Session 45 – February 25, 2015

Session 45 – February 25, 2015

Thorfus and Axel head over to Midmark to sell some loot and get more information, while the other begin trading. We encounter a devil fish but it is not a problem.

After selling gear and gathering information we head back to the Bawdy Bachelor when we encounter a shipping accident involving cranes, and meet Uthruk, whom we haven’t seen for several weeks. Uthruk elects to join us and returns with us to Kalligan.

Back in Kalligan we find the others in their training. The next day Perette stops by on the Leering Sheriff and we meet Admiral Diconsin a tough looking lady.

Perette shares that he is going to the mining camp up the Vargwater to investigate claims of slaves and we encourage him to look for Em.

Perette shares a letter from Thornton that perette is authorized to pay us to clear out the fort and we can keep the loot we find.

The day after that, a barge arrives from Kalligan with Emory Longstirap who tells us that the Kobolds are attacking the ford and the Baewin has been hurt. He wants to take Adelard and the mercenaries. Adelard and 7 of the mercenaries leave, but the party hires 8 of them to join us for 6sp a day plus food.

We equip them with backpacks and other gear.

We are advised to stay at the inn with the mercenaries and the trainers, which we do.

We go to the fort and Finklemur shinks the stones and they fall away, revealing a large room with a spiral iron staircase that had been sheared off at the level of the floor. 

We go down and find a passageway off each of the four walls. To the west it is only ten feet to an open door with lots of huge spiderwebs. We elect to light them afire. Two spiders come out that we kill. Thorfus pushes the door closed and we wait.

While we wait we look and see long pasages to the North and South. To the East appears to be a flooded room.

We go to the west and find a room with pillars and a stone statue that is platinum plated.

Axel rushes in to investigate and three centipedes drop on him. The party rushes to his aid and they are killed before anyone is hurt.

The statue is very heavy, so we elect to leave it until we leave.

We open the door and find a burnt humanoid about 5 feet tall that makes a mewling noise. Ashton attempts to heal it.

It then rises and tries to attack and we kill it.

While couning the coin in this room the body grabs Ashton and we kill the “zombie” again and set it on fire. It is still moving even though it has been decapitated and a hand cut off.

We explore 8 cells, 3 of which Chuq unlocks in a row,the 4th Ashtonn unlocks, then we find the key to open the four remaining cells. 

One of the cells has a large crack in the wall, so we put a bench in front of the opening and close and lock the door.

The body starts moving again and before we can move the remains to a cell and lock it in, our hirelings keeping watch are attacked by two giant scorpions from the north passage.

We arrive to see Hengist foaming at the mouth and another hireling unconscious.

We rush to fight. Another hireling is knocked down and Axel is pinched mightily by the pincers, but no one else is stung.

We manage to defeat them, but alas, poor Hengist is dead.

We lock up the remains of the “zombie” and light them afire. Axel pokes it through the heart with his magic sword.

We then let the wounded go up and the party moved the statues near the spiral stairs, with discussions of using the eye hook in the ceiling that held the phoenix egg.

Session 44 – Feb 18, 2015

Session 44 – Feb 18, 2015

13th of Denrilden, very early morning

The dwarves agree to set their picks and shovels aside while we interview the former lambs resting in the dining hall. (This must have really hurt Angry Jacks feelings, he is more than taciturn the rest of the time…)Their answers do little to deduct the source of the tapping. Few have been here long enough to notice any sounds from below their cells. 

Watches are set to hear for tapping in the dungeon. Ashton’s group, the 2nd watch, hears tapping. Thorfus’s makeshift water meter is vibrating slightly. Ashton dashes up the stairs and wakes the Boys but not the spell casters. Thorfus insists the ‘fire egg’ be left in the chest for now. Returning to the dungeon without it, Thorfus notices the tapping has slowed in frequency and intensity as we wander about looking for clues. 

Fearing our chance is slipping, he taps the floor with his dagger in response in the center of the dungeon. Coincidentally the spot is directly below where the ‘fire egg’ was suspended  before we safely removed it. We’re all shocked when three loud booms follow. It’s no doubt a reply to Thorfus’ taps. He follows with two taps of his dagger’s pommel. Now we hear scratching from below. 

Chuq suggests we use the ‘fire egg’ to illicit more of a response from whatever is below. Our large chest is brought down by the faithful Mercer muscle. Kept at the foot of the eastern stairs, the lid is opened. We pause to listen. Then the egg and chain are lifted and slowly moved to the center of the dungeon.  Once there, a mewling noise can be heard from below. We try to ‘sound’ out the space below by moving the ‘fire egg’ to the southwest edge of the room. It doesn’t work. The ‘egg’ is placed back in the chest and we call it a night. 

After daybreak, Finkelmur suggests he might use a reverse enlarge spell on sections of the dungeon the floor to access the space below. Before we have a chance to develop a plan around this idea, Recusin the Mercer Man guarding the front gate to the fort alerts us that things are happening in the Kaligan harbor. Captain Junkyn has sent a deck hand to alert us the harbor is blockaded. 

The people in the dining hall are organized while most of us head to the top of the tower to look for ourselves. A sizable warship is mooring near the Bawdy Bachelor. A larger warship is keeping station in the harbor while a third blocks the entrance. Through the looking glass we see Perrett and Master Dain boarding a launch with soldiers and a priest. 

Down to the dock! Thorfus ahoys Perrette. Everyone in his party are visibly more relaxed when they see the Starchie Boys. Perrette’s party mistook the Bawdy Bachelor for the Dusty Gnome. We explain the Dusty Gnome got away before we arrived. Perrette handles the introductions. Admiral Brigitta Dyconson commands the Midmark Navy taskforce. Her command includes Alcock Barker, scout of the Midmark Militia; Godfry Gotokirke, swordsman in the Midmark Militia; Jacklyn Megmaiden, a Midmark Militia Magic-User. They are accompanied by a cleric of the Ark, Dagaric Clifford and Master Dain of the Order of the Celestial Dragon. 

Perrette has word from Midmark and Lord Thorton.  From Lord Thorton a sealed letter:

To Axel, Thorfus, et. al.: There have been some surprising developments here in Midmark since Perrette returned, and I have the uneasy feeling that your group somehow figures into them. As you may have already heard, on the evening of the 11th, Arden Grell was found dead in his apartments – apparently killed by his own hand after (most conveniently) penning a letter taking full responsibility for selling slaves to rogue elements of the Bargemen’s Guild under the direction of one Rotho Waterman. His nephew (Alain Grell), meanwhile, has disappeared from the city. This undoubtedly makes Teverik Anduril’s election as Lord Mayor less chancy, but my instinct tells me that this is a gift to be treated with some suspicion. To wit, as you read this (if not before), Perette should have arrived in Kaligan to ensure that Arden’s suicide doesn’t prove contagious among his co-conspirators. You can meet him there if you wish, or wait for him in Vargen where he should be arriving shortly. Either way, I would appreciate hearing through his agency your candid opinion on these events. Lord Ardwine Thornton

Copy of Grell’s suicide note:

I have betrayed my commitment to upholding the laws of Midmark and the honor of the Grell family. For my offenses, there is no forgiveness and justice can only be had with a hangman’s noose. For my crimes in abetting Rotho Waterman’s slavery ring, I pass judgment one last time –against myself, Arden Grell, once chief magistrate of the City of Midmark and forevermore criminal. Goodbye.

