Having killed the rampaging bull elephant and negotiated the selling of it’s body parts, the Starchy Boys decide to…

Having killed the rampaging bull elephant and negotiated the selling of it’s body parts, the Starchy Boys decide to spend the next day with the Rickus’ caravan so they can rest and resupply at the landing. We buy a large amount of arrows and bolts to ensure our crossbowmen and archers don’t run dry.

Belroar takes the time to investigate the elephant’s carcass to try and determine the cause of it’s rampage, believing it too possibly be a mating season. Chuq inspects the body of his dead compatriot, but doesn’t find anything of note. He enacts a small burial ceremony, returning the body to the ocean and retaining the skull for internment in the catacombs of the tower.

After a breakfast of Surprise Stew, the party mostly mills around the camp, reading, resting up injuries and talking. Chuq initially planned on doing some fishing, but decides to accompany Belroar in following the elephants tracks to see where it came from.

It appears to have made a direct beeline for the campsite, cutting straight through the jungle to get there, trampling things in it path. They manage to find blood splatter part way down the trail, at a point where the elephant’s path changes direction. Belroar tastes it to confirm, and they deduce that it may be the blood of some other creature, as neither of them remember seeing any prior wounds before we fought the elephant.

They continue down the path, looking for more blood. They find several more splashes as they go along. Just over a hundred yards down the path, they find a larger area of destruction, evidently caused by a fracas of some kind. Lots of blood, broken branches and crushed underbrush, likely caused by two large creatures battling. They find the elephant’s entrance to the clearing, much less destroyed from a calmer pace, and it’s easy to deduce that this is where the elephant’s rampage began.

Checking for prints, Belroar notices the signs of a large gorilla, easily a match in size for even the elephant. Perhaps even multiple gorillas. Mystery solved, they decide to return to the camp. On the walk, Chuq fills in Belroar on the story of Virgil’s Golden Jaguar, since jaguar’s seem to be a creature of importance to the ranger in proving himself to his tribe.

On the walk, they hear a crack of a branch to the north, and quickly take cover. Sometime later, another sound is heard to the south, so they head towards it. Unfortunately, they run into a huge, orange-furred, four-armed gorilla. Belroar instantly tries to look non-threatening to keep it calm, and it watches him. He tries to keep it supplicated by offering food from his pack, along with some of his mushrooms and narcotics to hopefully drug it. As it sniffs the food, the gorilla calls out, and receives several answering calls, before dropping out of the tree. Belroar backs away as it approaches aggressively, but it stops at the meat and eventually concentrates on the food.

Belroar begins doing what he can to indenture himself with the gorilla, and potentially befriend it, but it ignores him. So he backs away a little more, and whispers to get Chuq to sneak away and return to the party for help. More gorillas arrive, and they quickly finish off the meat, and watch Belroar very closely. He offers more food, which they eat, watching him.

Chuq quickly runs back to the party and approaches Axel and Thorfus to explain the situation, so we decide to mount a rescue, most of the party and hirelings heading out. Chuq takes the lead, and suggests we merely investigate the situation rather than rush in.

When we get to the area, Axel leads off the hirelings to the south to prepare some long-ranged fire, whilst the others prepare to potentially charge in.

We wait whilst Belroar continues to prostrate himself to the gorillas, but it eventually becomes clear that they aren’t interested in the man, and go to attack. Though huge and clearly dangerous, they prove to be clumsy combatants, and the party dispatches them with only a few scratches and a broken shield, although one manages to escape heavily injured.

As with the elephant, we decide we can make some money from the carcasses, and drag them back to the camp. Once back, Belroar once more barters with the caravan for the corpses, retaining several parts.

After that, we spend the rest of the day skinning the animals, fishing and generally resting, with Brice taking the time to further heal some of our injured. The night is uneventful, but for another merchant caravan passing through from Xen’Khel, and they join the camp. They barter for use of one of our barges to get back to Vargan, but eventually takes Rickus’.

The next day, after further healing, we head up the road towards Xen’Khel. It’s drizzling and misty, be we wind our along the old dwarven road, Rickus’ caravan not far behind us. Nothing much happens but the distant sounds of more elephants in the jungle. By afternoon, we break out above the mists, cross a bridge over the river, and enter the more narrow mountain roads. At the bridge, we can look up and see not only a waterfall, but also huge bridges being held up by dwarven statues, hundreds of feet above between the peaks. Our first sight of Xen’Khel.

By nightfall, we’ve finally made it all the way there and cross the bridge into the ruins around the entrance to Xen’Khel. The ruins have been fixed up over time, and are occupied, evidently a small city is in place around Xen’Khel, homing many adventurer types.

Several tipsy men-at-arms approach us almost immediatly, looking for work. Owen, Lorent, Alec De la Porte, and Xelena, three men and a woman. They sound pretty desperate, having been there several months, and only been down into the ruins once. We decide at best to offer them payment and food in exchange for what information they can provide. It seems there is some segregation between the dwarves and human adventurers in the area, especially those dwarves from a Xenilum’Khel archaeological group. We also learn about the temples down below, and the sisters, three naga that guard the entrance to prevent evil from gaining access. Supposedly there are other routes in though, as their are bandits sometimes prowling the deeps.

Rather than pay the cost for an inn, which are quite over-priced, we decide to hole up in one of the abandoned buildings, risking being prey to clockwork monkeys prowling the area. We set watch for the night.

During Thorfus’ watch, an old dwarf passes by with a cart full of wares he is trying to sell. Unfortunately, most the stuff is merely broken artifacts or components of larger things. He has a limp, an old adventuring wound. Thorfus asks to see his best piece, to which he his handed a mask carved like a dwarf, which he believes is an old battlemask.

