We wake up on the 25th Laurilden, having spent the night in the Kobold barracks. The party remains suspicious of…

We wake up on the 25th Laurilden, having spent the night in the Kobold barracks. The party remains suspicious of Baewin after Barnier’s escape, and as such are referring to Ingeret the Elf as ‘Suzie’ for her protection. During breakfast, Adelard expresses his men’s desire to properly bury the dead slaves we found.

Initially wanting to leave some of his men behind to see to burial, we convince him and the other guardsmen that the living are the priority for the moment. It is unknown whether any Kobolds remain in the area, and the junlge is treacharous enough already.

We gather our stuff and leave, carrying Ashton upon a makeshift stretcher, and exit the way we came. With Chuq scouting, we make our way back along the stream and along the trails, eventually returning to the ford. Chuq goes to fetch our hidden animals and cart, startling Brygard (and the ghost of Baldin) in the process.

We pause here to completely clear the ford of traps, finding ten more of them, and in the meantime, Axel spots a figure across the river with the spyglass. A closer look reveals a solitary female dwarf, waiting on the road at the river’s edge, clad in chainmail and wielding a mace.

Since she is alone, we decide to cross, once more loading up the wagon with archers as a precaution whilst Chuq takes a swim. As before, it is a long and difficult crossing. Once within earshot, Axel call out a greeting, and she responds in kind, greeting him as a Forge-Brother.

Up close, she is striking (for a dwarf), with piercing eyes. We stop at the shore to converse, Axel and Thorfus jumping down to talk in thier native tongue. She is Brice Hissel, former Warden of the Rock, outcast due to her claims of receiving visions directly from Xen’Tellar. She is here due to his guidance, sent in dreams of a fiery disk, the god’s eye seen through a hole in the centre. She had left her home in search of its bearers, and her description matches the Xen’Khel key Thorfus was carrying exactly. Whilst we are cagey with our answers, she seems to infer that we do indeed possess it, and agrees to accompany us back to Vargan.

In exchange, she also agrees to heal Ashton of his injuries, returning the half-Orc to wakefulness. Once he is done cursing, we fill him in on recent events and continue on to Vargan. The trip is uneventful, but for passing another caravan, marked with a red wave-like sigil, who we inform of the ford’s clearing.

Back at Vargan, we see a team of City Guard hacking away at Beggar’s Copse, supervised by Elisandro, who is propped up on a crutch. Chuq heads over, both for information and to secure passage into the city. In our absence, things haven’t been terribly well. Beamsly had increased the patrols along the wall in response to our findings, partnering the guards up for thier protection. Several days later, whilst Elisandro was patrolling with Arnold, the Quicklings appeared again. Elisandro was knocked out, but poor Arnold was murdered by the creatures, disembowelled with his blood used to leave a message. A mage was called in to translate, and it simply read ‘Vengeance is swift. Strike not the quick ones.’ After this, the petty thefts continued, and Beamsly beefed the patrols up to four men.

Elisandro grants us entry, saying that we should speak to Beamsly when we get chance. We head straight for the Lone Barrel to see the Mercer’s Guild, stopping only to see Pevral at the Twelfth Knight. He comes out to see Gomez and Reinhard, and pays us right there for thier safe return, before accompanying us. Adelard leads the way.

Upon entering, the serving girl quickly fetches Emery Longstirap, and we relay to her what happened and what we found, Adelard backing up our claims. We also discuss Barnier’s escape, and find that Baewin simply could not explain what happened, especially with so many people (and two trained dogs) present. Barnier must be exceptionally skilled

Emery sends for Guild Mistress Phillis, and our payment for completing the job. Phillis talks to Ingeret, but feels we don’t yet have enough information to properly implicate the Bargemen. Realising that Barnier will likely be on his way to see Rotho Waterman as possible, its decided we need to get there ASAP to get what we need.

In the meantime, the Guild puts up the rescued at the Inn, and we discuss the Dragon Orb and its possible importance. Its at this moment Finklemur discovers the orb is missing from his pack, and we realise that Barnier must’ve stolen it during his escape.

Without the Orb, exposing Waterman would be difficult, but we decide to act anyway, hoping to bluff our way to an answer. Finklemur barters for the means to heal his arm, hoping that his magic would help in this situation, and Phillis agrees.

Emery takes the old wizard to Temple Square via horseback, whilst everyone else gets aboard Axel’s cart, Adelard accompanying us to guide us to Rotho’s base in Fen’s Edge, even paying the toll fees.

Stopping just short of the guard tower, the guardsman points out the building to us and we proceed. Outside city guards are milling about, alongside a number of grey-cloaked men not unlike the bargemen we encountered in the Kobold’s temple.

At the same time, Emery and Finklemur reach the Ark. Leaving the horse with an acolyte, they request to see the partiarch, and an Elder is brought to them who agrees to bring them to Patriarch after they ask for the means to heal Finklemur’s arm. The Partriarch resides in a small building within a garden, and he comes out to examine the injury. Unfortunately, it requires a really powerful spell to heal, and as such would cost them 6000 gold, and won’t even be possible until the following evening. Disappointed, Finklemur asks if the Guild will at least support some of the cost at a later date.

Across town, we leave some of the party in the street to watch for Barnier, whilst Chuq, Axel and Thorfus head towards the building. Chuq strides boldly towards the entrance to the Bargeman’s base, gaining the notice of the greycloaks in the process. He convinces them that we need to see Rotho, and we are taken in and lead to his room. Before we enter, it is made obvious that violence here could only end badly for us, with the city guard so close and obviously allied with them.

We talk to Rotho in the man’s office, spinning a tale of having met Barnier out in the jungle, alone and bloodied, saving him from an attack by Sumonsters. We explain that he left the orb in how possession, but disappeared, so we decided to complete his task and bring the orb to Waterman. Whilst the orb is currently ‘with a friend, visiting thier mother’, we promise to bring it to him later.

We discuss the orb itself, learning that the symbol corresponds to that of the legendary Crystal Tower, which was potentially located upon the Lonely Isle before it fell (though not to Chuq’s knowledge, being from there). The orb is apparently something that would be of great benefit to the guild, though we are unable to ascertain why exactly.

We barter then for a reward, pushing high due to it’s importance to not only Rotho, but also historically for dwarves, even factoring in it’s obviously high level of craftsmanship. We settle on a price of 20,000 gold, payable that evening, and Rotho even offers us futher work after.

Still lacking answers, we ask how he discovered that the Kobolds were in possesion of such an artifact, trying to pass it off again as if Barnier informed us of that. Rotho cites that he had done a lot of research and had luck on his side, expanding on the Kobold rumours by saying he had heard that a Kobold King, Faldinmixis, had set up the toll on the ford.

Jumping on that particular tidbit, we try to impress on him that the theft of what was obviously an important object of worship to the Kobolds, known for their reverance of dragons, would only serve to potentially push them to attack the city itself. With some difficulty, we get him to agree to warn the city watch, but fail at getting him to warn Adalun Beamsly directly, the Captain who would certainly have first contact.

Here we realise that we have lost, and only served to give Rotho suspicions and information on us, as the Guild Master jumps on any potential slips such as us having ties and a base in the Wall District. We misdirect him towards the Winking Swordsman as damage control, where we say we will meet him to exchange the Orb, which we have no intention of doing.

