Not everything, but here’s a few more people.

Not everything, but here’s a few more people.

Ferri – An old Elven Sage who drinks at the Cock and Bull. Will provide information for payment.

Tylic Eraclid – Blacksmith, though only really repairs existing items, Frequents the Cock and Bull.

Orsabet – Elven Blacksmith who set up shop next to one of the bridges near the paper bazaar. Seems to be a skilled armourer, and has currently crafted two sets of armour for the party.

Velten – A wizard who has set up a stall in the paper bazaar.

The Mad Dogs – A local crime syndicate that seem to be involved in the city’s drug trade.

Baswick – Man who works for harbor master. Met us on the ship that brought us to the island. Gave us the rules, etc.

Baswick – Man who works for harbor master. Met us on the ship that brought us to the island. Gave us the rules, etc.

Mortimer – Grizzled dwarf with a golden cap with built-in eye patch we met on the docks our first day. He hires tough adventurers for dangerous missions, but did not want us, just by our looks.

Efam – tar covered boy who led us into an ambush by his older brother, Gartric and Gartric’s friends. (We beat them. We took the wounded to an Ark Shrine. Sthorm later learned that it was good for him that we did this.)

Gartric – Older brother to Efam.

Silverthrone – Most well-known dwarven trading company. They take their name from an ancient dwarven family.

Desrick Three Horn – Dwarf who has given us two jobs. The first to get plans from a rival, the wizard, Talisin. The second to get a key from somewhere in the sewers under the city near the university.

Talisin – Human wizard. We did a job for him for ancient dwarven automatons that caused trouble. An overseer took control of some of the ones he built. One of his apprentices was killed.

Talisin’s Magical Emporium – Business in street front shop next to his tower.

Lucky Gam – The tavern across from Talisin’s that Talisin frequents.

Cock & Bull – The tavern across from Desric’s. 

Elspeth – Owner of the Cock & Bull.

Townhouse – Elspeth’s childhood home that she rents out to adventurers. Our party is currently renting it.

Eed Kyng – Owner of Kyng’s Lanterns. 

Galdor’s Free Company – Group of adventurers that Desric hired to get the key. They lost a man to a trap after fighting a bunch of goblins and quit. We found Galdor at the Flotsam & Jetsam Tavern. He warned us not to go.

Flotsam & Jetsam Tavern – Tavern down by the docks popular with adventurers.

Garvisso – Has maps of all sorts.

Alchemist – Past Desric’s place. Healing potion costs 450gp.

Sturloc & Kottar – Two crosbowmen we hired at the Flotsam & Jetsam.

Kilmar – Young boy we hired near the Flotsam & Jetsam as a lantern bearer.

Edvard – Bartender at the Flotsam & Jetsam.

Ermengarda – Half orc adventurer from party hired by Talisen to find more stone cubes.

Walteris – Gnome  adventurer from party hired by Talisen to find more stone cubes.

Jocassa – Older woman we rescued from the bullywugs.

Em – Girl we rescued from the bullywugs.

Kaitlyn – Girl/woman held prisoner by the bullywugs, we have not found yet.

David – Dead man held prisoner by bullywugs.

Session 5:

Session 5:

Wednesday, April 16, 2014

After healing up several of our intrepid adventurers purchased lock boxes and hid them about the rented townhouse, each to store his loot. (It was determined that a 12″ x 6″ x 6″ lock box can hold 3024 coins at 7/cubic inch.)

We then re-stocked oil and other supplies.

Sthorm stopped an old woman on the street and asked about crime, and learned of the Mad Dogs, the local crime syndicate. They sell drugs and the son of one of the lords of the city recently died of a drug overdose. She pointed out that a lot of seedy types hung around the general store nearby.

Sthorm made contact with a member of the thieves’ guild, a woman named Adwissa who along with her husband runs the general store near our town house. The store is called Wright’s Mercantile. Sthorm learned that it was a good thing that we spared the lives of those who attempted to rob us on our first day in the city.

The entire party then went looking for Efam’s brother, Gartric. He was still convalescing at the small Ark Shrine. Galron preached the way of righteousness to him and seemed to make him think. Galron then healed him. Galron did cure disease on an old man, so if he had a disease, he does not now.

We then went to the townhouse to rest for the return to adventure the next day.

We met up with Kottar and Sturloc the crossbowmen at the Flotsam and Jetsam, and located Kilmar the lantern bearer. Kilmar was all set to use his new trident to slay bullywugs, but Galron dissuaded him since he had no armor. Kottar and Sturloc wanted 5 gp for this day in the sewer instead of the normal 1gp. We made a deal of 1 gp now and 2 more gp each if we found treasure.