The old dwarf tries it on, and falls over suddenly. He suddenly realises it’s magical, and offers Thorfus to try, saying he saw the mountain from above. Thorfus also tries it on, and his vision is thrown up into the clouds, looking down on Xen’Khel from a bird’s eye view. When he focuses, he seems to zoom through the clouds until he is hovering above his own head. Trying to focus on Xen’Tellar’s temple within the mountain however only shows the sister’s temple at the top of the peak. He takes the time to learn the layout of the city.

Thorfus likes the idea of the mask, but the old dwarf is asking at least 4000 gold for it. Thorfus starts bartering, even offering the elephant tusks in exchange, though that only drops the cost to 2800 gold. In the end, I think we decided it was simply out of our reach to pay for, though the old dwarf is obviously feeling richer with the discovery.

Session 54 – April 29, 2015

Session 54 – April 29, 2015

I got that charger from Desric and Axel pitched in after he destroyed mine with his idea of re-charging it. I am hoping we find a way to re-charge this thing in Xen-Khel, and perhaps find more of them.

We gathered our group and hirelings and on the way to the ship checked in with this wizard wanting magical components. I was hoping it would be something in the mountains we might find in the course of our journey, but it was some beasts he summoned who didn’t cooperate. Enough delays! To the mountains!

I encouraged my companions to scatter the remains of that foul devilfish idol. There should be no chance it is re-assembled as we pitched some bits separated by many miles across the bay as we sailed from Midmark to Vargen.

We arrived in Vargen to a changed situation, three guilds previously allied with the bargemen have zones of control over the docks and are enforcing their new found influence.

We made it through town without incident to the inn, and the inn keeper had sold off Axel’s cart and horse, as Axel had not left money to cover the cost.

The innkeeper made a profit, so he bought replacements and gave Axel the difference. He did keep he supplies.

We could not use the ship to go upriver, but we used the writ to procure two barges, formerly used by the bargemen to go after the river dragons.

We left at first light and after a few hours encountered a young human hunter and his dogs. He joined up with us not long before we stopped for the night.

The next day we had some of our party experience that foul buzzing in the mind of the devilfish. I am happy to not have that affliction.

A few hours before reaching the landing and old man dressed similarly to our companion Chuq was floating towards us dead and face down in the river. We retrieved the body and gave it a decent burial when we got to shore.

We were met at the landing by arms merchants taking arms to the adventurers of Xen Khel.

We camped near them with great caution, having learned it is hard to trust those you don’t know. Finkelmur was up to some strange shenanigans with his magic, I hope it does not come back on us.

We made it mostly through the night without incident, until near morning a raging and mad bull elephant of enormous size charged us. We managed to slay it with only minor injuries. One of our new companions dogs was hurt the worst, but should be OK.

We harvested the ivory and sold the carcass to the merchants. 

We hope to sell the tusks soon. Otherwise guarding them will be a challenge.

Session 53 – April 22, 2015

Session 53 – April 22, 2015

I write more frequently in this journal than I have for many weeks. There is much on my mind.

This stupid idol bugs me. How can I destroy it without hurting Axel, or our friendship? I didn’t like going along with that first devil fish and 

that idol.

Axel seems to be acting strangely. Is it just the hope of treasure, or has it taken over his mind? Why does no one else but Brice have an opinion 

about it? 

I have a feeling that I need to keep my thoughts to myself.

[We learned as players observing Axel’s interaction with the idol that it could not see Brice and could only partially see Thorfus and that it 

was worried what might become of it. The idol told Axel that Xwn’Teler is more evil than the idol. Which Axel did not share with the rest of the 

party.]

We decided to go to Midmark where we hoped to get a better price for our loot from the dungeon. The fellows from Midmark who trained us and 

advised us on our progress in clearing the evil from under the fort were now able to return to Midmark. I rode with them aboard the Bitter Horse, 

as I did not want to be anywhere near that idol. Brice does not appreciate Chuq’s comments, so she road with Axel aboard the Bawdy Bachelor.

I am sure it is all my mother’s talk when I was young that I should become a cleric, like her brother. That and all the anticipation of finally 

being able to get to Xen’Khe, that I am having dreams of Xen’Teler. I dreamt that the ship stopped and I ran to the deck and it was a clear, 

starry night and the ship was surrounded by fields. This time, in my dream, the image of Brice with the dark star filled eyes stood in for 

Xen’Teler. I was commanded to destroy the idol. 

Xen’Teler told me that the idol is actually an avatar of an evil god and that I should smash and scatter its stone. He then said to bring the key 

to Xen’Khel to find me. I had many questions, but was told that I will find answers in Xen’Khel, such as where the ancient dwarves went.

“Brice” left and I could not wake up. I turned around and saw that blasted idol! I finally found a belaying pin and smashed it, and then I awoke. 

This is all so confusing! Was I to smash the idol in my dreams? Was I to smash the real idol? It doesn’t matter now, Brice managed to get the 

idol from Axel and smash it to bits. 

[Thorfus has not shared details of his dream with anyone, and only the briefest of generalizations with a cleric from the Brotherhood of the 

World Forge, who said it was unlikely that a god spoke to me. Perhaps it just means I need to be more attentive to my religion. Thorfus was not 

satisfied with that answer.]

We traveled about the town and sold many things to Aldus and learned about the tapestries and books. 

We sold the gems and jewelry to the jeweler across from Aldus. We had a nice haul.

We stopped by Thornton’s and asked about the animal heads and the new captain of the Grey Cloaks, Perrette, said he thought for sure Thornton 

would want them, but would let us know tomorrow.

We stocked up on supplies, chain mail for our hirelings. I bought ten shields, they seem to get broken far too easily.

Desric was disappointed that we were back in town. That foolish wizard has a death wish, getting zapped by Desric’s contraption.

The tavern was quite hectic when we returned, there was word that Talon and a young woman had made it to Merchant’s Haven and were now at the 

Lord Mayor’s. We rushed out to the lord mayor’s hoping against hope that the young woman was Em. 