We leave, and he goes to speak to Captain Leofrick about the Kobolds. As we regroup, we see Emery and Finklemur have caught up, and there is still no sign of Barnier.

We head back to the Lone Barrel. Finklemur notices Aardman once again following us, despite Ashton’s warnings previously, and confronts him. The thief claims mere curiosity, referring to Ashton’s conversation when pressed. Thorfus approaches, and asks about the Punter-Mercer conflict, and we learn that Aardman has some sort of business arrangement with the Bargeman, claiming that he wouldn’t trust a Mercer. He also describes the Kobold situation as ‘lucky’ for the Punters, and is shocked at the idea of slaves.

He leaves, and we make haste to the Wall District, not noticing any further pursuit. Back at the Inn, we fill Phillis in on what occured. It’s obvious we shouldn’t go to the meeting, and should likely lay low for now. After some discussion, we realise that the acquistion of the Dragon Orb is likely tied to dragon expedition being planned in Fen’s Edge, further solidfied when we remember that Rotho Waterman’s name was cited when we were looking for experts on dragons in Vargan.

Things looking grim, we take advantage of the Mercer’s hospitality and keep our heads down, spending the next week training for the future.

Session 34

Session 34

24th of Laureldon, morning underground in the sparring training room.

Chuq examines the next door for traps or noises beyond. Even though he detects nothing amiss, Lamia’s obviously does since her teeth are bared as she follows us through the door. Taking point, Thorfus cautiously approaches several intersections found along a north to south tunnel beyond the training room. 

We search three rooms, two off western branches of the N-S tunnel and one eastern. We catalog 36 short swords with 24 hand axes in the first room, 20 javelins and 18 kobold spears in the next room and an uncounted number of crude clubs in the last. The compartmentalization stupefies us. We speculate the order was imposed by some other than the kobolds themselves.   

The second western branch and the southerly end of the main passage lead into two different cenotes. Each showing signs of artificial modification, most significantly each have sloping ledges spiraling along the outside edge with tangential branches roughly corresponding to cardinal directions. 

We decide to explore the southern cenote in force. Taking the first western branch from the ledge, we kill the three kobolds apparently guarding beyond a left hand turn to the south. These guards prompt us to follow this southerly route until we see daylight. Chuq scouts ahead silently until he finds an opening into daylight. We have found another natural cave entrance into the kobold warren. The party examines the adjoining clearing and surrounding forest from the cave entrance, then decide to return underground.

Returning to the south cenote, the next two branches off of the ledge seems to be abandoned nesting chambers similar to those we found off the great cavern. A lone kobold is surprised in the next southern branch. Killed quickly, we find his widow guarding two eggs further in the room. For her safe release, she agrees to escort us through the fighting room to the big room and then to the dragon temple to pursue her king. She says her king, Feldonmixis, smartly made plans to leave when the Starchie Boys and the Mercer Men invader their lair. Feldonmixis instructed his people to rally deeper in the woods so that they all can go to a “safer place”. 

She leads us from the cenote to a wooden door at the end of a 20’ foot passage along the eastern edge of the large cavern. When asked, she says the kobold’s prisoners can be found through the southern passage from here. Her side of the deal fulfilled, she leaves the way we came.

Chuq retrieve the two Mercers teams guarding the two intersections near the barracks room. He returns with 10 combatants. Using a 10′ spear we open the door to the temple. Assaulted by a foul smell, we find kobold and human corpses littering the floor. Obviously these individuals slew each other. Across the chamber from us is an impressionistic bust of a dragon’s snout on the wall. 

Orion aids the only survivor. Claiming he is from Vargen, he clutches a 5 inch metallic sphere. His name is Barnier Brocket. His tale is that he was sent by the Bargemen’s Guild to deal with the kobolds. Not explaining how his group made their way into the kobold’s inner temple, he recounts that his men fought the kobold’s here while he decided to grab the unoffensive sphere in the bust’s beak. His act triggered some sort of soporific. Which is why he can’t relate any other details about the combat. He suggests a reward from Rotho Waterman of the Bargemen’s Guild for the sphere and Barnier’s safe return. 

Looting the bodies, we find short swords, cloaks, torches (8) and a week of rations on the human bodies, 21 gp plus some silver. The kobolds have 19cp. Within the altar before the idol are 27sp and 47cp. 

The door to the south weakly resists opening. There is another door covered by arrow slits along the walls 20′ to the south. Thorfus looks into the slits and sees nothing of note. There is a modest wooden throne on the other side of the door. The throne is flanked on the eastern and western walls by breathtaking tapestries depicting a battle between dwarves and dragons. The tapestry to the east depicts Dragons overwhelming their dwarven foes. To the west the Dwarves are superior to the Dragons. Behind the tapestries are the arrow slit alcoves. Axel has to force the only door leaving this room. We find that it was barred from the other side. 

Similar to the temple, there is a carved dragon head on one wall of what is a bedroom . There are odoriferous furs on the walls and on the bed. Chuq can open one of the two locked iron chests against the east wall. Within are 2 transparent clear and 1 opaque crimson stones and 200cp. Two of the mercer men lug along the unlocked chest. 

Left to himself, Axel activates a movable tooth in the dragon carving. A door opens to a very small southerly tunnel which curves east. We have to crawl for 5 feet then the dwarves can stand with Chuq crouching. The tunnel ends in a wall. Thorfus opens a secret door he finds into a 20′ x 20′ room with table and chairs with two exits and a trap door. It is lower level tunnel that Asthon explored alone yesterday.

Chuq returns to the throne room to retrieve the Mercers only to discover Barnier is missing. Baewin does not have an explanation, she just shrugs demurely when pressed for an explanation. We leave with everyone and meet the dwarves in the trapdoor room. We all search the trapdoor tunnel and fine another cave entrance with a path going northwest into the jungle. It is now raining and we have no sense of where we are in relationship to our original entrance. We close the door and return to the trap door room. 

We choose to explore to the north from here where the path slopes down. Finding another intersection with options to go north to a chamber or NW to a sharp curve, we deduce where these passages end and turn around and explore pass the boulder trap.

Travelling to an open doorway, we find a finished 30 x 30 room. Within are a cold fire pit, straw mattresses and another open door to the west. To the west is 60′ hallway with two doors to the south at 20′ and 50′ distance. 

The first door way, enters a 30’ x 30’ room with rings on the walls with 16 dead prisoners shackled to the rings. There are 12 human corpses with the remaining all male dwarves. The furthest room has 18 dead bodies shackled to the walls. A woman elf is alive here. Crazed, she initially resists help. As we leave, she asks us to return. She explains the kobolds were not happy because of the waste but obeyed Barnier’s order to kill the prisoners. She was a member of Gundalsofus’ caravan to Midmark when she was captured. Thorfus had to break her free because Chuq could not unlock her manacles. 

Returning to the barracks room, we take Adelard on a tour of the kobold lair to attest to our completion of the mission. He agrees for the sake of the fugitives, we should  now return to Vargen. He shares our suspicion of Baewin’s alleged collusion with Barnier. The plan is to isolate her from her most loyal mercenaries lest she or they are Bargemen’s Guild agents. 

Session 33

Session 33

23rd of Laureldon, evening underground.

