Adventure Log - Part 5 - Westward Drawn

Notes from 10/12/2013 to 8/16/2014. [Sep 997 - Aug 998]

Regime Change

Steve the Toad

The Sea Ghost

Swamp Things

Chracking the Charcharix

Pillars of Society

Dungeons and Dreamings

Larin's Lair

A Giant Problem

Room of Mystery

Room of Mystery - Addendum

Bad Day at the Office

Vacation Trip


Regime Change

Notes from 10/12/2013

[September 997]

Issues involving Milo and Seggy sharing the mill are somewhat resolved by Grundar, and he instructs Milo to draw up plans to expand the mill for Seggy. Grundar then deals with Westin, who is impressed by Grundar’s noble character. Westin reiterates the seriousness of the smuggling problem for Burle, and emphasizes the benefits he’ll receive if he solves it, even if the details of the exact benefits are left unspecified. They reach an amicable state, then negotiate when the Growler’s will actually start campaigning against the smugglers. It is now late September, and Grundar finally agrees to start by the end of the month.

Back at the goblin caves, Visselfish states that if Big Gut is poisoned, another fighter will become chief. Grundar must fight Big Gut as Visselfish’s champion in order for him to become chief. Tylden takes this under advisement and reports back to Grundar, who then sets up a meeting with Visselfish. Grundar points out the advantages of having Visselfish be the power behind the throne – all that it requires is a fighter that Visselfish could control. Visselfish seems to appreciate this idea. They wait a few days, then set up a meeting with Big Gut to resolve the dispute about how much the goblins will be paid when the newer mines are opened – Big Gut currently insisting on 40% of the gross output.Big Gut wants to meet in his lair, Grundar wants to meet in the common work area, and Big Gut finally agrees to meet outside the entrance to the mines. When he arrives he is accompanied by a large contingent of fighters as well as the ogre, with a few workers tagging along in the mix. Big Gut is quite ornery at the meeting, insisting that this is the goblin’s mines, and that Grundar is trying to trick the goblins out of what is rightfully theirs. Grundar stresses the amount of wealth coming from the mines and how it is benefitting all the goblins. Big Gut does not back down from his 40% demand while Grundar emphasizes how much he wants to pay the goblins – but running a mine for no profit is senseless. In the end it appears that the goblin workers are swayed more by Grundar’s arguments and are disapproving of Big Gut. Visselfish seems pleased. About this time Pol'untly has the mine shut down as the situation is deemed to be too dangerous.

The next day Visselfish slinks into town and reports to Grundar that he has made friends with a guard. Grundar then outlines what must happen: when Big Gut is challenged and Grundar is asked to be champion, Grundar will initially refuse. The workers must insist on Grundar. He’ll refuse a second time, and only when they continue to insist will be accept the challenge. Grundar then asks Visselfish to set up a final, terminal meeting with Big Gut.

Big Gut agrees to another meeting, and Grundar arrives armed with plate mail, Mage Armor, and Silver Tongue: “Grundar is for all the goblins, but Big Gut is only for himself”. Grundar smoozes the audience that is waiting there before Big Gut arrives, calling out as many goblins by name as he can. Big Gut arrives, glaring at Grundar. Grundar says that he still wants to pay the goblins to use the crushers in the caverns to process the outputs fromthe new mines; Big Gut dares Grundar to build his own crushers – he is not budging on his demand of 40%, but will grudgingly allow the current copper mining operation to continue. Grundar continues to speak eloquently, although he starts to give Visselfish some Meaningful Glances. Visselfish nudges a fighter, who looks nervous. Grundar talks about the greed of Big Gut (anytime would be good, Visselfish), and Visselfish jabs his elbow even harder into the guard. Thankfully the fellow finally steps forward: “Challenge! Big Gut Greedy!” Big Gut is taken completely by surprise by this. Visselfish starts working the crowd, which starts chanting Grundar’s name. “I challenge you with champion Grundar!”Grundar refuses, and the guard looks disappointed and confused. “Grundar promised!” he shouts out. Visselfish keeps the crowd chanting “Grundar! Grundar!” while Grundar tries to stay on-script and refuses again, before finally asking in Goblin if they want him to be champion, and of course they agree. Big Gut'’s champion is, to nobody’s surprise at this point, the ogre. Our pretender’'s name is Gronk.

The ogre is wielding a maul and no shield – and packs an amazing wallop as Grundar discovers when catching a bit too much maul on his shield blocking a shot. Still the ogre is, barring a lucky shot,– no match for Grundar, and the combat is over in a shower of ogre blood before any lucky shots are scored. At this Big Gut roars in rage and charges Grundar along with two of his cronies. They are wielding longswords and shields, and are to some extent tougher opponents. Grundar calls on Trel and Burl to aid him, and another combat ensues. Big Gut is hit several times to no effect except for the occasional crack of a protective amulet. A massive blow from Grundar’s axe appears to simply bounce off his neck to the sound of another crack and a flash of green, but this time Big Gut’s face fills with fear. Big Gut flees the combat, but is felled by Grundar just before he reaches the line of goblins watching in fascination. Other goblin guards who had been considering whether or not go come to Big Gut’s aid, possibly delayed by the shock induced by being showered with ogre blood, start shuffling back to the goblin lines. Seeing the ogre and Big Gut lying on the field, the guards start a tentative cheer for Gronk and/or Grundar, possibly looking to Visselfish for guidance on exactly which combination of names they should be cheering. Grundar takes a few moments to put in an urgent order for one cow, several sheep, and as many barrels of ale as can be mustered.

Meanwhile Tylden, Lauriel, and Grinuë leave with Westin bound for Burle. We find out that it’s mostly luxury goods that are being smuggled in, along with some weapons. (There is some sort of ban on importing weapons in Burle.) Goods are brought by ship from the north, unloaded at an unknown location, then brought into the city by cart. After ensuring that they did not enter Burle in the company of Westin’'s troop, they check into a seedy inn, then obtain a couple of suspected smuggled items from Westin. Grinuë throws History on these. For a bolt of cloth: on a ship for several weeks, in a cave for a couple of months, then on a ship for a couple of days, on a wagon for less than a week, into a shop, then into a warehouse. (The warehouse is where goods were stored after being confiscated from the shop by the Burle authorities.) For some wine: on a sea voyage (longer than the cloth), in a warehouse, on a ship a couple of days, then on a wagon for less than a week, then presumably in a shop and then another warehouse.

The group stakes out a shop that is suspected of selling the smuggled goods. Some carts come by – one of which only unloads a few items. Tylden follows this cart, and it stops at other shops, also unloading a few items. The items unloaded don’t seem to be of any particular type or variety. It is noted that one of the other shops was a the list of shops supplied by Westin that are suspected of taking part in the smuggling operation. Finally the wagon meets up with some others – still inside Burle – and settles in for the night. Grinuë approaches one of the carters of this group, Adam, to sell one of the gems (worth $150). He comes back with their leader, a lady named Cielenbura. They negotiate on a price of $60 and a meal, while Grinuë feeds them some tale about how she acquired the gem and needs to sell it. The lady suggests that if Grinuë has anything else to sell in the future to seek them out. Grinuë later throws Seeker on Adam and Cielenbura.

Tylden heads up to Salt Marsh to investigate, staying at the “Rusty Anchor”. There is not much to the north – mostly a salt march (imagine that!) without any roads; the next main kingdom is Sahood. On the coastline to the north is mostly cliffs with a couple of beaches, a couple of which could possibly be used as offloading sites. To the south are mostly cliffs with no good places to land. Tylden surveys the docks, but it seems a bit too much on the beaten path to be used by smugglers. He starts checking out the beaches to the north at night, and on the 2nd night he seems some sort of light coming from the south of Salt March. Back at the tavern he gets to hear some tale from an old man about the haunted house on the hill to the south of town – the lights are those of spirits he says. Tylden hires out a boat and investigates the coastline. To the south there are various caves, including some opposite the haunted house. There are not as many caves to the north. Back in Burle, Grinuë traces Adam and the gem for a week, but they simply move about the city.

In Vonmek, affairs are slowly returning to normal. Grundar gets Milo and Seggy working – Milo on the lumber supply and Seggy getting the crushers and reduction furnace working. Grundar encourages Chief Gronk to visit the town. The “road” (just a one-foot wide path at this point) is now six miles long – only two more to reach the silver mine! The carpenter is constructing the main shaft, but we still need the reduction furnaces. Onther is put in charge of our horses.

Back in Salt March, Tylden is unable to find a boat to hire for an additional excursion to examine the coastlines – he also becomes aware of the fact that he is being watched by a couple of shady characters. Grinuë and Lauriel arrive, and we head out to check the haunted mansion. Grinuë uses a Mage Eye to conduct an examination. It is deserted, except for someone being held on the 2nd story. We head out as a group to the south and are followed by our two observers. Since we are on horseback and they are on foot we are able to outdistance them, then head off-road back to the haunted house.

Entering the house the group goes to the 2nd floor where Tylden picks the lock to the door to the room with the detainee. Grinuë sends a Wizard Hand to ungag him, and he warns us that the floor is unstable. Grinuë then levitates the man over to the hallway, which he finds somewhat impressive. There he tells us his name: Ned Shankshaft. He is a traveler and was waylaid while looking for treasure. We search the house, and from the kitchen find stairs leading down where we find a dead man in plate mail. Grinuë attempts Summon Spirit but fails, then she is viciously attacked by corpse worms that burrow into her body – these she manages to kill with Death Touch after some tense moments. We continue looking through the cellar and find a door that leads into another room. It at this point that Ned, using a knife borrowed from Tylden, decides it’s the opportune moment to stab Grinuë in the back, rendering her unconscious. Tylden bowls Ned over and Lauriel quickly dispatches him (though not fatally). Another man appears in the doorway and Lauriel takes care of him as well – but this one does not survive. In the further room we find a dozen unoccupied sleeping pallets and stairs leading down.

1CP from postings + 4CP from adventure

Steve the Toad

Notes from 11/2/2013

[September 997]

Tylden, Grinuë, and Lauriel find themselves in a small room with stairs going up and a cubby with a couple of doors leading off of it. One of these doors has an iron bar across it with the word “Danger!” write on the bar – an obviously pathetic attempt to hide the unlimited treasure beyond. We nonchalantly laugh aside the hint of danger, take the bar off and go into the room. There are several piles of bones scattered about. When these piles start animating into skeletons we nonchalantly scurry back out and re-bar the door.

The other door leads to officers quarters which contains lockers, a small box and a cupboard. The small box contains a bulls-eye lantern and a note with the following:

  • I: – x x x
  • II: x – x – 2
  • III: – – – –

We go back to the main room and after some searching, find the secret door. This leads to stairs going down into a partially improved cavern which continues on for some distance. Tylden is in front trying to be super sneaky, but even so he is obviously heard and someone calls out ahead: “Mike, is that you?”. We retreat back to the room. From there Grinuë uses a Wizard Eye to explore the passageways, finding a storage area with several casks and eventually finding the passageway that extends all the way to a cave that reaches the ocean. From the shore inside the cave, men are moving casks to the storage room. She is able to make out a total of seven lightly armed smugglers, four or five more heavily armed men in chainmail, and one will-dressed man who appears to be the leader. Part of the cargo being unloaded appears to be luxury wood, and there is a dinghy beached there.

Grinuë investigates the entrance to the cave from the sea, first as a seagull, then as an otter. Going into the cavern she discovers that the dinghy has been pulled onto the shore. There are also a couple of guards there who spot her (in otter form) and start throwing rocks. Having determined the level of evil that we are facing, Grinuë returns to Salt Marsh. That evening, the Growlers are brought up to speed about events and leave the next morning, sans Rhount since we lack enough mounts.

The next day Grinuë notes that there are three ships docked in Salt Marsh. Thinking that one may be associated with the smugglers she goes to great lengths to obtain samples from all three. She then flies off to Burle where she meets up with Tylden, Lauriel, and Adam who deposit Adam in the care of Lord Burle, and down in the dungeon, Grinuë interrogates him. With some effort she learns that he was actually a sentry in disguise, the house is their station, and the piece of paper that we found is used by the leader while within the house – probably for signalling.

A couple of days later Grinuë, Tylden, and Lauriel meet up with the rest of the Growlers coming from Vonmek. Since we can’t come up with a clever plan we decide to go with the tried-and-true bash down the front door ploy. We execute this, then proceed to rush to the secret room where we find about a dozen opponents. Most are lightly armed smugglers who flee out the back door, but four well-armed men as well as the apparent leader remain. The latter throws an illusion of two earth elementals/gollums, but Jin’s fireball dispels the illusion and Fagan’s sword lodges in the mage’s spine, dispelling (or dispatching) him. A shot from Tylden manages to put 75pts into one of the guards, while Lauriel, Fagan and Grundar take on the skeletons who have been released by the mage. Grundar’s morningstart of undead doom proves especially effective on the skeletons who are quickly reduced to dust. Tylden picks off several smugglers and charges after the remainder who hold him off in the vicinity of the storeroom, at least until Trel, Burl and others show up at which point they surrender.

