Some Quick Notes about the People & Places Spreadsheet:

Some Quick Notes about the People & Places Spreadsheet:

1. I will read through the document carefully and make select corrections; these corrections will only be for things that I feel were misunderstood because of poor description on my part or the nature of playing a RPG online. I will not correct faulty impressions, lies that were believed, or other ‘mistakes’ of which both players and character would not be aware. In other words, just because I don’t change it doesn’t guarantee that it’s true.

2. As I posted earlier, I think editing the document going forward should be done online via the Google spreadsheet app for Google Drive. It’s not as powerful or pretty as Excel, but we’re not messing with formulas anyway and the benefit in terms of tracking changes and maintaining a consistent copy-of-record despite multiple contributors seem worthwhile.

3. I’ve decided that XP rewards for entries will be the same as before — any substantive new entry or revision to an existing entry will be worth 10xp * character level. For compiling the initial document from the previous entries and summaries, I’m awarding Ray’s character 500xp. If you add new entries or revise existing ones, post a comment to the People & Places section listing the relevant entries to receive your XP reward.

4. I’ve removed Ray’s original post since the link seems to point to the old version of the spreadsheet rather than the most recent. I will post a permanent link to the document in a separate post and in the “About” post with the link to the character sheet folder.

Let me know if you see any problem with these guidelines.

Additions to the People and Places discovered while compiling the P&P Excel file :

Additions to the People and Places discovered while compiling the P&P Excel file :

Master Dain – Long Market, Vargen, Master of the Order of the Celestial Dragon whom the Mercer’s hire and transport to Vargen in order to train Initiate Chuq Nourus

Gerbod Glover – High Town, Vargen, Human Male Council of Ten representative for High Town who is a member Goldsmiths’ Guild, allied to the Mercer’s Guild

Eadgytha Brawith – Far Harbor, Vargen,  Dwarven Female Council of Ten representative for Far Harbor who is a member of the Jewelers’ Guild; allied to the Bargeman’s Guild

Vitel Fairefax – East Harbor, Vargen, Human Male Council of Ten representative for East Harbor who is a member of the Sail-makers’ Guild; politically allied to the Bargeman’s Guild

Avice Penzance – West Harbor, Vargen, Elven Femail Council of Ten representative for West Harbor who is a member of the Carpenters’ Guild; politically allied to the Bargeman’s Guild

Sancho Wolbeter – The Sink, Vargen, Human Male Council of Ten representative for The Sink who is a member of the Chandlers’ Guild; politically allied to the Bargeman’s Guild; expected to be replaced by a Bargeman’s Guild member the next election

Noeë Warminster – East Wall District, Vargen, Human Male Counceil of Ten representative for the East Wall District who is a member of the Money Changers’ Guild; politically allied to the Mercer’s Guild

Anketel Jowkyn – West Wall, Vargen, Dwarven Mail Council of Ten representative for the West Wall District who is a member of the Brewers’ Guild; tenuously politically allied to the Mercer’s Guild

Oggery Newbiggin – Temple District, Vargen, Half-elven Male Council of Ten representative for the Temple District who is a member of the Scriveners’ Guild; politically allied to the Mercer’s Guild

Feldenminxus – Kobold Warren, Vargwater, Fen King of the Vargwater Fen kobolds who ordered the evacuation of the warren as the Starchie Boyz and Mercer troop invaded, instructed his people to rally at an unkown location in the surrounding woods; thought to disagree with the decision to kill all the prisoners

Ingrannus Ribmoller the Tinkerer – Long Market, Vargen, crafted the SB’s spyglass

Adalune Beamsly – East Wall District, Vargen Captain of the East Wall District guard; hires the SB to investigate the Quickling attacks then orders Ellisondro to trim the Beggar’s Copse

Bronze Virgin – Fen’s Edge, Vargen, Inn where Adelaid Grodekop is staying while looking for her son Aubrey

The Badger Club – Sink, Vargen, former lodgings of Immaculate Rostom in the Sink district

Long Market – Vargen, currently represented by Odard Brevermann, Leader of the Mercers Guild in the Vargen Counceil of Ten; location of Godfreed La PetiteSmith’s General Store, the Lone Barrell, shop of Ingrannus Ribmoller the Tinkerer

Far Harbor – Vargen currently represented by Eadgytha Brawith  member of the Jeweler’s Guild; location of Phillip Vigor’s shop

East Harbor – Vargen currently represented by Vitel Fairefax member of the Sail-Maker’s Guild

West Harbor – Vargen currently represented by Avice Penzance member of the Carpenter’s Guild

West Wall District – Vargen, currently represented by Anketel Jowkyn member of the Brewer’s Guild; location of the Twelth Knight, Winking Swordsman

Temple District – Vargen, currently represented by Oggery Newbiggin member of the Scrivener’s Guild; location of the Verdant Fellowship Glen, Ark Temple and Temple of Merendur

Kobold Warren – Vargwater Fen, fomer base of operations of Kobolds harrowing the Vargwater Fen ford; currently the tomb of prisoners slain under Barnier Brocket’s orders

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.

Session 36 3 Dec 2014

Session 36 3 Dec 2014

Brice Bissel – Dwarven Cleric who had visions of the disk key we have.

Phyllis Chamber – guildmistress of mercers

Leader Bargeman’s guild – Peter Thorel

Rolth Barber – Bargeman’s guild on countil of ten

Rotho Waterman – Treasurer of bargemen

Ardman – thief that has followed us that Ashton threw it off

Barnier – bargeman thied that swiped the dragon orb from us

Gomez Hutchison – one of Pvril’s men

Reynard Goldmake – one of Pevril’s men

Pevril – merchant who tasked us with rescuing his two men captured by the kobolds

Silver Sphere with baseball like 

Adelard – co-captain of mercer men

Baewin – co-captain of mercer men

Gadeer – guard dog seller

Emery Langstirap – mercer who first brought us to meet with the mercers

Sophia Rothweit – Locksmith in Fen’s Edge

Capt Leafrick – captain of bargemen guard

Ardman – Now new arms master of bargemen – sudden promotion

Odard Breverman – 

Arduin Flowerknave – master of the barge crossing

Calligan – Town suspected of being main point of slave trade

Manfreid Groatcop – son of Adelaid, now dead, who knows Renaldus as Ardman

Aubrey brother of Manfroid who ran off with Em. Won’t be welcome home.

Allain youngest brother of the three brothers.

Adelaid – mother looking for missing son, died of a broken heart

Thoric Bearbun – trains Axel & Thorfus

Hurlewin – New commander of the militia, Haldor killed by Blackpaw.

Arden Grell – Perrette investigating connections with the bargemen.

Lone Barrell – Inn where we hide out from bargemen

Osith Whixley – Inn keeper of Lone Barrell

Grell’s Lambs – euphemism for slaves in league with bargemen and Haldor

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.