As the band prepares to engage the kobolds to the north, a kobold voice is heard : “Show them your fangs boys”. Those we can see withdraw to the north passage, shortly a clamor can be heard from the direction they went. 

Axus and Ashton decide to inspect southwest tunnel while the room is held by the Boyz and Mercer Guardsmen. Following the downward sloping tunnel, the two enter a roughhewn room 20′ feet across littered with bones and straw. Axus retrieves his axe on the way down. Ashton notes heavy breathing to their left. Axus advances, Ashton covers his movement with his bow. Two terrified kobolds lacking the will to fight are comforted by Axus, he introduced them to his battle axe. They find nothing of worth in what is obviously the Dire Weasel’s lair.

Thorfal suggests we explore the NE passage when he learns the southern exits are secured. Chuq stays with the Mercer Men to keep their morale up while the Starchie Boys explores to the north. 

Looking NW at a three way intersection, two kobolds archers are seen on the far side of a four way intersection. Fadlspar foolishly goads the tough guys into charging the archers only to fall into a pit trap in the center of the intersection. Axus, Finkelmur, Starchie and Thorfal fall into the pit. The archers withdraw laughing and our friends are helped out of the pit. We decide to call it a day. 

On the way back to the Mercer Men, we are ambushed by two more kobolds archers lurking in the NE passage off of the three way intersection. Thorfal is fatally stuck and mimes Chuq. Faldspar covers our movements by casting wall of fog. Several arrows/bolts shot wildly at the ambushers kills another kobold. We stumble back to the Mercer Men and rest to replenish our spell power.

Watches are set. Near the end of his watch, Axus’s hears a kobold challenge “Done playing, yet?” from the north. Irked, Axus lets loose several arrows making the kobold withdraw. He finds a dead woman in the intersection and sees another pair of archers covering the three way intersection from the northwest. 

An hour and a half into the next watch, Mercer Men wake Axus reporting voices to the north. Axus kills another kobold as a man rushes pass him into the camp. This hostage says there are at least 30 more prisoners held in three separate pens in lower caverns. The rest of the watch is uneventful. 

Upon waking, Ashton heals the injured then decides to rest further for more healing spells. During Ashton’s rest, Axus rescues another prisoner when he kills her kobold guard. He charges a pair of archers in the four way intersection and slays them.  He orders a forward camp at the three way intersection. A single kobold is noticed during the preparations.

24 of Laureldon, morning

Back to full fighting trim, the boyz set out to explore the NE tunnel. Beyond the first three way intersection, we find a second three way intersection with northern and SE spurs. Taking the SE spur into a 20’ x 20’ chamber that features straighter, plumber walls and a level floor. A primitive table and a stool occupy the space. Chuq covers the NE exit as the room is searched. A questionable wall prompts a more thorough search which  discovers a hidden trap door. After a quick check by Chuq, Ashton elects to explore the dark small tunnel. After several turns and slight uphill climbs, Ashton returns and reports nothing found.

Rallying together, we leave by the NE exit as the slope rises. Ashton notices a side passage 10′ above the one we are traversing. He climbs above to investigate finding a simple boulder trap manned by a lone kobold. They come to blows and Ashton falls to his club. Chuq and Axus scramble up to help and the brigand gets intimate with Axus’s BattleAxe. We disarm the boulder by removing the pole lever. Ashton needs care, we return to the Mercer Men.

Planning to return to the boulder trap, Chuq espies two goblin archers NW of the first three way intersection. As Axus and Thorfal advance on the archers, two kobold spear wielders spring out from the flanking corners. Thorfal dispatches a spear wielder and archer. Finkelmur slays another spear wielder. Thorfal takes the last archer’s head as it tries to flee. 

We decided to collect all of the kobold corpses and create a demoralizing Hot Gate Wall south of the pit trap in the four way intersection. A couple of light crossbowmen and spearman Mercer Men are left guarding the wall. Returning to the boulder trap, all climb up to the higher passage. Walking west, this corridor connects to the four way intersection from the east. Continuing west beyond the intersection, we find the large water chamber we entered from.

Returning to the Kobold corpse wall, we assign some Mercer Men to cover the southernmost three way intersection while we explore northward from the corpse wall. First we encounter another three way intersection with a NW leg leading into a chamber and a NE leg sloping up. Choosing the NW leg, we hear wind coming from a very large high ceilinged chamber. A search of the main chamber and five side chambers leads us to conclude this was the kobold main living area that has been abandoned and stripped of everything worthwhile. A short hallway is found on the north western end with a well-made door leading to what appears to be a combat practice room. Specifically due to man sized dummies showing excessive damage in the groin area. There is another door exiting this room. We wonder what’s on the other side as we call it a night.

BTW – last gibe, honest. Except for Faldimur and Finkelspar!

(Totally hadn’t forgotten about this. Nope, not me)

(Totally hadn’t forgotten about this. Nope, not me)

Having successfully made the river crossing, Starchy’s Boyz set about rescuing thier stranded comrades. Chuq led Thorfus and three of Adelard’s guardsmen through the forest and onto the game trail where he’d left them. Initially missing the spot, hidden as they were in the underbrush, the party stumbles across Faldspar’s Phantasmal Scarecrow.

Unsure of its purpose, they wait, discussing a plan to get around it, with Chuq volunteering to lead it away, until it raises an arm and point’s to its master. It doesn’t react to Chuq’s distraction, and so they realise they it is probably a conjuring of Faldspar’s, especially considering its silent nature.

Seeing Ashton laid out unconcious, Thorfus breaks out a health potion, but is forced to use both the ones he possessed in order to return Ashton wakefulness. The Half-Orc remains weakened by his wound though.

Regrouping with the main force, the party loots and hides the bodies of the Kobolds they slew during the crossing. Axel had been arranging scouting parties, but upon hearing the information the forward group had gathered, they decide to move in force along the game trails and head east.

Leaving the wounded guardsmen under watch with the animals in cart off of the road, they advance through the jungle. Ashton and Chuq once more take up scouting positions, with the dwarves in front and the guardsmen bringing up the rear.

Passing through various intersections, the party tries to keep an easterly heading, as well as uphill. We then head south east at another intersection, Ashton working out the route with logic and amateur tracking skills. It bears fruit, with the path swinging around to the north after a little while, the trees thinning as the ground becomes more rocky. We happen upon a little stream crossing the path, where the trail seems to end.

The river flows out of a cave a little ways up, and despite the lack of obvious inhabitance, we decide to check it out, hoping for a back entrance to the Kobold’s warren. Leaving the main force at the stream, Chuq, Ashton, Thorfus and Finklemur head into the cave, wading through the stream by the light of Thorfus’ sword.

The stream slowly deepens, until the tunnel opens out into a wider room. Ashton and Thorfus spot a heat-signature across the room, moving slowly across a block of land as if sneaking. Unwilling to let it escape, they charge it, Ashton skewering it upon his sword.

Listening carefully, Chuq hears the sound of a conversation through a cave to the east. Thorfus is brought up to translate, and they learn that the Kobolds are aware of our presence, that we’d attacked the ford. Chuq heads back to bring in the main force whilst the Kobolds discuss sending a report to Faldin Mixis and setting a watch at the cave mouth. Ashton and Thorfus dispatch a Kobold heading thier direction.