Loot:
  • $535 + 1 gold piece
  • half dozen baubles
  • Grimoire – illusions

We conduct a thorough seach and after quite some time find a door off the skeleton’s room leading to another room beyond. There we find another skeleton in a chair (this one does not animate) and various objects:
  • devices with a large layer of dust on them on a workbench
  • various rotted books
  • a skull, gold-colored
  • an apple, wilted rose, and various coins and disks that are gold-colored, but weigh as much as a normal object.

The skeleton is holding onto a stone, while the desk he is sitting at is discovered tocontain a hidden compartment. Grinuë determines that there is no active spells on the golden items, and we discover some books in the desk:
  • Ye Secret of Ye Philosopher’s Stone.
  • Gimoire – making and breaking

Grinuë conducts the interrogation of the smugglers – turning one of them (Steve) into a toad when they prove less than acceptably locquacious. We learn that their wizard leader, Sanboley (sp?) went into town with his personal effects after our initial investigation. Steve is reverted to human shape, and the rest of the nightt passes uneventfully.

We send the smugglers off to Salt Marsh under guard and let the three surviving guards free for good behavior, but not before laying out three daggers that Grinuë is acquainted with for the purpose of tracking their movements.

Back at Salt Marsh there occurs an unofficial council meeting that convenes at the guards barracks. One of the council members – a merchant named Ormunt – questions the Growlers closely. Another council member is Ronen – a priest to Pomec. Returning to the haunted house Grinuë runs History on the lantern – it has only been used by one person. Grinuë then manages to summon the shade of the wizard and asks him about the lantern. His answer is that he: “uses signal two”. We spend some time discussing what to do if and when the smuggler’s ship returns with the intention of somehow tracking it back to their lair. We decide that embedding one of the explosive spikes in the ship will do the trick – all we have to do is pull it off somehow.

That night we see a signal during the very late evening coming from the ocean – three long lights of about two to three seconds left. We respond with long, short, long, short, wait some time, then repeat. When we don’t get a response after several minutes Grinuë decides to take off after the presumed ship using Levitation and Invisibility. It takes Grinuë several minutes to find the ship and it is about when she does that the ship responds with several brief flashes of light.

Grinuë sees a sleek but small vessel about 100 feet long, and about 10 ft from the waterline to the main deck. She goes beneath the water and attempts to activate the spike with her hand but is unsuccessful.

Tylden meanwhiles get Jin to throw both Keen Vision (so that he can see the ship) and Far Hearing (so that he can hear conversations) on himself. Those on the ship are talking about unloading cargo, and eventually the talk turns to “where is that damn boat?” Grinuë meanwhile puts up Wall of Sound and hammers furiously on the spike with the butt of her wand while near the waterline and finally the spike activates. She then returns to the cliff where Tylden and Jin are waiting – the other Growlers having been waiting inside the cavern in case the smugglers put into the hidden cove.By this time Tylden hears the captain grumbling that something is wrong. Grinuë puts up an illusing of a light several hundred yards away from the boat which causes much confusion and consternation. The dinghy they have loaded with cargo is hastily hauled back on board and the captain orders the boat to leave the area.

3 CP

The Sea Ghost

Notes from 11/29 - 11/30/2013

[September/October 997]

Tylden organizes a very nice dinner for the jailed smugglers. He hopes to reminisce about his old life of smuggling, exchange ProTips®, and have them spill everything they know about their operation. The only thing that seems to get spilled is the beer, and he gets nothing useful from them. Miffed, Tylden decidedly does not put in a good word for them to the authorities – so much for smugglers looking out for each other…

The party heads to Burle and talks to Lord Westin, who is quite snippy with us and tells us to stay on target. He reaffirms that the standard taxation rate is 1/6 of gross production, which Grundar objects to, pointing out startup costs. Westin replies that first we should find the smugglers, then we’ll talk about taxation.

Grinuë, who has remained behind in Salt Marsh, casts Seeker and Trace on the spike embedded in the ship. Initially it stays around the vicinity of Salt March for two days, sailing in a large oval, but on the third day it heads north. Meanwhile, the knives (belonging to the soldiers) head south to the vicinity of Burle.

Grundar purchases:
  • nautical maps of the coastline extending from Burle to the north. [21 SP]

The next significant harbor to the north is quite far away. The salt marsh itself extends about 150 miles along the coast, the next big city is about 1000 miles to the north. There are some small villages in Salt March itself, but they are not shown on any maps.

While in Burle, Grundar holds a dinner in honor of the Growlers, and Tylden presents Lauriel with the necklace containing the 10pt powerstone. The party then heads south to Salt Marsh, leaving Shawchee and Skelgar behind. In Salt Marsh, helped by Kalrak another town councilman, we arrange for a fishing boat, promising the two sailors a share of any booty we obtain. The council members are very interested in our activities, and Tylden finds out that the smuggler’s mage, Sanbolg, may have been spotted going into one of the shops. Tylden tries to follow-up on this lead, but all the shop owners (some of whom are council members) but on their stonewally merchant face and he finds out nothing. Another council member (is everyone in Salt Marsh a council member?) who is an ex-adventurer, informs us that the salt marsh is very dangerous and contains many fearsome creatures: giant toads, lizard men, aquatic creatures, Grundar’s mother (unconfirmed), shark men, and the like. There are no roads through the area, and what few paths there are hard to find.

Soon thereafter, Grinuë detects the ship heading back south. The party purchases:
  • 5 grappling hooks
  • 4 rope ladders (also with grapples?)

The G.S. Surprise (as in Growler’s Ship) sails off while the smuggler’s ship comes south, stopping about 12 miles off of Salt Marsh. We sail in from seaward, Grinuë covering our approach with a rainstorm. Their ship has taken down the mainsail and is only using a small sail at front, we sail in bow-to-bow and prepare to board. Tylden takes out the seaward lookout, Grundar is levitated onto the deck, and the grappling hooks are thrown with moderate (3 of 5) success and the fight begins.

Lauriel leaves the mundane task of lashing down her grapple to a sailor and hauls herself onboard without waiting for the rope ladders. Grundar in the meantime makes a beeline for the ship’s leader and is shocked when his attack is deflected simply by his arm – damn those magic users! The other Growlers start climbing up the rope ladders and onto the deck. Lauriel cuts down the sailor in front of her, two more retreating from her to the quarterdeck. Grundar chases the leader into the cabin and finds himself three lizard men inside. Dispatching these he continue on in pursuit. Lauriel starts to the quarterdeck and attempts to take out the sailors, but they have a defensive advantage up the steep stairs which, combined with all-out defense, stymie her efforts. Trel goes into the cabins below the quarterdeck and eventually works his way through the lower deck to arrive under the forecastle. The rest of the Growlers make their way on board, although Fagan is tangled up in the rope ladder for quite some time and Tylden almost leaps acrobatically into the ocean. Grinuë simply levitates herself onto the deck. By this time soldiers are coming out from below the deck where a tight fight is forming – made tighter by the application of Rooted Feet to Onther, Onskel, and Trel by the opposing mage. When Tylden finally claws his way to the deck, Grinuë throws Flash, dazzling the current opposition. Lauriel is able to carve her way through the two sailors before her, get onto the quarterdeck and then proceeds to pursue the remaining sailor – the first mate, over the railing, landing on top of him with her sword and killing him. (Then flicks the blood off her broadsword and steps away with dignity.) Meanwhile, more soldiers are entering the fray and working around the flank. Grinuë slows them down with some Glue, but one has broken through and threatens to carve up the party’s squishies before Fagan (who has finally arrived) steps in and saves the day with a mighty blow. Grundar carves his way toward the mage, resists a stunning spell, and goes all-out with a double attack. The first is again deflected magically, but the second hits home, and the mage goes unconscious soon thereafter. Lauriel & Trel arrive from opposite sides to join in the fray, and the remaining soldiers surrender – at least the more intelligent ones do, and the Growlers secure the ship.

The ship had been carrying a complement of a dozen sailors and another dozen soldiers in addition to three lizard men. The goods include about 50 casks of brandy, stores of fine cloth, and exotic wood and spices. Among the captives we find the captain and the bosun – the first mate having fallen under the steel boots of Lauriel. (There was also a sailor up in the crow’s nest who surrenders after shooting his crossbow at Tylden – fortunately for Tylden and probably the sailor as well.) Grinuë tells us that the lizard men live near the coast and can breathe underwater, although they prefer to live in lairs. They especially inhabit the two rivers running east-to-west through the marsh, but mostly keep to themselves.

Interrogation of the crew begins under Grinuë, Tylden attending. The captain is completely uncooperative – he just assumes that he will be put to death. She next bad-cop interrogates the bosun, but again gets nowhere. Jin comes in next as good cop, giving the bosun some brandy to drink. He agrees to tell all in return for letting him and the rest of the sailors (but not the captain) go free. We agree to this, and he informs us that there is not land base, rather it is a frigate named the Full Moon that is the center of their operations. It is about 120’ by 60’ with a complement of 30-35 sailors, and many soldiers, heavily armed with about a dozen canon a side, and has some mages on board. It is independent, captained by a fearsome pirate, and anchors off of the marsh for the smuggling runs. The ship we have captured is called the Sea Ghost.

Grinuë interrogates the mage. He says that there are two mages on board. One is a knowledge mage and is the leader of the smugglers. It was he who hired the Sea Ghost’s mage. The other mage is an air mage and is less experienced than the knowledge mage. The captain is an old pirate.

A few days later the captain starts to talk, having resigned himself to his fate. He reveals that the captain of the Full Moon is quite competent. He has between 12 and 20 guns, the ship requiring 20 to 30 crew. For the most part the Full Moon is a faster ship than the Sea Ghost.

We sail into Salt Marsh and the bosun and sailors sail off in the ship’s boat after we berth in the harbor. The town council is quite interested in helping us dispose of the booty and a couple of excise men come aboard. We also have trouble finding sailors to man the ship, but another ship is in harbor and is willing to pilot us to Burle for the low, low price of 3 casks of brandy. It takes about a day to sail down to Burle where we arrange for the sale of the goods as well as a communications mage to interrogate the mage found on the Sea Ghost.

In the meantime, a thorough examination of the ship finds:
  • A locked chest in the lizard men’s quarters containing $5000
  • A locked and trapped chest in the mages quarters containing:
    • $200
    • A spell book of Mind Control and Body Control – given to Jin
    • A wand of Analyze Magic and Detect magic. This is usable by a mage and requires the mage’s own fatigue – given to Jin
  • In the captain’s quarters, a locked and trapped chest containing
    • $5000
    • nautical charts of areas to the north of Burle, with a note of where they meet the Full Moon
    • 2 healing potions
    • 1 potion of cure disease
    • 1 potion of neutralize poison
  • In the first mate’s quarters
    • $200
    • A book on navigation
    • A book on the legal distinction of letters of marque
  • In the bosun’s quarters: $80

In the captain’s quarters we find letters from his several sweethearts, and well as a crude letter. This letter is short on details, but we surmise that it is from the lizard men, and that the smugglers have been supplying them with arms.

Two secret compartments are found in the rear of the ship. One contains various and sundry arms – later turned over to Lord Burle. The other has quite a surprise: a chained elf! He is a sea elf name Oceanus whom we immediately free and aid. He was captured about ten days ago when scouting the ship, and was captured on board when the ship was moored near the lair of the lizard men. He had been sent out by his tribe, which lives about a day’s journey to seaward from the lizard men, to figure out what the ship was doing near the realm of the sea elves. After more discussion, we find that the lizard men had sent an emissary to the sea elves, but Oceanus does not know what it was about.

In Burle, we sell the brandy, cloth, wood, spices, and armor captured from the soldiers from which Lord Burle takes his 30%.We somehow neglect to inform him of the over $12,000 in cash also recovered. The total amounts to The sailors are paid their share, and 1/16 which amounts to just over $4000. We check up on the mage’s college who inform us that, er, there was an incident, and unfortunately they can’t return the philosopher’s stone to us. It actually isn’t a philosopher’s stone as much as it is a stone with a curse that makes everything you do more subject to failure. They would like to get rid of, but they can’t, even though they’re not exactly sure where it is.

The month of October rolls around and we pass the appearance of the new moon uneventfully. Taking the fishing boat we take drop Oceanus off near his home, and two days later is contacted by Jin at which time she in informed that their chief is interested and suggests that we meet. The meeting takes place, and the chief is very dubious of our plan to sink the frigate – it sounds rather evil of us to kill so many men. We reply that we would be more than happy to capture the ship – we just don’t know how. During the meeting the elves get word that the ship is heading off back to the north, thus is no longer a problem. We warn them that they will return, and the sea elves agree to contact us if this occurs, and we arrange for a sea elf to contact officials at Salt Marsh who will in turn contact the Growlers. In the meantime, they warn us about the lizard men which they think might be preparing to attack the humans. The emissary sent to the sea elves said that the lizard men were banding together to meet a “great threat”, which seems could only be the humans in the area.