Third Letter :

Greetings, friends! It relieved me to no end when Lord Thornton’s man returned from Vargen with news that you had arrived there safely. I worried that you may have been lost and that, what with the previous adventurers who vanished, our little venture was cursed. Thankfully that doesn’t appear to be the case. You should know that Elspeth sends her regards and that Faldspar has moved back into the townhouse while searching for Tarion (with some help from that Sthorm fellow). From the looks of him, I would say that Elspeth is keeping him well-fed! More seriously, I write to let you know that my cousin Ghermin recently left Xenilum’Khel and will be setting up a temporary shop in the small adventurers’ encampment within the ruins of Xen’Khel. While I have not shared the specifics of your business in the ruins, he has been made aware that your group may be bringing up new treasures from the deeps. He has agreed to act as my agent for the purposes of buying these treasures (since our agreement gives me right of refusal on anything you liberate from Xen’Khel and subsequently choose to sell), which should make your venture somewhat easier. I would ask, though, that you send a detailed list of anything Ghermin buys on my behalf – just so I can double-check the information he shares with me! Anyway, I hope your good fortune continues and I look forward to knowing soon if my hunch about Xen’Khel’s secrects is correct. Desric Three-horn

The letters are mostly read out load, until more sensitive passages are reached. Admiral Dyconson’s mission was to arrest the captain and crew or the Dusty Gnome, rescue any lambs and return them safely home, then take Perrett to Vargen for further investigation and interview Patriarch Galen and the Bargemen’s Guild leader Peter Thorell. To her party, we report our efforts in Kaligan and suggest they all join us in the fort to inspect the liberated lambs and the documents we discovered. 

As we all proceed to the fort, Chuq presents his qualifications for advancing to Brother of the Order to Master Dain. The master agrees Chuq is ready and volunteers to teach him the skills. Master Dain asks after the suitability of the former slaver fort for the Orders new home. Chuq explains the poor condition of the fort but suggests the two empty warehouses are not only newer but more appropriate for the Order’s needs. It’s decided the two will inspect the warehouses after reviewing the fort. The conversation moves to our ‘fire egg’. Based on our description, Master Dain says we have a Phoenix Egg. An old imperial anti-fortification weapon that leaks sheets of flame when bursts. The sheets typically spread along the floor from the point of impact. 

At the fort, Perette, Dagaric and Alcock review the charts and ledgers we found. They conclude there isn’t any new info to suggest further investigation, just more material evidence. We tell our tapping tale from last night. Admiral Dyconson explains the fort was a former MidMark Navy outpost fallen into disuse over the years. She knows the nearby cliffs contain a cave complex that has not been mapped. Admitting that the navy has no plans to restaff the fort, she welcomes the idea of the Order moving into the warehouse to keep an eye on the village and any other slavers returning. She also seems amenable to the Boys improving the fort and exploring the cliff caves. Everyone shares our conclusion the slaver ring involves agents of the Empire when we show the platinum pieces we found.

Those of the Starchie Boys that can are offered free training by their corresponding professionals in Admiral Dyconson’s party. No doubt as a reward for our help in shutting down this slaver hub. We ask Perrette if he would like to spelunk with us. He’d like to but has to board the the Leering Sherif to Vargen so that he can  interview Peter Thorell and Patriarch Galen. Adelard tasks some Mercer Men to guard the fort when we return to Kaligan harbor.  

Before we all set off, Perette approaches one of the lambs, Merget Behme, to closely admire her hair. The mouthy prisoner from last night charges Perette from behind. Axel intervenes and the jerk dodges around him. Chuq sees the two scuffle and delivers a text book ‘The worm bores the apple’. The sap is paralyzed for three minutes. Merget explains that Alaine Grell’s gang tried to harvest her hair when she lived in Midmark. Knowing how sensitive she is about her tresses, her protector only had her safety in mind. She knows she is safer among the Boys than with her champion. They both quietly follow us all to the harbor. 

The liberated prisoners are ferried by four launches to the ship bound for Midmark. Perrette wants to investigate the village for further leads to the Dusty Gnome. The crowd at the Broken Oar don’t say much even though it looks like most of the village are gathered here. All of the fisherman are present, their way to work being blocked by the Admiral’s armada. 

Will Spayne of the Broken Oar, “the best inn on Midland” comes forward. He tells us Raneir (Captain) built the warehouse 6 years ago. The locals pay no heed to the Fort because it’s haunted. 50 years ago there were some caves below the fort. A storm collapsed the caves and now the spirits are trapped forever in the fort. When asked about the slavers, he only says the “Captains were good fellows and since they only came out of night” He had no idea what they did in the warehouses.” Crispieonus Eckmire captains The Flaming Maid. Ranier captains the Dusty Gnome.

Now we want to interview any family of either crew in Kaligan. Spayne tells us that would be Susanna Vilant, wife of Kendal and Arbella. They are fetched but their testimony adds nothing. Spayne tells us Dennet Castelton, Gilly Owsteby, Orrick Southampton and Grimbold Groneman are crew members of either the Flaming Maid or the Dusty Gnome that have left open tabs at the Broken Oar. More names to add to the Wanted List. During the interviews, we search the 2nd floor rooms off the balcony overlooking the common room and the 1st floor rooms. All are vacant but nothing is learned.

Before we end for the day, Perrette does ferrette out a story of a wizard in the foot hills northwest of Kalligan that has bought slaves. No name but only a direction to follow. The next week will see Ashton, Chuq and Finklemur train to their next levels while Axel and Thorfus travel to Midmark with the liberated lambs. 

While in Midmark, the two dwarves plan to:

1. Visit Em’s parents and update them on the search’s progress

2. Visit Desric Three-horn to update him on Xen’Khel mission

3. Visit Elspeth at the Cock & Bull and check on the townhouse/Faldspar

4. Visit Roland’s Gems & Jewelry Shop to sell turquoise stones

5. Visit Aldous Runnelbrook to sell the kobolds’ stolen tapestries

6. Visit Ir’Alle and see what’s new with the tombs

When we are back together, we will enact Finkelmur’s plan to shrink the floor of the dungeon. Will it be animal, vegetable or mineral down there?

Session 43 – Feb 4, 2015

Session 43 – Feb 4, 2015

4:00 pm in the foyer of the slaver keep above the village of Kaligan, 12th of Denrilden

As we loiter about the foyer to the keep, a familiar face saunters into the bailey. It’s the indomitable Angry Jack. Sharing a subdued smile with the boys, he explained his independent slaver investigation lead him to Kaligan. Shortly after his arrival he noticed our troop converging on the keep. Unfortunately he has nothing to add about the slavers but is eager to help us out. 

The inner door is unlocked. Since Chuq found no signs of a trap, he shoves the door open with the butt of one of his 10’ long spears. Our lanterns shine upon a wide dining hall with a centrally placed crude 10’ long table flanked by benches between two stone support columns.

Four in total, a pair of benches flank the table on either side. The heads are bereft of seating. This symmetrical room has wooden doors along the two 10 foot diagonal walls angled into the central space on either side of the entry door. Keeping with the mirrored floor plan, a pair of ascending and descending stairs can be seen on both east and west sides of the hall.

