Adventure Log - Part 4 - Quail Valley

Notes from 4/28/2013 to 9/14/2013. [Jan - Aug 997]

Good Mage Hunting

Night of the Long Knife

Meeting Jin...

Amulets? We Don't Need No Stinkin' Amulets!

The Battle of Quail Valley

The Worm of Quail Valley


Good Mage Hunting

Go North, young man. And elf, dwarf, gnome

Notes from 4/28 – 4/29/2013

It is mid-January and Tylden talks Lauriel into going on a camping trip. Well, sort of – she turns it into a recruiting business trip to Riverton, Fairhill, and Reme looking for a mechanic, prospectors, and another smith. Unfortunately for Grundar, they forget the part about looking for a brewer. They find a prospector in Riverton, but are unable to convince him to come to Vonmek purely on speculation. They take down his salary requirements and proceed to Fairhill – Lauriel’s old haunts – where <strike>they</strike> she is warmly greeted. The smith there, Voril, and his daughter (Ariel, who we had saved previously), would be more than happy to come to Vonmek and help out. From there the pair proceeds to Reme. By this time they have a couple of fairly solid leads on a mechanic there – a certain gnome named something unpronounceable which is shortened to “Seggy”. The gnome is happy to come to Vonmek despite only promised two months’ worth of work on the rail system. (As it turns out, he is destined to be employed for the foreseeable future given the wealth of equipment that needs repairing.) Back at Vonmek, Fencallad diagnoses some potential sources of ore - mostly copper, but also some silver and iron.

The beginning of February sees the start of some significant distribution of profits from the mine. The Growlers are happy, and even Shawchee is complaining less frequently. Seggy starts to work on repairing tracks, and some of the tracks leading to the flooded areas in the mine are pulled for use elsewhere. After about a month the lines to the copper and coal faces are repaired, and Seggy is very happy that there is so much cool dwarven stuff to fix.

Fencallad looks into the protective magic associated with the runes on our hands. He is able to discern an energy trail leading off to the north and slightly to the east. From his investigation his best guess is that it is the work of an elderly, hermit magician. Meanwhile, Rithban says that the dreams will get worse with the turning of the seasons, and spring is nearly here…

Tylden takes a week to perform a peripheral sweep of the area. Near the beginning he is tracked by a tiger, evades the beast, only to have it follow him higher up into the hills. Tylden climbs a tree and manages to shoot the tiger which then slinks off, grievously wounded.

In Vonmek the mill gets completed in mid-March, only slightly behind schedule. The end of February sees another distribution of profits. The tracks are fully operational, which is good as far as goblin labor is concerned, and the six smiths are fully occupied. Grundar continue smoozing with the locals while the goblins are coming to grips with having advanced beyond a subsistence economy. (“Why need to work? Belly full now…”) In his discussions with Grundar, Visselfish mentions that Big Gut has the skeleton of a dwarf along with a shield “of unusual properties” above the doorway to his abode, doubtlessly attempting to incite Grundar against Big Gut. Of note: there are about 125 goblins available for work, and 117 are being used. This is in addition to about a dozen apprentices. Grundar gives Milo the Miller various instructions, while the prospector interviewed by Tylden and Lauriel from Riverton is brought in. He and Grundar negotiate and agree to terms. It is agreed that Onskel and Onther will stay behind for security as the rest of the company heads north in search of the mysterious mage.

We go through the tunnels to the north. Four days later we reach the passageway that normally leads to Quail Valley, but the tunnel has been blocked by falling rock. After a couple of days of effort on Fencallad’s part to clear it we give up and head north, harboring suspicious that petty and spiteful gods have deliberately impeded our way. Continuing on our way to the lake we once again encounter the furry rocks of primitive intelligence, henceforth known as Bugbears. We menace them severely and they run off to the north. We follow their footsteps, heading into the northern passageway. Making camp a short way past the lake we are attacked by orcs during the night. The passageway is wide and our watch is unable to completely secure the line, allowing the orcs to rush the remaining members of our party. It is a hard fight, and Rhount, Skelgar, and Lauriel suffer serious wounds. We are able to defeat the attackers, although four are able to escape and run off. It is later noted that these orcs were quite high quality for orcs with white skulls on their shields. We head back to the lake and the dead-end passageway to the west to recover, Fencallad making the entranceway more secure. We notice a crevice in the back of the room – Tylden follows it. It is very narrow at one point, but he makes his way past, and the tunnel leads to crossroads: to the north is probably a dead end, to the south it curves around, while to the west it continues on into the gloom. After resting up, the party makes its way back to Vonmek.

In Vonmek, Grundar makes a deal with the local orc captain (with some coaching on proper approaches to orcish diplomacy – mostly along the lines of being sure to explain how you will split their skull if you don’t do what you want) to have the captain teach him orcish while Grundar teaches him how to use the axe. Fencallad considers heading by himself to the north to find the mysterious mage, but due to the uncertain spring weather in the mountains decides against it.

The party saddles up – Fred, that is – and heads north again. This time, Onther and Rhount are left behind as our physical presence in Vonmek. The first night out we set up camp, watches, Fencallad protects us with Mystic Myst – and we are attacked by two wraiths. This is an especially hard fight – something perhaps having to do with the complete lack of effect of ordinary weapons on them. Fencallad is able to throw “Affect Spirits” on several fighters including Grundar. This initially seems to affect them, but then less and less. Eventually, they simply sink into the ground. After they leave the party heals up and continues on. We reach the alcove by the lake, Fencallad seals up the small passageway in the back, and that night passes uneventfully.

We head on the next day from the lake, the day and night passing without note. The next day we encounter a river, and Fencallad constructs a bridge over it. We continue on down the corridor and rest another night without incident, although Tylden at one point hears goblin voices in the distant. The following day we continue our exploration and come across the ‘castle’ – underground fortifications. As we approach arrows are shot at us, one striking Tylden who staggers back in retreat. As Tylden is cared for, Fencallad sends a wizard eye to the fortifications and discovers that it is occupied by goblins. They are well equipped, mercenaries perhaps? Past the fortifications the passageway further on is barred by an iron gate.

Backtracking from the castle we continue our explorations, eventually ending up at the end of a narrow tunnel. That night the guards are visited by a troll who is summarily dispatched. The day after we head south, cross a river, then east into a cavern. Tylden in the lead notices a crevice in the floor containing several skeletons. As he stands there going “Hunh, that’s strange,” tentacles come seemingly out to the ceiling at attack! He evades one tentacle but not another which wraps itself around him. Thus encumbered, two more tentacles are able to grab him and start to haul him upwards. The rest of the party start hacking away at the tentacles, and Grundar is able to grab unto Tylden’s foot, slowing the upward progress. One tentacle and then another of the creature are hacked off, and Tylden is able to grab his long knife and start stabbing at the tentacles himself. Grundar is eventually shaken free, but Fencallad starts levitating Tylden downward. Still, Tylden is drawn inexorably upward toward the creature in the roof at the end of the tentacles and its maw of razor sharp teeth. The dwarves throw their axes at the creature in desperation while Lauriel readies her bow. Tylden is now practically at the mouth of the creature which starts to gnaw at him though without effect, yet. Grundar throws his axe without effect – it merely falls into the crevice below. Lauriel looses her shot. It strikes the creature and, for all intents and purposes, merely bounces off. Yet of all the blows landed by all the heroes this adventuring season, this was the greatest of them all. Weak in power, yet it was powerful in result. Perhaps it impinged upon some nerve of the creature, who can tell? All Tylden knows is that the creature then dropped him to the floor where he landed quite heavily – though he would be the last to complain. Both sides then retreated to their respective corners.