Grinuë meets with the Salt Marsh council to inform them of arrangements with the sea elves, and notes that the denizens of Salt Marsh apparently live in constant fear of an attack by the lizard men. Grundar, Jin, and Tylden meet with Lord Westin. Grundar offers the ship, worth $220,000 total, in exchange for 5 year of no taxes. He also mentions that we are checking into the possible threat posed by the lizard men. Westin counters by pointing out that the kingdom, earldom, Burledom, or whatever it is, is cash short at the moment, and can’t buy out the Growler’s share of the boat. On the other hand, he won’t allow the Growlers to sell the boat since it will probably just fall into the hands of the smugglers again. The crown offers to take over maintenance of the boat. As for taxation, he offers a reduced rate of 10% of the gross. Grundar petitions for an audience with Lord Burle the next morning, which is granted. The audience goes well enough, but there are no material changes to the proposed arrangements. The exchequer will send someone in a month to start collecting taxes. As for a title, Grundar is not yet known well enough for one to be granted. It is suggested that taking care of the issue with the lizard men would help in that regard…

A few notes on distances:
  • Burle to Salt Marsh: 150 miles
  • Salt Marsh to Vonmek: 230 miles
  • Burle to Vonmek: 370 miles (a 10 mile discount!)

4 CP

Swamp Things

Notes from 12/27 - 12/29/2013

[October 997]

Grundar rides off to Vonmek with most of the company, while Grinuë, Tylden, and Lauriel head off into the swamp. In Vonmek, Grundar concentrates on improving the road building efforts, increasing the road crew to 21, as well as clearing up any conflicts between Seggy and Milo. Meanwhile, the swamp crew heads out of Salt Marsh towards the river, travelling at the extreme rate of 10 miles/day. The third night a giant snake is encountered. Grinuë kicks Lauriel awake and throws Soothe Creature, but the snake fixates on Tylden who is trying to work his way around the flank. Plan B is effected, and Lauriel whacks it several time and the snake slinks off. Grinuë decides that perhaps Mystic Myst might be in order.

The next night we reach the river, but as we search for a suitable campsite we are beset upon by five giant frogs. The decision to bring along some first-class muscle is vindicated as Lauriel takes out four while Tylden runs away from the fifth. We settle into our base on the river – the coast is about a day away. Tylden goes on a scouting run, but doesn’t come across anything until almost at the coast where he spots an indistinct figure while coming across some trails. Following various trails, he notices that one along the coast north of the river rather abruptly disappears into a hill and that someone has been deliberately obscuring it. Another section of trails south of the river may run to a lizardmen ‘village’ – various trails peter off in the swamp, perhaps leading to hidden habitations? Tylden returns to camp.

The next day the trio head on the trail leading to the hill. Tylden discovers a door in the side of the hill, and Grinuë boldly knocks on it. Eventually a party of about eight lizardmen come out while Tylden notices another four creeping around them to block off the rear. The main party includes the chief of the lizardmen as well as a shaman. There are some tense moments as the lizardmen order us away, then order us to surrender to them. Grinuë finally throws Lend Language on the chief, and communication proceeds more smoothly. The lizardmen confirm that they are fighting a great evil, but that it is not the humans. Instead they are fighting aquatic creatures that are stronger than them, and admit that they could use our assistance. The lizardmen agree to send an emissary – a sub-chief – back with us to Salt Marsh.

The journey back to Salt Marsh is uneventful, except for those three giant crocodiles. Apparently Lauriel was on watch and took them out without anyone else waking up. The party makes it back on 10/17/997, by which time Grundar and the Growlers have arrived from Vonmek. The emissary explains the situation to Grundar and the town council. The lizardmen have been driven off from their homes to the north by intelligent aquatic creatures. Although they use arms and armor, they also possess natural weapons of great power: teeth and spikes. They have been known to raid any habitations within their range, and thus the town of Salt March itself may be eventually threatened. The lizardmen number about 120, and a force of about 60 of these creatures attacked their northern base which is located at the mouth of the river to the north of the one that our scouting party originally encountered the lizardmen.

The town council is extremely impressed by the emissary’s presentation and is quite enthusiastic about helping them. For his part the emissary is not that interested in dealing with Lord Burle, preferring instead to simply deal with the Salt Marsh authorities. Grundar negotiates with the council about terms for hiring the Growlers, and they agree to pay us 10 GP to help. Out of that money Grundar buys 6 shields and 6 cheap swords. The emissary is disappointed by the amount and quality of these arms, but then we (Grundar, Jin, Tylden, and Lauriel) make a trip down to Burle to talk to Lord Westin – apparently the arms appropriated from the Sea Ghost had been paid for by the lizardmen to deal with their adversaries. Jin does an excellent job of negotiating, and Lord Westin agrees to return all the arms. This party then returns to Salt Marsh and from there Jin heads off to Quail Valley with an escort to see about administering the farm. The group of Grundar, Trel, Burl, Grinuë, Tylden, Lauriel, Onskel and Onther head off with the emissary back to the swamp, although we wisely choose to hire a boat in which to make the journey.

Arriving at what is apparently the ancestral home of the lizardmen we are escorted to a central chamber where we once again meet the chief, shaman, and other noteworthies. He is quite happy about the weapons we brought. Their allies have not arrived, and in the meantime there is a certain problem he’d like us to deal with – a giant crocodile that has taken up residence nearby and is proving to be quite a nuisance. Um, could the Growlers help with that? Since we never turn down an opportunity to kill something for someone else, we agree. Some lizardmen lead us to the general vicinity and Tylden scouts out the area, discovering a likely location for the crocodile’s lair.After setting up the party for a potential ambush Tylden heads out to do some additional scouting and discovers: a green dragon! He rushes back to the party, and which point the crocodile boils out of the stream and heads after him. The party forms up and engages the crocodile, but once the battle is joined the dragon appears on the scene as well. Fortunately we are able to dispatch the croc and the dragon backs off. Grundar talks to the dragon telling it to go away which it wisely does. We return with the croc’s head to the lizard folk who are suitably impressed. They note that the shamans had attempted to pacify the crocodile but failed – probably because it in turn was being manipulated by the dragon.

After this adventure we wait until the allies of the lizardmen show up who turn out to be mermen – the sea elves and frogmen having declined to participate due to the strength of the enemy. The chief’s plan is to take the entire force against their enemies – who are named the Cacarax, then send in an elite force to breach the stronghold and send in the rest. We sail off and arrive at the stronghold without incident. The lizardmen then send out some scouts who return with disturbing news: the entire fortified hill seems to have sunk since they were driven off and the entrances fortified. The highest entrance has a stone bridge going to it, but the entrance is sealed off with worked stone. They can’t explain what caused these changes, but it seems apparent that magic is involved. Finally, they tell us that a night attack is a bad idea since the Cacarax have excellent night vision.

Grinuë sends out a wizard eye. The bottom swamp-side entrance is not only under water but is blocked off with a stone door. The sea-side entrance is barred by a metal grate beyond which is a large chamber with plants, fish, and some Cacarax. This and another wizard eye expedition discovers some gears and mechanisms that probably control the grate. The eye confirms that two of the three levels are flooded, and well as discovering a chamber containing many Cacarax.

We discuss our plan going forward. Our best idea is to muscle through the hillside entrance and kill as many Cacarax as we can. The chief really wants us to open up one of the other entrances, but we have no idea how to accomplish that. We eventually decide to position the mermen opposite the seaward gate in case the Cacarax decide to come out that way in response to a Growler attack on the top level. The lizardmen will be at the end of the bridge.Additional scouting by the mermen confirm that there are no other entrances to the fort.

We put the plan into effect and advance on the hillside entrance. Grinuë shapes stone to get one of the stone doors off of its hinges, then Grundar and Lauriel push open the other door. Inside are five of the Cacarax armed with tridents and throwing daggers, but their weapons prove ineffective against plate armor.We dispatch these Cacarax, but the way beyond is a portcullis. Grinue opens up a passageway in the stone that Grundar and then Lauriel crawl through. They take out the two Cacarax in the room beyond, but not before they are able to sound an alarm gong as well as spring a trap consisting of a spiked net on those crowding behind the portcullis. Still, as the session came to a close, the chamber beyond was currently cleared of Cacarax, Grundar had activated the controls to open the portcullis, and the spiked net successfully removed from its victims. Three passageways lead out from the chamber – with who knows what laying beyond…

5 CP

Chracking the Charcharix

Notes from 1/25/2014

[October 997]

The skirmish completed, we start scouting the upper floor. Tylden goes down the central corridor off of the main room near the entrance, when three Charcharix approach from the top. Tylden shoots one, and Lauriel and Onther are there to assist. Two are killed, but the third runs off. Lauriel runs off after the Charcharix, only to come skittering back followed by a whole group of them. We face off 10 Charcharix in the hallway – the leader has a gold armband. They send off four around the corridor. Tylden snipes one, and they pull back around the corner. Meanwhile, Grundar (still with a strained shoulder) and Onther guard the central passageway. This passageway has a couple of storerooms and an armory off to the side and enters into a large hallway.

Tylden scouts the passageway leading south, it turns and goes to the large hallway and beyond, and he sees the four Charcharix heading his way. After warning Grundar and Onther, Tylden heads back and gives warning. The Charcharix execute a simultaneous two-pronged attack, but with the help of a Flash! spell from Grinuë they are defeated. Shortly thereafter, our lizardfolk allies arrive.

The upper level is scouted out – see map below (scale is approximate.) Storeroom X ended up being a cold room containing the corpses of a human, dwarf, and several lizardmen. Room Y was another storeroom. The room at the end with stairs leading down was not yet completed – water lapped halfway up the stairs.

Charcharix_Fortress.png

At top was a room blocked by a portcullis – although we easily found the level mechanism and obtained access. Inside were mostly lizardmen, some orcs, as well as eight humans. These were slaves which we liberated. The orcs took off, and the lizardmen presumeably rejoined their compatriots. One of the men is in very bad shape. His name turns out to be Wonar. He is an adventurer, and unfortunately it looks like the remainder of his group were some of the corpses in the cold room.

A wizard eye is sent down the stairs and surveys and empty room. Grundar tells the lizardmen that they should take advantage of the lull to catch the Charcharix in the rear. Some scouts are sent down, but they rush back up – the Charcharix are preparing for an assault. (Unfortunately, Grundar’s shoulder is still strained at this point.) Eight Charcharix bravely rush up the stairs, but we are prepared, and only one survives to return to the watery depths below.

There is a lull – but not long enough for Grundar’s shoulder to heal, and this time a group of 16 charge with two leaders in the rear. Another fight ensues and, although Onther is left reeling from his wounds, the remainder of the party is in good shape as we deal death to the Charcharix.

After this fight a messenger arrives from the lizardmen: The Chacharax did indeed send out a force to take us from the rearat which point the mermen rushed in to attack. They in turn were attacked by Charcharix hiding in the kelp and so the lizardmen sent in reinforcements.Meanwhile, twenty lizardmen have arrived to reinforce our group. Of the twenty original lizardmen with us, fourteen are still in good fighting shape, and the group goes down the stairs to attack.

About thirty minutes later we get another report: the fighting is generally even between the Charcharix and the lizardmen and mermen, but no one has heard from the force that was sent down the stairs. Finally after another ten minutes they do indeed return, but much reduced in numbers. They were attacked by the Charcharix elite. Their master, the Baron,is nine feet tall with four arms – a real brute! Their pursuers are quite strong – the leaders we have seen with the gold armbands are actually the weaker members.

The next report that comes informs us that the Charcharix have focused on a frontal assault and have gained the main gate to the sea. As we try to figure out what, if anything, we can do, one of the humans we rescued informs us that Wonar isdying. As Tylden keeps watch on the stairs down the party heads back. Grundar asks Wonar more about who he is, and he replies that he is from the north and his adventuring groups was sent to see where the lizardmen had gone – finding the Charcharix in their place. Grinuë performs a diagnois: Wonar is suffering from one or more diseases, and perhaps something toxic. She performs a Major Heal and a Cure Disease, and he looks to be improving. The main problem now are the toxins that have accumulated in his system. Grinuë performs another Diagnosis, then a Neutralize Poison.

Talking with the liberated humans we find out that they were employed in helping to construct the Charcharix fortress. The are mostly from villages in the swamp to the northeast. They themselves have only been working on the top floor, but Wonar was apparently working on the floor below earlier. Talking to Wonar again – the Charcharix apparently did not understand all of the magical items carried by their party – he says there may some kept in the storeroom nearest to where the prisoners were kept.

We receive another report from the lizardmen: a false retreat has been successfully executed and heavy casualties were inflicted on the Charcharix. However, they brought their elites to bear on the fight around the entrance. They think that the lizardmen will have to retreat and as for our help in this. We tell the former prisoners how to get to our boat, then head out to help the lizardmen while Tylden goes to check out the storeroom.