The impudent guards we not willing to let us enter, until I relied on my regal heritage, the mere mention of my name and my association with that gem from Baldric’s crown got their attention. They’ll remember me next time!

We were able to see them, and it was indeed Talon and Em! The poor girl’s spirit is almost broken! She is with child and there is a chance that it belongs to that vile nephew of Grell’s. If I ever see that sorry excuse for a human, he won’t like it! I can’t believe that I thought it was that Judge Grell who hired men to kill us. Unless that nephew of his was in league with the empire plot with the wizard….

We then went to Em’s parents to tell them that we finally had good news and had Em. Her poor mother fainted at the excitement, but Uthruk managed to revive her.

to revive her. I left them a pouch with some gold, hopefully it helps.

The next day, Talon showed up and asked to join us. We welcomed him back to the group.

We have to outfit Talon and before we sail, I plan to purchase that magic box with one charge for my sword from Desric, in case we find a way of charging such things in Xen’Khel.

Session 52 – April 15, 2015

Session 52 – April 15, 2015

Noon the 7th of Aurilden we concluded our review of the items from our last foray into the depths. We learned all we could about the books and other papers, and the tapestries.

We got a script for 150 GP for each book we sell to the brotherhood. We can cash it in at any temple of Baldric. The tenth book, “The Art of Shadow Stepping”, we will sell to the order once Chuq has learned what he can of stepping between the seams of reality, or so Master Dane says.

The morning of the 8th of Anurilden we made our last foray into the pit of death.

I write this grim reminder of our final success in clearing the sub-basement of the fortress at Kaligan. The newest member of our party, the young and brave, Bard, was slain while so very near our goal of ending the evil plague of the undead continuing to rise.

I myself nearly drowned following that in my quest to fulfill our word of clearing the fortress for Midmark.

I dislike making yet another deal with a devilfish, or “ancestor” of the devilfish. It had the power to generate an illusion, keep the slayer of the merman king’s son alive for torment these past 50 years, and to continually raise those slain in its zone of influence.

Axel convinced this thing that he would return it to its family. I hope he is lying. Something with this much power for evil must be destroyed. I feel that we should let the representatives from Midmark know this.

In our last foray into this place of death, we found some strange mold that Bard burned. Then we found five skeletons that we easily dispatched.

Finally, we encountered the flooded docks in the cave that had one end collapsed.

In this cave we found two sunken sailboats, a giant crocodile that we did not slay fast enough to prevent its tail from breaking Bard’s back and slaying him instantly. We then had the harried job of tying up the crocodile and hauling out Bard’s body. We got Bard’s body past the zone of influence, stripped it of his gear and built a funeral pyre, over which Brice said a few words.

Thankfully, we had the ox and the capstan to haul out the crocodile and drag it away so we could burn it.

We returned to the flooded boat docks and the merman just kept telling us:

Welcome, surface dwellers. Look upon the vengeance of Mascalus, heir to King Nemistus of the Merfolk. Interlopers from across the wide sea murdered my beloved brother and now they suffer here for their crime. Take heed of this lesson and flee this place before you share in the eternal misery of these malefactors.

On the rock was an idol like that foul idol we found in the dwarven tombs/bath houses under Midmark that held Baldric’s gem. Also there was the man who killed the merman king’s son, kept alive to be tormented by this giant white crocodile tearing off his legs. He begged us to kill him.

This idol spoke in our minds and did not trust me, and rightfully so. Axel convinced it that he means to return it to its people. I hope it is not true. I feel that we should not do this. this idol waved off the merman illusion, let the assassin die, and things quit coming back to life. 

Axel put the idol in a sack and carried it with him.

We used the light of the magic lighted Starchy Boyz pin to find the glint of a few gold pieces in the boat room.

We then went to the storeroom for the kitchen and encountered some seaweed. It grabbed my ten foot pole, but I wrenched it away. I used all my oil to try and burn it. Axel used some of his oil. Axel slew a bunch of it, but one of the other patches grabbed me and pulled me in the water, nearly drowning me. Thankfully, Axel and Finklemur took care of it. Axel and Finklemur then took care of the last patch of this strangle weed. Brice and Uthruk patched me up. We found copper, silver, gold, and platinum coins in this room, and a large black pearl.

A small bit a loot to complete our promised task. Hopefully the favor this earns us, plus the right to stay here when we need to makes up for our losses.

Is my dream that seems to match Brice’s just my mind playing tricks on me? Dare I share this with the others? I mentioned it to Brice, and she seems to know about it. However, I am concerned about Brice, with what we received in the letter to Axel.

We finally seem ready to head to Xen Khel. How many more of our number will fall? Will I die or lose my mind first? Will I ever have peaceful dreams again?

Session Summary 8/4/15

Session Summary 8/4/15

With some members of our party injured and weary, we decide to call it a day in the dungeon and head back up to the surface and spend the night at the Broken Oar. Bard decides to do some fishing in the mean time. That night, we keep our customary watch, with Thorfus, Axel, Chuq, Sturloc and Kottar taking a short watch each.  The night is quiet, however during Sturloc’s watch, the crossbowman wakes up Thorfus. Apparently there is something wrong with Brice.

Thorfus heads to the other room where the cleric is sleeping, and can hear her mumbling and moaning dwarvish in her sleep, obviously distressed. It seems she is still having bad dreams, as evidenced by utterings of Xen’Tellar’s name. Thorfus manages to piece together that the female dwarf seems to be begging her god for more time. He wakes her up, and asks if she’s ok, though she brushes him off, Thorfus reassures her that Xen’Khel is our very next stop after we finish clearing out the keep. Xen’Tellar is obviously becoming more  insistent in pushing his chosen towards her goal.