We examine the eastern door. Feeling safe, we pass through and find a ladder leading up to a ceiling trapdoor in the south east corner. Various weapons litter this space. There is a single high backed close to the arrow slit covering the foyer to the west. Cautiously lifting the trapdoor with a 10’ foot spear, Finkelmur climbs the ladder to take a peak of the floor above us. He sees a room that extends across the southern face of the keep from the east corner to the west corner. The far west end is partially hidden because it extends beyond view to the north.

Thorfus descends the ladder so that together we investigate what is another fighting room beyond the western door in the dining hall. Just like the east fighting room, the west room has a ladder to a ceiling trapdoor in the SW corner with a high back chair near the arrow slit. Thorfus and Chuq approach this trapdoor the same way except that Thofus enters the room above to find sundry littered about but nothing specifically for the murder holes above the foyer. 

Returning to the first floor, everyone looks about the table. Someone left with food still on the plates. The easily amused of our group starts playing with the cooked chicken as if it’s Christmas morning.

Chuq and Thorfus walk up the eastern ascending stairs. They find a door to the north at the top landing  with the rest of this large room opening up to the south. The southern walls of this room are identical to the southern walls of the dining hall below.

Searching the northern door, we have to ask Angry Jack to pick the lock after Chuq stubs a finger. Beyond the door is a 10’ square room utility closet. The three of us descend to the dining hall and climb up the western stairs. 

Like the eastern side, there is a door to the north at the landing and to the south the room opens into a space similar to the dining hall below. This door opens as Chuq picks the lock left handed! We find a 10’ foot square weapon cache with some armor. Chuq discovers a small wooden coffer behind a bunch of long swords leaning against the wall. The coffer seems safe enough to him so he didn’t notice the poison dart trap until after the boys have taken turns slapping him back to consciousness. Pocketing the dart, he finds two blue turquoise gems with 56 gp within. The coffer is closed shut and slipped into his backpack. Perhaps Axel can assess the value of the gems after he finishes playing dolls with the Mercer Men not guarding the descending staircases.

Beyond a northern door between the two landings we find an ascending circular stairway. Angry Jack, Chuq and Thorfus lead Sturloc, Kottar, Adelard and Beawhin up the spiral stairs. The first landing extends North to South along eastern wall of the 20’ x 20’ tower. At the landing is a large chest, a simple table desk and chair. Atop the desk are what appears to be map of the local waters with color coded routes marked without any legends. There is also a singular sheet which we suspect was torn from a bound book. Upon it are listed the following:

23F Edonea Styrtover

35F Clemency Lillyng

18M Wigayn Langabeard

32F Etfled Tirevache 

42M Thybaudin Rilly 

38M Malik Otter

The unlocked chest is deemed safe, then opened by Chuq with his long spear shaft.  Within is scattered some coins: 10sp, 5gp & 2pp. The platinum pieces are stamped with a crown. We suspect Imperials, the rat bastards!

The lid and bottom of the chest appear to be true. We find more 3gp when we shove the chest from the wall. At our behest, Adelard sends for some strong arms to take the chest down to the dining hall. 

Before leaving, Chuq overturns the desk and chair. There is a key adhered to the bottom of the desk with a gummy residue. Thorfus pries the key loose and confirms it’s for the chest before the muscle takes it away.

Continuing up the stairs the next landing has a typical straw mattress bed and a ladder ascending to a ceiling trapdoor. Chuq lifts the door with his long shaft (yeah, like saying it…) as Thorfus peaks above. Finding the crenulated top of the tower, Thorfus is buffeted by strong winds as he ascends. There is a large spy glass mounted to the center of the tower. It is tipped down but the last viewer was looking out beyond the harbor of Kalligan. Thorfus takes a few minutes viewing the surrounding seas and more of Midland island. He espies a ship sailing in the distance, but its range is uncertain. It could have left from Midland but Thorfus can’t say for sure. 

We toss the bed. Finding nothing specific, we notice that there was more furniture kept here in the past. Satisfied this direction holds nothing new; we descend to the dining hall to collect everyone for the foray below ground. Good thing this group of Mercers can switch from goofing about to serious business quickly.

As a group we descend the eastern stairs. They end at 40’ x 20’ room. Entering from the NE corner, we see doors on the northern ends of the east and west walls with a door on the south wall directly across the room from the stairs. There is another door on the south wall opposite the western stairs from the dining hall.  Here is another desk, chair and a peculiar reddish glowing ostrich sized egg shaped sphere dangling from an eye hook embedded in the ceiling. A chain emerges from the south wall 7 feet above the floor. It snakes up to the eye hook where gravity pulls it straight down since it is attached to the ‘egg’.

The closest east door is opened. The room beyond is 20 x 20 barracks for five occupants. Each of the five beds is paired with a foot locker. Yells for help are heard from the south before we can search the barracks. We yell in reply asking why help is needed. A crowd beyond the door all yell simultaneously. It seems they are imprisoned. Seemingly not trapped and unlocked, Chuq begins to shove the door open with his 10’ spear. He stops short because the door resists in an unfamiliar way.

Glancing over our shoulders we see the ‘egg’ is swaying. Chuq hops onto Axel’s shoulders to get a better look at the ‘egg’. Still glowing red, it is neither hot nor cold. It’s top has a mounting that the chain is attached to. 

The people on the other side of the door are no help. It seems they are held in the dark. We confer and decide to secure the chain with spikes at the wall and eyehook to arrest it moving into or out of this room. Having the brawniest shoulders, Angry Jack hops on the desk and grasps the chain directly. Axel and Adelard fashion a life net to catch the egg with a cloak. 

As the door is fully opened, Jack is tugged by the egg because the chain was severed somewhere on the other side of the wall. Chuq hops on Axel’s back again. He places another spike a foot away from the current spike near the eyehook. The egg is lowered by alternating the spikes. It and the attached chain are stored in the large chest. 

The prisoners resume their pleading. We find four cells packed with people here. It must have been harrowing to be trapped in the dark cramped together. Chuq successfully unlocked two cells but we all had to take turns trying to bend the bars for the other cells.

Everyone has to help nurse some of the worse off prisoners. Some had been beaten severely and were close to death. Brice and Ashton made alot of new friends today. During this time we tried to identify the prisoners. Those that could answer were all from Midmark City or from the smaller communities about it. Surprisingly no body claimed to have been sentenced by Judge Grell. Instead we heard that most were arrested and figured they were serving time until they would be seen by a magistrate. None of them had any idea they had left MidMark and were actually across the great bay on Midland Island. We didn’t find Em or any of the persons listed on the page we found in the tower. 

 

A single door in the south leads to a closet containing assorted torture gear. Most of it is old, outdated or showed signs of little use. Organizing the healthiest refugees and Mercer Men, everyone is herded upstairs to the dining hall. Suspecting there are more prisoners, we return to the dungeon and open the west door on the southern wall. Four more packed cells are here. 

The prisoners here suggest looking in the central room for a key but we can’t find one in the desk. Chuq can’t open any of the locks. Ashton is lucky with one cell door. We all take turns bending the bars to liberate the slaves here.

In total, over 100 souls were freed from the eight cells. The western cell block also has a closet to the south. The torture tools here seem more decrepit than those from the east cell block.