In the storeroom Tylden finds what he thinks is a secret latch. ‘Well, that was easy’, he thinks as he opens itOne lightning bolt and three health potions later, he finds:
  • leather cloak
  • plate armor
  • chain mail armor
  • spear
  • sword
  • don’t forget: -3 health potions

Grinuë later thinks that all of these are magical, except for the health potions now residing in Tylden’s belly.

There is also a stone coffer which, after some analysis, Tylden concludes is trapped. Tylden, helped by Trel andBurl, bring out the weapons and armor, and go back in to support Tylden should he need it while he tries to open the coffer. Tylden tries to open the coffer without triggering the trap but fails – sharp, steely knives slice up his left hand. Grinuë does what she can to heal it, but it will remain crippled for a month. He still needs to open the coffer, so Grinuë throws Lockpicking on him and he finally manages to open it. Inside he finds:
  • a jar
  • small strap with 4 rings – all magical
  • 2 books
  • 2 leather amulets – one with a hint of magic on it
  • 3 scrolls:
    • shapeshift other
    • lockmaster
    • silence
Of these, 2 rings, the books, and the scrolls are returned to Wonar.

The lizardmen return with another report: the mermen have been driven off while the lizardmen conduct a fighting retreat. They think about 90 Charcharix remain! (Their original estimates seem to have been on the low side.) About 70 lizardmen remain as well. We head out and form up on the beach, while the head of the lizardmen inform us that the Charcharix elite are headed for us.

[We foolishly start combat at 9pm, but cut to the chase and face off the Charcharix baron and his cronies]

A brief, epic battle follows. The Charcharix baron is indeed a fearsome foe. Grundar and Lauriel face off against him – Grinuë magically aids Tylden’s hand so that he can wing in arrows, while the wings go into all-out defense. Lauriel conducts feints against the Baron handing the benefit to Grundar who quaffs a battle potion (only for a 1 alas) and flails away at the Baron. After receiving massive amounts of damage from Grundar the Baron falls down dead and the remaining Charcharix flee.
  • (-1 battle potion)

The lizardmen have suffered severe casualties, but having gained the field of combat are able to recover their wounded. The Charcharix survivors, on the other hand, are dealt with severely by the lizardmen…

We end up being awarded by the lizardmen:
  • The Baron’s silvery armband
  • 2 electrum armbands worn by the elites

4 CP

Pillars of Society

Notes from 2/15 – 2/17/2014

[October 997 – January 998]

Jin spends some time in Quail Valley dealing with the farm. She hires a groundskeeper – Willy, as well as a young couple – Tascharak (m) and Syreda (f) to maintain and improve the farm. She then goes to Bostwick to talk to Jeffar and convinces her to lend Crus’ staff to the party. Jeffar thinks of the Growlers as mere money-grubbing adventurers, but agrees to do so if we make hunting down and killing Larin Karr a top priority. Jin convinces her that, because of the geas, it won’t be the tippy-top priority, but it will be pretty darn high on the list if it isn’t the top. She then heads back to Vonmek, giving the staff to Rithban when she arrives.

The main body of the Growlers arrive in Vonmek on Nov 7th. Grundar has purchased 15 gems suitable for 10pt power stones, and enchanting begins. In addition, Grundar forges a very fine parrying axe, and the enchanters start at some point on enchanting it as a penetrating weapon. Grundar puts in an order for battle potions, and Rithban is able to brew up two. Finally, Tylden’s chainmail, cloth armor, and even his moccasins are Lightened so that he can be unencumbered.

  • +2 battle potions

The power stone tally before we head off the tunnels to search for the columns mentioned in Crus’ notes is:
  • +5 clean 10 pt power stones
  • (3 destroyed)
  • +1 10 pt power stone with quirk: only rechargeable in sunlight
  • +1 10 pt power stone with quirk: looks like a plum

[11/28] We head out to Quail Valley. On the second day of travel we are beset by the illness caused by the geas. Grinuë is hit the hardest. It is the start of a new season, and the impact on the party seems to be getting worse. The party carries on and reaches Pembrose. We check up on the farm and give Lord Kyle back his keys.

  • key chain with 6 key from goblin mage (to Lord Kyle)

From there we head back into the tunnels. On the night of the 3rd day we are beset by two trolls. Specifically, Shawnchee was set upon and subdued, but the rest of the party was able to react and kill the trolls before they dragged him off. A couple of more days of searching follows, and on the 5th day we find the room with the columns! It is about 100 yards wide with numerous side passages, and a ledge on the north and west with passages off of that level as well. There is a small chasm in the middle, as well as a pool of clear water. The columns themselves are 40 feet high.

Jin starts examining the pillars while Tylden examines the passageways, starting with those on the bottom level. Jin is able to read the pentagonal pillar which is in Latin. It is some sort of history, but can’t find the beginning or the end. She can’t really find a start. She takes the time to read it more carefully.

Meanwhile Tylden in his scouting expedition discovers a bound humanoid in one of the caverns. He sends back Lauriel and Trel who had been along to get the others, then gets attacked by some sort of insectoid type creature. It has a sword and a shield and some type of exoskeleton armor, and possesses black, lidless eyes. Tylden dodges it for all he’s worth but the creature still hits him. Fortunately the group comes up to his rescue and the creature... simply fades into nothingness! Grinuë casts See Invisible on Tylden (nothing), then See Astral, and Tylden can now see the creature. The group walks toward the creature, then right through it, and it fades into the wall. We go inside the cavern and discover that the bound creature is a halfling. We ungag him, and he tells us that his name is Fraxel. We are skeptical at first – perhaps this is some sort of setup, but then discover that the creature has apparently inserted three parasites into his abdomen – babies. Grinuë discusses the possibility of not healing Fraxel – then the creature will probably leave us alone – but the consensus is that we should help Fraxel. Grinuë starts to perform surgery on Fraxel who, after a bit of screaming, falls unconscious. The creature reappears several times, but is unable to get to Grinuë who is surrounded by a circle of defenders. Eventually Grinuë is able to cut out all three of the parasites leaving Fraxel quite hurting but not in danger of death.

From there the group sets up inside the cavern with Fraxel, Grinuë lies down for a nap, and Tylden starts scouting some more. One of the chambers is completely closed off with spider webs and we leave this alone. Another has a pool of water with a corpse lying in it – the pool is very foul-smelling. We leave this room alone as well. Tylden then climbs up on the ledge, then decides perhaps this would be a good use of rope and the exploding spikes. He gets Trel to throw some rope up to him, but as Burl is preparing to give him the hammer and spike, a dragon pokes its head out of one of the passageways on the ledge! Trel, Burl, and Lauriel start sprinting back to group’s cave while Tylden freezes. The dragon goes for the sprinting figures, but an attempt to flame them does not succeed. Tylden slinks back into a narrow passageway on the ledge. Inside the cavern Grinuë fireproofs Grundar, Lauriel, and Fagan. The dragon sticks its head into the party’s cavern and is met with the combined arms of the adventurers, as well as getting stuck by an arrow from Tylden. The dragon retreats and flies back to its lair. Tylden waits awhile, then starts to make his way back to the group. As he does so, an ogre pops its head out of another of the passageways on the ledge, but doesn’t make any further moves as Tylden climbs down and rejoins the party.

After fully resting, we decide that we had better take out the dragon while we can. We head back to the original entrance that we came in and scout out a small passageway we spotted when arriving. This turns out to lead to a way up to the ledge. Jin puts fire retardant on Grundar, Lauriel, Fagan, and Tylden, and we trundle to the dragon’s abode. We enter the initial room which is filled with fire-themed murals, but no dragon. From there we head to the next room. The dragon is hanging from the ceiling and breathes fire on us, to no effect, and Tylden shoots one arrow into it. The dragon counters by casting a beam of deadly light at Tylden, who is fortunately saved by his ring vs. missile weapons. (Lucky, because his bow shot was an all-out attack.) The dragon then drops down to engage the party and between their mighty blows and another good shop from Tylden the dragon is vanquished. We scour the gleam of metal we find, the tally is:
  • $14840 in coin
  • 35 small gems/precious stones
  • 9 larger gems
  • a very fancy helmet (not magical)

After allowing the mages to rest, we continue down the ledge, scouting out the passageways. The one between the dragon and where we saw the ogres is empty, then continue on to where we saw the ogres. Grundar, Lauriel, Trel, Burl, Grinuë, and Tylden go on ahead while the others guard the entrance. After a bit of scouting, the forward group spots and ogre and a wolverine in and adjacent room – the ogre is yelling something. (In ogre, so we can’t understand.) Tylden heads back to gather up the others while the remainder engage the ogre and wolverine. This ogre is wielding a morningstar and hits Grundar – for 21 points! That’s gotta hurt, but Grinuë heals Grundar for most of it and the crew quickly takes down the pair. Skelgar, Rhount, Shawnchee, Fagan, Jin, and Tylden arrive about the same time that five more ogres arrive. Battle is joined, and we acquit ourselves well. Shawnchee even takes out an ogre!
  • 3 healing potions
  • 1 potion of strength
  • ogre trinkets: 3x $500-700 worth
  • ogre trinkets: 2x $300-500 worth
  • $3500 gold/coins (shaman)
  • 3 fine daggers
  • fine chainmail (small human sized)
  • hexagonally shaped sapphire worth > $10,000 with odd magical resonance
  • $500 (ogre’s room with dwarven statue)
  • dagger with gems in it (ogre’s room with dwarven statue)

There is an odd resonance from the sapphire. It has some sort of magical fingerprint on it.

We examine the apartments of the ogre. There is a statue of a dwarf in one, set on a worked stone pedestal that somehow is embedded into the floor. It has an aura but is not magical. It is made of bronze and has the words: “The earth endures all”. We rest, then search the remaining passageways, but the cavern seems to have been cleared of inhabitants. (Except for maybe some giant spiders…)

[Dec 7th]

The wizards continue to examine the columns. The triangular column has writing like elvish but it’s not, and is difficult for Jin to read. The square is an angular script – cuneiform – but is unrecognizable. Jin throws Borrow Language – which sort of works. She determines that the writing seems to change over time. Grinuë helps with lend energy, and she is able to read the circular pillar in about an hour. (It takes 3 fatigue/10 minutes for Grinuë + Jin to read using Borrow Language.)

Eventually the wizards are able to determine that the pillars act in a manner similar to a scroll. They must be read – in order – to activate the magic of the pillars. However they must be read from the start, and we haven’t figured out where the start is. The slab is much harder to read but Jin is eventually able to get Borrow Language to work on it as well, and takes about another hour to read. The slab refers to topics referenced by the cylindrical column. The columns describe the history of a culture – each column is a different culture. The slab is describing a more recent culture than the cylinder. This pillar is also missing something at the beginning. Finally, Grinuë levitates Jin, and Jin discovers that the missing writing is at the top of the columns.

The wizards step back and take some time for their arcane calculus. In order to read all five columns they will need at least 80 fatigue. We tally up the available fatigue including power stones: we have 94 available, and will have 98 the next day as four of the power stones will gain back a point. The calculations are followed by additional planning, and Grinuë practices levitating Jin around the pillars. (The writing wraps around the pillar, and at 40 feet high, Jin will have to be rotated around the pillars to read the upper half.)

The next morning the mages start. Jin starts reading the first pillar and gets the sense that something is happening. She finishes the first pillar, then heads over to the second. She attempts to activate Borrow Language on the slab: fail, fail, fail, and we call off the attempt, afraid that we will run out of fatigue at the end. Jin notices that about 60 seconds after finishing her reading of the cylinder that the feeling she is getting is fading away.

We wait for the mage’s fatigue to recover, then start again. Jin fails in her first three attempts on the cylinder, but waits five minutes between each attempt so that she is at full power, and the fourth attempt succeeds. When moving to the slab the attempt at Borrow Language only fails once, and she continues. She completes that pillar, and again only has one failure when starting with the triangular pillar. Her voice is holding out, and she starts on the square pillar to get Borrow Language to work: fail, fail, fail(!), success! Her voice still holds, and the pillars ask: what does she want to know? She conveys:
  • What is the nature of the geas?
  • How do we break the geas?
  • Tell me about the wizards behind the geas?
  • And, while you’re at it, I’d like to know the languages on the pillars.

Jin completes the fourth, then goes to the final pillar in Latin. Energy shoots between the pillars, then into Jin. As she completes her reading of the final pillar there is a flash, and she collapses to the floor. We move back to the room with the dwarven statue and wait for Jin to recover.

