists to go. However that week… they score! Both Tylden and Castor manage to find metallurgists to round out the shopping trip. Tylden heads home, but not before stopping by the dwarves to meet with Giznus Brightbrew to arrange with him for the purchase of 60 gems suitable for 10 pt powerstones.
Notes from 11/16/2016 to 5/24/17
circa [11/1/1000]
Discussions about the tower… Grundar agrees to build a big one, five stories it is.
We meet with BD at the end of the year to discuss arrangements for building the tower.
Recruit 20 more guardsmen – December
Protecting the powerstones:
- A basement in Grundar’s residence in Riverton, lined with brick. Guards on the outside of the house, some on the inside.
- 4 guards at all time – near the guard bunkhouse.
In December gnomes will begin arriving in Riverton.
(Private session)
Tylden goes to Burle to arrange for the purchase of iron. (He raised skill to 14, used luck, passed by 5.) $6.30/lb.
11/26/2016
Note that Tylden’s leadership goes up to 16 in January.
Wizard’s Tower burn rate is $200k/mo.
Tylden is only able to manage to negotiate $37/lb for copper. Jack, Grundar, and Tylden negotiate the copper agreement with Visselfish post-Ronabel. The details are for a pound of copper sold for $37:
- $6.17 taxes (1/6)
- $18 to goblins
- $12.83 to Growlers
Grinuë and Rithban have been investigating Clark the Spark. They get the idea that it needs to be molded in the direction we wish to push it. If we wish it to be a god for example, he would need worshipers. Grinuë doesn’t want Clark to be a god so much as a local non-worshiped entity that adopts adventurers, paladins, rangers, and various do-gooders and aids them in their good works. A spirit for whom adventuring is a form of worship who will give aid if properly invoked. More important than the invocation is the Code of Clark. The Growlers will have to come up with such a code and promulgate it.
When the gnomes arrive they find that arrangements are not exactly to their liking – it will take a couple of months to resize accommodations and tools and such. Jin arrives at the beginning of January (she is being paid $3000/mo, and we are keeping Garper on at $1000 for 1 month before he fades off into retirement.) and Lady Yeposa follows shortly thereafter. The Lady is polite, but points out the various ways in which arrangements are not up to regular gnomish standards. She also mentions something about cash flow, etc… As part of the negotiations, Grundar agrees to cut the tax rate in half – at least for the next year.
January rolls:
- Grundar – 11
- Tylden – 10
- Lauriel – 11
- Jin (18 base) – 13
- Jack – 9
- Grinuë (-1 for Spark) Expenses, 11
- Gold – 11
- Silver – 11
- Iron – 7
- Copper – 8
- Riverton stability: 90%
[2/1/1001]
February
- Grundar – 15
- Tylden – 13
- Lauriel – 11
- Jin (18 base) – 14
- Jack – 10
- Grinuë (-1 for Spark) Expenses – 11
- Gold – 8
- Silver – 13
- Iron – 8
- Copper – 11
- Riverton stability: 82%
In mid-February Grinuë’s experiments with the augury and Clark indicate that something very bad is going to happen in the next couple of weeks – the sticks spell out “Ronabel”. We transfer our base of operations to Riverton for the latter part of the month. We have some foresters shadow the river cog, while Tylden spends time in town figuring out what Ronabel is up to. Turns out he hasn’t been in town for a couple of weeks. He goes to his house one night, picks the lock, and searches the house. It looks both like someone has been through the house looking for something and that someone has left hastily. Apparently though, whoever ransacked the house missed a spot – a hidden compartment in the wall. Whatever was there has been taken – all that’s left are a couple scraps of paper in a corner written in a language he doesn’t recognize. Jin & Grinuë can both read the scraps which are in Latin. It looks like they are from some sort of demonic ritual or else some sort of document dealing with demons. Jin attempts to Seek Ronabel using the scraps of paper. She believes she has found him: to the west of Riverton in a ruined stone building, but something seems off. Tylden remembers that there have been reports of travelers going missing on the road between Salt Marsh and Riverton. He sent off a group of five to follow up on one report, and when they didn’t report back he sent off another group of five. We decide we need to figure out what’s going on and so head towards Salt Marsh as well. Before we head off, Grundar talks to the business leaders about what’s going on, but they really don’t know what’s going on. We head off with the core party and Trel and Burl on horseback, catching up with the foresters as evening falls. They have been tracking the previous party and think they may have followed this trail. Tylden looks it over – someone has definitely been down this path.
We camp for the night, leaving at first light the next morning. We continue on for the day. As evening nears, Tylden spots a heavily armed man sitting a camp stool with a white horse nearby. We send foresters around the sides to see if anyone else is there. After some time the horse grows nervous and whinnies. The man talks to the horse, then arms himself. We make ourselves known and introduce ourselves to each other. He is Lord Oakley. He describes himself as a paladin to others, although he is not exactly such. We agree to combine forces. We travel up the path for the next day and, as we are getting ready to encamp, Tylden spots a crumbling stone building ahead. The foresters scout around the building. Tylden senses that something is not right. Something is watching and preparing to strike. Tylden gestures for the group to return. We didn’t get completely around the building, but it seems to be some sort of chapel. The entire party backs off about ½ mile.
Grinuë examines the building with magical aids. There seems to be something amorphous in the doorway – perhaps a creature. We talk about when to attack – Lord Oakley says that he has the power to dispel the darkness so waiting for dawn is not necessary. As for demons, they don’t seem to be stronger or weaker at different times of the day.
We approach the building – Oakley speaks some words and light emanates from his blade and reaches out beyond him. We carefully walk towards the door which is not fully closed – a deep darkness awaits beyond. Grinuë detects that there is a protective magical barrier power by human sacrifice that encompasses the entire building. Sir Oakley hands his shield to Lauriel, hefts his broadsword with two hands, then hacks away at the door. As he strikes the door there is a huge thunderclap, throwing him back several yards and extinguishing his light. The barrier is still up. A second later the doors are flung wide open. In the doorway are some small creatures that look like children with knives held high. We seem to remember that we have faced these creatures before. Indeed we have – they are the ones that have a tendency to explode. They are easily dispatched, but the explosion damage has a tendency to add up after a time. At the end Lord Oakley is in fairly bad shape – but Grinuë heals him up a bit. We take half an hour to recover.