The next day, 7th Anurilden, we continue as usual, with Bard returned to fighting strength and Brice still looking haggard. Axel gets Dagaric to heal up his remaining scratches, and also Starchie’s wounds. Back at the keep, we do our usual checks at the trap door, checking the other rooms and traps for signs of passage. Seeing it all clear, we head down and decide to head south back round to where we fought the scorpions.

Listening at each door in turn, we float down the corridors, through the octagonal room and finally east, then north until we reach the door at the end. Opening the door here, we once more enter the room with all the tables. We leave the boats at the door, as the room is dry. The next corridor leads back west, so Bard and Finklemur send thier respective birds out to scout.

They quickly return, and Socrates speaks to Finklemur, warning of us of warriors around the corner, sitting around a table. By the description, we believe they’re undead, and noticed the birds.

We decide to draw them to us, and create a barricade to funnel thier assault into the room whilst we pepper them at range. After a couple of attempts to draw them to us, including Axel throwing some coins at the wall, and Starchie barking loudly. Eventually, two undead warriors appear and are instantly met with arrows and daggers. One falls to the onslaught, but the other makes it all the way to us, where Thorfus cuts it down after taking a small hit.

Naturally, our next move is to chop them up and bundle the bodies up in some sacks, and we leave them with the boats whilst we continue. We expect more, so Bard scouts the t-junction, once more descending into knee-deep water. The north leads to a room up a slope, though he can’t see anything within. The south ends in a wall. We stop to chicken-fish, finding nothing. Bard checks the south, confirming the outline of a door, which we believe opens into the temple room. We leave it for now, not wishing to fight off undead centipedes just yet.

Instead, we head north into the room, the heavily armoured dwarves taking the lead. We enter into a small square room with a ten foot alcove the northwest. There are tables and chairs within, covered with maps and navigational tools. A figure sits at the table, with noticeable black bile drooling out of his mouth and down his tunic. His eyes are also black, and the man is evidently another of the oddly powerful zombies we cremated back in the spider’s lair.

He notices us, and stands slowly, trying to talk. Recognising a spell being cast, Thorfus charges aggresively to interrupt it. Unfortunately, the spell goes off, freezing both Axel and Chuq in place, but Thorfus still hits powerfully. Finklemur follows up the attack with a magic missile. The rest of the party charges in and attacks, including the hawk, and it is eventually brought low by Uthruk.

We take extra care with this creature, especially to avoid the bile, removing the head, jaw and limbs, as well as utilising holy water to try and keep it down, it gets thrown in a sack. We investigate the room, Axel and Chuq returning to animation after a few minutes. There is a tapestry on the wall, which appears to be a representation of the Empire’s Immortal Dragon Emperor. We take it and roll it up, and also gather up the nautical tools as they are platinum. The alcove is a step down of at least five feet and flooded.

The dwarves check the walls, finding nothing of note. We chicken-fish the alcove, and Bard steps down into the water, finding the outlines of doors on the north and south walls. The main north corridor out of the room leads north a little before turning west. As the corridors are once more flooded, we fetch the boats to continue. Nothing happens but chickens get annoyed and wet. After a hundred feet, the corridor loops back south. At the end of this, there is an opening, which looks to be covered by fabric, and a doorway to the east. We check the door, hearing nothing, and open it.

A small room beyond is filled with a bookcase, though the lower shelves are flooded. There are also some slightly differently coloured robes also, with more red than just highlights. We check the books, though they have no titles, and find one to be about meditation, but they all seem to be on similar subjects. We take them anyway. The loose papers seem to be religious sermons. Finklemur also checks the scrolls, which turn out to be magic. These go in his scroll case. We take the time to check behind the bookcase, but find nothing.

We head back out and go through the fabric door, entering a large room. The fabric is another tapestry, it’s bottom unfortunately in water, and a second faces us from the opposite wall. Doors are on the north and south ends of the western wall, and a corridor leads east. Pillars, some tables and a lectern adorn the room.

Both tapestries depict a mountain castle, one in day, the other at night. Nobody recognises it or the location however. Oddly enough it appears that the moon on the tapestry is moving. We gather them up, and put them in the boats, then check the book on the lectern. It’s partly ruined, but otherwise nice, decorated with a golden dragon. We sack it.

There is no hidden passage behind the second tapestry, so the eastern door is next. We hear nothing beyond, and head through, finding ourselves in the original north passage from the dungeon’s entrance. We decide to head back to the hirelings and drop off the treasure and bodies for burning. We check the room which had the sheets en route.

Reaching the foyer, we realise that the hirelings had been under attack whilst we had been gone. A troop of skeletons had come up from the north, as evidenced by the scattered bones. The hirelings had retreated upstairs, pulling the bridge and closing the doors behind them. We gather up our loot and the boats and head up. They had taken a battering, with broken weapons. Sturloc, Arus and Recusson had been heavily wounded and knocked unconcious but were stable.

Kottar lets us through the door, and we begin to sort out healing them. Brice casts her healing spells, one on each of the wounded, though Recusson fails to rouse. We take the time to reset the traps, gather everything up including Recusson’s comatose form and head back down to town to heal up and burn the corpses.

Dagaric is able to revive Recusson for us, and also finishes up Arus injuries. We stop by the Baudy Bachelor to check out thier weapon stores. We need to replace a shield, and Bard wishes to train Recusson to use a better weapon than his simple club. We also discuss procuring a large shield with arrow slits we can use to better fortify areas our hirelings are defending.

We find someone to build two for us, and also show Finklemur how to assemble and disassemble them for ease of use.