The last door to the west leads to another five occupant barracks. We toss both barrack rooms will little regard. The loot includes clothing that is distributed to the prisoners and weapons are handed to those wanting them.

The Mercer Men are tasked to guard the keep while the Starchie Boys continue the search of the fort. First we check the NW tower. The door is stuck so Chuq climbs the wall to the first break. Within, the upper floors have collapsed within the tower. We move to the NE tower. The door gives and within is litter and little else. Leaving the barracks and stables for daylight, we leave the fort to search the warehouses passed on the way here. 

Both warehouses are searched relatively quickly. Within, both warehouses have two floors, holding cells and barracks style rooms. Looting yields a few gold pieces, suits of leather armor and assorted weapons. Confident the warehouses pose no further risk, we visit the Bawdy Bachelor to check with Captain Junkyn. 

He has nothing to report but is impressed with our results. The Bawdy Bachelor isn’t large enough to transport all the refugees to Vargen in one trip. It is suggested we leave the refugees guarded in Kaligan while we return to Vargen to arrange passage for all the refuges directly to Midmark. The captain prefers to make the trip tomorrow in the daylight. We agree since we want him to review our new sea chart in the best light. 

It’s been a long day but the Boys are far from weary. We walk back to the fort alert, keeping the talk to a minimum under the moonlight. Thorfus keeps the conversation going. He likes the idea of moving into the Fort as our own local base of operations. The humans can’t help but notice the glint in all of the dwarves eyes as ideas for renovations are bandied about. Any excuse to swing a hammer….

The mood has definitely shifted by the time we return ‘home’. It’s a gaggle of old chums that tramp up to the front gate of the fort. No longer fearing death at every corner, our eyes rove over the ruins imagining newly dressed stones over the pitted and crumbling masonry. Girars the Mercer man greets us upon our return. His mood has not changed since we left. If anything, the tapping he heard below the dungeon has wound him up worse than  a cocked crossbow. 

Back to business, we bowl through the dining hall ignoring all the refugees and hustle down to the dungeon. Girar’s report was that the tapping could be heard directly below where the glowing ‘egg’ was suspended. We can’t hear any noise now but the dwarves have determined that there is a hollow space below the floor. We do what we do best – the thieves listen, the dwarves romance the stone, Starchie sniffs arounds, Finkelmur picks his nose. We can’t find a thing! Nothing is heard, there are no secret or sliding doors, no loose tiles, no busts with hidden buttons, no golden statue on a pedestal, no smoking gun or WMDs! Was Girard mistaken? Is this a bad practical joke? Should we be looking in the desk? Was something looking for the ‘egg’?

One thing’s for certain, we better find a way below the dungeon quickly because the Dwarves are ready to start digging their own way down.

Session 42 (The Perfect Session)

Session 42 (The Perfect Session)

01/28/2015

The party grabs breakfast to go as the coachman from the prior night arrives to take us to the ship.

We had a slight detour to visit the mage Parnell Fellette to get the adamantium cube identified. It is of ancient dwarven make and matches the description of the dwarf Daern. It is some soft of magical fortress that one can cause to come into being, if we only learn the activation word. The mage offers to be a broker to sell it for us. We decline. Thorfus, Axel, and Brice all agree that we should keep it. Thorfus REALLY likes the idea of having a fortress should be go tromping in the jungle again.

While the rest of the party is getting the cube identified, Chuq stops off at the temple to give a donation and inquire as to other monks and let them know he will be gone an unknown amount of time. Chuq meets us in time to load up in the coach to go to the harbor.

We go to the harbor and go to the prison and learn that word had just made it to the prison to stop them cremating the body of Rotho Waterman. Thorfus asks if there are any prisoners named Em or who match her description. None in the past couple of months.

We arrive and meet the man in charge and stop at the crematorium. We see a badly bruised and beaten body with evidence of a rope mark on the neck mixed in with other bruises. He appears to have broken ribs. He has no tattoos or signs of broken arms and no dislocated shoulders. Chuq does a search of his mouth and nose and then a DRE, all with no results.

We then see the body put in the furnace.

We ask to see the cell and the cell window is not high enough for Rotho to have hung himself and broken his neck, he would have strangled. We suspect murder, but nothing points to any single person.

Chuq searches the mattress and finds a purse inside with 47 gold pieces.

We don’t find any lose stones or secret doors, etc.

We go back to the harbor and get on the Bawdy Bachelor captained by Amis Junkyn. 

We ask about New Town and it is very bad and word is it won’t be a town in a couple months. Some of the clerics sent to deal with it are now fighting  for the other team as undead. It sounds like a sickness rather than magic, or is it ancient dwarven technology?

A few hours later we get to Kaligan and the small harbor has only fishing boats. We dock and learn that a man rode into town hired a boat to go out to the Dusty Gnome and it left, with no positive direction.

The two fishermen we question then let slip that the cargo of people were kept in the old imperial fortress. The walls and towers look rough, but when we go to investigate, the keep looks sturdy. We found the barracks and stable empty. The barracks has obvious coins on the floor. We decide to finish checking the rest of the fort before looting the foot lockers.

We passed two warehouses on the way to the fort, and decided to check them after we checked the fort.

We enter the outer door of the keep and are inside the entryway. The arrow slits and murder holes do not have people on the other side.

This is where we left off. Will our intrepid adventurers continue their streak of no injuries, no knock outs, and no deaths? Is there even a fight brewing inside the keep. 

Will we find any of Grell’s Lambs? Will we stumble upon Em?

Do we have a chance to catch the Dusty Gnome?

41

41

Bookkeeping Joe hasn’t leveled 

Back to town

Guards shout out 

Quicklings stringed up

Heading to 12th night

Alessandra is taking charge of the situation 

Rescue Slaves Dusty Gnome(Meaning Finklemur is still armless)

Calligan not friendly(A few hundred people)

Lack of services 

Wall District lack of dock (east harbor recommended) 

Went to 12th night

Rotho caught 

Letter opened

It says (Read post)

Barney suspected 

They cut out hardcore

We may go party (Peter Theral)

Paw print stamp Agrees to invite

General store

New threadZ for  Quickling Rags

Going to the Lone Barrel

Leather Worker (Orabell)(John underestimates my awful spelling)

Fink gets ripped a new one by Leather worker

Meet Adelard at Lone Barrel

Baywin -Times of transition 

Magic User (Arnell fillet)

Adamantite cube (maybe magic)

Detect magic is cast on a cube and a dagger 

Aldus Runndlebrook is mentioned

we arrive at Peter’s

Directed to set together

Starchy is fed 

We ate dinner

Peter clears his throat

Gives a speech/Lifestory

 Invest in Bargemen

Treasure given to slaves

we keep things hush hush with  peter

Firmhand shakes exchanged

the spell protection from magic

we decide to show up super early for wizards

Late as usual, but at least it’ll be fresh in our minds for next session :P

Late as usual, but at least it’ll be fresh in our minds for next session 😛

We return to the party sitting down to dinner at the Twelfth Knight, the room filled with it’s usual patrons, and Jaharis bustling around to serve us our complimentary meal. 

 

After some time, one patron stood out to the party, an angry-looking, heavily muscled dwarf. He soon approaches, recognising us as having dealings with the Bargemen. We talk, and learn that the dwarf, Angry Jack, was once a prisoner and slave of the Bargemen, forced to work at a mining camp. Now escaped, he looked now to work against them. 