Grinuë suspects that Suspend Curse, which had previously weakened the barrier, will not be sufficient to completely eliminate it through repeated castings. Astral Vision shows that the barrier has not been diminished. Grinuë tries Remove Curse on the barrier. After three failures she figures that it is quite difficult to overcome. Grinuë throws Adjust Curve on Lord Oakley, then Suspend Curse on the barrier which succeeds, then asks Lord Oakley to try again. He swings again – sparks fly away from it, but doesn’t seem to have any immediate effect. Grinuë isn’t sure, but she thinks the barrier looks slightly stronger.
Grinuë invokes the power of Clark, er, K’laurq to overcome the barrier. As the spirit is removed she learns that the spirit was of a young woman, possibly a villager. Grinuë has released her from this binding and laid her spirit to rest.
2 CPs
11/30/2016
The party is looking into the chapel. The barrier is down, but beyond a couple of feet all we see is blackness. Something unnatural is preventing the light from penetrating further into the chapel. Lord Oakley’s Dispel Darkness spell (or whatever) has no effect. We enter the building and a deep chill enters our bones. [Will rolls at -3, Trel & Lauriel fail by 2]. As we cross the threshold the blackness fades away and there stands Ronabel – albeit one that has seen much better days. His clothes – once fine – are ripped and dirty. Behind him is a large disc of pure blackness. We can tell that the sense of dread we feel emanates from that disc. Along the wall are three bound foresters. Ronabel croaks: “Come to reap your reward? You won’t make it past me, and if you do you’ll be sorrier than you are now. Flee while you still can.” Tylden takes a shot at him and hit, but Ronabel just laughs. He extends his arm which sinks into one of the foresters. He lashes his arm at Tylden, but it catches the table and he hits himself. Tylden rushes forward, drops his bow, leaps at Ronabel and grabs him. Ronabel flails and his arm sinks deep into him. Tylden screams in pain and falls unconscious. Lauriel and Trel reach him and attack. He phases out for Lauriel’s stab, but Trel hits him. Sir Oakley steps up and hits Burl. Oh, the perfidy! Grundar lands a massive blow on Ronabel. As Grundar’s 2nd attack come in Ronabel’s hand comes in and wrenches Grundar’s axe from his hand. Oakley crits on Trel. Ronabel lashes out at another prisoner.
Grinuë counters with Death Vision, Lauriel hits, and Grundar crits on Ronabel, slicing off his hand. Oakley takes a defensive stance and utters a piercing whistle. Grundar finishes off Ronabel. Grinuë gets a Mental Stun off on Oakley – and the we hear the sound of his horse coming towards us. Grinuë drops a Glue against it, but it simply tramples through it, ramming Burl from behind. Oakley’s horse is now black and has odd protrusions. Oh, and a pair of fangs. Grundar and Lauriel rush forward, attacking the horse and Oakley respectively, although the creature is able to impressively know Grundar’s blow away with its rear hooves. Lauriel and Grundar attack, Grundar taking out a knee. The creature falls down dead under Grundar’s attack, and soon Lord Oakley does as well.
After the battle, Grinuë sees to Tylden and then to the two injured foresters. Tylden gives the two injured foresters a healing potion each.
Grinuë analyzes the portal. It does need some anchoring in the physical plane. She then proceeds to do – we’re not sure what – and disappears! (Crit Failure on Adjust Curve.) The three foresters are not feeling great, but in reasonable shape. They recount their tale – they met Sir Oakley, were drawn to the chapel at which point Oakley and other demonic creatures attacked them. After patching them up, send them off with Trel and Burl to be taken back home. Lauriel quaffs some healing potions to regain fatigue, and the three of us remaining step through the portal.
- -3 healing potions (-5 total)
We find ourselves in another room. Everything is hazy. In front of us: a large reddish-green creature sitting on its haunches. Behind it, a huge gate that exudes a sulphurious odor. We see a black disk behind us. At the far side of the room is another portal. The creature extends himself to his full extent and says: “Ah, snacks.” Tylden flees in terror, Grundar is shaken, and Lauriel is like, whatever. Grundar and Lauriel retreat through the portal, far behind Tylden. We send a couple of foresters back to fetch Rithban and camp outside the chapel for a day. About eight days later… Grinuë appears in the chapel – Huzzah! She checks on the corpse of Ronabel, which appears to be rotting away normally. The portal does not seem to be growing appreciably. She responds: “Grundar, Tylden, Lauriel – help me.” She invokes the Code of K’laurq, calling upon him to guide us in defeating those enemies that we can vanquish and guiding us away from those enemies that we can not. She then asks Lauriel and Tylden to toss Ronabel and Oakley through the portal. She uses levitation to move Oakley’s horse through it. When each goes through she says: “We’ve come with K’laurq to kick you out!” She then explains: the portal was built to bring a demon lord into our realm. Instead of fighting him, the best course is to close the path into our realm. Expelling these evil-doers should weaken the portal. Keeping evil-doers away from the portal is important! She is going to attempt an invocation to connect her much more strongly ago, just like she did 30 minutes ago. (8 days as far as we were concerned.) She then attempts to adjust the curve – Crit Success! A glowing ball appears above her. She then attempts to attract a real paladin to protect this side. She throws Dream Sending – another Crit Success! We all fall unconscious to the floor – and encounter Jeffar! Grinuë and Jeffar both say: ‘Oh, it’s you.’”. Grinuë explains the situation to her. Jeffar is definitely annoyed. She gets a far-off look in her face, then when she turns back she admits that Freia thinks she should pay attention to you, and that demon portals are a nasty business. She asks that no one impinges on the portal before she arrives.
1 CP
5/17/2017
Amort’s Reach costs:
- Drawbridge: $400k
- Gates, internal security: $333k
- Interior Walls: $667k (some have holes in them)
Initial gnomes arrive in January. It will take about 3 months (until the end of March) before the rest of the gnomes arrive, followed by a (short) ramp-up period. (They they provide big bonus to tax base of Riverton.)
Dendarius Trade Magistrate - Visselfish's title, since he is to be in charge of the Dendarius Mountain Trade Company.