After healing, we form back up and decide to dispatch the fell beast. After a few of his shots strike home, the remaining tentacles (four) shoot forth to strike the harasser. One of the tentacles is cut off, but three strike at Tylden with two hitting – knocking him about. The party then closes in on the remaining tentacles, chopping off another and nearly doing the same to the remaining two. The creature convulses, spewing ichor forth from its mouth before eventually and permanently going limp. Thus free to act, the party searches the bottom of the crevice finding a dozen medium quality gems – one a powerstone, along with Grundar’s axe.

To the northeast of the cavern of the Mighty Maw With Lots and Lots of Sharp Pointy Teeth are stairs going up. It leads to a blank wall which, for all intents and purposes, might as well have had “Secret Door Here Somewhere” scrawled in large, block letters on it. We find it, and it leads to an abandoned cellar. There are broken casks everywhere and stairs leading up to a trapdoor. The door does not budge to Tylden’s efforts, but Grundar puts his shoulder to it and it opens in a shower of dirt and debris. Above we find the ruins of a building. Only two of four walls in the room above are still standing – the rest is overgrown with brambles. The party makes it up the stairs, Fred coming up with some difficulty, and Tylden climbs the wall and we have a look around. He sees more broken down buildings – the surrounding terrain being forest. It looks like this was a former village. Fencallad determines that we are “on line” with a couple of beacons set down by Rithban marking the presumed direction of the mysterious mage, and currently 139 miles from Vonmek. (The distance to the mage was quite rough: estimated to be 100 to 300 miles away.) To the east and south are mountains, hills to the north, and to the west more mountains, but farther away.

After hacking our way through the vines we head north towards the hills and following the beacon line. Tylden catches a glimpse of a large flying shape – somewhat reptilian. We decide to find cover, but the creature does not seem to have spotted us, and eventually flies off. We take a couple of days to cross the first line of hills/small mountains, and now we find ourselves in real mountains. Fencallad does some aerial scouting, placing the symbol on our hands in lights atop one of the peaks, but this does not generate any response that we can tell.

Spring comes and with the advent of the equinox the dreams return and Tylden and Lauriel find themselves nauseous. Nothing too severe, but they are at reduced capabilities. In our dreams we catch a glimpse of the protective fog that we’ve seen earlier, and have now associated with the protective magic. The fog is less effective in these latest dreams. Fencallad does some more aerial scouting in the vicinity – there has still been no response to his lighted beacon atop the peak except for the flying creature – now identified as a dragon – investigating it.

Fencallad decides to explore the mountains to the north, looking for the mysterious mage along the beacon line. Three days later he finds himself nearly 300 miles north of Vonmek but has spotted nothing. He continues on two more days, after which he can spot a swath of green and, beyond that, blue perhaps 100 miles ahead. After five days travelling out he turns around and heads back, having spotted nothing that might indicate the presence of the mage.

Back at camp, Tylden and Lauriel head south. After some travel, Lauriel hears the noise of a flute which we are, of course, compelled to investigate. It turns out to be an elf named Connor, and he and Lauriel talk while Tylden remains silent. He and the rest of his band are on long patrol, and warns us that the humans in the area are treacherous. He knows nothing of a wizard, but perhaps their leader does. Lauriel asks about the region. He says that the humans are quite numerous and inhabit three towns – Twain, Pembrose, and Bostwick. We are in Quail Valley! The valley is somewhat egg-shaped and oriented north-south with a river running near the western edge. A forest lies to the east and north of the valley – the elves currently in the extreme northeastern region of the forest. Connor also notes that a green dragon has been plaguing the area. He agrees to lead them back to their base as long as Lauriel vouches for the dirty hu-mon.

After a day and a half of travel the elven camp is reached and Tylden and Lauriel meet Elencar, the female leader of the elves. After some discussion the band’s elvish wizard, Frantis, is included as well. They admit that they may have some information useful to us, but first wish us to agree that we perform no service for the leader of the humans in Quail Valley: Baron Kyle. They also wish our aid in returning part of a broken relic. The elves have recovered one half while the humans have the other, and they are not cooperating in its return. We agree to help return the relic to them, but stop short at promising to refuse any valid requests for aid from Lord Kyle. We tentatively agree to help, but confess that we are not empowered to speak for the entire group. We leave with the understanding that we will come back with Grundar and Fencallad to discuss and decide upon the matter.

Tylden and Lauriel return to camp. A few days later, a cold and tired Fencallad returns after being away a total of ten days. He was only supposed to be gone a week, so the party is relieved at his return. We then head off to meet with the elves, leaving the main party camping at a distance while Grundar, Fencallad, Lauriel, and Tylden continue on. At this meeting the relic is described to us: a statue of a man and woman embracing. Only the male half is present, the female portion is missing. Fencallad attempts some discernment of its nature. It was split some time ago – more than a year is all he can tell. They were together in a shrine for some time, but the elves can’t say where this shrine might have been. The elves were searching the other half of the statue, and it was this search that led them to the valley. They will probably leave once they recover the other half. Fencallad’s initial search spell fizzles, but the elves are convinced of our sincerity and tell us that the wizard we seek is probably the one who lives near Twain.

Fencallad flies to Vonmek to take care of the payroll. Once there he takes copious notes to pass back to Grundar, along with giving the prospector there $500 and promises that he will help with prospecting when he can, but pockets 9 gold for the rest of the Growler’s pay and returns. The remainder of the party heads to Twain to look for our hopefully becoming less mysterious mage. We encounter a band of ogres which are defeated off camera (cost: 1 healing potion). Arriving in Twain, we obtain directions to Crus’ Tower. It is four stories tall and over doorway on the lintel is a mark that is quite similar to the one that appears on our hands. Grundar, Lauriel, and Tylden go inside and have a talk with this, our mysterious wizard.

Crus explains that when the spell affecting us was cast there was a great shock in the magical ether. He was able to trace down some who were affected by the spell, but his protective magic was not directed specifically toward us, but towards all that were affected (and presumably that he could help). It is some sort of geas spell, but it seems to have gone wrong. The spell’s range was probably much larger than intended, but only the attractive component (as opposed to the mind-control component) is active. He notes that the spell has reduced effect when those affected are adventuring as we may have noticed.