Hearing the main party entering the cave, Thorfus decides to roll the Kobold’s head into the room where they heard talking, causing a commotion. Charging in, they find another large room, manually expanded with multiple exits, filled with refuse and straw mattresses. Around 26 Kobolds are rushing around inside, gathering weapons, with more running down side passages.

Ashton and Finklemur begin to cast, Thorfus beheading the nearest one. Finklemur’s darkness blankets the north-east corner, catching most of the Kobolds, and Ashton’s light blinds what looks like the leader of the group.

At this point, the main group catches up, and Axel and Chuq charge the blinded Kobold, who manages to avoid injury until Hengest, a guardsman, spears him. Thorfus approaches the darkness, killing three at the edge of it, Kottar and Finklemur accounting for more. Several Kobolds charge out, one knocking down Chuq.

With the sounds of panicked Kobolds quieting, the survivors run, escaping through the darkness into the northern tunnel. Noise from the western passage prompts Axel to check it out, where he is met by snickering Kobolds who sent a giant weasel forward. Getting bitten, Axel hits back hard, whilst Ashton flanks it and Starchie finally takes it down.

Yet again using Kobold heads with ingenuity, we use the blinded Kobold’s head to dispel the darkness and confirm the now empty cavern. Ashton checks the south-east door, finding it locked, and Thorfus breaks it down. A hallway with heavy barred doors is beyond, and Ashton checks it out.

A number of rooms hold human prisoners, man and woman alike, some who appear to have been imprisoned for a while. After clearing the confusion of the sight of an orc opening thier cells, Ashton sends them out to the main party. We arm those who wish to be with Kobold weapons, just in case. At the end of the tunnel, Ashton finds a bedroom. He slays the Kobold within, and takes the time to search the chests at the end of each bed, finding a mix of money, weapons and armour.

Gongs sound from the north, so they party gather around the two northern entrances, ready for an attack. Large numbers of Kobolds charge in at us. Axel and Baewin, cover the left most entrance, Thorfus and Wordric the right, backed up by archers and more guardsmen. We slay the frontline quickly, and dig in for a protracted fight.

Session:31

Session:31

   

    After the party hears something ashton climbs a tree and spots with Chuq’s spyglass a kobold 60-70 yards away hiding up on a tree. Ashton shoots an arrow into the kobolds back making it crumple to the ground. Searching through the dead body they find nothing and inform Adelard of the kobold. The group accompanying Starchy’s Boyz starts to fan out to sweep the area. Faldspar went northwest, Thorfus went north, Chuq and Ashton northeast.  The rest of the party stayed to protect the wagon.

The northeast group ended up finding small tracks near the ford. Bringing the whole party over it is almost night time. Deciding it be better to camp for the night the warband creates watches for the night. during the beginning of the first watch Axel pours oil on the pathway to set in fire just incase.

   

The night goes on without a hitch. Devising a plan in the morning; a scout party of Ashton, Chuq, Orion and Faldspar cross the river. Ashton stumbles upon a kobold that unfortunately was able to stick him well enough to drop him quite well. Orion was able to hear the fight go on and the scouting party was able come barely save him.

   

Hiding Ashton with Orion and Faldspar with the dead kobold; Chuq goes down south. The scout party that is watching over Ashton start to hear kobolds yapping. Faldspar and Orion prep their spells preparing for the worst. The moment a kobold popped it’s head out of the bushes to look, Faldspar summoned an illusion of a gigantic pumpkin head scarecrow with a scythe. The scarecrow swiped at the kobold “decapitating” it. There were another four kobolds that saw their friend die to this monster. The scene was too horrific for them and fled in fear with the scarecrow chasing them close behind.

   

Chuq hurriedly gets to the warband to tell of Ashton’s condition and to start crossing. as everyone is crossing  the river they are attacked by 15 kobolds from 150 yards away volleying arrows on them. As the assault is going on, Axel feels his cart gets caught; Chuq dives down and is able to free the the wheel from a contraption. Finklemur’s horse got the clamps but thankfully Chuq saved the horse as well. Everyone is on shore except for poor baldin who was unable to make it through the river. with only eight kobolds still firing down on them it shouldnt be much longer until they’re dealt with . Ashton, Orion, and Faldspar are still waiting for the rest of the warband unaware of the fight going on.

Session 30 – Oct 22, 2014

Session 30 – Oct 22, 2014

Morning, Laureldon 21

Starchie Boize will spend the day preparing for the Kobold Expulsion. Thorfus wants to buy flasks of oil and strips of cloth. Axel wants forest colored garb. Chuq needs a set of thieves’ tools. Orion wants to search for others of his faith. 

First, Finkelmur settles account with Phillip Vigore the gem merchant. He is told never to come back into Vigore’s shop but other Starchie’s Boyz are welcome to trade with him. Philip is commissioned to fabricate the officially licensed Starchie Boyz ® insignia. Our sigil is a paw print with runes of SB in the paw. For either a brooch or cloak clasp of bronze, the cost is 40gp each. We leave after paying a deposit of ½ the price. Everyone will have a badge.

Next we visit Reinauld von Waybeck’s, the tailors to pick up Fink and Ashton’s clothing. Additional orders are placed then we leave for our next stop.

Leaving Reinauld’s, Thorfus enquires about a nearby obelisk. For a copper, one of the vagrants loitering about allows Thorfus a peak at some carvings on the obelisk. We learn the obelisk commemorates the execution of the Lord Governor Kalagram, an Imperial that ran the fort out in the Kelwater. From where we are we can see a tower atop a bare rock in the bay. Once an Imperial prison, it now incarcerates prisoners of the Council of Twelve. Not unlike Lord Governor Kalagram’s former castle which is now the meeting place of the Council of Ten. The story goes that after emptying the Midmark Dungeon of Imperial prisoners, an elf emptied KelWater prison of Imperail prisoners. The party knows this Elf as Aldus Runnelbrook. 

Taking Harbor road from High Town to the gate into West Harbor we arrive at Long Market. Turning onto Market street, 6 blocks past the fruit seller is the house of Granus Mulhawler. Finkelmur’s spy glass is ready along with something extra. The something extra is a ring of metal set inside of which is his former flawed emerald. Attached to the end of the spyglass, one can see an emerald city! Fink keeps the two items separate. Thorfus picks up a mirror for 20gp.

We are sent 8 blocks the way we came. Then one block after taking a right is a small dead end courtyard with a small livestock market. Orion notices a healthy mastiff bitch that looks rather viscous. Curiously, Starchie doesn’t like this place. Thedear sells the dog, then explains her commands to Orion. As we walk away, Orion casts Animal Friendship on ‘Lamia’. He will spend the next week teaching her commands.

Thedear told us where to find a general store and locksmith. At the General Store, Gottfried Lepetitesmith sells Axel 6 flask of oil and rags. Panzers beware!

Taking harbor road towards Fens edge, we pass two blocks where Market street intersects with Harbor road then turn into a blind alley. Within the locksmith’s, Sophia Bothelwaith offers to sell lock tools to Chuq for 25 gp. Ashton asks the small woman a question in a peculiar tongue, but she seems to ignore him. Then in Common, he asks about an alchemist. She has not knowledge of an alchemist but the party recalls the potion merchant cart. Chuq pays for the lock tools after Ashton nods his approval of the deal. Finkelmur picks up a crowbar for 1sp. As we leave, Sophia suggests we look to her for any lock help in the future. 