(Grinue is protecting the portal, waiting for Jeffar to arrive.) She determines that the portal is starting to slowly shrink, then vibrate. After 2 weeks it starts to emit a low frequency sound – a sort of hum or rumble. (Now 3/11/1001) This continues a couple of days. On 3/14/1001 the hum becomes audible outside of the chapel. Something seems to be interfering with the portal’s collapse. Jeffar hasn’t arrived yet. Grinue sends a request to Vonmek to a) keep an eye out for Jeffar, and b) send the cavalry? When we get the word in Riverton it turns out Jeffar arrived the previous day along with Constable Wershaw. We leave Lauriel behind in charge and head out, along with some guardsmen following behind. We arrive at the temple on 3/17/1001. Jeffar goes up to the chapel and gets debriefed, then suggests setting up a defensive perimeter as best we can. Grinuë throws Mystic Myst. Jeffar does some more reconnaissance and decides that whoever is supporting the portal from the other side is trying to force its way to our side. Jeffar conducts a detailed interrogation of all the party members regarding what we know about the demon. Although she can’t identify the demon precisely, she concludes that it is quite powerful. It will probably depend on physical attacks and be resistant to magical attacks. Forcing itself through the portal may reduce its magical abilities and resistance.
Tylden: 1 CP: Hidden Lore (Demon Weaknesses) IQ/Avg – run of the mill demons have a heart that tends to be hidden.
The larger demons have weaknesses that are harder to discern. If you know a demon’s secret name will gain you some power over it. They usually have some weakness against some possibly quite idiosyncratic item. A couple days later… the stones of the temple begin rumbling.
Monthly rolls (March), including adjustments for being away:
- Grinuë -3, rolls 8 (Expenses)
- Grundar rolls 12 (-1)
- Jin rolls 11
- Jack 13
- Frail 9 (but not needed because of Jack)
- Tylden 15 (-1)
- Lauriel 11 (-1)
5/24/2017
Facing the demon onslaught are Grundar, Grinuë, Tylden, Trel, Burl, Jeffar, Wershaw (hi Ken!), 18 guardsmen, and 10 foresters. Mystic Myst has been cast. Grinuë casts Bravery on Grundar and Wershaw. The main fighters are facing the door, guardsmen on the side, foresters in the back. Grinuë gets Myrtle going… Then there is a pop! and two demons come through the door. We’ve seen these types of demons before and are not impressed, however several guardsmen are frightened. Grundar takes the knees of one of the demons. The demon’s return attack causes Grundar to drop his axe, so he pulls out the wyvern axe. As the 1st demon goes poof! the rest of the main party piles on the 2nd demon and takes it out in a flurry of bows (and an arrow). A few moments after the 2nd demon goes down there is a much larger pop and the entire chapel explodes, injuring a couple of guardsmen. As the dust settles we see the red/green demon standing in the middle of where the chapel was, the portal behind him is gyrating wildly. The demon lets out a truly demonic scream – Burle reacts by charging while all guardsmen and all but 2 foresters bolt. Trel, Grundar, and Wershaw charge with Burle. The demon conjures up two fireballs and throws them both at Trel. Grundar and Wershaw attack and it is apparent that the demon is heavily armored, but Wershaw is able to land some damage. We start to retreat back to the mist, but the demon first stuns then lands a massive blow on Grundar. Wershaw defends the next blow, knocking the demon off balance. Grinuë Great Hastes Grundar’s and bolsters his will and he rushes forward. The first attack slices into his knee taking it out! Wershaw takes a mighty blow that lands. The demon seems to be recovering from the attacks and Grundar swings his axe again. Crit double damage! Then another hit. Wershaw lands a blow as well. The demon, moving awkwardly with the gimp knee, lashes out against Grundar and Wershaw but they defend. A Great Haste from Grinuë fizzles, but Grundar wails on the demon some more with obvious effect, the demon falling down after an awkward dodge. Still he shuffles over and lashes out at Grundar who manages to fend them off. The party closes in for the kill. The demon gives Grundar a nasty look and throws Curse (2) on him! That slows Grundar down, but only a little, and his next attack goes off the mark – but dispels the curse! The demon spins around and attacks, Trel, Burle, and Wershaw which they defend. Still, Grundar attacks from behind, finally dropping the demon. At that moment, the portal stabilizes. Jeffar opines that without the demon keeping the portal active that its rate of decay will increase. Later, Grundar notes that the wyvern axe has gained a toxic effect.
2 CPs!
Notes from 7/5/2017 to 2/23/2019
After combat, Grundar notes that there is a smear on his wyvern axe that is hard to wipe off. In fact, it has a greenish tint and an odd smell. Grinuë throws Analyze Magic and determines that the axe has progressed to its primary ability which will come in stages. It is at 2 out of 5 which for this item is a followup attack that reduces Dex and IQ by 2. Once it completes its primary progression it will get more of a personality.
Grinuë and Jeffar discuss the portal. Jeffar thinks it will completely collapse within the next six months and hopes for some assistance from the Growlers, but that she are Wershaw are planning on staying until this occurs. It would definitely help to build a real chapel which will help repair the damage done by the demonic incursion. We decide to rededicate the chapel to Freya, then establish a camp where the path intersects the main road (about 30 mi away). At the crossroads Grinuë wants to establish a “place of power” for K’larq.
Grinuë investigates the door in Amort’s Reach. It had a line that we couldn’t cross, but it appears that dwarves can cross the line. It appears to be associated with divine magic.
[4/1/1000]
After spending the remainder of March in Riverton taking care of business, a small party heads out to Burle: Grundar, Tylden, Visselfish, and ten guardsmen. We take the riverboat down to Salt Marsh and then the Sea Ghost to Burle. The objective is to show off our new riverboat along with the new trade representative (Visselfish).
We head down to Salt Marsh. Grundar takes a couple of meetings with the local mechants, specifically Kalrak and Ormunt. Ormunt especially takes a shine to Grundar (and Visselfish as well) and provides Grundar with some contacts in Burle. Kalrak is a bit more reserved, but still respects Grundar, and is friendly to Visselfish as well.
From there we go to Burle. We get an audience with Lord Westin and discuss the recent demonic incursion, which lands us an audience the next morning with Lord Burle. The lord expresses his concern about the demons. As it turns out, the area where the demons appeared is not under the control of any particular lord, but Lord Burle reminds him that if he wishes to expand his realm in this area, patrolling the highway would fall under his purview. A single troop of ten mounted armsmen would suffice. After the meeting with Burle with hold meetings with various merchants and introduce Visselfish to them. We then head back to Salt Marsh, and then Riverton at mid-month.