Whilst we wait, Thorfus increases his sack collection, Bard goes fishing and Finklemur causes mischief. Chuq shows Master Dain and the rest of the Midmark party the tapestries at the warehouse. They confirm the identity of the Dragon Emperor, we also learn that the ‘Immortal’ part maybe a lie and the dogma of the empire, as the Emperor’s age seems to change, though they all appear to be quite close physically, likely blood-related.

session 50 summary re quick overview

session 50 summary re quick overview 

2nd of Anurilden elections held no true change of power third block of harbor guilds

3rd of Anurilden 

Two travelers from Vargen News of a battle Kolbods completely routed, talk of a stone from the Kolbods take was stolen

10gp 30sp payed to parties hirelings in total

Lord Feldenminxus  did well in the battle. Kolbods being hunted in the jungle currently Dorée Ostiler Gray Cloak part of team that took down labor riot from miner’s

Lord Thorten head of the Gray Cloaks may become head magistrate  

4th of Anurilden After much travel I finally arrived at the Broken Oar I Bard heard about the party got into a short archery contests with an orc named Uthruk, talked with Thorfus reach a deal to help guide them after helping clear out a old imperial fort met the entire party of Starchy Boys. 

6th of Anurilden (January) 525th year of the end of the occupation 

We went into the fort one trap went off nothing in it and I began my first dungeon investigation. I helped open a secret door and showed up Uthruk found three chest of coins found a sliver chain with a ivory amulet which I put on, and two Ivory scroll cases one with a letter from Inquisitor Malkum  the other with  a scroll of monster summoning (lvl3). We also found a robes with many patches that will transform. Explored the hidden hallway found a hidden passage close to a set of stairs caused a chicken to returned to as a zombie a chicken pole-arm.  Went up the stairs and fought a pair of scorpions. Bard got knocked out trying to grapple one of them. The party did defeat them while I was unconscious and found a suit of chain mail and a bunch of robes.  We found a couple magical items not as many as the party hoped. I help the party as much as possible opening doors checking underground waterways.

It’s time for the better-late-than-never session summary! :D Sorry guys, enjoy!

It’s time for the better-late-than-never session summary! 😀 Sorry guys, enjoy!

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Thorfus, Finklemur and Pelgax have finished burning the Wight’s corpse. As they return through the basement, the see that the workmen from the town are working on some scaffolding, drilling a hole through the ceiling in order to complete thier task.

Clement explains that he wants to take advantage of our oxen, and hook up a capstan in the dining hall so they can lift the statue clean up into the basement. However, he points out that even though they can do that, there is still the problem of getting the statue out of the basement. It would be difficult at best to haul it up the staircase.

After much discussion, we decide that if he could hook the capstan even higher in the dining hall, and repeat Finklemur’s shrink trick, we can lift the statue clean up into the dining room. We leave him to complete the preparation work whilst we finish clearing out the dungeon.

Having discovered the zone of influence for the dungeon’s odd resurrection effect, the party quickly decides it’d be a good idea to remove the corpses of the creatures we had already slain in order to prevent any potential complications.

We take up the remaining sack of eels first, and after rekilling them for a final time, burn them, sacks and all. We then head to the general store to stock up on sacks, iron spikes and yet more oil. We also ask for the store owner to look to purchase a second boat or canoe, which Axel leaves 50 gold in deposit for. Chuq also buys a weighted net, thinking to dredge the water logged rooms more thoroughly.

Heading back up to the castle, we head straight for the dungeon’s brig. In the basement however, we find several skeletons in the eastern barracks. They attack, swinging against Axel, Thorfus and Uthruk. We struggle initially, Thorfus missing and Axel damaging his prized axe, though Uthruk scores a hit, slaying one instantly. With Chuq and Barmyr lending spear support, we quickly dispatch the others after Brice turns them away with her holy symbol.

Naturally, the party quickly fills a sack with thier bones, saving the armour and weapons for later sale. Though this will likely be hard with the armour, as it appears largely Imperial, coloured black and red.

In the dungeon we stop first to trap the other corridors with our salvaged jaw-traps from the ford. Checking the door, Chuq hears nothing, but Starchy definitely senses something. The corridor itself is clear however. We go through the rooms in turn, first dispatching of the animated legs, then arms, heads and finally torsos in turn. They stop moving when brought out across the line, and they pile them up and burn them altogether. Rather than the whole party running up each time, we send Arus and the other hirelings up with the sacks whilst we clear out the rooms. We also task Sturloc and Kottar to watch the hallway from the base of the stairs for added security.

We look to the spider room next. Chuq hooks his net over the door to catch the inevitable charge, then we open the door and let it do the work. Several spiders instantly get caught in the net. We go to work, dispatching those that get caught up with presicion strikes, otherwise fighting off those that aren’t fully caught. Once complete, we once more send up the hirelings to burn the corpses, and turn to the final door.

Ominously enough, the undead man within is knocking once more. For added precaution, we place both jaw-traps and the net outside of his door. After testing to see if he can communicate at all, we open the door, and it jumps out, catching in the net and one of the traps instantly.

We set to killing it once again, and it proves tough, surviving multiple strikes and even managing to grasp hold of Uthruk momentarily even through the net. It grasped his face with a bile covered hand, the force of the blow far less than the pain it inflicted on the half-orc, knocking him down.

Brice quickly responds with a healing prayer,  returning him to groggy wakefulness. The dwarves quickly finish the creature of off before it can hurt anyone else, Thorfus laying the killing blow.

Not wanting to wait around, the party quickly wraps the body up in the net and makes to carry it out, stabbing it repeatedly along the way. Brice further heals Uthruk, allowing him to use his own skills to mend his wounds. After locking the dungeon thoroughly, we return to our corpse burning pit and add the zombie to the merry blaze.

Clemet passes us here, done with the days work, announcing they’re pretty much ready for us to pull the statue head out. Looking at the setting sun and feeling quite disgusting after a day’s undertakings, the party heads down to the Inn for a bath and a good night’s sleep. We fill in the Midmark party on the day’s progress.

Chuq requests a small supply of holy water from the priest, who is more than happy to give over a few vials.