From the direction of Fens Edge, we see some people approaching in mourning clothes. The women and two young men are canvassing the merchant carts along the road. Ashton can’t drop some eaves, so we wait until the women closes and asks if we are locals.  Ashton answers we are not then asks how we may help her. Albreve Grodekop, her son, was killed and she is investigating his murder. She attests Albreve sought a life of adventure in Vargen. Rooming in Fens Edge he occasionally worked as a caravan guard or for the Bargemen’s Guild. Her two other sons followed her to Vargen when Albreve stopped sending money regularly to her. Asking about, she learned Albreve was thought to be questing for treasure in jungle ruins with someone named either Renauldus or Ardmen. The two sought a special suit of plate armor who’s wearer never felt the heat of the jungle. The three are rooming at the Bronze Virgin. 

Taking Market road to High Town, we enter Temple Square. We can see Castle road heads out to the old Castle from here. Ashton visits a Verdant Fellowship shrine, a small grove between the Ark Temple and Merendur’s Temple in the northwest corner of Temple Square. A low wall surrounds the grove which is well tended with many trees bearing fruit. Ashton approaches an Elf Cleric, introducing himself. The Elf asks about Edith Elforig (not a favorite of Ashton). Ashton diplomatically says she has had struggles and seems to have lost her way. He mentions our failure with the Quicklings the previous night.

Now to visit the Wizard’s, the wonderful wizard at the end of an alleyway. Talking to Finkelmur at his door, they barter spell swaps. Finkelmur wants Find Familiar but can’t afford the 2,000gp the wizard demands for the spell. Unfortunately, the Wizard is not interested in trading for any of Fink’s spells.

Elissondro, the Wall District Guardsman, makes small talk then escorts us into a lounge in the guard barracks before fetching Captain Adalune Beamsly. Thorfus attests to our encounter by displaying the blood stains on his sword. Adalune politely doesn’t admonish Thorfus’ sword care. See session 29 summary for details of our Report to Adalune. He is incredulous since nothing has ever come out of the Lonely Copse before. 

We are awarded 50gp for our information and Adalune asks if we will try to deal with the Quicklings. Since we explain another job is our priority, he asks we report if we move against the Quicklings later. As we leave, Chuq tips Ellisondro another 15sp, asking him to report anyone else’s moves against the Quicklings. Ellisondro offers an escort to inspect the copse, but we delay for now.

Finkelmur visits Mane Joledir the money changer and explains we have not found her money but we know who burgled her. She offers another 200gp above the official reward if we get her money back. 

We spend the afternoon at the 12th Knight, and then retrieve the clothes ordered today. We spend the evening reading, socializing and training at the 12th Knight.

Morning – Laureldon 22

It is raining lightly today. The carts, wagons and animals are loaded. Leaving via the Wall Street gate, we pay the tolls – 5sp for each cart, 8sp for each draft animal and 9sp each for the people.

Travelling northeast past the lonely copse, various fields and then into the jungle, we encounter a group of pilgrims variously armed with swords, bows or crossbows. Avilard Pichter answers when we ask for him. Confirming our identity, he introduces Baewhin the other captain. We discuss operations then proceed. At midday, while resting the animals, a small caravan is met travelling in the opposite direction. 

Chuq trots along a wagon, conversing with Alwin Wixley. This group is from Midmark.  They had a close call with some harpies. Merchant’s Haven was a mess, apparently Gnolls had occupied the fort for some time. Now the Militia are back and making repairs. Herliwin is currently in command. He is a nice enough fellow, serious and somewhat overbearing. The Harpies were in an old castle and they saw some cat creatures that worried the men. Alwin Wixley wants us to send his regards to Herliwin since we are headed that way.

Shortly after, Ashton hears insect sound to the left of our column. Avilard mentions there are large insects around here. Ashton & Chuq investigate. Arriving simultaneously, the pair see a couple of holes bored into the ground capped with loose earth. About the mounds are six 9’ long brownish beetles. Ashton sees Chuq has caught their attention as he slinks into view. Running for his life, all 6 pursue Chuq.  Dashing directly to the road, Ashton alerts everyone before Chuq arrives. Finkelmur hurls darkness at the beetles as they burst from the bush. We organize ourselves and wait a few minutes. A beetle head emerges from the darkness and is quickly followed by the other 5. 

Archers let fly! The Giant Beetles survive the first salvo. Orion holds two beasts with entanglement. His second entanglement holds the remaining four. All six are slain at range with missiles.

Not wanting to leave a threat for other travelers, Chuq and Ashton return stealthily to the anthills. Listening and hear nothing, Axel helps Thorfus down a rope into the burrow. Ashton follows Axel 30’ straight done. Finkelmu feather falls then helps search the lair. Fortunately empty, the three trudge in an ankle’s depth of muck and fungus. Spending 20 minutes searching they find:

9 stones;

1 deep blue mottled opaque stone

1 yellow green transparent stone

1 pale yellow/brown transparent stone

2 striated light/dark green opaque stones

1 white translucent stone with a pale blue glow (magic?)

1 rich olive green transparent stone

1 red sardonyx with white opal bands 

1 rich brown opal stone with a gold center

A cloudy green potion

A dark blue potion

A scroll

Finkelmur and Ashton pocket beetle larvae, Starchie gets Fink’s larvae as a snack. Ashton stashes his larvae in his backpack.

Session 29 – Oct 15, 2014

Session 29 – Oct 15, 2014

Just before dusk, 20th of Laureldon.

After leaving Joeldia the money changer, we see a couple of city guardsmen talking to a young man on the street to the 12th knight. The young man notices and obviously recognizes the party. We approach remembering the young man as one of the 12th Knight’s patrons. He nods at Axel as the guardsmen are carefully not paying attention to what’s going on. The young man asks for Finkelmur , smiling at our old mage when he catches Fink’s attention. 

He asks us to follow him. His employer would like to speak with Finkelmur. We follow him into an enclosed garden down the road from the 12th knight. Orion, Axel, Chuq, Finkelmur, Thorfus follow into the garden. A man is sitting under a tree accompanied by a tough looking dwarf with a battle axe, he is Philip Vigor the gem merchant. The guardsmen block the doorway. 

“Come closer, its safe” he says. “Your wizard might have tampered with a business transaction. You are from Midmark and have a rep. Finding you was not too hard since your staying at the 12th knight.” He demands the cost of the gems plus 50% interest, about 180gp. Or he wants the Enlarge spell removed from Finkelmur’s spell book. To settle his grievances, Axel agrees that Philip Vigor gets first appraisal rights on all our gems up to 180gp. After Philip suggests we will have a blank slate for any future gem dealing. Philip promises not to smear Finkelmur’s reputation in town but has refused to do any future business with Finkelmur.

Later at the 12th knight the innkeeper, Jahares Frank, has heard about our time in the jungle. He congratulates us on our Merchant’s Haven rescue and treats us to diner. Tastes better than Grade D but edible!

5 people arrive while we are eating. Four of them are refugees (Bess, Clarice Higgen, Averal, Millie) from Merchant’s Haven. Aelf’s brother in law Almeris Griffeth confirms our identity. Thanking us for our good work, he rewards us with 600gp.