Grundar and Visselfish discuss the Mt. Dendarius trading company, and tentatively agree on each contributing about $200k in seed money. We spend a few days in Riverton on local business, then travel to Fairhill and Reme. Grundar uses his contacts for a small benefit for Visselfish in Fairhill, but that’s about all. In Reme there seems to be issues with Visselfish being a goblin. Grundar takes aside a merchant (Hagaanu) who he dealt with during the siege of Castle Defiant and does a good job persuading him that he should consider taking on Visselfish as a trading partner. However there remains a great deal of resistance in Reme. From there we head to Zarak and Grinuë joins the group.
We arrive at Zarak and there is a brief yet annoying wait for the non-dwarves to be admitted. Once admitted we are greeted by members of the Brightbrew clan.
April Management:
- Grundar 9 (-4)
- Grinuë 17 (-1)
- Tylden 9 (-4)
- Jin 12
- Lauriel 8
- Treasurer 15
Also need to include:
- $200k on trading company
- ? on chapel
(Onther, Rhount commanding 4th and 5th groups of 10 guardsmen.)
[4/24/1001]
The party (Grinuë, Grundar, Trel, Burle, Tylden) is in Zarak, currently in the visitor’s hall. As we move through the visitor’s hall we are struck by the sheer alieness of this dwarven realm compared to what we are used to in Vonmek. From there we are led into the mountain to the Dwarvish border town of Thranel and greeted by Giznus Brightbrew in the Brightbrew clan hall. Grundar’s interest in this visit is threefold: underground passage from Zarak to Vonmek, import/export items Brightbrew is in trading with Vonmek, and finally the issue of a marriage to a member of the Agaal clan. Grinuë suggests asking the dwarves if there is any trouble they need our help investigating. This may help us setting up a “crossroads” in Zarak. Grinuë intends these to be associated with Kelarq. They don’t necessarily involve a teleportation portal, but her hope is that they will evolve into becoming de facto teleportation sites.
That evening we have dinner with Brightbrew. Brightbrew mentions that Goldbrand had inquired about our group’s ability to instill spirits into stones and would be very interested in such items. Perhaps we could supply stones for his leaders. Grundar brings up the issue of the road we assume is leading away from Amort’s Reach to Zarak. Brightbrew admits to doing a bit of research learning that Amort’s Reach was part of the Ginnargrim domain. Theirs was a sad tale. Several disasters brought about their demise. The Agaal clan had joined with Ginnargrim, spending all their money on their guild hall which was Amort’s Reach. After losing Amort’s Reach the Agaal clan left Ginnargrim and joined with the clan of Morkagast. Ginnargrim’s domain is to the west and relatively close to Amort’s Reach. After an accident killed their leader and his eldest son, rule has passed to a younger son who rules as Ginnargrim III, although he is not well liked. Brightbrew’s understanding is that the Agaal clansmen are quite annoyed at the idea of an outsider occupying their hall, and might be prone to strike out in anger. As for a marriage to unite Grundar to the clan, that may require many years to arrange. Grundar hopes to at least open a conversation with members of the clan.
After dinner we are taken on a visit of the halls where we notice the tapestry that Grundar ordered for Brightbrew (showing the God of Brewing – who looks a lot like Brightbrew) hanging on the walls. Grundar reaches out to the arms master Farrago. He doesn’t seem particularly enthused about following Grundar out of the tunnels. Grundar mentions the possibility about opening up an underground route. Farrago doubts he would leave the Brightbrew clan, but thinks that might help convincing someone else. Grundar tries to bribe him with the semi-promise of a weapon similar to the wyvern axe, but Farrago seems dismissive of such magical aids.
We manage to find maps outlining the location of the 7 kingdoms: Thranel, Morriel to the NE (Morkagast), Blainiel to the east of Morriel, Ginnerel to the west, Solginel between Ginnerel (their king is quite unpleasant) and Threnal, Ekarriel (high king) to the northwest, and finally Durinel to the north. They have quite a bit of trade with the northern kingdoms, but have been having some trouble lately with their economy.
Two days later Grundar is able to meet with Goldbrand. Grundar shows him the wyvern axe and fills Golbrand in on the details of fashioning the soul gems, although he is a bit vague on the details of the location of the island of the wizards. Goldbrand inquires as to the possibility of using the soul someone who has been cursed to roam the earth after death. Grinuë isn’t sure about putting an incorporeal ghost into a gem. Goldbrand doesn’t think the ghost isn’t necessarily evil, but is probably aggressive. The ghost is located in a dangerous area and is located to the southwest of Thranel, part of a section of tunnels that had been controlled by a breakaway group of dwarves. Goldbrand isn’t sure any of the dwarves remain. The story is that one of the elder brothers of Thranavist took his family to colonize this area and was able to establish many new tunnels and many dwarves went to join him. But then the entire expedition fell apart for unknown reasons and only a few survivors ever returned. Stories circulate that some dwarven creature still roams those halls and Goldbrand suspects that it is the brother. That section of the mountain closer to the desert lies in a low-mana zone. Goldbrand says there are some well-defended entrances to the underground near Reme, but they are part of Solginel. Grundar likes the idea, although it may be many months before we return to take it on. Finally Grundar asks about meeting with members of the Agaal clan. Goldbrand thinks he might have enough pull through intermediaries to gain an audience.
Grundar plans to use the remainder of his time training and trying to persuade an axe-master to come to Vonmek. Grundar comes across another axe-master, but is unable to persuade him. Also Brightbrew mentions that both Markegast and Ginnegrim are known to be extraordinary craftsmen. Finally we purchase some gems suitable for soul stones. (Standard price is $27k. We get 3 at list and 9 at 10% markup, so $348.3k for 12.)
Military maintenance now $62,400, applied $57,600 in back wages applied during the month of May. Equipment is still “basic”. Swords/Axes have been manufactured. Armor is going to take awhile. Eighteen suits of armor are completed of the 50 needed. Weapons enchanted with armor divisor 2. Smiths only have 2 apprentices & 1 journeyman each, which isn’t great for volume production. Also, it will cost about $200k to equip each 10 man unit. (Note: rules only give a bonus for up to $80k/unit of heavy infantry.) Basically, full plate isn’t cost effective for infantry.
Current plan:
- Fine broadsword $20k/unit of 10
- Plate mail $76k (full medium)
New plan? (need to work on this)
- Enchant plate armor to +1 and sell it.
- Triple number of apprentices?
- See plan on forum posting?
- Cavalry for patrolling the road?