The wizard will be happy to help us as much he can, but he would also like our aid on a few matters in return. First, there is dealing with those pesky elves. He fears the situation is something of a powder keg, and there are reports of the elves raiding outlying areas. Secondly, there is the matter of the dragon in the area. It is not fully mature, but needs be dealt with. Finally there are the denizens of the underground passageways that have been raiding into the valley. Grundar points out that the company is not large enough to deal with these matters on their own – at least not the dragon and clearing out hundreds of miles of tunnels. Crus replies that if they are able to deal with the elves, then they certainly will have allies in the other matters. The company seems willing to take on these matters, especially given Crus’ offer to help with regards to the geas. We discuss how the company needs to improve its ability to travel between Quail Valley and Vonmek, and how our previous exit tunnel had since collapse. Crus offers to help with his knowledge on tunnel entrances in the valley. After being assured that we do mean to help, he admits that the location of one of these tunnel entrances is located in this very tower…

6XPs

Night of the Long Knife

Been knife knowing ya...

Notes from 6/9/2013

In Vonmek, the prospector has found mostly pots and pans from Fencallad’s leads, but also a small source of iron several miles outside of town. He is really hoping that Fencallad can help him more, but is put off. Those pesky dwarves are really quite demanding, you know…

Fencallad returns back to Quail Valley. On the way back he encounters a wyvern and needs to take defensive action. He goes to ground and, after a bit of fumbling on the spell, manages to go invisible just ahead of the wyvern’s strafing run. Another wyvern appears and they start scanning the area. Fencallad creates an illusion of a gnome running away. The wyvern takes the bait and pounces on the illusion, becoming quite disappointed when he comes up with nothing but dirt. The process is repeated, and eventually the wyverns fly off.

Back at Twain, someone steals Tylden’s fine long knife.Tylden searches the area, but can’t find any tracks or incriminating evidence. It seems highly unlikely that someone could have snuck into the room where the party was staying, but there you have it. Tylden sees the local constable – Duggan – and makes a report. Duggan informs him that Master Kyle – brother to Lord Kyle, in charge of the local iron mine, and informally in charge of Twain – recently had some jewelry go missing. Grundar, Tylden, and Lauriel pay their respects to Master Kyle. It turns out that he is very busy running the mine and, although our conversation is pleasant enough, he really can’t give us any useful information about the theft or the missing statue.

A couple of days later Fencallad flies into town. He goes to see Master Kyle and asks him a few additional questions. Fencallad seems to think that the items may have been stolen as a means to track the people in question. Determined to track down the thief he throws Seeker on the long knife which indicates that it is close by. The company armors up and follows the lead, taking them to Crus' tower. There is magic on the door of a protective and warning nature. Fencallad casts Wizard Eye and takes a look, but sees nothing of interest. After about 15 minutes Grundar manages to batter down the door. After a brief search we find Cruce’s body in his bedroom with Tylden’s knife sticking out of his back. Blood on the floor spells out L A R N(?), the last letter very badly formed and difficult to read.

Fencallad casts History on the knife, but only reads that it was carried by a shadowy figure. He spends some more time discerning if Tylden could have physically done the deed, but concludes that he did not. He also concludes that his readings on the knife have been deliberately obscured. Tylden examines the stairway down to the entrance to the tunnels beneath the valley and sees dusty footprints going up and down. Fencallad tries to analyzer magic on the knife – it’s being blocked. Meanwhile, we notice that our protective tattoos are fading.

We go back and talk to Duggan and find out that Crus was something of a retired adventurer, and others of his old group are living in the valley: Jaffor, a priestess of Freia in Bostwick, Elwyn an elven bard also in Bostwick, and Constable Wershaw in Pembrose.

The company travels to Pembrose, about 60 miles away, accompanied by three militia from Twain. Arriving in Pembrose we go to the constable’s office where we eventually meet with Wershaw. After talking a bit, we go in to see Lord Kyle at his manor northwest of Pembrose. Grundar gives a brief summary of our story so far. Based on our information, and the fact that there are rumors of a dread dark lord whose name is Larnsomething or other, we strongly suspect that the perpetrator was the ruler of the underground keep that we encountered underground on our way to Quail Valley. Meanwhile, Lord Kyle seems inclined to trust us, but while he makes some arrangement he asks us to recapture a keep that have been overrun by goblins and orcs in the area. He gives us directions to the keep and we part ways.

We stay that evening at the Nameless Dive and Brewery, which puts Grundar in an excellent mood. The barman, Boris Senker, approaches us with information about the tunnels in the area. In fact, as he was attempting to expand his cellar, he came across a door. He is worried about what may be behind it, but we are intrigued about where it may lead. We agree to see to it after taking a look at the keep.

The next day we get up early and travel to the keep, arriving around dawn. It is on the crest of a small hill and brush has been cleared away from it to a distance of about 100 yards. It forms a square, with square towers at the corners and a single gate. Fencallad makes Tylden invisible and he takes a closer look, discovering a long pit trap about three yards in width arrayed to the front of the castle. The gate itself does not have doors, but is blocked by wagons at the beginning and end of the corridor under the gatehouse. We return to Pembrose to investigate Boris’ basement.

The door in his cellar opens to a passageway that quickly tees into a N/S passageway. We go north which leads to an underground tomb room of sorts where we are attacked by a cloak-like creature. From there a passageway leads south, then curves to the northwest. It becomes very narrow at points such that the dwarves can’t get through. Fencallad takes some time to clear the choke points and the party arrives at a cavern with two chests. Tylden unlocks the first chest but it is trapped and a poison gas comes out. Tylden starts choking. Fencallad casts purify air on the room but Tylden continues choking. Finally, Fencallad casts Neutralize Poison which cures him. Inside the chest is $2700 in silver. Tylden is opens the other chest, and this one is similarly trapped, but Fencallad’s casting of Purify Air goes awry and creates a vacuum – the resulting thunderclap caused by air rushing in damaging and deafening the party. Everyone except Onskel regains their normal hearing. Fencallad casts Restoration on Onskel, but it will still take a month for him to fully recover. Inside this chest is $2000 in gold and a thing gold bracelet worth about $1000.

Continuing onward the passageway leads to a graveyard where a spirit rises up and attacks us. Fencallad throws Affect Spirits on Grundar who hacks away mightily at it, but the spirit still moves towards him and threatens to take over his well when Lauriel comes up from behind (also with Affect Spirits cast on her) and dispatches the spirit.

From there a passageway leads to another room containing bones sorted and stacked against a couple of walls. A secret passageway leads up to an office room. In this room is a cabinet containing six glass jars, each with a preserved goblin head inside. There is also a locked box which Tylden can’t work, so Grundar smashes it open – it contains what looks to be torture devices. Tylden finds a passageway which leads to another room – in fact it is a torture room. Down the corridor are various cells off the passageway. One contains large, furry creatures. Tylden bravely retreats, and Grundar wisely goes forward and shuts the door. The creatures seem to be large weasels. The corridor leads to an E/W passageway. To the west are stairs leading up, to the east are sounds. We investigate and find a group of orcs, goblins (including a shaman) and weasels. A fight ensures where we prove victorious, even though Lauriel dropped both her swords and Tylden couldn’t hit a single target. After the fight we discover a couple of imprisoned dwarves: Torbin and Corbin. They are a pair of armor and weapon smiths who were travelling to Pembrose when they were captured. Grundar begins working on convincing them that their fortunes lie in Vonmek.