[Dec 9th] Jin wakes up the next morning. While asleep she had a vision of the mage circles – 3 in the inner circle and 9 in the outer. They are in a desert land far to the west, in a chamber inside of a pyramid. They cast a spell and energy explodes outward – reaching beyond the continent and flowing outward into the world. Time moves forward and there are now barracks around the pyramid. The mages are discussing world domination – they are still learning how to work with the spell’s odd behavior, and are taking over the continent to the west. In the eastern lands in a quaint mining town there is a wizard trying to use two staffs – “the point of the geas is that it can’t be broken”. The geas draws people to the mage’s circle but not into it as was intended. The drawing of people to the circle is only part of the geas’ mission. Jin is now able to read and speak all of the languages:
  • cylindrical – Sanskrit (oldest language of the world)
  • slab – hieroglyphs (2nd oldest)
  • triangular – ancient elvish
  • square – cuneiform (draconic)
  • pentagonal – Latin

After this, Jin tries to read the columns again. She feels the spell start up again, but then it recognizes her and shuts down. Jin lends languages to Grinuë and she starts reading the columns, but her voice breaks while reading the 2nd column. Grinuë starts again, but while reading the bug man attacks again, injuring Tylden. Tylden runs away and Grundar engages the creature damaging its shield and, with a clever parry, causing it to drop his sword. The creature fades away again. As Grinuë is reading the 3rd column the creature reappears, jettisons its damaged shield into the chasm, and disappears for the final time. Grinuë gets to the fourth column, and the pillars ask: “what do you want to know?” Grinuë replies:
  • How can those in the chamber be free from the geas?
  • Can the geas be fulfilled?
  • Is there anything the columns would like her to know?

Grinuë continues to read the columns and, upon completion, falls to the ground unconscious. Again we repair to the chamber with the dwarven statue. Tylden examines the blade left behind. It is a fine, edged rapier. The curious thing about it is that it is constructed using two different materials – we are not sure what exactly.
  • fine edged rapier

Grinuë wakes up. The pillars attempt to explain their purpose which was that they are maintaining the skills and history of the world. Explaining how to free the members of the party is not part of their purview, but they give Grinuë some general information about the nature of magic.

The party returns to Pembrose, arriving 12/12, then heads back to Vonmek. After we arrive there we inform Rithban of what we found. He is quite interested and wants to visit the pillars. After a day or two to take care of local business we head back to Pembrose, then overland to Twain. There we descend from Crus’ tower into the tunnels and, with a bit of exploration, find out how they connected up with where we’ve been. All the while Rithban enquires if this is really the quickest way to the caverns, and Tylden lies to him that it is.

Rithban tries to read the columns, but gets sick the first day. And the second. And the third. Turns out that he had a bit of the flu and teleporting around the columns in a circle had a tendency to upset his stomach. Finally, on the fourth day, he is able to complete the reading and, like Jin and Grinuë before, falls unconscious. Waking up the next day he is a bit circumspect about what he asked and what the answer was, but say that he might be able to redirect the geas. It has two parts: one related to being attracted to the circle, the other related to applying to adventurers. He could re-direct the geas to be more concerned with its adventuring component and less towards being attracted to the circle. We head back, Tylden takes the opportunity to lead the party on some previously unscouted tunnels – Rithban seems not to notice as he contemplates what he has recently learned, and eventually we arrive in Vonmek. In our absence, the enchanters have completed work on the power stones. Of the remaining five, four were successfully converted to 10 pt power stones, the fifth was destroyed.
  • +4 clean 10 pt power stones

[1/1/998] The New Year arrives, and Tylden becomes quite sick, losing consciousness for a week, then taking another half a week to regain his health. Rithban then sets up a very fancy ritual to move the focus of the geas from “Going West” to “Adventurers”. The mages discern that most of the fancy ritual is window dressing, but after the ritual is performed the party can sense that somehow something has shifted. Rithban thinks that the physical effects of the geas will be primarily focused on how much adventuring we do, and could we please keep careful notes about what we are doing during the new moon and how much we are affected? Five days later the local mages completes the work on Grundar’s very fine axe, successfully endowing it with an enchantment of penetration. Grundar is visibly pleased, and immediately goes to work silvering the edge. The day is now 1/17/998.

5 CP (3 CP for Jin/Grinue, who presumably get other bennies)

Dungeons and Dreamings

Notes from 3/29/2014

[January - February 998]

[1/15/998] Grundar, Trel, Burl, Tylden, Lauriel, Grinuë, Onskel, Onther, Jin, Fagan, and our new goblin scouts Frimbel and Gimbel head back to the tunnels. After 3 ½ days we reach the beginning of the tunnels under Quail Valley, eventually discovering a more direct route to the eastern passageways. Exiting the tunnels by the forest north of Twain we spend the night in Twain after which Fagan and Jin depart for the Quail Valley estate. From Twain we head towards Bostwick looking for a possible back door entrance to the “goblin castle”.

[2/1/998] That night we experience dreams. We are sailing to the west into a blood-red sun – into a giant whirlpool that draws us down, down, fallinginto a cavern where we hit the floor. It seems to be an arena. The cavern is bordered by arches carved into the walls, but there are no exits. We are Grundar, Grinuë, Tylden, and Lauriel. Across the cavern is another group of four – these are true adventurers. An elf mage with a cane, a dwarf fighter armed with a long sword and a short sword, a human cleric with a scimitar, and a halfling rogue with a prodigious number of knives. The dream solidifies and the dwarf adventurer exclaims: “More demons? Let’s at them!”

Tylden starts to set up a shot, but the dwarf is able to pull out a bow, draw an arrow, and shoot Tylden all in the time Tylden is drawing an arrow. In the end, Tylden must hide behind Lauriel to prevent being peppered every second by this incredible dwarven archer. The rogue goes invisible, and Lauriel and Grundar are able to block the archery shots – much to the utter dismay of the dwarf. After charging towards us, they get to within about 20 yards before they attack with a devastating combination of Flame Strike and Cold Cone that, even though we make our “Saving Throws” (a foreign concept to the group) it kills Grinuë outright and puts Lauriel and Tylden at -1xHP, leaving Lauriel unconscious and Tylden reeling and he eventually loses consciousness. Grundar is still up and benefitting from a Haste that Grinuë had thrown on him, but is still making consciousness rolls every turn. Grundar is finally able to kill the dwarf, but the rogue appears and delivers a devastating “Sneak Attack”, and Grundar soon falls as well.

We wake up, back in the forest in Quail Valley. Grundar is nauseous so we wait a day for him to recover before continuing on our journey. Travelling on we encounter a small hut in the forest with a few surrounding buildings. This turns out to be the habitation of Sascha, sister to Tina the witch. The party has a chat with her, discovering that she is not bothered by goblins or orcs or any such creatures where she lives.

[2/4] Travelling on to Bostwick we first pay a visit to Tina who confirms that it is indeed her sister in the forest. They haven’t kept much contact, especially since her sister took an interest in some of the shadier aspects of magic, although Tina assures us that we should not be alarmed by it. After spending the night at an inn we travel on to the mausoleum west of Bostwick. A thorough search reveals a loose flagstone which, when removed, uncovers a ladder going down about 30 feet to the end of a corridor. The corridor continues around a corner where there is a partly closed portcullis which Grundar is able to lift up with some help. Down the hallway are double stone doors which are locked, but have to keyhole. Grinuë casts Walk Through Earth on Grundar who attempts to go through the door. He meets resistance, and once starting to emerge beyond the door he encounters something that tries to suck the life force out of him, so he quickly retreats back to the hallway where he starts to vomit. Grinuë casts Dispel Magic, and the 2nd attempt succeeds in curing his ills.

Tylden then discovers a secret door on the opposite side of the hallway. This is opened to reveal a sarcophagus flanked by two bronze statues – one of which has a keyhole in its base. Trel and Burl remove the lid from the sarcophagus and, much to our surprise, the statues don’t move. We search inside, finding a very old body, but no key. Tylden tries to pick the lock, but can’t quite get it. Grundar is sure riches await, but after several hours Tylden gives up.

We search further down the passageway – past another portcullis into a cave. A passageway leads out and then abruptly enters into another cavern – only the passageway is about 150 feet above the floor of this new cavern. Grinuë casts Body of Air on Tylden who floats around a bit – discovering a passageway out at the bottom of the cavern, as well as two rock-like but aerial creatures attached to the side of the wall in the cavern. The party decides that it has had enough at this point and we return to Bostwick.

The next day we return to the tunnel entrance previously discovered in the forest and start working our way through the tunnels, running into a colony of bugbears. Somehow a general fight does not ensue, the bugbears assuring us that the goblins live thataway. We go that way, eventually running across what looks to be another entrance to the goblin castle.

What we have found is a cavern about 50 feet across or so with a wall across it going most of the way to the ceiling. There is a wooden gate in the middle flanked by two towers. A bit of observation reveals that the towers are manned, well, goblined, by two goblins each, armed with bow and sword, and the goblins are relieved every eight hours. Behind the stone wall there is a door at the end of the cavern. We agree that this looks much too organized to simply be the work of goblins.

Some not-too-interminable planning follows. Grinuë makes Lauriel invisible, levitates her over the wall, placing her next to one of the towers in a relatively blind spot. Next she makes herself and Grundar invisible, levitating them both over the wall, although Grinuë loses track a bit of altitude and squeaks a bit as she hits her head on the roof of the cavern as they go over the wall, alerting the goblins. Grinuë throws silence on the stairway of the tower that she and Grundar are next to and Grundar takes out this goblin who screams in silence. Grinuë then throws Haste on herself and goes over to the 2nd tower, alerting Lauriel that she should take out goblins inside.

At this tower, the first goblin flings himself out of the tower but lands badly, and Grinuë glues him to the ground while Lauriel wails on him for a few rounds before facing off the 2nd goblin who has just descended the stairs. This goblin turns and runs up the stairs with Lauriel in hot pursuit and again launches himself out of a window, again with Lauriel in hot pursuit, landing on top of him. Lauriel dispatches this goblin while Grundar opens the door for the rest of the party.

The goblins taken care of, Grundar opens the door in the cavern’s wall, revealing a smoky room within. Tylden sneaks inside. He can barely keep from coughing, and makes his way forward in the smoke-filled passageway. The passageway opens up after a short while, revealing that the passageway seems to go off in a Y, but straight ahead is a pit of magma. At one point, fiery creatures come up from the magma and fly off down one of the corridors. Tylden slinks back to the party. We close the door and start talking about what we will do next.

4 CP

Larin's Lair

Notes from 4/26/2014

[February - March 998]

[2/13/998] Tylden, Frimbel, and Gimbel investigate the side passageway located just outside of the walls to the “goblin castle”. It steadily works its way upwards, reaching a stone doorway with a very small room, and beyond that a chute going up.

Meanwhile back at the main party, the sound of bellowing can be heard from beyond the room past the door to the goblin keep. After a few more minutes there are more voices: more goblins. They are forming up to repel the intruders. Grundar parlays with the goblins for some time – there are six fighters and six archers, not to mention a goblin leader and, oh, five smallish fire creatures. The goblins are definitely working with the fire creatures, but are keeping their distance from them. Then, at the rear, a giant shows up with a morning star.

Grundar tries to delay the inevitable and starts discussing the appropriate blood price for the four goblins we killed. The giant gets upset when the talking goes on too long and starts arguing with the goblin leader. Finally the giant roars at the goblin and the goblin slinks off.

Next, from beyond the smoke in the interior room, appear four hounds. They appear to be normal hounds – except for the fact that their eyes appear to be on fire. Also there appears to be a goblin sniper/bowman in the back rank to add to the festivities. The party comes to the conclusion that we are out-gunned, and Grinuë throws up a column of stone in the doorway. We start beating a retreat, but Grinuë is so fatigued that she is moving slowly. She tells us all to run away and leave her behind. The fiery creatures and the hounds are able to move through the doorway despite the blockage. The hounds breathe fire at us and the three smaller fire salamanders/bats have a particularly nasty habit of flaring up when they bite you and doing a significant about of damage.

About this time Tylden shows up. He orders Onskel and Onther to stop running away, but they are more afraid of the combination of all the nasty critters (including Grinuë) than they are of Tylden and continue their otherwise prudent hasty retreat. Lauriel, of course, ignores any instructions to retreat and bravely (foolishly?) swipes away with her sword at the fiery creatures – but they are diffuse creatures and it is hard to do very much damage to them with a single blow. Grundar likewise fights bravely, but the fire damage takes its toll on him and he takes many wounds. Eventually a hell hound is taken out by Tylden’s arrows and a couple of the other foes are dispersed, but the goblins start to advance toward the blocked doorway and work their way around the column. Grinuë grimly continues to cast spells but with spotty success. Still, she is able to cast fire resistance on both herself and Grundar, followed by levitate on herself and starts to float over the outer wall. Lauriel retreats back to the wall’s gateway, fending off the fiery creatures, and Grundar is finally able to retreat back beyond it. Grundar then has just enough time to quaff a potion and regain some mobility (phew), while Grinuë avoids most of the arrows from the goblins. The party retreats to the entrance of the side passageway, closely followed by the goblins who are, in turn, closely followed by Grinuë floating near the ceiling. By this time the giant has broken down the column and starts making his way towards the action.

Grundar, Lauriel, and the battle-hammer(!) deploy at the entrance and hold off the goblins while Grinuë body-surfs into the tunnel behind them. From there the party retreats up the tunnel while healing potions are hurriedly distributed as necessary. The goblins in front part ways for one last volley of arrows as the giant approaches the tunnel with disturbing alacrity. The lead defenders back up around the nearest turn in passageway, and then we pretty much turn tail and run. The giant is able to reach this turn in the passageway – we are able to note that at this point he is on fire – but is unable to proceed any further. The party makes it to the small room without further incident.