Stopping in Reme and talking to Visselfish, Grundar is a little disconcerted by the sheer energy emanating from V. He is starting to gather an entourage, holding multiple conversations at the same time, and constantly consulting three books that his minions cart around for him. Of those minions there are three ‘sages’ in finance, merchanting, and economics. The trade vizier has grand plans – lots of contracts in the works ¬– and they all require more money!
[Visselfish is going to become a realm manager… Effectively 14, -4 for realm size, contract with Salt Marsh @ +0, Reme @-1. As contracts develop they
should improve. Roll affects stability @ 1%]
Grinuë suggests that we invest our personal money into a contract with Burle. She invests $70k, and Tylden and Lauriel $15k each. [Paid in June, V’s % increases from 1% to 1.2%.]
Back in Riverton on 5/11/1001. We send Grinuë and Trel (leaving 5/12) via the Sea Ghost (and Grinuë keeps in touch with Jin) to go the the enchanters. On the way to Salt Marsh (Grinuë in the air, Trel on horse) they run into a party of 12 bandits. Trel brandishes his axe while Grinuë lands behinds the archers in front of Trel and drops her animal form. Trel sees this and spurs his horse and charges the bandit most in front of him. Grinuë throws Fear followed by Intimidate. The leader flings himself aside. The foot skirmishers in back move forward, the other bandits paying attention to their leader. One archer shoots and misses. Trel moves up to Grinuë and asks “What now?” She says aloud “Dismount and ready your shield, for I fear this fools don’t realize how outmatched they are.” Trel unfortunately gets his foot caught in the stirrup dismounting. Grinuë uses the horse as cover. Trel announces that he will have to cut a few of the bandits in half to assuage his embarrassment. Grinuë Great Hastes Trel who rushes forward and cuts down the leader, looks up and asks “Who’s Next?” The rest of the bandits flee. Trel and Grinuë continue on to Salt Marsh without further incident. There they learn that the Sea Ghost will be in to Salt Marsh in a day. Grinuë takes albatross form and heads on down to Burle to have a quick chat with Westin, asking him for some help hiring cavalry for the patrol force for the road from Riverton and 30 miles west. Westin suggests checking Reme – Lord Zedeji would be a good contact. Grinuë thanks him and heads back to Salt Marsh.
The Sea Ghost heads up the coast, Grinuë fending off the attraction she draws from the sailors for her gems. They arrive in Rayne. [4 days on ship] We are charged $60k for preparing the gems: $5k and 1 day/gem. Grinuë takes the Sea Ghost back to Salt Marsh and visits her parents, then back to Rayne, returning to Riverton on 6/3/2017.
In the meantime, Grundar visits Lady Yeposa, inquiring when she might be ready to retake Melop. Communication has been sparse. They have been holding out in the valley. The cabal could probably wipe them out, although at high cost to themselves. Some bad news: there is very little of her navy remaining. She suspects their mages have concentrated on taking out their ships as there have been many mysterious fires and groundings. It doesn’t appear that she has made much progress in raising any forces.
Grundar then concentrates on making crucible steel. 5 man-days/batch: Smithing role @ -1 per 3 lbs. Grundar is a 15 (+1 for forges). By the end of the month we have 12 lbs crucible steel. He finishes the rest by mid-June and has 72 lbs crucible steel.
Grinuë takes a week in June to settle contracts for Visselfish in Burle.
Grundar makes the weapons in June.
Tylden will go to Burle during June. He looks for fine, balanced willow-leaf arrows and finds someone willing to make them, paying $1400 + 20% for 100 ($1680) delivery by the end of June. Orders up a quiver of cornucopia $16,600 – in a month they will let him how long it will take. They promise it will be faster than two years. (Technically it’s $10 for the shoulder quiver and $16,500 for the enchanting, but he splurges on a nice quiver.)
He finds a bow-make of sufficient quality to fashion a ST 15, fine, balanced, +1CF styled reflex bow. Tylden, spending money like a rich drunken sailor, plunks down $8100 for the job – noting that a gem will need to be fashioned as part of the bow. He also spends $900 for an off-the-shelf ST 15 bow so that he can work on getting his strength high enough so that he can actually use it.
He confirms that trainers are available for training us in Savoir-faire (Military), Savoir-faire (High Society), Politics, and Diplomacy. We’ll make arrangements after our trip to Zarak.
Torbin and Corbin are not interested in learning crucible steel. They can use up to 3 journeymen and 6 apprentices each. (We hire the additional workers in June – we will see their impact in July.) It is determined that Grundar, Torbin, and Corbin are not capable of making balanced weapons.
Grundar tells Garper to look for military trainers in Burle, then maybe Reme or Tacitus in June/July.
[7/1/1001] The first week in July, Tylden, Grinuë, Jin, and Lauriel take a trip to the pillars for Tylden’s benefit. It takes him 2 days and 4 attempts, but he finally succeeds! He succeeds on the 4th try!
Note: Prospector has found a deposit of… slate!
We stop by to talk to Lord Zedeji about troops. Rules for mercenaries in Mass Combat. No hiring, but 50% maintenance costs. We commission one unit of light cavalry. Normally costs $20k maintenance, so mercs normally cost $30k. With Grundar’s merchanting… $25k/month! [Starts August.] Zedeji agrees to look around for a master trainer.
[7/10/1001] We arrive in Thranel. Grinuë asks Brightbrew if he knows of any dwarves that know how to work orichalcum. There’s a large chunk of it (1 yd^3) in Grinuë’s back yard. Brightbrew suggests that that kind of secret is very closely held, and that anyone who knows how to work it would probably not deign to leave the tunnels. We visit Baridoul Goldbrand next. He also will not give us any information about orichalcum smiths. Grundar asks Farrago about a weapons master – but the whole above ground issue is a big stumbling block. If we successfully conclude our business with Goldbrand it might be easier to convince one – but by no means simple.
[7/13/1001] We meet with our guide, taking a roundabout way from Thranel itself to one of the main highways connected to Thranel. The highway reminds us of some of the best tunnels we found in our explorations long ago. This highway, though, has traffic. This highway goes to Solginel and from there to Ginnrel, although there are ways to get to Ginnrel without going there.