3xp

Meeting Jinowel… Jinewohl… Oh Crap...

She Broke My Spell-Checker...

Notes from 7/5/2013

We continue to investigate the lower level of the keep outside of Pembrose, our attentions now directed to the room across the hallway. Tylden sneaks in and looks about, discerning something strange about the ceiling. There seems to be an illusion thatsomething is not there? Fencallad throws a Sunbolt at the ceiling which then retorts: “Hey! That hurt!” It turns out to be an elf, apparently suspended in mid-air (in fact perching on an invisible chest). Oh, and she (the elf) was holding a fireball in preparation for if negotiations becamepersonal. Something about the tone of voice reminds Lauriel of“Jin?” she asks? It turns out that the elf – one Jin’ehlwiol – is an old friend of Lauriel. Jin is the youngest daughter of a nobleman while Lauriel is the daughter of said nobleman’s stewards. It’s a small world and all that. Relieved, various swords, axes, and fireballs are sheathed while introductions are made all around. Further investigation of the room reveals a large chest containing Torbin’s and Corbin’s personal effects, including smithing equipment, which they are overjoyed to discover, as well as a small chest previously containing Torbin’s and Corbin’s funds, which they are devastated to discover is empty. Tylden accuses Jin of stealing the dwarves money, but it turns out that the key to the chest was taken by the goblins, so he is convinced by Jin that the goblins likely took the money. Also on a table is a parchment case with the following message:

“Kersux – We have been discovered. If we are to crush the humans, we must do it soon. The Crushed Skill Orcs are mighty, and the humans are no match for what you face every day in the tunnels. We are willing to split the plunder seven gold for you, three for us. Do you accept? Please decide soon. – Uela”

Jin isn’t interested in joining the party at the moment, so the rest of us head upstairs. It leads into a main hall where there are six goblins who are quickly overcome. There are three exits out – two of which are blocked off. The third door opens up: a goblin pokes his head in, they just as quickly shuts and bars the door. Grundar sets to opening the door by rendering it into its component shards. When this task is completed we discover that the next room has two doors – one leadingto a tower and another to the courtyard from which we take missile fire.

We close the door to the courtyard, go back into the main hall and into the kitchen. From there a door leads to another tower, while another door leads to an alleyway with another door beyond. Grundar goes into the alleyway and starts hacking at the door beyond, but starts receiving arrow fire from the courtyard.

Tylden, with Lauriel as shield-bearer, heads up into one of the tower and starts picking off the archers. After clearing out the courtyard, he starts in on those on the platform (above the gate on the opposite side of the courtyard), picking off three before they retire as well. Grundar finally manages to destroy the door in front of him and the party moves into that room which is empty. From there we head out into the courtyard in defensive formation, Tylden and Lauriel taking out most of the archers before they remainder finally decide to charge to their doom.

Booty: potion, necklace with odd, crude symbol, map, $116 from our foes

After the combat, Jin re-introduces herself to the party and, after talking to Lauriel, offers to split the proceeds of the invisible chest (on which she was perched) which she has been trying to open. It turns out that the party found a key which opens it.

Booty: $5500, small golden scepter (non-magical) worth $1400-$1800, a gold ring.

Jin also returns $6000 to Torbin and Corbin which she recently “found” and thinks is theirs, which they are quite happy to receive. She is also made a provisional member of the Growlers, subject to an unspecified probationary period.

Having cleared the keep, Tylden returns to Pembrose and eventually informs Lord Kyle of our success. It is late in the day, and Lord Kyle promises to send a force the next day. In the meantime, Tylden is accompanied back to the keep by several men.

In the keep, Jin helps Fencallad translate some of Crus’ notes. After the relieving force arrives the company returns to Pembrose, speaking to Lord Kyle that evening. We show him the scroll, but he does not know who Kersux or Uela are.

In thanks for our work Lord Kyle gifts the party with a long sword passed down from this grandfather. This turns out to be of fine quality, has some ornamentation, and has enchantments of accuracy (+1) and puissance (+1 damage), as well as $5000. After some discussion, Lauriel is allowed to buy the sword from the party at its cost of $4800 before enchantments – such a deal! Lord Kyle does not recognize the scepter or the ring. In town, we manage to sell the scepter and ring for $2890.

The company takes the time to analyze the loot from Boris’ basement:
* The ring is not magical, but has a garnet and is worth at least $800.
* The iron scroll case is not magical, but has a map which proves useful.
We sell several of the items in Pembrose, then return to the Lonesome Drake & Brewery.

The next day Constable Wershaw returns and requests an audience. He has travelled to Twain and all seems as we said it was. (It is noted that Jaffor seems to have a very low opinion about we “mercenaries”. ) To remove all doubt, we agree to undergo a Truth spell to answer his final questions, which concludes to his satisfaction. We are told that the map we found in the iron scroll case probably belonged to one of the members of an adventuring group called the “Birds of Prey”, led by a half-orc barbarian woman Myonga, who was in the valley three or four years ago. They were looking for a treasure vault constructed by Larancar.

The part assembles again and descends into Boris’ basement for a recon-in-force against the Crushed Skull Orcs. We are able to eventually discover a passageway to the lake, then progress to where the orcs are supposedly based. Tylden hears a scout up ahead (who he shoots), we then press forward and encounter another scout who retreats. Finally we encounter a patrol of eight elite orcs. We form up and do battle, defeating them. Lauriel a Tylden pursue the lone survivor who is able to make his way t o a large corridor and raise the alarm, at which point about forty orcs or so (we didn’t stop to make an exact count) pour out from we’re not exactly sure where and charges Tylden and Lauriel who beat a hasty retreat and, upon arrival, counsel the remainder of the party to do likewise.

4xp

Amulets? We don’t need no Stinkin’ Amulets!

...and did I mention the Growler's new exercise routine?

Notes from 7/26 – 7/27/13

We (Grundar, Fencallad, Tylden, Lauriel, and Jin) find ourselves in the pyramid of the Cabal – the group responsible for the geas. We run out of the barracks and into the armory where we quickly don our armor and gather our weapons, although we do not have any of our magical items. As we leave to the next room another group enters that room from the opposite door: five guards (some armed with naginatas), our lieutenant “Inhouke”, and Tylden’s uncle Castor. Inhouke asks: “where are your amulets?” We see one around a chain on Castor. Jin concocts some story about, oh,

“They’re at the dry-cleaner’s…”

“I left mine in my other suit of armor…”

“We had an attic sale, but we got a good price…”

The explanations fall flat, despite Fencallad's best impression of Alfonso Bedoya, but they buy enough time to enable us to ready our weapons and engage the fighters. We know this group to be one of nine in the second-highest circle of the Cabal, and they are not mooks. This and the lack of quantities of sturdy fighters mean that we are outgunned. The lieutenant is ultimately killed – not before unleashing a large fireball at Tylden – but eventually the entire party is subdued, at which point…

…the party finds themselves once more running down the hallway for their lives. [We find ourselves oddly more confident after suffering this TPK. Well, we do gain the Teamwork perk.]