As the party rests, Tylden makes his way up the chute. It is a bit narrow, 50 to 60 feet long and at a 45° angle, but has convenient handholds along the way. It stops at a wooden trap door, and he hears moaning of an ethereal kind coming from beyond. He peeks up through the door. Beyond is a completely wooden room with runes carved on every surface, and a bit of light is coming from a passageway at one end. Tylden returns to the party, then returns to the room along with Grinuë, Grundar, and Lauriel. Grinuë doesn’t recognize the runes and the organization is odd. There is no real pattern – they are not aligned with each other. We discover that the chamber is carved out of the inside of a very large tree in the forest, and the light is simply daylight filtering in from outside. The moaning was simply the wind blowing through the upper reaches of the tree. The trap door is aligned with the grain of the wood and, when shut, very difficult to see. The final passageway to the outside is quite narrow, and the dwarves have to take off their armor to fit, but eventually we all get out.

The party makes its way south to the river, thence to Pembrose. We rest a couple of days and spend some time trying to dredge up any rumors we can about Larin Karr. Such rumors as we can find state that the Birds of Prey had found his main hideout – but that they needed special materials to gain access. About this time we take a closer look at the map obtained from the BoP and think: hmmm, ya’ suppose this notation: ‘LK – 3 keys’ might be significant?

Grinuë flies up to Bostwick to talk to Jeffar, telling her about the tree entrance in the forest. Jeffar states that she had some minimal dealings with the Birds of Prey, but the one we should really talk to about them is Elwin. Oh boy. Also, some rangers in the forest have been having problems with a troll – do you suppose we could take care of that?

Elwin turns out to currently be in Bostwick, so Grinuë grits her teeth and questions him. Elwin says that Larin Karr has some wards setup throughout the valley. The foci must be destroyed – and these foci would naturally draw the more powerful creatures of the valley to him. Larin Karr is also believed to have more than one stronghold.

[2/19/998] – We go down into the tunnels at Pembrose and start exploring the region around the notation ‘LK – 3 keys’. After several days of exploring we reach a strange cavern, also noting that there is very little ancillary dungeon dweller activity in the area. At the far end of the cavern are three steps leading to double doors beyond. There is runic writing on the steps – similar to ancient elvish – and when we get within about nine feet of the doors Grinuë detects a zone of no mana. The doors themselves are quite solid and budge not an inch. At the very narrow space between the two doors and at the level of the handles three faceted indentations in the shapes of a half sphere, teardrop, and a hexagon. We rummage through our possessions, and discover that the hexagonal gem obtained from the ogres in the room of pillars matches in shape to this last indentation.

We head out of the tunnels back to Pembrose to look up the ranger bothers (Borden & Garsen Nix) with a troll problem. They live in the forest between Pembrose and Twain.

[3/1/998] Another dream. Similar to earlier ones, but this time there are three paths: one is very familiar, another is vaguely similar, the third: come back next time. We choose the third. Lauriel wakes up feeling very ill and we wait a day for her to recover.

We go into the forest to find the brothers. Eventually we find their cabin and wait for them to return. The first of the brothers (they are identical twins) arrives and, after preliminaries are conducted, informs us that the troll lives in the forest near Bostwick. We take a couple of days to travel there. Along the way we chat a bit about Greylock. The rangers describe him as ‘fiercely independent’ and not above taking advantage of the incautious traveler. The brothers also relate how they recently encountered a small number of orcs who had in their possession a gem, which they sold to the brothers. The brothers in turn sold it to Tinker the gnome for $2000. We make a note to follow up on this later.

Reaching Bostwick, we visit several farms that have been attacked by the troll. An early warning system is setup involving bonfires, but on the third morning we are informed that an attack occurred during the night south of Bostwick. Grinuë puts Keen Vision 2 on the trackers and they are able to follow the tracks of the troll back to a cave in the forest – the same cave with the passageway leading to the tunnels. We go in, and the tunnel leads to a cavern where the main passageway to the tunnels beyond is situated. The troll is in the main cavern and manages to get the jump on Tylden, Frimbel, and Gimbel, snatching up Tylden who is just a bit too surprised to avoid this. Grinuë however throws Mental Stun on the troll who drops Tylden, the remaining Growlers swarming over it and quickly killing the troll. The only loot of note is a tiara that the troll was wearing as an armband. This is given to Jeffar by Grinuë after we return to Bostwick.

We return to Pembrose, finding out that Tinker sold the gem to Regis Baum, the local wine merchant. We talk with him a bit about this, but he is very reluctant to discuss the gem. However, he agrees to call in his wife – she is wearing the gem on a chain around her neck. Tylden examines the gem closely – it appears to be a match to the spherical depression. After his wife leaves we tell Regis that we need the gem to take on Larin Karr, but he objects strongly – his wife is greatly attached to it. Since we still have to obtain the third gem – presumably residing at the castle of the fire giant – we leave the matter for another day.

[3/10/998] The party heads back to Vonmek.

4 CP

A Giant Problem

Notes from 5/31/2014

[March - April 998]

The party travels back to Vonmek where it takes care of business. Some effort is spent training Frimbel and Gimbel in archery, and Tylden is chagrined to discover that Grundar is actually a better teacher in this than he is. After settling affairs we head back to Quail Valley, continuing on to Bostwick where we discuss the matter of potions of fire resistance with Tina. She has a few in stock and can make some more, but is limited to available raw materials. As luck would have it we have what she needs: vials of dragon’s blood. We pay Tina 5 gold and 5 vials of dragon’s blood. In return we get 7 potions of fire resistance by the time we head off to deal with the Giant Below, with an additional 5 to be delivered later. In the meantime, the season rolls around…

[4/1/998]

We (Grundar, Grinuë, Lauriel, and Tylden) again experience a dream where we are falling through a tunnel into a large cavern that is similar to the previous cavern. In the middle is a pillar around which are 6 large stones. We form up for combat and advance, but this time we are met with a puzzle. The central pillar is hexagonal, and the stones are spherical but with a face sliced off facing the pillar. On each stone is writing, each in a different language. On the pillar is a symbol facing each stone:
  • Stone 1: Common; symbol: triangle (note: possibly alchemical symbol for fire? upward pointing is fire, downward is water)
  • Stone 2: unknown, like dwarvish; symbol: square
  • Stone 3: unknown, primitive. (later revealed to be orcish); symbol: hexagon
  • Stone 4: Dwarvish; symbol: unknown (alchemical symbol for antimony)
  • Stone 5: Elvish; symbol: unknown (alchemical symbol for mercury)
  • Stone 6: Draconic?; symbol: unknown (alchemical symbol for copper)

The writing in Common contains four riddles:
  • Without physical form, I have never existed; I change every day, but my name stays the same. (Time)
  • In a stew, an hour. On a roast, a minute. (Later revealed as “thyme”)
  • What gets wetter and wetter the more it dries? (A towel)
  • Give me food and I will live. Give me water and I will die. (Fire.)

The writing in Dwarvish simply says “Start with a metal of a silvery hue.”

The writing in Elvish says: “A great mage must stand against the elementals.”

We poke and prod around the stones, Tylden discovering that the 2nd stone has three small holes bored into it, but can’t discover anything more about them. (They were keyholes.)

The party has great difficulty with this puzzle. Tylden tries to have everyone stand between certain stones and the pillar, but nothing happens. Grundar touches the symbol in the pillar opposite the stone in dwarvish. The symbol lights up and there is a zap! Grundar disappears, but soon returns – in ethereal form. Tylden concludes that the puzzle is that we must touch the correct symbol to become ethereal and thus pass on to the next portion of the puzzle. Lauriel is frustrated because she can’t kill anything. Grinuë is silent, observing. Tylden reasons that the dwarf touched the symbol opposite the dwarvish stone. He interprets the riddles on Common to represent the four elements of earth, air, water, and fire (incorrectly as it turns out) and, combined with the phrase in elvish (A great mage must stand against the elementals) is convinced that the stone is Common is what Grinuë must press. Lauriel obviously must press the symbol opposite the elvish writing. He is unsure what symbol he should press. Grinuë, meanwhile, remains silent, doubtlessly smirking to herself. Tylden presses the symbol opposite the stone in Draconic. The symbol lights up – but nothing else happens. Tylden is disappointed. He supposes he should touch the Common one since, after all, that is his native language. Again the symbol lights up and nothing happens. Now Tylden figures that he must press the same symbol as their leader. Pressing the symbol opposite the stone in Dwarvish again results in the symbol lighting up, but Tylden remains in solid form. Tylden can’t understand why this isn’t working and, pretty much at random, chooses the elvish symbol. Same result. Aaargh! He tries the square symbol – success! It lights up and is zapped into etherealness. From the ethereal plane Tylden conveys his relief at finally discovering the proper symbol. Grinuë, with barely concealed disdain, steps up at starts pressing the symbols:

• Antimony, Triangle (Fire?), Copper, Mercury, Hexagon, Square

Each symbol lights up in turn. Finally with her pressing the last symbol a beam shines down and lights up the beam. We are all released from the dream! (Far off, you can hear the groans of an ancient god.)

Aftermath:
  • Tylden: acquires the Lucky attribute, discounted to 10 CPs
  • Grundar: promises of a good weapon?
  • Grinuë: tbd
  • Lauriel: increased magic ability?

After our restless night we continue travelling through the forest to the tree entrance to the tunnels. We travel down, coming out near the wall defending the entrance. Grinuë throws invisibility on Tylden. He takes with him a potion of Strength, the idea being that he uses it to help undo the bar to the doors and lets in the rest of the party. Invisible, Tylden stealthily climbs over, noticing that a couple of guards have been posted on the inner door. Climbing down over the walls without incident, he goes over to the doors and quaffs the potion: 6! He then starts to lift the bar out, figuring it would be easy, but it’s stuck. Tylden struggles with it a bit – a one point a guard comes down from the tower to figure what the noise is all about – but eventually he is able to wrestle the bar out of the holder and start to open the door. Alarmed, the guards come down and start wrestling with the door while the rest of the Growlers boil towards the wall. Invigorated by the potion Tylden is able to keep the door open. The goblins, seeing the Growlers fast approaching, finally bolt for the inner door. Tylden pursues them and struggles with them to keep the door open, finally wedging himself in the doorway until Grundar hustles over, jams the handle of his axe in the doorway, and hauls it open with Tylden’s help. The goblins flee further into the cave and the Growlers wait just outside the door.

The goblin first responders arrive: 6 fighters, 5 archers including their leader, and a shaman. The archers are equipped with bodkin points – the devils! We start taking some damage from the arrows that we are unable to fully respond to, so decide to charge after having quaffed our potions of fire resistance, as well as battle potions for Grundar (+2) and Lauriel (+6!). Lauriel – now moving faster, in a lightning move charges around the line and impales the shaman on her longsword, taking him out. Soon the giant and his fiery minions arrive, and we square off for battle. Grinuë throws Great Haste and Icy Touch on Lauriel, turning her into even more of a beast than she was. We wade into the line of goblins while taking down several before the giant wades in and faces off against Grundar and Lauriel. The fiery minions (4 wolves, 2 salamanders, 3 bats) start attacking the rest of the party but, due to the potions of fire resistance, have little effect. Grundar, Lauriel, and the giant trade blows. Helped by Great Haste, Lauriel is pounding the giant with four attacks per round, but little damage is getting through. Grundar, on the other hand, with his axe of cutting (half DR) is putting some hurt on the giant. First he cripples a leg then, with a well-placed blow (of only mediocre strength – but it was well-placed) cleaves off the head of the giant. With this, the remaining orcs (all the bowmen, the spearmen having been subdued) turn and flee.

Used:
  • 7 potions of fire resistance
  • 2 battle potions
  • 1 strength potion
  • 1 healing (Onskel?)

We review the battle scene: the goblin shaman is very hurt. We decide it would be too problematic to keep him alive, so kill him and throw him into the magma. The goblin spearmen are all still alive and we bring them back up to help. The plan is that, if they wish, they can join the Bad Gut ripper tribe. With that we start investigating the area.

On the giant we find:
  • 2 healing potions

Upon discovering the giant’s living quarters we find:
  • $8450 in a chest
  • 10 mid-sized gems
  • 2 potions
  • giant-sized tubular bow
In the same area of the giant’s living quarters there is a stature in the shape of a flame. On top: a tear-shaped ruby! We continue our ransacking thorough search of the premises and find:

  • An oaken box with:
    • BOOM! a trap
    • $4800 in gold.
    • 6 small rubies
  • An iron box with:
    • $3000 gold
    • nice dagger
    • magnifying glass
    • rose shaped pendant

Behind the chamber is a pool of magma with a stone altar. There is a square pedestal on which stands a bronze statue. The bronze is certainly worth something, but it weighs 500 lbs.