Setting a customary watch the Inn, the party sleeps for the night. Thorfus, Chuq and Axel keep the watches, with Kottar, Arus and Brice assisting. The night is largely quiet, but we make sure to keep line of sight to our burning pit, just in case.

The next morning, after breakfast, we go purchase yet more sacks and a new net. The new boat we purchased has been delivered to the fort already, and Axel makes sure to get his leftover money back. Then, we head back up to the fort.

Again, it appears quiet, so we grab the new boat and head downstairs, carrying out our customary checks on all the rooms. Feeling pranky, Finklemur utilises his inquisitor half-mask to make his face half-Thorfus. We decide to start clearing out the north tunnel, the main Starchy Boyz loading up in the two boats, leaving the hirelings back to watch the staircase. As we row along, we make sure to trail the net behind the boats, so as to catch any swimming creatures before they can become a problem.

At the first door, we stop to investigate, and deeming it safe, attempt to force the door open. It seems to be stuck fast though, so we resort to merely smashing it open with our axes. The room appears to be  a large bedroom, with multiple underwater beds and a number of sheets floating around. To be doubly sure, we toss a chicken through, Axel splashing it around to attract any potential danger. When nothing happens, we finish breaking the door down, and float in.

Chuq decides to gather up all the sheets with the haft of his spear and move them into the corner to clear line of sight, but as he moves the last one, it seems to begin crawling up his spear. He calls our attention, drawing another spear to stab at it. We all lash out, swords and even thrown rocks flying at the living bedsheet, but it seems incredibly agile, though Axel manages to slice off a corner.

Another corner whips out, narrowly missing Chuq, and he spins his spear around to try and dislodge it, and successfully pins it to the ceiling, whereupon it falls into the boat limp, getting slammed by Finklemur’s magic missile. As is our habit, it gets wrapped up in a sack ready for burning. Feeling paranoid, all the other sheets get gathered into the sack too. They get handed off to the hirelings, and Filthas, Arus and Kottar head off to take care of the burning. We also leave behind Barmyr and elect to bring Hart along instead to help check for hidden rooms.

During the search, we hear shouts from the foyer, and row quickly back. Recusson has seen humanoid shapes approaching up the southern corridor. Sturloc and Pelgax begin firing upon them, as they charge Recusson. The creatures tangle in the jaw-traps, delimbing one, but they keep coming, one striking the hireling, bringing him down. The two crossbowmen begin retreating up the staircase as reach the foyer and begin to disembark.

We charge in to rescue the beleaguered hirelings, quickly thinning thier numbers and pushing them back with Brice’s assistance and rescuing Recusson so the dwarven cleric can revive him. We chase them down towards the octagonal room to finish them off, realising that this was their point of entry. Uthruk cuts them off by outspeeding them to the open door and slamming it shut, and we surround and kill off the last few.

More sack filling then ensues, and the returning hirelings are sent right back out again. We then check out the octagonal room again, now seeing a previously hidden door in the north-eastern wall, leading into a hallway.

Session 49 – March 25, 2015

Session 49 – March 25, 2015 

We explore the passageway behind the secret door and encountered another bile spitting creature. We hauled it out and burnt it.

Thorfus & Chuq take advantage of free trainin, starting the 24th of Denrilden and will finish 1st of Anrilden.

Clement and his crew were ready and Finklemur shrinks the stone floor, they wench up the statue onto the wagon with the ox and capstan. They built a trap door and put it in place and then use the ox to pull the wagon down to the docks.

We use the ship Bitterhorse, captained by Hemmonet de Hayton to load the statue onto the Bawdy Bachelor, and have success without anyone being hurt or losing the statue.

The 26th of Denrilden is a double high tide and we look to see that its greatest depth is only the second step of the iron spiral staircase.

Axel, Finklemur, Uthruk, Brice, Sturloc & Kottar escort the statue to Midmark to sell it.

Finklemur pays to get at least one of the Starchie Boyz emblems magicked with continual light.

Fink also buys Find Familliar from Aldus and conjures up a screech owl, he named Sokrates.

Aldus confirms that the dragon is he center of the dragon cult of the dervishes, and that there were a few dervishes for each inquisitor, plus support troops.

Aldus asked if the room we found it in was very plain, which it was.

Aldus also told us that the bile spitting undead are sea zombies and that they are stronger than regular zombies, clerics have problems turning them or can’t turn them. They have some measure of intelligence, and some of them can cast spells. They carry disease and anyone injured by them are likely to die of disease. This prompts the party to seek healing for Uthruk. It takes about two weeks to be fatal.

Aldus suggest bilge pumps or that newfangled air pump contraption in Kalligan to move a large amount of water.

We get an appraisal of the historical value of the statue from Aldus of about 3,000 g.p..

We go across the street and speak to Alexander Rudenchuck the assistant to Almeer the guild master of the jeweler’s guild. He appraises the materials of the status at 3,000 g.p.

Finklemur trades the scroll of Protection from Magic to the Ark Cathedral in exchange for cure disease for Uthruk and restoration of a level for Finkelmur.

We sell the statue to the university for 7,000 gp.

Finkelmur takes up Desric’s desire to test for a ghost (or inquisitor). Desric is especially excited about Finklemur’s half of an inquisitor’s mask. Finklemur is shocked to badly he thought he might die, but it did clear the mask. After one last use of it, finklemur sell it to Desric for 2,000 gp.

There was some mention by Aldus about an issue with illusionists and Faldspar seems to have disappeared.

Perrette tells the party, who left the statue at Lord Thontron’s over night that he is likely to be the next commander of the gray cloaks. He says to thank Thorfus for inviting him into the tomb. Without that he says there was a good chance we would have been in Thornton’s basement answering questions.

Perrette also tells us that Lord Tevric Endril is likely to be the new mayor and that Lord Thornton will be the new chief magistrate.