We continue down the road. A few of us notice some very small signs of neglect, and that the traffic is not as heavy as one might expect on such a large highway. After a day’s journey, we come to a dwarven settlement – Tekanle – where we stop for the night. (At least, the dwarves say it’s for the night, the non-dwarves really can’t tell.) We are not very welcome here, and the dwarves in general seem very grim. There is grumbling about the dwarves of Solginel among the populace. The highway continues to Solginel, but our guide takes to a side tunnel that leads to the village of Balinor. There is very little traffic on this route, and we arrive there at the end of the day. This small settlement has been abandoned. We are led to a storeroom. It has a large door in the back. Through that door our guide says is the highway that leads us back to our destination, think gives us a wave goodbye and leaves us to our business. It is evening (honestly!), so we bed down for the night.
[7/15/1001] After half a day and 25 miles we reach the end of the tunnel. It is blocked by a double door. Tylden listens and think he might hear something, then tries to open it. It seems stuck. Pushing a bit harder than he wanted to, he manages to open it and stumbles into the chamber beyond. It is a large room with several doors. At the first door on the right Tylden notices a brown mark on the bottom of the door. Grundar opens the door. There is a corridor beyond. Tylden listens at the first door – but what he hears comes from the next door down the corridor which is slightly ajar. Grundar goes to that door and opens it. There is a foul stench beyond. As light floods into the room we see a large worm creature. Tylden puts an arrow through it which it does not appreciate. Grundar finishes off this worm, but more come out from the room beyond, followed by two more from a room we passed by. The creatures spew out clouds of noxious fumes and Lauriel suffers their effects. Still she manages to cleave into a second worm which Grundar then finishes off. Tylden’s new willow leaf arrow manages to stuns, Trel takes out one, and Grundar’s axe lays waste to several more. All told we kill a total of eight worms. As for loot, we find a half-dissolved corpse of a dwarf.
1 CP
We rest up after our fight. The rooms have a particularly bad smell, but he hang tight for 20 minutes. The rooms look like living quarters. After a brief nap, we check out the remaining rooms. One of them is unfinished, and on the floor is a pile of… filth? Grinuë teleports it. It gives off a foul smell and seems to give off a sort of fizzle. Tylden finds a chest in another room – it seems a bit off to him. It’s not magical. Tylden gets out his lockpicks. Grinuë Hastes him, +4 to Hearing… but there is really nothing to it – it’s not even locked. Back in the original room Tylden finds a hidden room in the back with two checks and a book. The book is written in dwarvish and looks to be production diary. There are two columns, and Grundar thinks there may be a bit of deception going on? The first set describes a small mine and a farm. Trade was with Balinor (the abandoned village). The second set describes a much larger operation including above ground farms. Names mentioned are Thedenholt (mine) and Sorgoruney (farm, trading).
One of the chests is locked but Tylden manages to open it. Inside are an eclectic collection of fine wares. Light plate gauntlets. A dwarven axe that is easy to swing. A pair of stone mugs of the finest quality. Finally, a very nice measure of cloth – possibly silk. They are not magical. The axe is fine and balanced. The unlocked chest had a smaller chest within which was empty. Having completed our examination of this set of living quarters we scout out the doors on the other side of the hall. These lead to storage rooms. There is a book there with figures corresponding to smaller set of figures in the first book. There are some excavation tools. In another storage room are building supplies and tools. A room beyond looks to be a transfer room of sorts. There is some low-grade silver/lead ore. The next room is for ore processing. The tools present seem to have only been used a couple of times – they don’t have the patina of long use. The batch of ore seems to be the same as that in the storeroom. Grundar thinks that these rooms may just be a front. Off of one of the rooms is an unfinished tunnel that stretches into the darkness. Tylden heads down it. After about 25 years it hits a four-way intersection. Left: ends 40 ft, narrow and very rough. Right: goes about 50 ft before opening into a chamber on the left side. The tunnel continues on a short while before ending. The main tunnel opens up into a large chamber with no other exits. Tylden takes samples of ore from both mining locations before heading back to show them to Grundar. They are more examples of the silver/lead ore. Grundar inspects them personally to confirm that not much digging has occurred there.
Next we turn our attentions to the area beyond the double-doors at the end of the main chamber. They open up into a wide, shallow chamber. There is a drop-off and the sound of water below. This is set up as a small farming zone. There are some paths to the right and left. They end after a short way on both the right and left. Except that on the left there really is a passageway that curves around which we follow. Tylden is leading and barely rounds the first curve when he runs into a group of creatures. These seem to be feral dwarves, except that they move much too quickly for dwarves. They attack with slams – and they really pack a punch. Grinuë sets off a flash which is most effective. Their attacks with “unarmed” hands take chips out of the wall, but we manage to subdue them all. Grinuë thinks that they are dwarven vampires of some sort and fills 3 of our 14 available soul gems with their essence. They have pale skin, sharp incisors, and are extremely malnourished.
After a rest we continue on down the corridor which runs about 80 yds before turning to the right. After a distance the tunnel widens into a corridor precisely 10 yds wide and continues for 60 yds and then hits an intersection or sorts. One large branch to the back right @ 45deg and partially finished but stops after 25 ft. The branch going to the back left @ 45deg is just a stub and unfinished. Going forward the corridor is not finished. It widens out and takes a more finished appearance before narrowing again and then abruptly widens out into one of the most impressive underground chambers we have ever seen. The area around the entrance is very finely decorated although it does not extend very far. To the right is a ramp going up. There is a multi-tiered platform on the right. We are not sure what the purpose of the unfinished structures was supposed to be, but the immensity of what was being planned here is very impressive. Grundar thinks it was intended to be the center of a new dwarven kingdom. The party proceeds up the ramp to the right.
1 CP
Thedenholt is the dead guy we’re looking for. He was married to Solgoruney, who was a close cousin to the king of Solginel. The story is that she led him astray.