Almeris knows that Gerrai Pevral has mentioned other merchants want the fjord kobolds taken care of. When discussing the gremlins, Almeris attests to the veracity of Arnold the unlucky Guardsman. 

Finkelmur decides to pay off Vigor with his own money (Ashton contributes his share of the reward) on the next day (21st of Laureldon).

Gerrai Pevral enters the 12th Knight with 7 other people. He speaks with Jahares first then asks us to join us in a private room for a conference with his companions. They are Emery Langstirap, a female Elf of Crimson Caravan; Wulfriche Cartwright, a human man of Cartwright Tradesmen; Anise Thwayte, a human woman of Anise’s Wagonneers; Alvin Morshank, a human man of Alvin Morshank’s Independent Trading Coster; Fulchard Dalknotte a dwarven man of Twin River Caravans; and Walter Watford human man of Blue Bell Tradesmen. Each are willing to pay 150gp to free the fjord of kobolds. Plus Gerrai’s original bounty of 300gp for his missing employees is also on the table. This job could net a total of 1,350gp! 

Fulchard wants to know about our history and is most impressed some of the group have dealt with Automatoms. Emery negotiates the specifics of freeing the fjord of the kobold threat and records all the riders into a contract. Starchie’s Boize all individually sign the deal.

After signing, Emery stays behind to talk to us privately. She represents another party interested in clearing the fjord. This person needs strict confidentiality; we agree to meet this person. Gerrai enquires if everything’s OK, we allay his concerns. We all enter a shaded carriage which travels for some time. At a stop, the carriage is told to go the back way. 

Exiting the carriage, we are at The Lone Barrel, a nice little tavern in high town. Here are Phyllis Chombaire, and Odard Breverman of the Council of Ten. They want us to open the fjord and foil the punters (Bargemen’s Guild). One of the Dwarfs (or is it Dwarves?) tells them of the Punters offer of 400gp to disregard the fjord kobolds. We learn the Punters are trying to gain a voting majority in the Council of Ten. Fens Edge, the Sink, East, West and Far Harbors will likely have Punter representatives in the Council after the next year end election. Freeing the fjord can hold the electoral divide at a stalemate. They are looking for proof of collusion between the kobolds and the Punters. Their deal is more money and some help. 

Odard suggests doubling the reward by matching the merchant’s offer (about 1,350gp); and the Mercer’s Guild bonus: free training and discounts with associated traders. 

We learn more about the punters. They are strongly suspected of being involved in slavery. Unlike Merchant’s Haven, the town of Caligan, an odd little town, is the home of several captains that don’t seem to bring any goods into town. They have steady business witnessed by frequent coming and going of naval trade but do not trade with any businesses in Vargen. 

Phyllis offers 20 guild guardsmen as support. They will be under our command. Composed of a mixed group. Avalard Pichter will serve double duty as the guardsmen captain and observer for Perval’s consortium. He has grey eyes, medium brown matted hair to his chest, and likes to stay clean shaven. 

We leave after verbally agreeing to begin the campaign on the second day hence (22nd of Laureldon)  then return to the 12th Knight to prepare our Gremlin ambush.

At the intersection by the money changer, we searches for new construction, illusions and traps. Nothing is found. We assume ambush position. The monk keeps overlook atop the city wall, Finkelmur is the “mark’ and loiters in the intersection. Everyone else flanks the intersection covering with swords, crossbows or spells. Our wagon is positioned close to the intersection for cover and a higher casting position for Ashton and Orion. Axel covers the two nearby. We all keep vigil for a several hours after midnight. During our stake out, Wall District guardsmen patrols saunter by us, typically verbally ribbing our efforts – “Any Gremlins yet?”, usually precedes a snicker.

From the city wall, the monk can see that the copse abuts the city wall here and runs from the Wall District gate to the next tower about 100 yards wide in total. 

After the third hour, Chuq hears laughter from the copse. Figures dash over the wall seeming to defy gravity by running up the vertical wall as if standing on the ground. Near Finkelmur they halt. It appears like 3 males and 1 female 2 foot tall people in forest colored clothes. After a brief moment, they move to pass Finkelmur. The trap is sprung!

Dashing about in blur, the ‘Gremlins’ dodge our spells and missiles. Their little swords flashing almost faster than the eye can follow. Then, Finklemur is struck but stays on his feet after resisting some sort of poison. He then falls to the ground when struck a second time! Ashton also falls to a Gremlin’s melee attack. Things are not going the Starchie’s Boize way!

 

Chuq runs along the city wall to the city gate for help. There, Ellisondro the guards man answers Chuq’s plea for help, he leaves his subordinates at the gate. At the same time, in the intersection, Axel lands a blow on a Gremlin. It breaks their morale and as a group they flee the way they came. All four escape without any other injuries. Ellisondro arrives with 5 other Wall District guards and can see how difficult a time we had. After another 5sp tip from Chuq, Ellisondro offers to fetch a healer from the temple of Merendur after his shift ends at 6am. Typically, the other 5 guards don’t believe we actually fought anyone.

Jahares Frank at the 12th knight hears our story and has no clue what we faced from out account of events. We hear a whisper from Finkelmur in his delirium. It sounded like “Quickliiiiinnng” Those that can, rest.

After sunup, 21st of Laureldon 

Fink and Ashton are healed by Sister Huget of the Temple of Merendur. Fink has lost the use of his right arm for three weeks. He questions his worth to the group. The Starchie’s Boize won’t hear it, once a Starchie, always a Starchie! Sister Huget suggests Father Maurice can help with his injury.

Thorfus and Chuq had gone off to the temple. Chuq heading for the Ark, Thorfus, the temple of of Meredur, laden down…

Thorfus and Chuq had gone off to the temple. Chuq heading for the Ark, Thorfus, the temple of of Meredur, laden down with the late Virgil’s belongings.

The sounds of melodic and droning chanting of multiple choirs led them easily to Temple Square, where the two split to visit their respective temples. Meredur’s Temple was a little less fancy than others in the square, but easily recognisable for it’s Trident symbol. As he approached, Thorfus could see numerous acolytes working hard to scrub clean the entrance to the temple, supervised by a slightly older cleric.

Approaching the supervisor, Thorfus gains entry, asking to see the leading priest. An acolyte is sent, and he is soon met by Sister Huguette. It is to her that he breaks the news of Virgil’s death, presenting the holy man’s belongings in offering. Saddened, Huguette accepts the gold, remarking on the traditional nature of Virgil’s gear, a trident, net and scale mail.

Feeling there should be some reward for the bringing of such news, sad that it is, the Sister offers Thorfus some of the gold back. Politely declining, the dwarf instead barters for the healing services of the temple, should it be needed in the future.

Whilst there, he takes the time to ask about some of the leads we have, gathering information on the Kobolds, Newton, Lizardmen, Dragon and Gremlin. It is here we learn that the Gremlin may just be a story of drunken guardsman.

Meanwhile, across town, the rest of the party follows Wall Street through Hightown, making for the harbour and a blacksmith. They are greeted somewhat cordially by some passing guards, but they continue to watch us suspiciously, even to the point of following us. Now keeping a wary eye, the party reaches an open area at the end of the street, centered by a huge, filthy obelisk. There is a tavern nearby, the Starving Dragon, and next to it is the tell-tale signs of a blacksmith.