 

He had looked for us, the Starchie Boyz, as we were known to have put a thorn in the Bargemen’s side and broken up thier slavery ring. We invite him to sit with us and dinner is brought. 

 

Talk turns to what to do next, as we feel we are no longer needed in Vargen with the recent developments between the two guilds. As a whole, the party leans towards Newton and the undead threat there, since the river passage is currently blocked. Axel and Thorfus wish to make sure to keep abreast of news from the city at least however, so they know if the city remains safe to at least pass through. 

 

We retire to our rooms, setting watch both within the rooms and without, as Chuq chooses to watch from a tree in the nearby garden. The night remains quiet up until Chuq hears a commotion down Wall Street, along with what looks to be flickering light. He climbs up to a higher vantage point, the nearby Brewery’s roof, seeing that the fire is over near the city wall, near the Watchmen’s barracks. A number of guards are rushing down the street in that direction. 

 

Chuq quickly descends from the roof and heads in that direction. The source of the fire turns out to be the barracks themselves, and teams of guardsmen and citizens are working to fight the inferno, either by water or pulling the building down before it can spread. He spots Elisandro amongst the crowd, and learns from the injured guard that it was the Quicklings who had caused the fire.  

 

They had infiltrated the building in the night, coated the second floor in oil and lit a blaze. Captain Beamsley was still inside, having also been doused in oil and presumed dead. 

 

As the fire begins to spread to nearby buildings, Chuq tells Elisandro to evacuate the buildings and rushes back to the Twelfth Knight to gather help, shouting warnings of fire as he ran. At the Inn, Jaharis is already awake, preparing the morning’s breakfast, and the innkeeper instantly heads out. Chuq opens the nearest room, awakening Finklemur, Brice and Ashton, before waking the others. The whole party, barring Finklemur, who was nursing his wounded arm, heads out at once. 

 

Back at the watch house, the fire has further spread, and now five buildings have caught ablaze despite the fire-fighting efforts. Ashton and the three dwarves take over the hooked poles, and with their superior, battle-hardened strength, pull down the outer buildings, safely containing the fire. Once this is done, it is but a matter of carrying water to the flames and seeing to the wounded.  

 

The sun is beginning to rise once the job is complete, and as the final flames are put out, we are left only with smoking ruins and the charred corpse of Adalun Beamsley. The gathered guardsmen are gathered in the street, seemingly now at a loss with what to do. 

 

Chuq speaks up, voicing the opinion that the Quicklings need to pay for what has happened here, revenge for the Captain’s death. The guardsmen are quick to agree, as are the Starchie Boyz, and we rush off to gear up for a fight and fetch Finklemur, discussing battleplans en route. 

 

When we return, Odard Brevomen has arrived and is talking to Elisandro and the other guards. He initially believes our actions to be rash, but Chuq is quick to convince him of the seriousness of the situation, that the Quicklings are nuisance that needed to be dealt with before any more damage or injuries were caused. Odard steps forward and calls for any guardsmen that wish to assist, and fifteen, led by Elisandro step forward, armed with a mixture of longswords and bows. 

 

We head out almost immediately, coaching the guardsmen on what to expect. At the Copse, we halt at the treeline, deciding to smoke out the Quicklings with fire and surround the stump to stop any escaping. We throw down kindling and oil, and Axel tops it off with one of his improvised firebombs. Finally, Chuq covers the opening with his shirt, and improvised net to prevent escape. 

 

Nothing happens for some time, until we are alerted by Starchie barking at something within the trees. Whilst Ashton and a pair of guards keep watch at the first stump, we investigate and discover a second stump and tunnel, and repeat the process. Figuring their maybe more, we split up into groups to search or guard. Jack and two more guards watch the second stump, whilst Chuq, Brice, Elisandro and three more, hold between the two as backup. Finklemur and Axel, and Thorfus head more guards and set off in a circular search pattern around the copse. 

 

Starchie alerts us to movement, which Axel instantly firebombs, catching a small creature in burning oil and drawing out a loud scream. The rest of the group charge, but it evades them and attacks Axel angrily, though is unable to get passed is armour. 

 

Seemingly on signal, more Quicklings burst out of the trees, one attacking Ashton’s group and two more attacking Jack’s, injuring a guardsman at both points. Once more, the Quicklings prove near impossible to hit, despite our numerical advantage. Eventually however, Tys, one of the guardsmen fells one, and as reinforcements from Thorfus’ group arrive to support Jack, Guardsman Yves kills another. 

 

Not having any luck with his sword, Axel kills the one he is fighting by bombing it, at the cost of injuring himself. As everyone runs towards Jack’s position, the dwarf lands a blow, prompting it to try and escape, only to catch another guardsman’s sword. Believing it to be over, we collect the bodies, noting a viscous coating on the dagger of Axel’s opponent, who appeared to be the leader. 

 

In an odd act of barbarity, Chuq strips and grills the bodies of the Quicklings whilst we wait for the fires to go out. Elisandro sends guards back to the gates in this time to take up watch. 

 

Finklemur decides to climb down the Quickling warren, being one of the few that will actually fit, and Chuq joins him. It seems to be quite sprawling, with many tunnels leading to further exits, but they find a room littered with animal corpses, particular those of cats. Another room contains makeshift beds with animal skin blankets. Eventually they find a strongbox and what looks to be the stolen treasures from Vargen. The box contains an orange-yellow potion and a large cube, each face inscribed with the ancient dwarven sigil for the letter ‘k’. 

 

They count up the money, finding 973 unknown coins, and 2506 silver coins, which they dump into the box and carry back to the entrance, transferring the coins to sacks to lift out. The dwarves take the time to investigate the cube, only noting that is made of an unknown metal, that is neither silver or platinum, and very heavy. After a final bit of fruitless searching, we pull the two out of the tunnels, injuring Chuq in the process when he got stuck. 

 

We return to town in good cheer, the guardsmen carrying the bodies of the Quicklings to display at the gates.

Session 39

Session 39

January 7, 2015

Joe, Anthony, and Larry were the only player present, so Ashton, Axel, and Thorfus made a lot of decisions to the benefit of the group.

We left about 3:00 PM on the 8th of Denrildon in pursuit of the bargemen. We rowed for about three hours until dusk and pulled off to the southern bank and slept near the river. We were surprised at how uneventful our travel was.

At dusk the discussion was whether to pull off and rest overnight, or keep going. The prevailing opinion was to rest. So we took three four hour watches. I slept well when not on watch and my watch was uneventful, a welcome change. Pelgax swore up and down there was something terrible in the woods near us when he and Ashton were on watch. Ashton assured us it was only some beetles. [Two rhinoceros beetles tearing up a bunch of trees about 40 yards away.]

At sun up we ate a quick meal and then began rowing north. IN about a half hour, Finklemur, Axel, and myself all had the evil, slimy feeling when a devil fish is doing it foul mind reading. In truth, it was a new devil fish who introduced himself as Gronsk, and new of our working with Drayze and made sure to note that he would tell him what we did because Lord Thornton tricked us.