The party stayed the night in the townhouse. Elspeth took a liking to Uthruk, and Haldan was protective of Elspeth. Finklemur charmed Haldan and didn’t do much with him.

Axel got permission from the Brothers of the World Forge to go to the lightning room. Axel, Brice, Uthruk, and Sturloc and Kottar met four acolytes and entered the tomb and placed the battery on the marked spot and it exploded injuring Axel and nearly killing all the acolytes. This information was relayed to Desric and he tore up his plans to recharge one. He did buy our broken one for 200 gp.

Sugyve is the head acolyte.

Low Market – Meirennit Blienrodt – one name mentioned of a magic user that might buy the scroll.

Abraham Guildenbillicks – magic user in area where Talisin used to live.

Session 47 – March 11, 2015 (Temporary Summary)

Session 47 – March 11, 2015 (Temporary Summary)

The druid, Hart joined us, arriving on ship from Midmark, following the death of Ashton. Hart is a friend of Orion and joined us after hearing of our adventures from him.

A new ship greeted us from Midmark and a messenger with a satchel for Baldric’s Boys from Captain Salisdar (i.e. Perrette).

The letter tells of of the most likely death of Em and that natives supposedly slaughtered the camp with the slaves.

Perrette was called back to Midmark and Newton was overrun by undead. Many clerics killed, including Kilmar. Galron lead the survivors to Kalligan.

We hired the fisherman Clement to gather the men to haul the statue up out of the fort.

We take the Bawdy Bachelor around the point to see that the fort is greatly undercut and had the egg detonated, it might have broght down the whole fort. Chuq spoke to a fish and there is a big bad fish, alligator/crocodile, and a mean mereman. there are ships and other riches in there.

We learn that the monster in the icy water is a wight and that it had half of an Inquisitor’s mask.

Thorfus hauls the wight away from the fort and keeps sticking it to keep it dead. Down by the warehouses, it stops moving, confirming that some powerful magic/evil is re-animating the undead. We resolve to haul out all the undead and burn them.

(Writing up this summary made me realise we probably spent half the time talking about nothing compared to what we…

(Writing up this summary made me realise we probably spent half the time talking about nothing compared to what we actually got done ahah. Anywho, enjoy! 😛 )

It’s a weary and damaged party that retreats out of Kalligan Keep’s hidden sub-dungeon, the dead body of Hengest being carried up with them. We left the platinum dragon’s head at the base of the stairwell, it currently being far to unwieldy to lift out of the pit without major work.

Aside from Hengest, Axel, Uthruk, Barmyr and Arus are wounded to varying degrees, and the mood is a quiet one. Due to this, we decide to set up for the night and rest off our injuries, taking the time to heal up. Ashton expends is healing spells to heal up Axel, who took a battering at the hands of the scorpions.

Talk turns to fortifying the hole, in case any more nasty beasties find thier way up and interrupt our rest. The best bet seems to be one of blockading the stairs leading into the room, but we also discuss constructing a makeshift bridge over the pit, as well as a pulley system to lift our loot out of the hole.

We send Recusson down to the Broken Oar to gather aid from the party from Midmark.

Eventually, we realise we can just take doors from elsewhere in the castle, and between the dwarves and Finklemur’s carpentry expertise, fit them down at the bottom of the stairs leading into the dungeon. Initially we think about using the heavy cell doors from down in the sub-basement, but figure the cells would be better used intact should we encounter any more oddly unkillable corpses.

Recusson returns with the whole Midmark party. We explain the undead creature to Dagaric  Clifford, who remarks as to it’s oddness. We troupe downstairs to show him, opening the door to the delimbed and beheaded torso, which to our dismay appears to be slowly regenerating. He grabs his holy symbol reflexively, and asks what we know of it. He decides to write a letter back to the cathedral in Midmark, as he is unsure what to make of it. Thorfus questions if it may be connected at all to the situation in Newton, but Dagaric believes they are seperate incidents.

Whilst down there, Chuq asks Master Dain’s opinion on the dragon head, who remarks it’s rather nice, and definitely Imperial. Thinks we may have difficulty selling it outside the museum or university due to it’s nature. Private buyers would likely be tricky.

Before setting up camp, we take the time to lay Hengest to rest, realising that it would be too difficult to send him all the way back home. Lacking any family but for a girl back home, we decide hold his funeral there.

With Ashton and Brice in thier roles as clerics, we hold a small ceremony for the mercer-turned-hireling, cremating his body outside the castle walls. Everyone taking the time to say a few words, particularly Barmyr as his fellow spearman.

The dwarves and wizard head back in to begin work on the doors, removing two from the barracks and taking them within. During this, Ashton and Uthruk decide to keep watch down in the sub-basement whilst we work. By evening, our work is complete, and we head down to the inn to get a free dinner.

The innkeeper by now seems to be getting less than happy with our presence, clearly no longer trying as hard with the food. After, several members of the party decide that we should retain a proper watch up at the keep. Axel, Thorfus, Finklemur and Starchy, Ashton, and Barmyr head back up and set watch within the dining room.

Nothing happens until the final watch of Axel and Starchy, whereupon the guarddog begins growling at the stairwell. Axel listens, hearing nothing up until a large bang impacts the door below. Axel wakes Thorfus, reluctant to disturb the magic users until absolutely necessary. Lighting a torch Axel heads down to inspect the door to make sure it isn’t going to break to the continuous thumping, even if it is light. We decide to wait until everyone is rested and ready to deal with the problem, and they finish the watch, the banging falling off after half an hour.

The following day is another overcast and humid day. We regroup after breakfast and prepare for another sortie into the sub-dungeon. Dagaric heals up Axel and Uthruk to bring them up to fighting strength, though Axel requires further help from Brice.