[still 7/15/1001]
The party continues down the passageway which eventually opens into, as far as we can tell, a dwarven super-highway. It is 10 yds across and 10 yds high. As far as he can tell the workmanship is perfect. The ceiling is even decorated. Tylden notices that at some points it looks like someone has been digging into the sides of the passageways. It appears that the dwarves had started on an intersection but didn’t complete it. Further on, the super highway then soon opens up into something even wider, although it continues to widen to nearly 40 yds. The workmanship isn’t as good as before. This section is heavily decorated that looks to be a Grand Hall in progress. There are three passageways out of this area. The hallway narrows back down to 20 yds across after 80 yds. There is a broad passageway to the right going up, and a narrower passageway to the left. Tylden returns to the party. As he’s talking with the party he glimpses some very fast-moving creatures – more of the feral dwarves it looks like. They are moving quite silently – 3 in front and another one in the back. A battle ensues. Lauriel drops her sword – but naturally flips it back up again. It takes a while, but eventually the dwarves find their range and take down the front three. The last one is tougher. Trel breaks his fine +1 dwarven AD/2 axe on him. The boss dwarf starts running away, and even though wounded, outpaces everyone except Tylden. Tylden tracks him down the hallway. His intent is to track him back to his lair, but then he hears the dwarf mutter “why am I so stupid, I keep forgetting that thing!” He then speeds up to full movement and easily outdistances Tylden. We head back to the farm area, heal up (at least Tylden does) and rest for the night. Grinuë examines one of the bodies (from which we have removed the head and limbs.) The one that we cut off the head is dead. Tylden shoots some arrows into the heart of another which greatly discommodes it. Putting a stake into the heart of the 3rd kills it. After a couple of arrows, we cut of the head of the other dwarf.
We head back to the main chamber. Grundar reads a pillar that reads “Thesonal City Center”. We continue, staying near the wall. There is a channel in the middle that slopes down to about 5 yds below floor level before leveling out. Tylden doesn’t see any doors at the bottom. In the back one of the walls becomes unfinished. The other side opens up and shows several levels of excavation, but nothing is finished. This continues for 60 yds before reverting to a hallway with a channel in the middle, which eventually comes back up to meet the main floor. After the finished area we reach an odd intersection. A passageway angles back on our right in an area where there has been much excavation, while the hallway stops and another passageway continues forward. We go forward – the wall is finished on the right and unfinished on the left. It further narrows to about 4 or 5 yds. We continue about 30 yds and both sides become unfinished and the path turns to the right. To the left there is unfinished excavation but no passageways out. We head to the right. The wall on the left is now finished, the other is unfinished. We see ahead a widening after 50 yds and the path goes to the right again – where Tylden sees someone up ahead. We continue, and the figure Tylden had seen turns out to be that of a small dwarvish girl. She is holding onto a string of toys. She comes up to us and asks: “Are you the visitors?” Grundar says that we are, and that we are here to see Thedenholt. “That’s my dad!” She says that she can lead us to him. But then she turns around and asks for a gift. Grundar tells Grinuë to give her a gem. (Unloaded soul stone.) She is holding a string of figurines. Grundar gives her a gem and offers to trade her 3 for 1 figurines for gems. Grundar asks her name. “Iyera”, she says. We continue in our formation, Tylden watching the rear.
We continue up the path past the landing where it turns right, and it narrows down to single-file. It turns to the left at which point it opens up. There is a long wall on our left with alcoves and doorways and is unfinished to the right. Iyera goes through the first door and we follow. As the party files in, Tylden sees some movement further down the hallway.
The room that we’ve entered is an antechamber. Iyera goes through a small door on the opposite side. Grundar and Trel, and later Burl follow her, the rest of the party hanging back. Then enter a hallway with a couple of doorways. Iyera says her dad’s probably in the bedroom. Grundar asks her to get him to come out. While they are discussing matters, a bedraggled dwarf comes out, looks around, and shuffles back into the room. Iyera says that he is a servant. “No more talk! Let’s go see my daddy.” They go through another door leading to a small hallway with two doors on each side and a door at the end leading another entrance hall that itself has three doors leading to bedrooms. Iyera opens the door and says: “Daddy, I’ve brought guests!”
Back at the main hallway, Tylden sees a couple creatures come out of the side passageway and turn in his direction. They come towards him, then spot him. One hisses at the other who turns and goes back down the hallway. Tylden retreats into the room and closes the door.
In the bedroom Grundar asks if the dwarf there is Lord Thedenholt. This unnerves the dwarf who rises and arranges his threadbare clothes. Grundar and Thedenholt talk, and Thedenholt tells Grundar that he was foolish to come here. At this the doorway opposite Thedenholt opens and a dwarvish woman comes out and she says “Ah, visitors. You didn’t mention that you were receiving anyone my lord.” It quickly becomes apparent that she is a vampire. Grundar explains that he came to bring them home. The woman says that he obviously meant to bring them home dead, but Grundar insists that Thedenholt’s brother thought that he was dead, but since he is obviously alive, he is happy to escort him back home. They express surprise that one that has managed to make it his far could so misunderstand the situation and let on that they are indeed dead. Grundar tries to continue to convince them to come back with him, but they reply that they will not be able to let them return. Thedenholt tells Iyera to go back and play with her nurse. Grundar again attempts to persuade Thedenholt to let us go back and take a message for him, but to no avail. He sends Iyera into the bathroom, closes a door, and pushes a bed up against it. He turns to Grundar: “Now let’s see how you are with that ax.”
* Combat Rounds Begin
*
Grundar faces off against Thedenholt. By this time the rest of the party had been warned by Burl and have come into the adjacent room. Solgoruney turns and gives a frightful scream, shaking Grinuë. They have excellent defenses, and Thedenholt is hitting at three strikes a round. Many blows are parried or dodged, but Lauriel lands a few blows, and then Grundar hits Thedenholt’s knee. A gush of blood rushes out of the severed knee, but then it reconnects! Damn that supernatural durability! Grundar fends off many blows, turning his shield into slivers. Lauriel, hasted by Grinuë is attacked several times, but then parries her so skillfully that she falls to the ground . Tylden sends and arrow into Thedenholt’s knee, and Grundar buff’s Grundar’s defenses. Grundar sends many axe blows into Thedenholt, and the wyvern axe poisons him. Lauriel pulls off another critical defense, unbalancing Solgoruney, then stepping in with a flurry of hasted blows. Thedenholt steps into a corner to avoid another arrow in the back. Solgoruney rises up and starts toward Lauriel, but Grinuë yells “Back off!” discommoding her. Unfortunately, her heal spell goes awry and Grundar painfully grimaces. Lauriel and Solgoruney are going at it, Lauriel getting the better of her – parrying her to being off balance a third time. Thedenholt yields to Grundar, and he accepts! Grundar tells Thedenholt to call off his wife, but she continues to attack. Lauriel switches to the neck, and a blow hits and cracks the spine and Solgoruney crumples to the floor. The bathroom door splinters open and Iyera rushes out. Solgoruney cries out “I’m sorry husband” and slumps down. Iyera rushes to bite Grundar, but he parries with his axe. Thedenholt says she can be stopped if she feeds. Grundar heals Lauriel for some fatigue, then Thedenholt rushes towards Lauriel who defends herself. Grundar yells for everyone to stop killing each other. Lauriel attacks his neck which he grabs, losing one hand in the process. Grundar yells out “everyone stop attacking!” Thedenholt freezes, although Iyera is still going strong. Grinuë steps in and tells everyone to stop. Grundar continues to block Iyera’s attacks. Tylden drops his bow, takes off a glove, says “Tell me not to” to Grinuë, and sticks his hand in front of Iyera. She takes a big gulp, and Grinuë is able to put Mental Stun on her. Thedenholt moves Lauriel’s sword to his throat and she is happy to comply. Grinuë reforms the stone floor around Iyera’s feet. She calls to Tylden, who manages to resist her call. She looks down and starts to strike the stone, but then looks to her father. Grinuë asks Thedenholt about putting Solgoruney’s soul into the gem, but he does not want to prevent her from going to whatever afterlife is in store for her, so he does not wish it for her.