Finklemur stops a passing sailor, a grizzled man known as Sweeting, who agrees to exchange some stories for a drink or two. Whilst Ashton and Faldspar head to the smith to purchase the militiaman some new weapons, Axel and Finklemur sit down with the sailor.

Finklemur purchases the drinks (with some embarrasment and difficulty), and Sweeting proceeds to tell us about an area full of shipwrecks, infested with the undead. Apparently, there is a large treasure haul just waiting to be grabbed, but remains due to treacherous waters and zombies.

He believes he once saw a winged dragon as boy, flying past the moon, but knows nothing of vampires. There are Elephants in Curabl however.

He tells us of a crazy old man, Alfa Fishwick who was laughed out of town after claiming to have received a heavenly visit. Then, he tells of Water Elementals, how he was once on a ship that was sunk by them, and also how they are less dangerous at sea, where it’s harder to force a crash or beaching.

We leave, arriving as Ashton is finishing up, and getting information on a Clothier. Axel sells the gnoll battleaxes and hands over FaceCleaver for repair.

We leave, meeting Chuq and Thorfus outside, exchanging the information we had gathered, before heading up to the Clothier, wherein Ashton exchanges his worn out militia uniform for a more ranger-like garb, and Orion also purchases some ‘city-clothes’. Finklemur gets extravagant, buying himself some fancy new purple robes.

Next, the bowyer, where Ashton and Thorfus purchase new bows, and we get Sturloc’s crossbow repaired. The tanner is next, bumping into a less-than-reputable seeming Alchemist on the way, where Ashton finishes off his rearming with a set of studded leather armour, a backpack and a set of tools, he himself being a tanner by trade. Whilst the work is done, we discuss dragons again.

Axel slips into daydreams here, realising how close he his to home for the first time in months, remembering that he knows of one of his father’s old associates living over in Farharbour. What little he hears of the discussion points to the political situation of Vargan and the makeup of the Council of Ten.

The Gremlin rumour is again pointed out to have come from a drunk, but there is also news of numerous thefts and pranks, notably of which was the break in of a money changer and the loss of hundreds of gold.

We also learn the effects the Kobolds are having on trade, and just how much that is profiting the Punters Guild, giving them strength and votes enough to begin muscling in on the Sink.

At the harbour, we arrange passage for Chiq and Rowlie to Midmark so they can carry our message to Thornton. For 15g each, Reinholdus Tactin ferries them on his Flying Jackal, insulted that the cost would be any less, despite advice from a fisherman known as Tilly.

From there, we visit a Tinkerer, all the way over in Long Market, to purchase a spyglass for Finklemur. Following the Bargeman’s Road and getting directions, we the Tinkerer’s dilapidated home. Conversing at the door, we Orion sucessfully haggles him down from a price of 150g to just 100g, but Finklemur accidently insults the weird old dwarf in trying to pay with a cracked emerald, that it ends up as payment as well. The old man also offers him a carrot.

Returning to the blacksmiths, we once more pass by the alchemist, who believe to be something of a snake-oil salesman, and manage to sell of the Bubrie beaks for 50g each by hyping them up as aphrodisiacs. Finklemur also sells a potion for another 100g, along with jungle herbs and powdered silver for a little more.

After reunited Axel with his axe, we return to the Twelfth Night to talk to Peverell, but he is out, so after sorting out lodging, we decide to begin investigating the gremlin.

At the gatehouse, we meet with Elisandro, the guard who charged us extra to enter and has a guilty concience, who gives us directions as to where we can find his captain. We follow this to talk with Captain Adalune Beamsly, who is leading the investigation and offering reward, and also Arnold LaPoundmaker, the gremlin victim.

Other guards present seem to think it’s a big joke, but the Captain fills us in on the various crimes occuring in the area, and that the gremlin, or rather gremlins, some small, impossibly fast blur have been seen nightly and maybe responsible for the disappearing cats.

Arnold describes the creatures the same way, saying he encountered childish giggling during a late night patrol, and following the sound, was beset by numerous gremlins from an alley. They poked him repeatedly with needle-like objects until he passed out, stealing his clothes and leaving him in the gutter.

Shown the scene, we decide to set an ambush later that night. In the meantime, we check out the most high profile incident by visiting the money changer. Mane Joldir runs the establishment, accompanied by some very burly guards, and she describes the event to us, how that the guards didn’t even notice what had happened until it was done.

She also shows us the room the money was taken from, the floor of which is now covered in a circle of symbols and shapes of language unknown even to Finklemur. As we leave, the mage advises she hires a wizard who knows the ‘Comprehend Language’ spell in order to translate it.

With that, we return to the inn to wait on Peverell.

As mentioned last night, Ray handled his visit to the Ark Cathedral via chat in between sessions. Here is the…

As mentioned last night, Ray handled his visit to the Ark Cathedral via chat in between sessions. Here is the transcript of that encounter:

 

DM: Okay … So, after entering High Town, you set off to look for the Temple Plaza. A few blocks in, you see an alleyway with a makeshift roof to your right as described by the innkeeper at the Twelfth Knight. Passing through the narrow passage with Thorfus, you can hear a low murmur from the apartments above that sounds like various overlapping (but fortuitously complementary) chants. When you come to the end of the alley, you are in a large plaza with a large fountain in the center and several religious edifices around the perimeter. Thorfus parts ways with you, pushing past the gaggles of pilgrims and acolytes in search of the Temple of Merendur. You set off towards the largest building, which has an elaborate anchor (the symbol of Baldric Evenkeel) carved above its wide doors.

Upon entering the cathedral, you find yourself at the foot of the shank (the central area that runs lengthwise up the anchor-shaped building). There are more pilgrims and clerics here and you stand for a moment unsure where to go. As you stand, a middle-aged priest with thinning hair and a tall, lanky frame approaches and greets you. “Welcome to the Ark, traveller. Do you require assistance?”

You ask after the Order of the Celestial Dragon and the priest thinks for a moment. “Let me check with Patriarch Galen. Please wait here.” With that, he sets off towards a door at the end of the right-hand fluke and disappears. You wait fifteen or so minutes until he returns.

“My apologies for keeping you waiting. Patriarch Galen is indisposed currently but wishes to extend the Ark’s warmest welcome to one of the followers of the Celestial Dragon. He would like you to know that one of your brethren, Rostom the Immaculate, was recently in Vargen but left to investigate rumors about an old imperial fort above Giant Falls on the southern branch of the Khelwater. Patriarch Galen asks that, per your Grand Master’s instructions, you leave an address where you can be located in the city by others of your order unless your intention is to move on immediately.”

Ray/Chuq: “It was no bother to wait, thank you for taking time away from your duties to help. Please send my regards to Patriarch Galen. My plans are as of yet uncertain, but for now I am staying at the Twelth (K)Night in the Wall District. Before I leave, is there anything you can tell me about the rumors Rostom is investigating or about the Giant Falls area?”

DM: “I’m afraid Rostom did not say much about his plans or what inspired him to head upriver to that old fort. My guess would be that your Order’s longstanding interest in imperial matters had something to do with his choice; although I suppose it is also possible he considered the location a candidate for your new monastery. You could try asking at his former lodgings … a place called ‘The Badger Club’ located in the Sink. Please be careful if you inquire after him there — while I’m not familiar with that particular establishment, the Sink has a bad reputation and not without reason.”