Using Starchy’s keen nose and Chuq’s ears to ensure the path is clear, we open the door and enter the oddly empty dungeon. Whatever had been banging as clearly left. We take the time to make sure the surrounding rooms are clear. Something has definitely been rummaging through one of the barracks rooms, which Starchy confirms.

At the base of the stairs, most disturbingly, the scorpion corpses have disappeared. We scout out the eastern passage first, which looks as it did the day before. Once the lantern is shone over the waters, something disturbs the surface, causing Axel to begin watching the ceiling closely.

Finklemur opts to throw a lump of coal into the water, which then causes two sets of ripples and the glimpse of something long and sinuous to head towards thier location. The party begins firing and the creatures, Chuq leading with his spear. Ultimately, another thrown stone from Finklemur kills a creature due to several misses.

Next, we check west which looks undisturbed, so we look north. A closer inspection reveals that it may merely have been a rising tide that carried off the scorpion corpses, if the fresher smelling water and lines on the walls are any indication.

The party heads south, checking out the door on the east wall. Chuq and Starchy listen again, though only the dog notices anything until Ashton also lends an ear. It seems as though something is moving around in some water.

We open the door into a large chamber with a high ceiling. A raised walkway seems to bisect the room, blocking our sight of the far wall. The floor we can see is flooded with water. A large number of old and battered weaponry line the walls, along with hunting trophies, pennants and standards. Amongst their number, Ashton recognises Midmark standards and Axel and Thorfus see those belonging to various dwarven khels. Several more bring to mind the elves.

Finklemur repeats his rock trick to ascertain the safety of the water, which sees something scaly dive upon the rock, frothing up the water. It appears larger than the centipedes we previously encountered. A second rock bares the same, if a slightly less vigorous response. We check the water’s depth, discovering it to be a rather deep ten feet. After discussing tactics, Ashton throws another rock.

Upon the movement of the creature, Finklemur slams two magic missiles into it. The party follows it up with more rocks and arrows, but are unsure if we land any hits.

Ashton wades out into the water to try and draw the creatures out. He thinks he gets a reaction some ten feet away, and continues thrashing in the water. Suddenly, there is a blinding flash of light and Ashton goes rigid, disappearing beneath the water.

We instantly try to fish him out with the pole, and something bites the end of it. The end snaps off, and several party members instantly open fire with arrows into the water. Finklemur also casts sleep, and two sleeping eels float to the surface. We fish them out and slay them quickly without touching them at all.

Finklemur tries to identify them with his book, but cannot ascertain much other than the fact that they are snake-like. Chuq recognises them as eels however. Ashton’s lifeless body returns to the surface, and we drag it out, confirming that the half-orc is unfortunately dead, his body having been ravaged by the eels teeth.

With some solemnity, we gather up the body, and prepare to return to the surface. Finklemur remains behind to cast web over the water to try and trap any additional creatures below the water in an effort to suffocate them. Something is definitely caught by this tactic, and the party disposes of it at range.

Locking the door, the Boyz head back to the entrance, briefly inspecting the northern passage and engaging in some nonsense with carrots and deciding to procure a boat. Finally. they return upstairs and lay Ashton’s body upon the dining table. After some deliberation , we decide to respectfully bind and bury the body near Kalligan. The group from Midmark join us, Dain grabbing a shovel to assist, and we head over to the local cemetary.

The second ceremony within two days is then held, and everybody again says a few words to Ashton’s memory.

After, we head into town and the harbour, looking to buy a small boat we can use to navigate the waterlogged dungeon, and also some chickens, to use as live bait to avoid any more accidents. We get a sack of five chickens and a few other supplies from the general store.

At the harbour, whilst Thorfus approaches to barter for a small canoe, Finklemur attempts to charm a fisherman to get a better price, failing spectacularly. He runs off instantly, chased by the fishermen’s angry shouts. Chuq handles the purchase, getting the boat and oars for 35 gold, much to the fisherman’s pleasure.

We head back up to the fort, and back into the dungeon, and down the south tunnel to the eel room. Ferrying across the water in the boat, we set up a rudimentary pulley system with some rope to ease the crossing, and head over in groups of four. Thorfus, Chuq, Uthruk and Axel head over first to make sure it’s safe.

We clear the raised walkway and the ladder leading up to it, and look over to the other side, seeing a similar layout to the western side, but without flooding. Several weapons are on the floor, and it is marked with a large square, the corners almost bowl-like indentations. Some unknown substance has stained the stone within the channels and bowls.

We spend a long time inspecting this square and the surrounding walls. Nothing about the weapons seems worth much, damaged, bloodied and cheaply made. All the while, we skirt the edges of the square, everyone reluctant to cross it’s threshold.

Chuq’s expertise and dwarven senses are employed to check the area around the lines of the circle. A long and boring search reveals nothing however, so Axel gets bored and throws in a chicken, which merely results in a chicken chase to recapture the freed fowl.

Feeling a lot of wasted time, the party gets back in the boat and returns to the main southern tunnel, retrieving the boat and rope. Continuing south down the slope, until we come to a door where the corridor is also flooded. Uthruk wades through the water, as it is five foot deep, and opens the door to work out if there is a flow. It takes some fiddling, but he manages to force the door open. The air on the other side seems colder, and he can see a large octagonal room, with further doors and ornate, dragon-carved pillars arrayed around the room.

The others fetch the boat to approach, and make thier way into the room, Uthruk electing to remain in the water. Within a few minutes however, the orc begins to feel weak, and tries to head out of the water, looking pale. Getting him out of the water, we seem several rather large leeches feeding on him. We quickly set to hacking them off, though it seems to be a close call. Brice quickly runs up to heal him.

Feeling it’s necessary to clear the room, we dip a chicken into the water, and float around the room to attract whatever remains. We dredge up three more with this method, and slay them. We continue inspecting the water with the poles, but find nothing else.