Gronsk tried to enlist us to help him retrieve the dragon orb. This orb is of the make of my ancient ancestors in their war with the dragons. It enables the bearer to control a dragon. It seems that Barnier holds. The bargemen got here just about another half hour ahead of us yesterday and captured the young river dragon and were indeed extorting the dragons of their treasure. A four man team was using the breathing apparatus to go to the bottom of the river and enter the dragons’ cave that has air, to haul out the treasure.

The devil fish said that it need us to distract the adult dragon, in human form, so that he could get close enough to “freeze” Barnier in place so that he can’t use the orb. We were needed because river dragons can compel water creatures to stay away or do their bidding. The young dragon and the other adult were also in human form. 

The devil fish said that we were needed because the bargemen left five days ahead of schedule and the mermen who were coming to help the devil fish did not know of the change in time table.

We debated and considered it and perhaps how to do an ambush as they returned to Vargen, but we decided that we were outmatched, and returned to Vargen.

When we headed north and passed on the far side of the river from the bargemen’s compound, they were packing up boats like they were looting the place. When we came back, the compound seemed deserted. We landed our boats outside the area of bargemen control and Adelard took us to where Mercer spies were watching and learned that they left and they weren’t sure where. All was calm and we were told it was safe to walk along the main roads instead of winding our way through the back alleys.

As we headed up to High Street to return to the Lonely Barrel, a scragly thin man with wavy blond hair ran past. Ashton attempted to clothesline him, but he was too agile and got past us. Three guards from Fen’s Edge chased him, but they gave up when they reached the boundary with their territory. We could not track the man, so we went to the Lonely Barrel. 

When we got to the Lonely Barrel we met Phyllis & Odard who told us that when Peter Thorell, the leader of the bargemen guild learned of the slavery and other antics of Rotho, that Peter was appalled and said this was a rogue element and that he was on the side of the Mercers all along, and pledged to work with the Mercers. There is a new arrangement where the bargemen will work with Odard on the council. We relay what we learned of the orb and the dragons and treasure, and it is not a concern to them, the problems with the politics is solved. It was made clear to us that our services were no longer needed and that we would be more “comfortable” in the “much nicer” Twelfth Night” We have assurances that there are no hard feelings and that the bargemen will not harass us

We went to the Twelfth Night without incident anywhere along the way. Joharis, the proprietor exclaims, “You’re Alive!” when he sees us, as he knew of the rough characters who had been looking for us.

We secure two rooms and board the horses and wagon and go to look for Elisondro, since it was only mid-afternoon,  and see if there is anything else going on with the quicklings. At the gate, we meet the guardsman, Tyce, who is worried about Elisondro, who has become obsessed with the quicklings. Tyce tells us that Elisondro is out there now looking for them, and hopes that we can talk some sense into him.

We find Elisondro and he tells us of his failed efforst to find the quicklings and he is convinced that they live underground. He shows us to the statues and we discover that it is a dwarven automaton nearly 20 feet high but only about 8 feet are visible above ground. It is covered with moss and the accumulation of detritus from centuries in the open air. Thorfus tries to clear a patch on its nex=ck and Axel tries to clear a seam near its elbow in a search for writing. While doing this, Thorfus detects a low rumble/humming and it is decided we don’t want to wake up a huge automaton, if we are not sure we can control it.

Elisondro doesn’t think it is a good idea to mess with the statue as the Brothers of the World Forge will not like it, so he goes off to look for quicklings. Thorfus tells him to look for hollow trees, and he realizes he hasn’t tried that. As we end our efforts of fiddling with the automaton, Elisondro yells for us. We find him off the path to the statue and he has found a hollow tree stump with a dug out shaft about two feet in diameter and aobut 20 feet deept. We lower a lantern and the last 5 feet the light goes off to the side, but we can’t see any more.

Elisondro wants us to go down there an fight, but it is so narrow, we would barely fit, so we will the shaft with dead trees and have Elisondro take us to Guard Captain Adelaird Beamsly. thorfus tells him what was found and what we did and made clear that we did not see or hear or find any signs of the quicklings, we just plugged up the shaft as a precaution. Thorfus also told the captain that it was Elisondro who found the shaft. The captain changes his outlook to Elisondro and appoints him in charge of some en to do further investigation now there there is a solid lead. The captain says that there is not longer a reward, but used the petty cash to give each of us 10 gp. 

We then go back to the Twelfth Night and eat our complimentary supper and listen in aon the conversation and the road from Midmark is now much better, with only a little trouble from Harpies or other things from the jungle. the ability to use the ford for free is very good. The merchants talked like it was all the work of the men from Midmark. We did not mention that we had a hand in any of it.

We waited a few hours and retired to our rooms.

I wonder how long until the bargemen with Rotho and Barnier come back and what will happen. Will we be able to go to Xen Kel, or would we be better off dealing with the harpies in the castle. I would like to rescue Em, but is she really up the Vargwater at the mines? These are my thoughts as I drift off to sleep. This the 9th of Denrildon.

Session 38 – Dec 17, 2014

Session 38 – Dec 17, 2014

Morning at the Lone Barrel, 8th of Denrilden, 

Adelard escorts us to the East Harbor docks. Before we shove off, he wishes us luck and wants us to take revenge for the Mercers slaughtered by the Punters lost last night. He has not heard anything about Ardman. He agrees to send word via canoe if anything significant happens while we pursue Rotho and Barnier.

We row north by northwest pass the Rock of the Kelwater prison, von Waybeck’s place then Waterman’s former office. Inconspicuously giving the Punters compound a wide berth, Finklemur notices Aardman walking along the rope bridge from the central tower to the covered pier along the Kelwater. The Boys quickly change plans.

Finkelmur jumps over board. Feigning drowning, Fink calls Starchie for help. Starchie heroically leaps and mimes a rescue, dragging Finkelmur towards the Punter’s open piers. Thorfus, Axel, Sturloc and Kotarr start yelling encouragement at Starchie. Thorfus drops in several admonishments at Fink for being a silly old man. The punters collect about their pier marveling at the spectacle. Chuq and Perrett use the distraction to slip into the water. They hide below the row boat’s gunwale opposite the Punters.  

At the most opportune moment, they swim for the covered pier. It is unoccupied. The two climb out of the water. Perrett bars the double doors along the northern wall. Chuq attempts to lock the single door near the double doors. Not having the key, his attempt fails. He directs Perrett to the wooden ladder to the 2nd floor. They emerge into an empty anteroom then burst through the west wall door.

Sitting at the only desk in this room is Aardmann. Chuq dives and misses. Perrett follows and pins Aardman to the floor. Aardmann is not cowed, he scrambles from underneath the spear held at his throat. Working as a team, Chuq and Perrett pin Aardmann to the floor. He is brained by Perrett. 

Along the open piers, the Punters present have helped Finkelmur and Starchie onto the pier. They ignore Thorfus’ entreaties to allow Finkelmur and Starchie time to recover from their near drowning. Under protest, the Boys row off to the north slowly. 

Wrapping the ledgers strewn about the room in one of the blankets from the bed, they and Aardman are secured in the large chest by the window. Both Perrett and Chuq carry the chest to the anteroom as the exterior door can be heard being unlocked. We are discovered! A punter tough and guard lieutenant attach Chuq and Perrett. During the scuffle, Chuq sticks the lieutenant with his spear and the two punters flee across the rope bridge. Perrett severs the rope railings with his sword. Falling with the bridge, both punters are slain by the fall. 

