SESSION 35 – February 4, 2018
After Aloshia escapes with the body (? – Is Mydius dead?) of Mydius, we search and find unseasonable crops. This is partly explained by Mydius’ spell book which contains plant growth.
Urman has Puk explore inside the walls, and the healthy hirelings guard the gate, with one atop the wall. Randolf is brought to us with news he hoped would help us in our fight with Mydius, but we moved faster than he expected.
We find nice furniture, a bedchamber and bed, and after the web spell wears off, we find Mydius’ lab and library. Including his spellbook. Urman was too confident. He was assured no magic would harm him, but did not search for mundane traps. A poisoned needle greeted his eager fingers as they undid the clasp.
His body burned and he grew weak. After an hour he was weaker. The bugbear shaman applied a salve that eased the pain, but did not stop its coursing through Urman’s body. It was decided to ride for the druid grove. Only with an application of the healing salve and all the healing Zho Ni had prepared for the aftermath of the fight with Mydiua, kept Urman on his horse.
Batukhan was sent ahead, as a horseman he could make better time. He alerted the druid of the grove of our approach and showed her the spellbook, so she could examine the poison. She agreed to help.
She case neutralize poison and cure disease, and finally a cure light wounds. This removed the poison, and healed the festering wound, but did not restore Urman’s full vigor.
Being so close to Crossing, we rode on in and met Chief Bori at the Stonespear meeting hall. We gave him the news that Mydius was defeated, but may be alive as a prisoner to Aloshia. Urman explained that he had claimed Mydius’ tower as his own.
Soon Randolph arrived and said he would carry word of our success to the south. Urman explained that he claimed Mydius stronghold, and would ally himself with the vale.
Urman put out the word that he needed workers to repair damage and build new structures as he and Zho Ni returned to the tower.
Batukhan and Embrek went with Bori to the Stonespear village to be trained by him for the next week.
Otiben went south by barge to retrieve our gear left at the Freelancer’s Guildhall. He retrieved our winning from fight club, and re-invested them in a fight with a challenger who lasted a few rounds and got some good hits in on Otiben. He bought a vial of magical ink from Urmans’ master, Old Harriman, and acquired a wagon and team, and a load of worked lumber. Lastly, he met with the Thane and Randolf to confirm that the Stonespear claim the lands and he is grateful for our efforts to strengthen the north.
As he drives the wagon north, Otiben stops at Djoside to check the manor, and finds from Brynn the forest full of game and mushrooms. It has an entirely different feel. The manor has been cleaned up.
While Otiben is away we search and find a chest with coin, and gems. Among the coins are ogre gold and ancient orcish steel coins. Mydius’ journal indicates that over time he changed his views, whether by charm or argument is unclear, to seek power. He met the lieutenant of the ogre leader, and was promised power and riches to stand with them. Through the eyes of one of his wolfwere companions/guards he observed the ogres passing through, and noted they traveled north and had many workmen and tools, like they would be digging or building something. We take this to mean they may have found the ancient orc capital and are digging for something.
A carpenter and two stonemasons come to the tower, and Urman makes arrangements for them to be a 10′ diameter 30′ tall tower at the gate so those taking watch have a further view and shelter. Also a wooden barracks/guest house where ten could squeeze in out of the weather. Zho Ni pitches in to have a shrine added on to the structure.
The remaining scarecrow tends its quarter of the fields. We put up the other three scarecrows so they can at least fulfill that function. There is enough food in the storehouse to feed this many men for a year.
The thief Otiben hired didn’t like going up against a wizard, and leaves. Urman takes on the others.
Urman also puts out word for henchmen.
Zho Ni tried remove curse on Urman, since he did not seem to be regaining his vigor, and he pulled the curse away.
After passing Brynn, we find ourselves awakening in a dream with our gear at our sides, only the four of us, Brynn, and Puk. We now faced 3 wights, that Zho Ni turned, buying us time to prepare for a fight. Urman cast magic missile while they were still in range and the archers shot at them. When the turn wore off, Urman unleashed two more spells of pure energy on the wight, dropping it. Finally he shot the last two with lightning bolt, weakening it enough to be dropped by archers. We were then returned to our dreams.
The curse is back. Be it Alosha or some item, we haven’t determined, but we know it is from a time when those of us pulled into the dream fight are affected. From now until we lift this curse, we must always be ready for a fight on the night of the full moon.
Otiben, Batukhan, and Embrek retrun to the tower of Urman, a suitable fancy name to be determined.
We mull what our next actions should be. Urman has learned some of the spells from Mydius’ spellbook.
Urman does not have his former vigor, and argues that we should go after the lying Aloshia, who broke the spirit of our agreement, only “cleaning up” the bugbears who ran, and scooping up the defeated Mydius. She used us for he as yet unknown plans. We could not question Mydius to learn what he knew of the Ogres’ plans.
Zho Ni argues we should consider going north. We need horses and more allies.
Urman agrees there is that need, but to leave Aloshia behind us will allow her to regain her strength and cause more trouble among the lands of the weakened Stonespear tribe.
Perhaps we can make allies of tribes friendly to the Stonespear.