From here we return back to Pembrose and take up, once more, the issue of borrowing the last gem in the set we think is necessary to gain access to Larin Karr’s abode – the one hanging around neck of Winifred, wife of the wine merchant Regis. Grundar, Tylden, and Grinuë pay another visit to Regis, without any luck. Surely we can find another gem, can’t we? Tylden then stalks Winifred and chats her up in the marketplace. He is hoping to charm herbut to no avail. Winifred really is quite vain, thinking little beyond herself, and arguments appealing to serving the good of the community gain little traction. Fine. We go to Lord Kyle thinking that he would have better luck cajoling Winifred to lend us the gem, but he is loath to incur the displeasure of Regis who is a rich and powerful citizen of Pembrose. He also questions our motives just a bit – aren’t we really just hoping to gain a bit more loot? We travel next to Bostwick to talk to Jeffar, hoping to get her to convince Lord Kyle that, no really, we are doing this mostly for Quail Valley. Jeffar also questions our motivations which exasperates the party just a little. Didn’t we promise Jeffar that we would avenge Crus’ death? Isn’t anyone worried about the possibility of an evil necromancer living literally under their feet? We convince Jeffar to come put in a good word with us with Lord Kyle and so travel back to Pembrose. Talking to Lord Kyle again, he informs us that Regis purchased the gem in order to placate his wife after being caught in one or more affairs with other women. Lord Kyle would really like us to meet our goal without upsetting his fine, upstanding, lecherous and completely self-absorbed citizens. We start hatching a plot involving a replacement necklace that is gaudier than the one Winifred has, hoping to play on her vanity to effect a swap. Lord Kyle has some jewels that might be used to create the bait – in return for a cut of the take from Larin Karr. We settle on 1/3 of the gold and jewels, then turn back to our plotting…

4 CPs

Room of Mystery

Notes from 7/5-6/2014

[April - May 998]

Some odd things have been happening at the farm. While Jin was out and about she encounters something of a temporal anomaly – there is a jerky, spinning blue triangle which starts speaking to her in some sort of mixture of ancient elvish and the oldest language. What is says is very confusing: “SequenceactionexecuteJin.” Other phrases are unintelligible. There are visions of the ogres and red dragon from the room with the pillars. It happens again several days later – after which her hair is standing on end. She hears a ‘snap’ and feels a bite on her hand, but when she looks at her hand she sees nothing. Jin tries to analyze this magic, but it is unlike anything she is familiar with. Jin calls up Rithban: he has no clue. She asks the farmers: no, they haven’t experienced anything strange. She is feeling OK, they hope.

About this time the Growlers head up to the farm. Grundar tries to the goblin (captives? potential recruits?) about the wonders of the Bad Gutrippers, but that they would need somehow to prove their worth to them. The goblins agree, but are not sure what they could do. The next day Grundar has an “idea”: if they could scout out the caves and, in essence, find the back door to Larin Karr’s lair, that would surely prove their worth, and the goblins agree to attempt this. The Growlers then head back to Pembroke with Jin and Fagan.

In Pembroke, Jin and Lauriel go on a “girl’s day out”. Grinuë throws an illusion of a necklace on Lauriel this is slightly nicer than Winifred’s necklace, while Jin’s is the ‘bait’ necklace provided by Lord Kyle. Winifred is spotted going to a cloth merchant, and Jin and Lauriel finish up their lunch and pay a visit to said merchant where they strike up a conversation with Winifred. She makes note of the necklace Lauriel is wearing and, after a bit of distracted small talk, leaves the shop abruptly. The girls follow-up by paying a visit to the wine merchant where they talk to Regis – but Winifred is nowhere to be found. Tylden goes out to catch the word on the street. He discovers that the girls have really made their mark, and there is much talk about Jin and Lauriel, almost none about Winifred.

Later that week they get a note from Elwin asking the ladies to participate in putting on some sort of entertainment for the populace. After some discussion they agree, and Elwin is remarkably well-behaved. Jin and Lauriel perform with great skill as the performance goes probably better than anyone expected. Regis is seen showing up later in the performance, as well as some of the women that associate with Winifred, but the grand lady herself does not make an appearance. The next day on Tylden’s rounds of the market he gathers that Winifred is in a fouler mood – at least compared to normal.

In the meantime, the Growlers are bored, and Grinuë is interested in visiting the pillars. Of course, the nearest entrance to the tunnels near the pillars has a couple of ettins in the vicinity. So we don our “Growler’s Extermination Service” overalls, travel to the tunnel entrance, and kill them.

Loot:

  • 800 CP
  • 2 small gems

We travel on to the pillars. There is something odd going on there when we arrive; Tylden notices a blue glow along the ledge inside the cavern. The light seems to get brighter, at which point the red dragon and 6 ogres with a dire wolf emerge from their respective caves and charge towards us. In response we bolt for the entrance to the cavern. The dragon makes a pass at us, but we are able to mostly block its flame attack and Lauriel gives it a nasty tip slash as it flies by. We form up at the cavern entrance and the dragon comes in for an attack, but as it reaches our lines it falls unconscious. We hack it up a bit to make sure it doesn’t revive, and then receive the charge of the ogres. As the line troops beat back this attack, Tylden is attacked in the rear by the phase-shift creature. Onskel and Onther turn and come to his aid, felling the attacker. We dispatch all of our foes, after which their bodies fade into nothingness. Tylden still detects a faint blue glow, and investigating Jin recognizes that the glow comes from an elvish rune on the upper corridor.

Tylden finds a secret door next to the glowy rune. It opens into a short corridor leading to a brick wall with an iron door in the middle. The door is locked. Runes above say “Blessing on the weak, fuel for the fire.” Tylden manages to unlock the door which opens onto a cavern. It is mostly natural, but painted with swirls of red and black that reminds Jin of what she saw in her visions. In the center is a smooth, polished, black sarcophagus. There seems to be a secret door in the back, but Tylden can’t seem to open it. Jin starts to walk up the steps to the sarcophagus, but encounters a spell. Grinuë analyzes the magic: she thinks it’s fairly benign. Grundar tries to step up but is overcome by the magic and walks out the iron door – nothing can entice him to re-enter the cavern. Jin goes back up the sarcophagus but does not encounter the magical resistance again. However, when she touches it she feels something tugging at her life force, and she quickly backs away.

Grinuë uses Shape Earth to open the door – temporarily. There is a 2nd chamber beyond, and inside a glass coffin with the remains of a man in long red robes. There are urns spaced along the wall. Six creatures that look like zombies are inside. They turn and rush towards the opening which Grinuë closes. Later it is re-opened, Jin lobs in a fireball crisping one, and we re-close the hole. After this we head back out to see Grundar, but Grinuë is not able to remove the curse that has been placed on him.

We decide to return to Pembroke. After we arrive we find out that the goblin scouts we sent out have not yet returned. However Regis shows up shortly, and is quite impatient. Winifred has taken our bait, and he wants to know what it will cost him. Regis and Grundar negotiate, finally agreeing on a simple swap of the necklaces.

[5/1/998]

The dreams come back and hit the party hard. Grinuë, Grundar, and Lauriel fall unconscious, Grinuë and Grundar recovering after a day. The next day five of the eight goblins return. The one goblin that actually knew something about maps is able to fill in some of the gaps on the party’s master map, but they were not able to discover any back door into Larin Karr’s abode. They did encounter some sort of lightening beasts in their explorations which accounts for their missing members. We sympathize with them and congratulate them on what they were able to accomplish, which was frankly more than we expected. A couple of days later while Grinuë and Grundar continue to recuperate Lauriel finally wakes up. A short trip is make to Vonmek with some of the Growlers while the rest relax, waiting for Lauriel to regain full health.

[5/15/998]

Everyone is back in Pembroke, and we head out for Larin Karr’s lair with the complete complement of Growlers, as well as Frimbel and Gimbel. We arrive without incident, and are able to surmise that the writing on the steps is associated with the spell. Bringing a power stone into the no-mana zone has no immediate effect, but after 1 hour a stone is drained of 1 point. Lauriel puts the gems into the door. There is a crack! and the doors open outward. (This splits each gem into two.) Inside we see a long hallway and light is coming from the walls. Near the front there is a stone slap with a drawing on it. Below are four runes with the inscription “If chosen part the whole can make then death will be your fate. Be welcome stranger. Choose a rune and be restored.” After much discussion, we decide that three of the four runes if duplicated, flipped, and arranged could be used to construct the drawing, but this is not true for the first rune (it formed something of an “X”, and the crossline line prevent it from being able to form the complete image.) Tylden boldly goes up and chooses this first rune, which leaves him feeling energetic, and energy flows from him to the other party members. The stone slab, meanwhile, splits in two.

We continue to examine the hallway which is about 15’ wide and 40’ long, but has no obvious other exits. Jin starts to search the room – the walls are very hypnotizing and at one point she feels drawn into it, but manages to resist. Finally, she finds a seam in one of the walls. Beyond the door is a room – its walls are simply dressed stone. However, as the last of us enter the initial corridor a robed figure arrives behind us. “Finally,” he says, “I was beginning to lose hope. I had misplaced my keys but see that you have found them – for that I thank you!” With that he (Larin Karr) raises his arms and disappears!

In the ensuing fight, Larin Karr throws Panic, and Lauriel, Onskel, Onther, and Skelgar flee. Tylden has See Invisible thrown on him, and he manages to wing in a critical hit on Larin Karr! The wizard is knocked down and stunned, and it looks like it’s all over for him, but he manages to barely evade the following attacks. Tylden shoots again, but this time Larin Karr has Reverse Missiles up and Tylden only manages to get out of the way with a lucky dodge. Other Growlers continue to attack Larin Karr, or at least the position where they think he is – but another Panic attack sends more running away. Tylden leaps towards Larin Karr and struggles with him over his staff, but the staff vanishes. Finally, the dark elf smiles an evil smile before a final blow from Grundar sends him to his death. As we examine his remains we note that he had been wearing a headband and a ring – but none of these are on the body.

The party curses Larin Karr’s apparent escape using, no doubt, a phylactery of some sort – we suspect the staff. Grinuë analyzes the body – there don’t seem to be any spirits in the area attached to it. Now we’re afraid that if someone approaches the staff – wherever it is – he’ll have a free chance to possess that person’s soul.

The room beyond the entrance has passageways to either side and stairs down. We take the stairs down where we find a sarcophagus with the inscription: “Here lies the body of Larin Karr. Look ye not upon his fearful visage or be cursed forever with hideous knowledge.” Grinuë throws Suspend Magic on the sarcophagus and we open the lid – but the staff is not inside. Grinuë does some more magical sleuthing and thinks that LK sent the staff someplace nearby – at least within a mile. She throws Strengthen Will on both Grundar and Tylden and we continue our searching.

The hallway to the left ends in a room with a statue of an elven woman with a greatsword. It looks as if someone who was turned to stone. Grinuë, meanwhile, detects several inimical spirits close by. Jin reads the inscription on the statue: “Speak her name and receive a great boon.” Thenthe icy fingers of death reach out and touch her, Fagan, and Tylden. There is some consternation among said victims, and after a few more seconds, they once again feel their life force being sucked out of them. (3D each attack.) Grinuë casts See Invisible on Grundar, and he is able to see that there are three wraiths in the room. He starts to attack them with his Morningstar of Undead Doom, while the rest of us scurry out the room, and Grinuë and Grundar are able to subdue the wraiths. Those hurt among us quaff a few potions:

  • -3 healing potions

We continue to search the room. There is magic attached to both the statue and the greatsword, and there is a bracelet on the statue that says, in ancient elvish, “Dorian”.

The room down the right hallway is similar to this room. At the end is a pillar with a book on it, and Grinuë does not sense any spirits. After some searching we find a secret door leading to a small room with four chests, and Grinuë senses magic on all of them. There is a small chest with $30,000 in gold pieces, a large chest with 2 long swords, 2 bastard swords, 1 short sword, and a two-handed sword, all magical. There is a medium chest filled with $20,000 in silver pieces, and another medium chest filled with gems and jewelry. We continue to search the room, and the book turns out to be a trap! Jin successfully resists, and Grinuë burns the book. Oh, did I forget to mention the pit trap that Grinuë fell into? This was quite a fun room. Not.

Jin finds another secret door in the original room. Opening the door we find a room with three levers on the wall, each in the top position, and three glass windows below the levers. These levers have 3 additional positions besides “top”, which are 2/3 up: window glows blue. 1/3 up: red. Fully down: white. Noting that the gems in the doorway are (top to bottom) diamond, ruby, and sapphire, we set the levers so that from left to right the windows glow white, red, and blue, and another door opens in the front hallway! This opens onto a corridor that goes down 30 feet, angles right, goes another 30 feet, then opens into a room about 35 x 50 feet filled with coffins. Grinuë does not sense any spirits, and Tylden does not sense any traps. Inside the coffins are skeletons resting on dirt. There are no obvious exits from the cave. An extensive search reveals nothing.