Fencallad throws an illusion of some furrows in the ground which trips up a few of the pursuing orcs, followed by a real Shape Earth spell which trips up some more, but they keep coming. Jin tosses off a few fireballs and Tylden wings in a few arrows, but they keep coming. The corridor is six to eight yards wide, and we are several miles from any narrower branches. These elite orcs are apparently all Fit, and it soon becomes apparent that we will not outrun them.

“Sing something,” gasped Fencallad at Jin.

“Hunh?”

“I said sing something, anything! So I can activate this damned powerstone!”

“Why?” Jin was clearly uninformed about Fencallad’s ‘special’ powerstone.

“Sing!” barked Lauriel. “Anything! Sing ‘Droggo the Dwarf’ if you have to!”

“Droggo? If you really want me to…

“Droggo the dwarf was both mighty and wide,
And his fame was not for the axe at his side,
But for his great sword which happened to be,
Unequaled in…”

Fencallad quickly used the opportunity to construct a barricade, a three foot high wall with spikes fronted by a trough as deep behind it.The company reformed behind it to await the orcs.

“You can stop singing now,” instructed Lauriel.

“But,” objected Rhount, “she was just getting to the good part!”

A fierce glance from Lauriel quieted him as Jin’s song faded away. He would just have to wait until a later date to find out what the curious dwarvish maiden discovered…

The orcs gathered before the barricade, uncertain what to do, when behind them a giant orc commanded “Kill them all!” (Despite only Grundar knowing orcish, everyone in the party was pretty certain this is what he screamed.)

The orcs – who turn out to be more athletic than our racist prejudices gave them credence for – leap en masse onto the barricade and start clawing their way over. Despite the advantages our position gives us, the orcs prove quite resilient and down not go down easily, eventually moving us back from the wall. Fencallad throws up a stinking cloud in front of the barricade which discourages the continual wave of reinforcements. Skelgar goes down, but we are close to finishing off the first wave (which numbered about 30 in total) when the second wave of 20 or more charge the barricade to aid their friends. In desperation and with his last remaining energy, Fencallad raises the wall another six feet to stop the charge. The company finishes off the remaining orcs, then quaffs almost all the remaining potions to heal ourselves and get everyone to full speed, then we slink off back to Pembrose. Tylden does some rearguard scouting and sees the orcs scaling the wall and removing the bodies of the fallen compatriots to the other side. They set up a guard, but do not organize a pursuit against the company, and our retreat is uneventful except for a minor encounter with the bugbears whom we easily scare off.

[Players hold gripe session. We have a meeting with the GM and express our feelings, ending with group hugs and singing Kumbaya around the camp fire. Galen sets up the Group Rest Home for Retired Mages in Vonmek.]

MeanwhileFencallad’s research into Crus’ notes show that he has amassed many details about the geas. (Pronounced ‘gesh’, as in, ‘I gesh I’ll have another martini.’) It is unclear if the geas is natural or ritual magic. Crus had found out how to create a shield against the effect, similar to what Rithban has been doing. The version Crus created to protect us wasn’t as strong as it could have been because of various factors such as his unfamiliarity with us, the fact that it was a group spell, and because of the distance involved. It may be possible that we could hold off on having to deal with the geas for a couple of years if we successfully set up effective resistance to the geas.

Constable Wershaw meets us the next day. He agrees that fifty elite orcs is a force capable of destroying the valley.Meanwhile, Lord Kyle reports that the elves attacked an outlying farm. Nobody was injured, but the farm was destroyed and the animals scattered. We decide to send Lauriel, Jin, Fencallad, and Tylden to talk to the elves, and they head out the next day. On their second day of travel they encounter a bugbear ranger(!?) who apparently has a bear as a companion. Fencallad impetuously approaches and greets them, but a peaceful encounter occurs. The bugbear speaks common, wears armor, has a bow and is named “Greylock”, but is unable to tell us anything about the bugbears underground. We travel on, encountering the elves later that day.

The initial parlay with the elves is a bit testy. Jin – as our expert on diplomacy and inappropriate songs about dwarves – takes the lead and is informed that we, specifically Fencallad, have broken our promise to the elves. Tylden retorts that if we had broken our promise we would not have returned, and Fencallad asserts that he is here to make another attempt to trace the missing portion of the statue having been unavoidably delayed by an outbreak of orcs. The elf admits that orcs can be troublesome and agrees to lead us back to their camp. There, Fencallad uses the other portion of the statue to aid his casting Seeker which succeeds: it is not in a man-made building, but nestled among rocks in very dim lighting. He next succeeds in casting Trace: the missing statue is to the northeast about forty miles – towards the dragon lair! Jin meanwhile talks to Elencar about the statue and the elves. She finds out that the statue is from ancient elvish times and has been revered for generations, and had been stolen by a human. The tribe – led by Elencar – has their homeland to the east across the mountains. Elencar admits that they burnt the farm in an attempt to get Lord Kyle to give up the statue, but that they explicitly did not harm anyonethis time.

The elves have mostly been keeping to this neck of the woods so don’t have much intelligence about other goings on. That evening Lauriel plays her flute and Jin sings, then a few of the other elves bring out instruments and play some music. Elencar’s tribe is perfectly polite and somewhat friendly, but they definitely keep to themselves.

The next day Fencallad, Lauriel, and Tylden head off to investigate the statue the next day while Jin stays behind to smooze with the elves. After some time we notice a large creature circling about – it’s the dragon! We hide for a while and it eventually leaves. Fencallad throws another Trace – now we are about 15 miles away and heading towards the mountains. We reach the edge of the tree line and from there we see a small crevice in the rocks. It is not dusk, and Fencallad throws Hush, Invisibility, Levitate, and I’m Not The Gnome You’re Looking For on himself (as well as borrows the See In The Dark ring). He floats over to the crevice, looks inside, and sees the (gasp! aren’t we surprised!?) dragon. (Not.) He senses from the Trace that the statue is nearby. That night we are contacted by Jin and we get her to ask Elencar if she wants us to try to steal the statue. She replies: definitely not!

The next day an invisible Tylden is sent out to spy on the cave. The dragon is still there. Eventually he notices the dragon place a cloth over something that is set up in what looks to be a shrine, and then the dragon exits the cave and flies off. Fencallad then enters the cave – suitably protected by spells – and levitates the shroud: the statue is underneath. Returning the shroud to its former place he leaves the cave and we leave the area, returning to the elves. (He also has a look around. The statue and shrine are in the main cavern – there is a secondary cavern in the back. Around the caves are various piles of gold and such things that should be of interest to Grundar and others.)