Death by severed bridge alerts the punters loitering on the pier. Slamming the door shut, Chuq and Perrett maneuver the chest to the trapdoor. Perrett lowers the chest to Chuq as Chuq is descending the ladder. The two successfully arrests the chest’s fall to the deck below. Aardmann is only slight tussled. Scurrying quickly all three plunge into the water still within the covered pier. Chuq and Perrett are pushing/towing the floating chest as fast as they can as Punters charge through the unlocked single door. Most follow along the wooden pier as two dive after us.

The ruckus caught the Starchie Boy’s attention and intuitively they row down river to cover Chuq and Perrett’s escape. The swimming punters can’t close fast enough. Finkelmur hurls a patch of 15’ darkness about the covered pier’s single door. It covers their approach and confuses the punters caught within. Axel and Kottar pincushion the swimming punters. Both slip below the waves dead. 

Boat side, the ledgers and Aardmann are extracted from the chest then we haul it in with us. With subdued haste, we row back to East Harbor. Aardmann is placed back into the chest and we send a runner for Adelard. Surprised by our early return, he adroitly switches gears and helps us sneak the Aardmann to the Lone Barrell.

Osith Whixley clears the inn of witnesses so that Aardmann can be put to the question. As expected, Aardmann obfuscates. That is until Perrett calmly takes his left hand pinky finger. Aardmann didn’t expect such ruthless treatment. Once his situation is made clear, his testimony overflows with details.

Here is what we learn before and after Perrett takes his pinky:

Almrich is supposedly his birth name; some other aliases used are Reinaldus and Crispin.

Originally from a local fishing village on the Kelwater, he moved to Vargen to find his fortune. Taking up with the punters two years ago, his lack of scruples made him a perfect herder of Grell’s Lambs. 

Perrett was pleased to hear Aardmann confirm that Grell’s Lambs are indeed enthralled intelligent peoples. When asked specifically about the Grell’s, Aardmann suspects the whole family is responsible for all the lambs from the City of Midmark. Newtown Islanders picked up by Midmark City watch are very likely to be found guilty for any infraction by Judge Grell. Custody is then assumed by his son, Elain Grell, who arranges passage across the bay to Caligan. Aardmann has worked the trip across the bay as well as from Caligan to points upriver along the Kelwater and Vargwater and seldom into Vargen.

It is an open secret amongst all the punters that Grell’s Lambs are slaves but not all the punters know any intimate details. The Mercers will be pleased to learn this.

His promotion to Weaponsmaster for the Punters was precipitated by his foiling a liberation plot. One of his partners, Aubrey Grodecop, became enamored with Em. The infamous Em liberated from bullywugs by an earlier team of Starchie Boys. She was a lamb and Aubrey a shepherd, the two conspired to escape together. Their mistake was asking Aardmann for help, he sold them out and the lovers were sold to the SilverThrone trading company; specifically, the Whitefall station located along the grey flood branch of the Vargwater. Axel and Thorfus were intrigued when they heard this bit. Unfortunately, we cannot share this with Aubrey’s brother at this time, he has left Vargen.

Rotho Waterman himself raised Aardmann to Weaponsmaster. Currently Rotho joined by Barnier Brocket and 63 punters are barging up the Kelwater. Rotho plans to search the Kelwater for an underwater cave entrance to a river Dragon’s lair. He expects to kidnap a young dragon to ransom it back to the parents for their treasure. The contraption Chuq discovered in the cover pier last night will allow Barnier to explore underwater without surfaces for breath and the young dragon will be secured with the special shackles they have. Supposedly, the dragon sphere will help in some way.

The Dusty Gnome moored in Caligan is waiting to unload a lot of the latest lost lamenting Lambs unto punters barges. Since Rotho left about dozen punters behind, the Dusty Gnome will likely wait for few days before anyone shows up to unload its cargo. Aardmann is willing to show us various delivery points upriver along the Vargwater and Kelwater but he doesn’t have any names to share. The only one he knows is Grimtooth, a gnoll leader working on Merchant’s road. 

Crispin Eichmeir captains the Flaming Maid, a ship that also ships Grell’s Lambs across the bay. He doesn’t know where the Flaming Maid is at this time. More than just curious, he was reading the ledgers for any leverage against his bosses. Lastly, he is willing to cooperate for leniency.

Taking a moment to confer amongst ourselves, we decide Aardmann’s testimony will be best used in Midmark. Lord Thorton can publicly denounce Judge Grell before the elections; he can also dispatch ships and marines to confiscate the Dusty Gnome. The liberated Dusty Gnome lambs along with Aardmann’s sworn deposition should help the Mercer’s publicly shame the Punter’s, perhaps bring justice to all of its members. Axel and Thorfus are eager to pursue the lead up the Vargwater to save Em and Aubrey. Chuq looks forward to dismantling the remaining slave trade routes up the Varg and Kelwaters.

Captain Ischaq Stans welcomes Perrett and Aardman aboard the Chastity Snake bound for Midmark. The Starchie Boys remain at the Lone Barrel to explain the current state of events to Phyllis Chaumbire of the Mercers. At first incredulous, especially as prestigious an organization as the SilverThrone as well as others using slave labor, she accepts our handling of the situation. 

Concerned that Rotho Waterman might have an adult river dragon under his persuasion, we want to follow him upriver. Hoping to thwart his plans and return in time to help in Caligan, we rush to the Starchie Boats moored in Eastharbor. Our team is augmented by several Mercers Mercs – Kelgax, Erris, Hangust and Barromir under the command of Adelard. Let’s get to rowing!

Session 37  December 11, 2014

Session 37  December 11, 2014

7th of Denrilden

After Perrett and Brice conduct their investigation we decide to interrogate Ellisondro from the Wall District guardsman detail. Only now he is formerly of the guardsman detail. Captain Beamsly has placed Ellisondro on indefinite leave. Ellisondro’s has pursued the Beggar’s Copse Quicklings with almost quixotic zeal. Even now with a limp, he still plans to police Beggar’s Copse. Hoping to curb his enthusiasm, Chuq has committed his help in the near future. 

Changing the topic to why he was summoned, Ellisondro explained his habit of asking travelers if they have/want slaves is his own twisted sense of humor. It tickles his fancy that there might be a kernel of truth to the half whispers of Punters trading in intelligent flesh. When random caravan members clam up after his idiosyncratic questioning, he gets a little tickled. Believing his testimony, Chuq suggests Ellisondro not pursue any rumors himself but to keep an ear open for any news. 

Discussing this and other threads of our investigation, our war council decides the highest priority is the slave trade, specifically rumors of Grell’s Lambs in Caligan. Judge Grell of the City of Midmark will likely win his bid for Lord Mayor in next year’s election, and if he is part of the slave cabal his assumption of office could be catastrophic to the people of Midmark. Perrett eagerly agrees with this assessment. 

He also agrees that since Aardmann/Renauldus, the current Punters’ Weapons master, offered to get Ashton started doing milk runs from Kaligan with Grell’s lambs that there is deeper connection with the Punters than just Aardmann. This coupled with reports that a successful Dragon Sphere expedition will not only make the Punters incredibly rich it would also guarantee Rotho Waterman would replace Peter Thoral as Guildmaster, Perrett agrees interfering with the expedition tangentially forwards his mission and could create an opportunity to incriminate/expose the punters. For a while we consider that with Waterman & Brocket away on expedition, there might be a chance to secret into the Punter compound and unearth bookkeeping about the slave trade. Conceding that Waterman has a team of bean counter better suited to obfuscation than us, we figure any potential evidence might be unusable. 