Grinuë drives a spike into the all, then we return to the keep and make the disconcerting discovery that most of our “loot” is worthless. The only items of note:

  • +1/+1 armor divisor 2 greatsword from the statue
  • High quality shortsword (from Larin Karr)
  • 10 pt powerstone (from Larin Karr)
  • (-1 explosive spike)

Grinuë determines that range from the keep to the spike is 10 to 15 miles. She finds the location on the surface directly above the spike, and it is in the middle of nowhere, 8 miles west of the river, and about ¾ miles above the spike. There is no evidence of Larin Karr or of any of his equipment.

6 CPs

Room of Mystery - Addendum

...or, A Dead End...

Notes from 7/29/2014 - This was a special phone session with Damian, Galen, and Francis

[May 998]

The full complement of Growlers returns to Larin Karr’s lair. Grinuë throws Detect Illusions in the main hallway – but there are no other illusions beyond the billions and billions of eyes staring at us from the walls. Next we investigate the main room off of the entrance hallway, but find neither illusions or secret doors. From there we proceed to the sarcophagus room. No illusions – but Tylden finds that the wall on the left side of the back wall sounds odd. We chip away at it, and run into an unnaturally resistant wall of stone. It is about 10 feet wide, and runs from floor to ceiling. Grundar is certain that mounds of treasure lay beyond. Grinuë starts throwing Weaken and Rive in alternation (the wall resists Shape Earth), and takes a full six hours to finally breech the wall. In the meantime Tylden has searched the coffins in the coffin room, eventually finding that four of the coffins have passageways hidden beneath them.

Tylden returns to the sarcophagus room and searches the passageway that exists beyond the wall. It is a fairly wide passageway – but it ends up merely going to one of the four coffins that Tylden had previously discovered with hidden tunnels. Tylden then starts investigating the other passageways hidden by the coffins. It turns out two of the coffins are simply linked by a common tunnel, but the remaining tunnel goes off in a rather convoluted manner with many twists and turns. Tylden and Lauriel follow it with Frimbel and Gimbel keeping watch behind. Tylden follow the passageway to a branch. They take the branch to the right and find a dead end. Returning to the branch, they now find that the hallway leading back from where they came is blocked by a wall! They follow the other branch which leads to a couple of other branches, then back around to the passageway which had been a dead end – but is no longer! They are basically trapped – and remain so until Grinuë (who is getting worried after they don’t return after only an hour) goes and finds them. However, she too finds that the hallway is now blocked behind her. She tries to dispel the illusion without effect. Finally Frimbel wanders down the corrider wondering what’s happening. He walks through the wall (which looks like an open corridor from his perspective) and the blocked wall disappears. We return turn to the main room and rest for the day.

Bad Day at the Office

...I know, let's sleep in!...

Notes from 8/2/2014

[May - August 998]

The group starts searching Larin Karr’s lair again the next day. In the short tunnel between the two coffins Tylden finds a trap door in the ceiling. It opens up into a hallway, and Tylden sees and armored beast that comes thumping forwards tow3ards hem. He ducks back down and we come up with a clever plan. Grinuë levitates Grundar up, Lauriel jumps up using the whetstone, and our two best fighters slice it into pieces. That’s the plan, at least. In reality the beast, featuring massive sickle claws, takes out Grundar in one blow. Lauriel drops her sword, draws her sword of magical resistance, and shatters it parrying one of the claws. Grundar crawls back a few feet before falling unconscious, but Trel starts dragging him back down. Lauriel takes a knee to recover her dropped sword, then takes a blow that sends her reeling. Grundar is dragged down into the tunnel and Lauriel stays conscious long enough to defend against the monster before retreating down the trap door. We rest and recover, and start working on Plan B.

  • -2 healing potions

Grinuë sends a wizard eye through and is able to discover that the creature, though heavily armored in the front, is relatively defenseless in the rear. It fits snugly enough in the corridor that turning around would be difficult, though not impossible. The creature ignores an illusion she conjures up – eventually she determines that it is most likely some sort of golem. The she casts Walk Through Earth on Grundar who walks below the golem and comes up behind it. Grundar then proceeds to bury his axe deeply into the creature’s back, who eventually realizes something amiss is going on behind it and turns around – just in time for Lauriel to pop up and deliver the finishing blow. Grundar thanks her for her assistance, although those close to him think they hear him mutter “kill stealer” under his beard.

Tylden checks out the hallway. At the end are some relief carvings and three keyholes. Tylden manages to unlock them all without setting off the trap, and the wall slides down revealing more corridor beyond ending in a chamber. We enter the chamber which does not seem to have a ceiling, instead a light shines down onto a bubbling fountain in the center. Arranged around the fountain are many different objects and creatures. Some are moving, but none are reacting to us. The walls have archways that are similar to those we have seen in our dreams.

In front we see a stone pedestal with a wand. Off to the left is a coyote-sized creature. It has no eyes, lots of teeth, and is completely white. To the right is a pale, regal elvish woman who is staring off into the distance. Beyond the coyote a group of zombies are attacking a family of gnomes. There is a stone pillar with a ruby vase, a robed man lying on the floor, and at the end of the room are four low daises upon which are:

  • pepper-bearded fighter with a bastard sword
  • thin elf with white hair and a composite bow
  • young man in very heavy plate armor
  • a giant-sized man with rough features and a huge shield

Lauriel questions the elvish woman who ignores her. Grinuë says that these are all illusions. Tylden touches the elvish woman – the image flickers and changes to her lying on the ground in terror, gasping out her last breath. We touch all of the other illusions, but none of them change. Grinuë detects a magic spell of water pumping on the fountain, but nothing more.

Tylden detects something odd about one of the walls under an archway. He finally punches it and it disappears, revealing a workshop beyond. Tylden also finds passageways to a storage area, a room with a large table and chairs, a library, and a long corridor leading to a sarcophagus. Tylden opens it and gets a faceful of fireball. He searches it, but finds no false bottom. More searching reveals a button on the outside the of coffin. We push this, and the sarcophagus slides aside to reveals stairs down to a treasure room. Unfortunately the treasure room was emptied out a long time ago. Searching the other rooms results in some maps (what are hard to figure out) and a small book in the library that was hidden behind the others. In all our loot is:

  • $67 in coin
  • thin wand
  • 3 dozen maps
  • small book that seems special
  • other books in ancient and modern elvish, latin, and dwarvish

Having exhausted our ideas, we leave the compound, spiking the doors shut behind us.

  • -2 explosive spikes

[6/1/998]

At the beginning of the month Tylden and Lauriel have dreams – they are searching and splashing through water. The area immediately around them is light, but otherwise it is dark. A bright beam of light is shining down.

We check in with Lord Kyle and give him the greatsword and express our common regret over the lack of loot, then return to Vonmek.

  • greatsword to Lord Kyle

Back in Vonmek we start interminable planning and in general decide to up-armor ourselves a bit before setting out to deal with the geas once and for all. Tylden goes off to Burle to see if he can hire some enchanters, specifically those that know Penetrating Weapon, Accuracy, and Lighten. Although Tylden is not accustomed to his new role of Chief Recruiter, communication sessions with Grundar and his insistence he find several mages leads Tylden to hire the following:

  • Oimy, at 1100/month + 700 bonus
  • Turor, at 1750/month + 1000 bonus + 500 to Oimy as finder’s fee. Salary potentially re-negotiated to 2000/month after 2 months.
  • A circle of three mages for 3500/month for a minimum of 6 months. (Fortify and Penetrating Weapon, but not Lighten) They need 1 ½ months to finish up their current project, then will move to Vonmek.

Of these Turor seems to be the best, and in fact is leaving an existing job to go to Vonmek. A mage leaving employment in the middle of a project is simply not done, but he is quite unhappy with his employer and is willing to reclocate and throw his lot in with us.

Grundar works on fashioning some weapons, then hopes to work on a breastplate for Tylden. He is able to fashion a very fine longsword for Lauriel as well as one very fine and one fine axe for Trel and Burl.

[7/1/998]

This month the dreams hit the party with a vengeance. Lauriel is out for a week, Grundar for two weeks, and Tylden is in a coma the entire month during which he babbles about making burbling stop. The light! Into the light! Grundar starts work on fashioning a breastplate, but is unable to finish it before the next moon…

[8/1/998]

Tylden wakes up a week into August to find Grundar, Grinuë, and Lauriel all in comas. Alarmed, he travels to Burle to see Lord Burle and inquire about the availability of the Sea Ghost for the party. It is being used for transport up and down the coast, but could be made available to us if necessary – the more advance notice he could get the better. Tylden returns to Vonmek where Lauriel recovers mid-month, but Grundar and Grinuë seem out for the entire month. Tylden makes a few desultory suggestions, but Lauriel is adamant: we must do something now. Specifically since the dreams are held at bay by adventuring, we (at least conscious ones) must do some adventuring – especially around the time of the new moon. At the very least it would serve to keep us ambulatory, and with any luck it might improve the chances of the other members to recover. Tylden looks over the maps of the tunnels and starts musing over what areas he’d like to explore…

4 CPs

Vacation Trip

Notes from 8/16/2014

[August 998]

Desperate to get some legally binding (or at least geas binding) adventuring in this month, Tylden, Lauriel, Trel and Burl meet up with Jin and Fagan in the tunnels beneath Pembrose at the lake [8/15-8/20]. From there they head out to the Pillars to investigate the Room With a Few (Zombies). The next day [8/23] we search the room, but can’t find any triggers to open the secret door that we know is there. Lauriel steps on the dias and shrugs off the urge to flee (btw thanks to Jin for the +3 Will boost). She touches the lid of the sarcophagus – sinking to a knee as something tries to suck out the life force from her. Fortunately for her, she does 3 sets of crunches every morning and she shrugs that off too (thx to ‘Fit’ bonus). She and Jin then set their shoulders to the heavy lid on the sarcophagus and with a mighty heave, fling it off. Well, Lauriel flings it off – it’s all Jin can do to not be flung to the floor as well. With that, a dread spirit comes out and lets out an evil, preternatural mooooaan. Trel, Burl, Fagan, and Tylden are all filled with dread at this evil spirit. What shall we do – we are all surely doomed. The elves wonder what all the dwarves and humans are fussing about. (Either that or the girls are wondering what the boys are fussing about.)

Jin and Lauriel search the tomb, and it is Jin that finds what looks like a buttonand it’s Lauriel that presses it. This, as it turns out, opens the room to the zombiesWe form up for combat, although somewhat haphazardly due to the effects of the curse on the men. The zombies to indeed come out, and two or three of them manage to swarm onto Fagan. Trel activates the hammer sphere which proves helpful, and Lauriel carves here way through a couple, Trel, Jin and the hammer taking care of one, and Tylden proving pretty useless. (He did get his sharp, pointy knife out.) They then go to help out Fagan and Burl and manage to slay the remaining zombies (and heal Fagan) before having to look up what his death check really is.

  • -1 healing potions

Inside the room, as before, is a glass sarcophagus with a robed figure within, and around the room are five large urns. As Jin attempts to analyze any magic in the room, Lauriel starts smashing through the urns, finding:

  • a ring of water breathing (much like the cloak)
  • $15,000 in coins
  • 70 small gems
  • +1/+1 bastard sword

Jin can’t completely figure out the magic on the sarcophagus, but it seems to be some sort of curse, and is very powerful. We decide to leave it alone.

The next day we head out for where we think the lightning bugs are and, fortunately, the adverse effects on the boys wears off overnight. The party spends several days exploring the tunnels, adding a bit more detail to the map. Finally they arrive at a cavern where we think the goblins encountered the lighting bugs. We cautiously enter and start looking around, when we hear a mighty roar and see a large creature approaching us. We spread out and advance. The creature opens its mighty may and spews forth a beam of firelightning, which Fagan deftly dodges. Then we fall upon it and start hewing away. It has massive jaws, and when Lauriel attempts to block it grabs the shield in its maw and starts munching away. Trel, Burl, Fagan, Lauriel, and the hammer go hammer and tongs against it – when we hear a roar come from a side tunnel. Jin and Tylden prepare to receive what ever charges forth, and Lauriel directs Fagan to add a bit of meat to the defenses while pummeling the creature with her shield in its mouth with a dizzying flurry of blows. (Note, with a +3 size modifier, and +3 from Grace thrown on herself [12 FP spell!], she got two attacks at 17s to hit without any additional fatigue thrown in.)

Finally, another of these creatures comes forth and – with a mighty roar – directs a beam of firelightning at Jin. She feels the blast of firelightning in her face, but miraculously is relatively unsinged. (Thx to Tylden for lending her the +1 ring of deflection.) Fagan bravely steps between her and the creature, but fails to dodge its attacks and is clamped down in its maw. Tylden plinks in arrows and Jin prepares a fireball. By now, Lauriel and company have finished turning the 1st creature into a series of packaged steaks, and they sprint over to deal with the second creature. It is swarmed by fighters while Jin lends a healing hand to Fagan, and with the next flurry of blows the creature is knocked out of action, and once again we don’t have to look up Fagan’s death check score.

We rest up, scour the area for treasure (report to follow later), then settle down for a good rest as we wonder what the next sleep will bring us…
Topic revision: r5 - 16 Apr 2019, DamianSmall
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