We then went to the street in front of the university. The street was more deserted than normal due to rain. It is a cool 80 degrees.

When we got into the sewer, we noticed that the first chalk mark we found now had a big X over it, and every chalk mark until we got to the wet slope where we tied off a rope to go down safely.

When we got to the big room with pillars where we met the goblins before, we say a pile of 6 dead bullywugs, and a dead half elf, gnome, and halfling. The goblins informed us that these new adventurers attacked them when the goblins asked if they were there to help fight bullywugs. The goblins thought they were us. The goblins killed three adventurers and captured two more. Then the bullywugs came, and the goblins did a number on them this time.

There is a shaman type with the tattoos that looked like the ones that glowed on the one goblin and we learned can cause a big boom.

We inquired after the two prisoners and learned that they were a half orc named Ermengarda and a gnome named Walteris, both fighters. These other adventurers were there at the behest of Talesin and were looking for stone blocks. They were reluctant to tell us what they were sent to find, but we told them we could not help them without information.

We convinced the two prisoners to help us kill bullywugs and the goblins reluctantly agreed, but they will not let any of us leave until the bullywug boss and the devil fish are dead.

The goody two-shoes detected evil and learned that the half orc is evil but the gnome is not.

We got their weapons and armor from the goblins and headed back to the balcony.

We went through the double doors into the big room and ran into two bullywugs that attacked, but we easily defeated them. During the fight, Sthorm attempted to hide in shadows and sneak behind them, but one of the bullywugs impaled him with a spear. Galron saved him before he expired and Ir’Alle healed him so that he is now under his own power.

There was a bullywug on the lower level between the stairs that the archers were shooting at, and one managed to hit it. Axel ran around to the north and came down the stairs and killed it. Axel lit a torch so that the crossbowmen can see to keep an eye on the double doors.

We searched the remaining rooms to the south on the upper level and learned that they are saunas.

We came down the southern stairs and worked our way around the south wall and found a door in the middle of the east wall and it opened to a room with some blocked stairs to the north, and a door to the south. There was a bullywug guard in the middle of the room. It was surprised and bolted to the door on the south and pounded on it. We swarmed it and Axel took it down.

We opened the door and met a bullywug. We slew him and discovered a key around his neck. There were four locked doors in this hallway. We opened them. One held a dead man, we later learned was David. Two were empty. The last room held an older woman and a girl, Jocassa and Em. One of the empty cells held another woman, Kaitlyn, but she must be with the bullywugs being tortured. Jocassa said that they were taken from the canals and had been there several days, but not weeks.

Jocassa told us of an opening in the NW corner of the lower level of the big room hidden behind some junk. She also told us of an idol that the big bullywug keeps with him. It is evil and spoke to her mind. It told her that all land dwellers must suffer the wrath of Lysander, the sea deity that embodies the fickle and violent nature of the sea. Usually worshiped by pirates, etc. She also said that the devil fish spoke to her mind in the same way.

We sent the women upstairs to one of the sauna rooms on the south with Walteris to guard them since the goblins won’t let us leave.

We then went to the opening behind the junk. Sthorm found a set of chimes set as an alarm, but easily removed them. We moved the junk, which was placed for ease of moving to cover or uncover a 5′ opening.

Thorfus lead the way and we found that it became a standard ten foot passageway, but it formed a ‘T’. To the east and west were doors. To the north is what could be a room.

We elected to go to the door to the west and found a lone bullywug with a glaive guarding a junk filled stairway going up and a flooded stairway going down. Axel and Thorfus charged in but failed to hit it. Ir’Alle stepped into block the water filled stairway. After much thrashing about, the bullywug wounded Thorfus, but Thorfus cleaved it’s skull in twain.

We then heard the sound of approaching bulluwugs from the norther passage of the junction.

Will our adventurers prevail? Will the bullywugs bully their way to supremacy? Tune in next week for more of the exciting adventures of our heroes.

So far, we have killed six bullywugs, rescued two adventurers, rescued two women, and only two party members have been wounded. One of the wounded was knocked down, but has been healed enough to be mobile.