There follows a loooong conversation about what to do among the party and between Grundar and Thedenholt. After much argument and discussion, we agree to help find a cure for Thedenholt and Iyera, and that they shall accompany us back to Vonmek.
4 CPs
Facing us:
The Master The cause of all our woes. Turns creatures into vampires. Initially they are “feral” vampires, then later become mature vampires. Thedenholt, Iyera, and Solgoruney are mature vampires.
Miner Felix. A a hard-headed dwarf.
Adaervist. One of the higher ranked in the colony. Got more food while growing up as a vampire.
Hall, a fighter. Former sergeant. Kill several former comrades. Is extremely vicious.
The latter three have six minions, although three of Felix’s have been killed.
Grinuë heals Thedenholt somewhat, but he needs a
lot of healing. In the kitchen are six thralls – dwarves that are not vampires. Our plan is to heal up Thedenholt, then have him lead us out of here under the auspices that we are his minions. While Grinuë is casting, Thedenholt loses control and latches onto one of the thralls, killing the thrall. A few moments later he bites and kills another thrall while Grundar pushes the surviving four out of the room. Grinuë finally manages to get off her spell which completely heals Thedenholt, although his hand is still crippled. He is quite impressed by this, then asks us how we’re going to get out of this. The plan according to Grundar is that Thedenholt talks his way past the master with us as his entourage. Thedenholt goes to the door while Grundar kneels behind him. Hall wants to know where the intruders are. Thedenholt tells him that we have been defeated and forced into subservience. Unfortunately, Thedenholt seems to be a poor liar. Hall summons Thedenholt to see the Master along with his new thralls.
[Grinuë takes 2 healing potions for 12 points, 3 potions left]
Grinuë heals Grundar, Trel, Tylden [major] and Lauriel [minor].
Our new plan consists of killing Hall and his three minions. (Minions: vampires, thralls: regular dwarves). Thedenholt goes to the door to lure Hall into his lair, which is a very un-vampirish thing to do. He tells Hall that he’s having trouble with the human thralls. Hall sends his minions in but does not go in himself. Thedenholt himself throws himself against Hall. One of the minions lays a massive hit on Trel, taking him out. Grundar takes out one of the minions, Tylden knocks down another after the 3rd shot to the heart. Grinuë heals Trel. Grundar steps up and whacks the head off of another minion, while another arrow to the heart takes out the last. Thedenholt asks for a bit of help, but it appears he had things under control, but Hall flees pursued by Thedenholt.
We have three thralls carry Solgoruney’s body, another carries her head, Iyera carries Trel and we rush out, hoping Thedenholt can make his way back to us. We get back to the farm, but Iyera complains “this isn’t the farm!” Tylden and Iyera go back to scout, Grinuë helping Tylden with some Haste. We return to the main city, head off to the left. A corridor continues for about 160 yards, then widens out into a chamber. There is a small barrier, then another large chamber with a well and fields of mushrooms. There is a collection of huts in the back. At the end, the path continues into a tunnel. Iyera says that tunnel goes to the surface farms. Tylden goes up the path a couple minutes but sees nothing, so he and Iyera heads back to the first farm. There we agree to head back to the other farm, try to gather up as many thralls as we can, and wait for Thedenholt as long as unreasonably possible. We make our way back to the other farm and set up 100 yards into the tunnel. Grundar tries to talk the thralls into being led to freedom. Meanwhile, Tylden, Iyera, and Grinuë (as a mouse) head back to scout. Tylden moves down the corridor and reaches the bottom of the ramp leading up to the living quarters. He hears a hubbub. He goes up, starts down the corridor when suddenly the hubbub stops. Tylden listens for a while, then starts back. He talks to Iyera. She could recognize her father talking, but she thinks he’s in the “Beast’s Lair”. We figure he’s with The Master. Tylden isn’t up to taking on The Master, even with Grinuë, and heads back to the farm. There Grundar has a tough job convincing any thralls to throw off their shackles, but eventually nine of them sign up for freedom.
We form up and head up the tunnel. The thralls are in poor shape given that they have been constantly drained to feed the vampires. Grinuë has left behind a wizard eye, and with it she sees Thedenholt walking down the corridor. He moves at a steady pace, walks down the ramp, down the main hall, goes to the farm. At that point Grinuë drops out of mouse form. Soon after Trel recovers consciousness. We press on for 10 minutes after which the thralls slow from fatigue. Thedenholt starts down the tunnel. We continue on, but eventually Thendenholt catches up to the group. With him are the Aristocrat and six minions. Thedenholt calls for Iyera. Grinuë tells Iyera to go to her dad, and the minions rush forward. Burl pops off the head of a minion, another goes down to Grundar, then another, then a third. Burl pops off another head, and Grundar pops off the head of the last minion. Thedenholt and Adaervist with Iyera wait for us outside the light spell that Grinuë had thrown in defense. Adaervist tries to shove Thedenholt against us, but resists. He yells “Damn you, she was my wife!” and attacks Grundar. It’s Thedenholt vs. Grundar, Lauriel, and Tylden. Grinuë breaks the mind control, but Grundar immediately takes Thedenholt’s head off. In the meantime, Adaervist has left. Grundar slumps to the floor from all the damage he took from Thedenholt. Iyera is still here. After some healing we get started again. About 20 minutes later we emerge to the surface just as the sun is setting.
5 CPs
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FrancisSmall - 23 Jul 2017