We report our findings to Elencar, who is somewhat taken back by the report that a dragon and not a human is in possession of the statue. She states that she doubts the dragon is worshipping the statue, but it could be providing some benefit to him – specifically calming and healing properties. She also admits that she may have, just possibly, overreacted with regards to the humans in the valley, agreeing to suspend actions against them. The elves are not sure what they are going to do about the statue. Before heading back to Pembrose, Tylden suggests that – given common interest in disposing of the dragon – perhaps the elves, humans, and the company could work in concert. Leaving this thought behind us, we return to Pembrose.

Tylden and Jin head back to Vonmek to set up a communication channel with the company in Quail Valley, taking 2 ½ days to do so. On the evening of the 2nd day the dreams return with a vengeance. Tylden (luckily) is unaffected; Grundar and Lauriel have severe reactions that end up putting them in bed for a week. (At times, they are found trying to crawl out of bed and head West.) When Jin is unable to contact Grundar as arranged she manages to raise Fencallad. The mine operations are going well, and Jin hastily makes the acquaintance of all the important personages in the town. Tylden picks up some potions form Rithban, and then head back to Pembrose.

3xp

The Battle of Quail Valley

The thing about orcs is not that they are shy

Notes from 8/17/2013

Pembrose

Lord Kyle is taking the orc threat seriously, and Constable Wershaw shows up at the QuackQuack Quack and Brewery. Fencallad, in the unlikely role of CPCP (Chief-PC-Present), gets to talk to him. Wershaw wants Fencallad to help gain intelligence on their position and to figure out when and where they will attack. Fencallad has already blocked up the entrance leading from the inn, and plans to block off the entrance located in Crus’ tower. For now, Fencallad goes to the keep near Pembrose and closes up the secret door – in a most permanent manner. (Shape Earth will be required to re-open it – the mechanism itself has been definitely put out of commission.)

A couple of days later Jin and Tylden show up after a fairly uneventful trip back. (A tasteful display of fireballs was the price of passage through the territory of the bugbears.)

By this time the mood in Pembrose is quite tense. Wershaw reports that elves have attacked – they have slaughtered everyone on a particular homestead except for a small boy. Wershaw and Tylden get into something of an argument, Tylden asserting that the humans are being played by Larancar and that the elves would never attack, and then Jin steps in and smooths things over a bit with Wershaw. From there Tylden and Jin proceed to talk to Lord Kyle, also extremely angry, and Jin calms him down as well. Kyle suggests that for information about the tunnels to follow up with former members of his adventuring party: Jaffar in Bostwick and Elwin, the bard – they may know more about the experiences of the Birds of Prey underground. Tylden’s request to interview the boy is discouraged, but is told that the boy reported that the attack came in the early morning, he hid under his bed and heard the screams of his family being slaughtered, and then an elven face came into his room, knelt down, looked him squarely in the face, and left.

Tylden travels to the homestead and surveys the scene of the attack – this took place about halfway between Pembrose and Bostwick on the west side of the river. The tracks left behind are definitely not orcs and are probably elves, but there is something off about them which he can’t quite recognize. The main tracks quickly peter out.There is also a second set of prints among the main prints, and it has the hallmarks of a skilled tracker. Tylden picks up all the arrows left behind, then starts following this second set of tracks which are of a solitary humanoid. These tracks go to the river and he can’t figure out where they came out.After spending several hours, he manages to find a single solitary footprint on the east side of the river to the north, but can’t locate any more. Somewhat regretfully, he takes the potion of keen sight. With this he is able to pick out the very well-hidden tracks which continue to the north – at least until the potion wears out.

He continues to Bostwick and talks to Jaffar. Besides being fairly dismissive of Elwin (and Mayor Wychek), she is given to understand that there is an entrance nearby, probably in the vicinity of the graveyard which is located to the west of the city on a hill. From there Tylden visits the local witch, Tina. She has the following potions available:
* 6x Healing @120cp
* 1x Battle @350
* 2x Stealth @500
* 5x Fetch/Carry @300
* 1x Strength @250
* 3x Fire Resistance @500
* 4x Speed @550 (3d x 4 min)
* 2x Invisibility @3000 (1d x 10 min)
Tylden purchases all 6 Healing as well as the Battle potion, and then proceeds to the graveyard. There is a small mausoleum on the top of the hill which immediately receives his attention. The door is unlocked, and inside is a single, open sarcophagus – the lid is on the floor. It is empty inside, and to all appearances does not have a false bottom. (This comes as quite a shock to Tylden who, up until now, assumed that all sarcophagi came equipped with a false bottom, standard.) There is also a loose stone nearby, but is too heavy for Tylden to move. Otherwise, he finds nothing of interest.

MeanwhileJin goes alone to see the elves. Along her journey there she re-encounters Greycloak and his bear. Greycloak tells her “Little girls should not travel by themselves in the woods”.Jin replies “But I have you to keep me company.” She chats with them a bit and discovers that the bear is named Sheedah and, most importantly, prefers venison. Jin continues on, alone, eventually reaching the elves. She discusses the situation with Elencar and has a bit more luck with here diplomatic entreaties, and Elencar agrees to meet with Lord Kyle if the Growlers guarantee their safety. Jin asks for and receives an escort back to Pembrose.

It is now the 5th day since Grundar and Lauriel became comatose. Fencallad reaches Twain and goes to Master Kyle, requesting a load of rocks with which to seal up Crus’ tower. He is rudely rebuffed. Fencallad goes and speaks to Constable Duggan about posting guards on the tower. Fencallad had also intended to send Poupon to survey the entrance to the tunnels north of Twain, but the fox points out that there is an ettin or two living in the area that is fairly dangerous. Fencallad hopes that the ettins are sufficient discouragement to prevent the orcs from using the entrance.

Tylden arrives in Pembrose that evening and finds Elwin in the Lonesome Drake. To make a long story short, (a really long story about the wonderful and amazing exploits of Elwin the Magnificent), Elwin has never been underground. However he remarks about the note on the underground pillar, stating that anyone who could decipher their meaning would gain great power. As for the note about the graveyard on the map, it probably refers to the graveyard in Bostwick.) Tylden invites (why?) Elwin to accompany the Growlers on their expedition and the resulting excuse is long and flowery.On the afternoon of the 6th day of Grundar & Lauriel’s extended beauty rest Fencallad returns from Twain. He examines the arrows gathered by Tylden and remarks that they were fired by the same person from the same bow. He seeks Larancar, but the spell is blocked. Still, the arrows are definitively associated with him. He also seeks Uela based on the note to Kersix, and gets a vision of a decaying goblin body.

Jin arrives that evening and talks to Lord Kyle, who agrees to meet with Elencar, which Jin arranges.

On the morning of the 7th day since falling into comas, Grundar and Lauriel regain consciousness. They are still quite weak, and Fencallad thinks it will take them 5 to 10 days to fully recover. That afternoon, Tylden, Fencallad, Skelgar, and Rhount leave for Bostwick with the intention of examining the mausoleum more closely for the entrance which Fencallad will seal up.