Ray/Chuq: “I’ll be careful. You are most helpful. I am new in town and have heard of some interesting happenings. Have you heard of the Gremlins in Wall District, the Kobolds loitering about the fjord or graves emptying in Newton?”

DM: “My apologies, but the ‘Gremlins’ are only a vague rumor to me and I have not heard tell of these kobolds. Regarding Newton, however, we have received an urgent message from a priest of our order reporting that a fissure has opened northwest of town where new fields were being cleared. Apparently some restless corpses have issued forth from this opening and are threatening the hamlet’s citizens. We have sent a more experienced cleric and some acolytes to investigate and put the tortured souls to rest … although I’m sure she wouldn’t mind aide if you decide to visit Newton.”

Ray/Chuq: “Many thanks, I will take my leave now” If their are no further encounters, Chuq will exit the Temple and look for Thorfus around the temple of Merendur.

Session 27 – Oct 1, 2014

Session 27 – Oct 1, 2014

Evening, the 18th of Laureldon.

After inspections by Ashton and Chuq, the group approaches the Ferry Guilds’ palisade. Sirree Breewood the guard welcomes us and explains the guilds rules of conduct.  He ushers us into the palisade, we see other trader caravans with leather armored guardsman wandering through the area. Saunders parks the wagons in a vacant location, his attendants help him unhitch the teams.

Thorfus, Ashton and the refugees enter the inn/commissary where the chief ferry guildsman, Havlin Flowerknave is supping. The group is politely greeted by some of the patrons as they enter. Thorfus magnanimously treats all the refugees to a night in doors with a hot meal, it sets him back 50sp. The common great reminds everyone of Grim Tooth’s court in Merchants’ Haven. 

Ashton extols the tale of Talon’s heroic sacrifice, which draws general attention. Some of the patrons worriedly ask about the loss of Merchant’s Haven. Ashton advises against travelling east to Midmark and suggests the militia survivors escort any traders back to Midmark. 

Havlin Flowerknave asks about the bands destination and freely offers advice. He casually mentions Lizard Men to the north keep things clear. He explains the ancient noisey building in the compound has something to do with the ferry and warns that it is off limits because of delicate machinery. He politely refuses Thorfus’ request for a tour. After Havline exits, Finkelmur plays a few bars on the lute to quiet applause.

Axel mingles with the other caravans telling of the risks along the Midmark road. Gary Pevral’s caravan explains they couldn’t travel east due to about 20 ambushing Kobolds. He has lost two wagons and two employees when last trying to travel east. He wants someone to hunt the kobold and rescue his people. 

Ashton heals Chuq, Axel and Starchie. Finkelmur, Axel and Starchie spends the night outside with Chuq and Saunders’ team. After diner, the refugees call it a night in the great room. 

A watch is set for both groups, the only happening of note is that during the 1st watch, Thorfus is approached by Havlin. Apparently word had gotten back to him about Gary Pevral’s offer to drive out the Kobolds. After some haggling, he offers 400gp to Thorfus, who holds out.

The next morning, the 19th of Laureldon, Sirrae Breewood invites everyone to breakfast. Axel splurges for the refugees again. Axel and Thorfus discuss the kobold offers privately and start a bidding war. Gary Pevral offers 150 gp for each of his missing men and suggests enlisting sponsorships from other caravan traders, perhaps for as much as 500 gp. 

The group hears of several possibly lucrative rumors: Gremlins in the Wall District, people are being scared away from Giant Falls and Undead in Newton.

After Havlin last offer is requited, everyone boards the ferry. On board, Vincention Noneaton extends an invitation to guard his easterly caravan to Midmark. Ashton suggests hiring on the militia men in our group. All but Chick and Rowlie the Half-Elves head east. Saunder pays the toll for his caravan and Axel foots the bill for the remaining 17 merchant refugees and the two Half-Elves. Before making way, Havlin plugs the Ferry guild’s candidates in the upcoming Vargen general elections. 

The ancient building makes a loud grinding noise and belches clouds of smoke as the barge gives way. An ancient chain rises out of the water! The bargeman are untying from the jetty. Her the river is wide and the depth is indeterminate in the turgid waters. Devil fish are not known in these waters but Kel water is known to have wingless dragons, even a lair is thought to be under the river. We learn of Rotho Waterman near Fens Edge knows about merman and wingless dragons in the area. Fans Edge is on the western edge of Vargen.

Less than a 1/2 hour we are greeted by another portly fellow on the other side. He also plugs the Ferry guild’s candidate. There is an ancient building here also. We are welcome to camp and are told there are meals and sleeping available in the other building within the palisade. 

Saunders is ready to leave straight away. The road is in better shape here but the land is more treacherous than the jungle on the other bank. It is mostly bog like fens. By midday the day is a scorcher. We are all fine and travel into the evening. Before midnight, we sense that verge has increased and to the north fields can be glimpsed. 

We first see lights, then walls, a stone tower west of the fields and others to the north. The towers are well made as well as the walls. The buildings are not as advanced as those in Midmark. The road skirts a copse as we approach Vargen. The copse appears wild and the surrounding land has been deliberately cleared. Saunders explains this is the Wall District and he suggests the 12th Night Inn for the night. A city watch challenges Saunders for wanting to enter after dusk. The guard asks if the people are for sale. When challenged, he says he’s joking. Chuq doesn’t buy it and looks sideways at the guardsman. He tells us Fen’s Edge is where to go to people willing to hire on help. He wants 10gp to let us in tonight. After some discussion, Saunders pays the price and the guardsman plugs different businesses. He strongly encourages the Winking Swordsman on Wall Street and says we should say Ellisondro sent you. Penelo runs the Winking Swordsman. 

The roads are well paved. Saunders takes us to the 12th Night, a large establishment. We have passed through a large archway, past a walled garden then arrive at a cul-de-sac. As we approach, stable boys offer to take the wagons. Saunders elects to care for his animals himself. The party does the same.

The refugee dwarfs express their appreciation for emancipation, returning the battleaxes. With that we part ways. Aelth Griffith promises to send a reward if she can if a few days. We tell her we can be found at the Twelth Knight. Chick and Rowlie need to return to Midmark, they agree to report the Haldor situation to Thorton. Thorfus will arrange passage and send them with a letter addressed to Thorton. Ashton plans to include his testimonial.

The Twelth Knight innkeeper offers us a free meal when he sees our condition and Finkelmur springs for drinks all night. Saunders then settles accounts, agreeing to pay for the guards that died on the job (we will get the money to any survivors). Chuq asks for his share of the coins and the party spends the night in the inn (Saunder’s treat).

Morning, the 20th of Laureldon. 

Feigning wanting to find a jewel for an elf maiden, Finkelmur enquires about a precious stone dealer. Axel and he visit Philippe Vigore’s jewelry shop. Finkelmur is offered 400gp for the moonstone and the pearl. They leave quickly after settling accounts.

Axel writes a letter for Chic and Rowlie. The letter is addressed to Thorton, reporting the Gnoll rescue and that other militia are travelling from Vargen. Ashton wants to include a chronicle of his whole experience (his testament). 

Ashton will shop for clothing, armor and weapons. 

Thorfus and Chuq visit the temple plaza, entering High Town cost 1sp a head. Chuq will patronize the Temple of the Ark , Thorfus will visit the Tempe of Merendur.