The mercers are asked to hire several canoes/row boats to monitor the harbor and the KhelWater in addition to the spies loitering about Fens Edge and the punter’s compound. Its hoped that while we investigate the Punter’s compound at night or apprehend/trail Aardmann, that if the expedition gets underway we can pursue via rowboat whichever route they take. 

Fearing we are losing a chance to hinder the punters before the expedition begins; the Starchie Boys take a Mercer row boat that night to infiltrate the punter’s compound via the Khelwater. The plan is to use our potion of Clairvoyance to discern the location of the Dragon Sphere before it leaves Vargen. Chuq clandestinely swims towards the Punter’s piers as Ashton, Axel, Brice, Finkelmur, Thorfus and Starchie watch from the row boat. Approaching the covered pier known to house a fourth barge for the expedition, Chuq sees 6 punters fussing over a large mechanical contraption on the barge. They are arguing with each other about how to repair the machine in time for its intended use. Chuq hears that Barnier Brocket will rely on the machine to breath while searching the bottom of the river for whatever the expedition pursues. The weakness inherent in its use is discovered – the air that Barnier breathes will travel down tubes that connected to the machine. If something were to happen to the tubes, the machine will not help as intended.

Slipping outside the warehouse among the other piers, Chuq sneaks out of the river and infiltrates further into the compound. Within the center of the walled compound is a tower with four elevated rope bridges connected to warehouses cardinally located around the tower. One of these four warehouses is that which Chuq heard the mechanics fussing over the contraption. Another ware house directly opposite the covered pier is obviously occupied. It is well lit from within and many voices can be heard cavorting inside. The last two warehouse are dark and silent. 

Before slinking to the central tower, a punter guard armed with a short sword and hooded lantern is seen patrolling the bridge. Locking the send floor door of the covered pier, he saunters to the central tower. Locking the door behind him, he exits the opposite side and continues across another bridge into the loud warehouse. Avoiding detection, Chuq takes a moment at the central tower to imbibe the potion. Questing for the Dragon Sphere, his vision is of a dark room with a large locked chest, a more than modest bed occupied by a sleeping man and a single door opposite an open window overlooking a river. Willing his vision to the window, Chuq sees the silhouette of the Starchie Boys rowboat. Moving his mind’s eye without the window, he sees that the room is on the second floor of the covered pier. 

On the spur of the moment, Chuq takes a stab at the Sphere clandestinely. He climbs the tower wall to the rope bridge. Hearing the patrolman within the tower, he scrabbles further up the tower to a window ledge overlooking the bridge. The patrolmen exits the tower, unlocks the door to the warehouse and enters. Dropping down to the bridge, Chuq scurries across to the warehouse and clambers to its roof. Hearing the drop to the bridge, the patrolman quickly returns and calls out if anyone is there. Keeping still, Chuq watches him leave the warehouse door open and enter the tower. 

Trying his best to remain quite, the monk slips from the roof and spills onto the bridge making even more of a ruckus. This brings the patrolman back to the warehouse calling out for the intruder to show himself. Chuq hides behind the open door within the warehouse, surprising the patrolman as he bursts into the room. A quick thrust of Chuq’s spear misses the mark allowing the patrolman to reply in kind with his sword as Chuq launches into the air. Lifting himself up to the roof, the patrolman yells out load that an assassin is trying for Waterman. The compound comes alive as Chuq dashes over the roof to the river. 

The other Starchie Boys first know something is amiss when they see Chuq leap into the air and plunge into the river. Keeping quiet, he is quickly lost in the darkness. Not wanting to bring the bargemen down onto his buddies, Chuq swims down river past the piers. The Boys watch the commotion from the river. They are able to slip away.

Fighting fatique, Chuq swims/drifts with the current past Fens Edge. After resting under a pier in the predawn hours, Chuq eventually emerges from the water somewhere in South Harbor well after the fishermen have set out for the day. Wearing little more than briefs, Chuq visits the tanner that outfitted Ashton with his leather armor. They share a morning repast. Hearing a yarn about an overly ambitious morning swim, the tanner takes pity on Chuq. He tasks an apprentice to escort him to the Lone Barrel, asking for the cost of tolls only in return. Returning to the Lone Barrel, Thorfus pays the boy with a little something extra and the Boys compare notes. 

Adelard has bad news. The Punters’ have killed the Mercer spies in Fen’s Edge in retaliation. Our infiltration spurned the Punters to launch their expedition today. The Boys rush to follow – to the Starchie boats!

Session 36 3 Dec 2014

Session 36 3 Dec 2014

All of us who are able to complete our training get trained.

We end up with over 905 gold each!

Finklemur trades the value of his training, which he can’t use for 3 identify spells and we learn that Thorfus “matrix” sword is +2 with some other undeciphered qualities. The two potions we have are clairvoyance and extra healing.

Brice tells us of her visions and Thorfus reveals the key and she confirms that it is the one in her vision. She says she will meditate on the meaning of the ABCDEFG.

The dragon orb we had briefly from the Kobolds is blue and not the fire in Brice’s visions. Brice is willing to help retrieve an ancient dwarven artifact. She says that she is to accompany us to Xen Kehl.

We learn that the bargemen watched our misdirected and actual inn, while we hid in the Lone Barrel Inn.

We finally learn a possible fate of Em. Supposedly she ran off with a young man and got married to Aubrey. Aubrey took up with Adman who also went by the name of Reynaldus. We have heard the name Reynaldus before, we think in Midmark….

Perrette shows up at the Lone Barrel, and hilariously, Finklemur casts darkness on him. He has a sealed letter from Lord Thornton, and Perrette fills in the gaps of our knowledge. the elections for Lord Mayor are at the same time as the elections in Vargen. Judge Grell is one of the candidates. Haldor is dead and his role in the slaving is not known and Grell is lifiting him up as a hero.

Perette is planning to go to Cargan to investigate “Grell’s Lambs” which we believe to be a euphemism for slaves.

We then hear that all the key people of the bargeman’s guild have descended on their fortified compound and Arman gets a promotion to their arms master, and Barnier showed up with the dragon ball. 

Rotho & bargemen hiring mercenaries, but none of the attempted mercer plants can get in.

Flowernave, the boss of the ferry is in town too.

We then learn from Adelard that the kobolds sent an emissary to the mercer troops guarding the ford seeking to trade proof of the bargemens activity in the slave trade for the dragon ball.

Starchy’s Boyz also get their new S/B cloak clasps/medals, now that they are trying to lay low.

We decide that we need more information on the dragon ball and surmise that if we can get it, it will thwart some big plan of the bargemen. We learn that they are packing barges with enough equipment for some sort of expedition with very large size shackles, for a dragon??

Our plan is for Perrete and Brice to grab a teamster, or other person who has access to the bargemen compound to see what we can learn. 

We want to do both get the dragon ball and investigate Grell’s Lambs in Cargan, how well our investigators do at gathering information will determine our next course of action.