The next day, Jin, Trel, Burl, Onskel, and Shawchee go off to meet the elven diplomatic party. They return to Pembrose that evening, only to find the town in an uproar. A messenger arrived late that day with dire news: Bostwick has been attacked! Tylden arrives in Pembrose at about the same time as Jin – after hearing from the messenger he turned back, leaving the others to help the stream of refugees heading to Pembrose. Apparently Bostwick was attacked from the east and Wershaw is sending out scouts – including Tylden. Grundar hobbles out of bed and offers Lord Kyle his full assistance – and convinces to hear the elves for at least a few minutes. Jin leads the elves in to see Lord Kyle. Elencar expresses her regret about the misunderstanding between the humans and elves, and declares again that no human lives have been taken by the elves. With Jin’s help, Lord Kyle and Elencar come to the remarkable conclusion that it just might be possible that it’s not the best of ideas for the humans and elves to start fighting each other. Elencar cannot promise the full force of the elves at this time, but offers the assistance of the party at hand. Jin acquaints herself with the scouts in Tylden’s party, and then these head off north.

Lord Kyle starts putting together a force which heads out the next day. It consists of Grundar and Lauriel in a cart pulled by Fred, Jin, Trel, Burl, Onskel, Shawchee, Lord Kyle, Wershaw, 5 guardsmen, 28 militia, and the five elves.

Meanwhile, Tylden reaches Fencallad, Skelgar, and Rhount, and heads them back to meet up with Lord Kyle’s force. Continuing onward, he encounters a group of refugees being attacked by about ten orcs. Shooting one, he leads the orcs on a chase, allowing the refugees to flee to the south. Tylden continues north and, about 25 miles from Bostwick, makes contact with the main orc host. Tylden gets close enough to determine that the group is about eighty strong, and is a mixed force of mostly orcs but also bugbears. Tylden quickly heads south to inform the others.

After reaching Lord Kyle’s forces, they stop marching and prepare their defense. Fencallad throws up earthworks around the group, and prepares a light spell to cover them if they must fight at night. Tylden heads back north to ascertain the movements of the orcish host. They have stopped for the night, so after sniping a few of them, he returns to Lord Kyle. At this point it looks like the orcs will meet them sometime late this coming day.

Tylden goes back out to harass the orcs. His intention is to execute about four more sessions of sniping (in addition to one executed on his previous scouting expedition) – hoping to take out two or three each round before retiring into the woods for a couple of hours. He has 32 arrows and he was hoping to use up all of them. The first round goes well enough, but during the second, as he is stealthing about in the woods, Larancar manages to sneak up on him and, I believe, crits with a lightning bolt. Tylden reels from hit (that puts him at -1 HP), dropping his bow, but manages to a) not get stunned by the blow, and b) retain consciousness long enough to pop a healing potion. He manages to quaff his second (and last) healing potion and, perhaps foolishly, takes the time to pick up his bow, but is hit with a 2nd lightning bolt. Fortunately, this one is much less powerful. Still, he’s moving at ½ speed. Tylden desperately hobbles away in the forest with Larancar slinging lightning bolts after him, and eventually he gives up pursuit. Tylden limps into camp and is healed by Fencallad, but is sufficiently discouraged from conducting any more raids.

The orcish horde arrives near evening. They start a campaign of taunting, but Grundar (buffed by Fencallad) is more than a match for them. So, the orcs hung back and waited.

As Grundar and Lord Kyle looked at the orcish horde from the walls of the fortifications, Lord Kyle expressed some concern that the orcs would not attack a prepared position, to which Grundar replied:

“The thing about orcs is not that they are shy, for they are not. It is that they are never, ever ready to assault temporary fortifications. But eventually they will. They always do.”

And indeed, after waiting for nightfall, they begin their attack. It opens with a hail of arrows. The Growlers are well protected, but the townsmen suffer heavy casualties. Eventually, Fencallad is able to complete a casting of Mystic Mist, which helps. After exhausting their supply of arrows, the orcs charge. A massive combat ensures, lasting 20 seconds (game time)/four hours (player time). The humans have a massive advantage defending fortifications along with the Mystic Mist, but those orcs are hard to put down. Larancar comes up and blasts townsfolk with lightning, and has cleverly placed Tylden and the accompanying elves hors-de-combat by attacking away from the forest line which is 150 yards away. The fighting in the center is thick and hard. Lauriel drops her sword – what would a combat be without that happening? After many, many rounds, the bugbears finally break and run, while three of four orc champions have fallen. Only one champion and Kersix remain – along with two dozen orcs or so, Larancar having run out of mana and reduced to using a crossbow. At one point a Death Vision from Fencallad goes horribly awry, but Grundar and Trel manage to hold their positions and recover. Constable Wershaw proves himself a beast, and eventually it is Grundar and Wershaw (with fireball support from Jin) facing off Kersix. Finally, after a fireball from Jin and a massive headshot from Grundar knocking him down, and a few seconds for the “you are dead” message to be processed, Kersix goes limp. The same round the other champion falls. Soon thereafter, Tylden arrives (he was sprinting the entire time from the woods) and shoots Larancar – but a normally true shot goes wide, Kersix! I mean, Curses! Larancar reaches in, crushes a vial in his pocket, and goes invisible. The remaining orcs soon break off and flee.

4xp

Notes on potions:
* Potion which reduces weapon penalties: used during Battle of Quail Valley
* Healing: started with 1, got 6 from Rithban, bought 6 from Tina, Tylden used 2: 11 left
* Battle: started with 1, bought 1 from Tina, used 2 during Battle of Quail Valley: 0 left

The Worm of Quail Valley

Notes from 9/14/2013

After cleaning out the orcs from the tunnels (detailed in the in-character thread starting here), we return to Pembrose. As a result of the brave sacrifice of the militia, most of the villagers of Bostwick survived and they have started efforts to rebuild.

[Date: 5/23/997]

Lord Kyle summons the Growler’s to his estate for a muted ceremony to honor the dead and thank the defenders. Fagan receives the two-handed sword previously wielded by Kersux. This turns out to be the blade commissioned by Nyonga – the half-orc barbarian leader of the Birds of Prey. He also bestows upon the Grundar (although really to the Growlers) a very large tract of land, as well as $5000 for initial management. This was the farm whose family was slain. (Lord Kyle has taken the surviving lad into his household.) The tract fronts the river for several miles and extends from the river to the foothills – perhaps 40 or 50 square miles in area. Grundar makes arrangements for its initial management. We also talk to Elencar who agrees to having the elves assist with the small matter of the dragon.

Grundar arranges for a bulk purchase of healing potions from Tina the Witch in Bostwick for a 10% discount. (Her house is outside of Bostwick and managed to survive the raid intact.) The Growlers then return to Vonmek, arriving May 28th.

Matters are going fairly well in town, although Seggy the gnome seems to have gotten distracted by the complex system of pipes in the mine. Grundar sets him back on course. As the 1st of the month approaches, Rithban casts Mage Armor on those affected by the dreams.

[6/1/997]

Tylden and Grundar spend a couple of days nauseated in bed, but otherwise the new moon passes uneventfully for the group. Pol'untly reluctantly admits that the goblin apprentices are doing OK (there are 4 metallurgy and 8 smithy apprentices), especially the metallurgy ones which don’t require as much brute force as smithing.

After Tylden and Grundar recover, they and Lauriel, Trel, and Burl head to Burle looking for enchanted weapons – specifically penetrating weapons. The mage’s college has a circle of twelve enchanters, but their dance card is filled for the next six months. Additional asking about doesn’t find anyone both willing and capable to enchant our weapons, but we do find one enchanter – Datec – willing to come to Vonmek as a permanent hire. After selling off assorted collected loot, Grundar goes to the mage’s college to research dragons and finds a researcher what knows about dragons. At least, he knows about the research about dragons, but has no practical experience. The bottom line is that dragons are like wizards – no two are the same. Not all dragons breath fire – but that is the most common. They can cast spells, and some are even able to change the type of breath attack, but given that ours is a juvenile it is unlikely that it is capable of that. We place an order with Datec to enchant 30 fine bodkin-point arrows with Penetrating Weapon (DR/2), after which he’ll travel to Vonmek. Tylden also can’t help himself, and places an order for a shoulder quiver of Cornucopia (bodkin points, of course) so that he never has to keep track of arrows ever again! (Well, except for the enchanted ones, of course.) The quiver will be ready in six weeks. Our business done, we head back to Vonmek.

Back at home, Lauriel starts training up Fagan in Greatsword. It is also noticed that Milo the Miller has a bit of extra coin to spend in the tavern. Grundar arranges to go over the books with him. Although Grundar is not skilled in accounting, Milo is not skilled in lying, and it becomes apparent that he has been skimming money. Grundar gives him a stern lecture – the next time it happens he will be unemployed. Fencallad goes prospecting with the Prospector (who else?) and finds some useful deposits: one each of gold, silver, and iron. The iron deposit is the farthest away from our current operations, of standard quality, but reasonably large. Fencallad also finds the time to enchant the armor for Grundar, Lauriel, Trel, and Burl, as well as the chainmail armor for Tylden. Grundar makes plans for building roads and main shafts for the ore deposits: first for the gold (nearest), then silver, then iron. He weeps large dwarvish tears when he realizes how many mules he will have to hire.

This month a new visitor comes to town – a young woman by the name of Grinue who comes looking for Argleblaster the Magnificent. After stopping by Rithban’s house, she next stops by the tavern looking for Gunther of the Growlers. After correcting various names, Grundar learns that she is a mage who has been fired from her previous adventuring party. Given the leader of said party was her older brother and that sibling rivalry may have been involved, Grundar doesn’t let the termination by her previous employer prejudice him. After discussing her qualifications – she is a ritual mage that knows mystic myst, shape earth, major and minor healing, and several bucket loads of additional spells – Grundar hires her on as a Growler under the usual provisional contract.

Rithban continues to review Crus’ notes. Larin Karr is probably a dark elf, his base is probably in the eastern part of the valley, and he is known to leave his base for long periods of time.

Near the end of the month Datec shows up with 29 enchanted arrows. One was destroyed from the original 30, but 2 enjoyed critical successes!

[7/1/997]

We survive the new moon without incident. Grundar makes armor for Fagan – but it is not enchanted yet. Pol'untly is turning over some basic responsibilities to one of the metallurgists, and Tylden makes a quick trip to Burle to pick up his new magic quiver. Rithban brews battle potions. Near the end of the month the group heads over to Pembrose.

Back in Quail Valley, we discuss the situation with Lord Kyle and Constable Wershaw. The latter is of the opinion that townsmen will not be useful for attacking the dragon, although he of course will accompany us.

[8/1/997]

After making will rolls all around, we head out for the dragon’s lair, meeting up with the elves along the way who increase our numbers with a couple dozen archers. Upon reaching the dragon’s lair, we wait until it leaves to go hunting, then Tylden and two elves go in to scout. The entrance tunnel is about 40’ wide. The main cave is about 100’ deep, 150’ wide, and 40’ high. There is a tunnel, 20’ wide, leading to a back chamber. While scouting this inner chamber Tylden is attacked by a smoky/wispy creature. A tentacle snakes out toward him, but he beats a hasty retreat and the scouting party leaves the caves. Elencar is of this opinion that the creature may be some sort of variation on an air elemental.

Jin goes with Lauriel to investigate, Tylden spotting at the cavern’s entrance. Jin and Lauriel spot the elemental on the ceiling, just inside the entrance to the inner cavern. Jin tries to communicate with it – it seems angry, protective, and very focused. It does not communicate back with her, but instead attacks. Lauriel and Jin execute a retreating withdrawal, and between sword and fireball (although mostly fireball) the elemental is eventually dissipated with only a minor owie to Lauriel.

Retreating to the forest line we plan our attack and potion regimen. The front line consists of Grundar, Lauriel, Trel, Burl, and Wershaw. These all quaff battle potions, Grundar, Lauriel, and Wershaw also taking potions of fire resistance. (Tylden gets the 6th battle potion.) Grundar also takes a potion of strength and endurance – a veritable cocktail – and Wershaw the other strength potion. A second line consists of Shawnchee, Fagan, and a few other back rank fighters. Wershaw leads a contingent of guardsmen, while the bowmen spread out on both sides and try to pincushion the dragon. To this end, 17 of the enchanted arrows are passed out to the bowmen for their first volley, Tylden retaining the remaining dozen.

The force waits until the dragon returns from the hunt – a water buffalo in this case. It spends a long time at the entrance of the cave looking around, before finally shuffling down the tunnel. When the tail finally disappears into the entrance, Grundar counts to 20 while potions are quaffed, then we all sprint for the entrance. The group boils down the tunnel and into the cavern. The dragon is at the far wall. It turns around and lets out a roar that seems larger than its size, which is saying quite a bit! A few men and elves are shaken and drop for flee, but the principles are unaffected and continue the advance.

In the end, the dragon was simply overwhelmed. Battle potion rolls yielded not a single low number, Grundar and Tylden scoring 6s. Tylden successfully guesses where the dragon’s vitals are and sends in a few lethal arrows – the other archers manage to get in one or two volleys that hit home. The front line hits the dragon and a flurry of blows are landed by them. The dragon manages to get out a breath or two – Jin is nearly taken out as is a single elven archer, but Grinue deftly heals Jin during battle (and the elf afterwards.) Bleeding from multiple wounds the dragon attempts to take to the air, but instead falls to the ground, dead.

The group takes stock of their situation – unbelievably only Jin and the lone elf were injured, and they are quickly healed. The elves locate their statue, and Grundar quickly organizes a gold-counting detail. The loot:
* 20000 CP in gold, silver, and copper
* snake-shaped diamond brooch, 3600 CP – to Grinue
* gold circlet – 800 CP•goblet – 3000 CP
* teak box – 300 CP
* magical morning star of undead doom –Bane (Undead), Accuracy+2, Puissance+1, Penetrating Weapon /3, and Ghost weapon – 61,000 CP – to Grundar
* gems – 25 @ 150 CP ea – 3750 CP
* mage book – also to Grinue

4 CP
Topic revision: r4 - 16 Apr 2019, DamianSmall
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