The party was a bit smaller today at least in terms of minds. We started off going further into Kermit the killer…

The party was a bit smaller today at least in terms of minds. We started off going further into Kermit the killer Frogs lair. (our light source dimmed) Kilmar holds the lantern. The party notices a balcony that has sewage fallling from it and there seems to be further croaking coming from further in the darkness. Werid thing against the wall of a hallway . Galron charges attacking  the frog ,joined swiftly by Thorfus in the battle who lands a hit. Galron fails constantly Axel valintaly attacks with his battle axe. More frogs are coming towards the party Ir’alle puts down a frog but soon we will be outnumbered …HOWEVER GALRONS FIRST KILL HAPPENS MOMENTS LATER! Thorfus murders a frog man aswell .. After  Axel cuts down another two Ir’alle scares them off with his  preaching of his faith! Sthorm suffered a permanent injury… sorry… Thorfus kicks in a door a bit scares some goblins and then he finds out about the goblin chief room the party goes in search of loot . The party finds a large amount of loot thanks to Thorfus  and is his stone cunning he finds a wonderful amount of silver and a beautiful blue gem… Thorfus beats the stuffing ou of a ape but, THEN GALRON DEALS THE KILLING BLOW TO THE  CARNVIROUS APE HIS 2ND KILL!!!!!THORFUS WAS KNOCKED DOWN… WE traveled got a bit lost and then found the ladder galron and Axel went to retrieve the loot but, they  saw some guys in rags messing with our coin , they easily scared them off and Galron and Axel take the monkey as well as the loot. We lifted the unconscious bodies to safety from the sewer. Sold a monkey for 300gp to Talasein . Ir’alle confronts a rambling old man…he asks about the Grey watch and pays him 2 silver to keep his mouth shut then the party retires. in total 580 split among 5 both in xp and  gold

It’s my turn to recap, so here we go!

It’s my turn to recap, so here we go!

We continue where we left off, outside of Desric’s shop after collecting the reward for handing him the plans to Talessin’s automatons. He told the party to go and see Elspeth a the Cock and Bull.

Before head over to the Inn, Galron stops an older man, hoping to procure a map of the city. The man, Eed Kyng, tells us that we are currently in the Adventurer’s Quarter, and that we can basically find anything we need along the main road here, West Copper St. A paper market and a bazaar are back towards the harbour, and Treehorn Way, an alleyway next to Desric’s shop has an Alchemist’s.

Kyng, the proprietor of ‘Kyng’s Lanterns’, also urges Galron to try his shop as the Paladin is looking for a custom lamp. Further conversation reveals Talessin’s supposed involvement with foreign contacts, strongly hinted to be elves and perhaps not a good thing.

After this, the party enters the Cock and Bull, where we find Elspeth, the landlady. She doesn’t seem to think much of us, apparently having seen many a group in the employ of Desric, but offers us the townhouse behind the Inn, which we can rent for 30 Gold a month. The house, though sparsely decorated, is often used by adventurers helping Desric.

After some discussion, the party decides to trial it for a single night, paying a single gold, though Axel elects to stay in the Inn due to a lack of beds.

After a quick tour, Axel and Galron head out to run some errands, whilst the rest of the party stays at the Inn.

In this time, Ir’Alle approaches an elder elf, a sage called Ferry. He learns the location of a House of the Brotherhood, down at the harbour. In asking for person’s of importance in Midmark, he learns that Ferry is not a friend of Desric’s and suspects the Dwarf may be a supporter of the unease in the city towards it’s authorities.

Outside, Axel and Galron head first to the Alchemist’s. The shop is closed, but the owner, a rather attractive halfling lady, humours us. Axel enquires after healing potions, but they are too expensive for the party to currently buy (450g each). The Alchemist begins to get annoyed, but calms down when we reveal our naivete of such things, being new adventurers.

We then head to the local Ark, whereby Galron donates a portion of his earnings to a friendly female cleric, hoping to secure discounted healing for the future. Axel matches the donation as a show of goodwill.

Back at the Inn, Thorfus asks a blacksmith about acquiring better armour. The smith, Tylic Eraclid, admits he can only really do repairs, but recommends an elven armourer, Orsabet, down by the bridge.

Sthorm also approaches Ferry, asking the Sage to appraise the book and wand he ‘acquired’ in secret from Talessin’s tower. He is unable to identify the wand, guessing that it could be defensive in nature. The book, he identifies for 70g, and cautiously reveals it to be a basic spell book, and offers to buy it for 270g. Sthorm keeps it for now.

The next morning, Axel ribs Galron about his actions towards the various women the previous day. Although he claims he is just trying to haggle and charm, we all know the young Paladin is a horny teenager. Axel offers to take him to a brothel, but he declines.

The party returns to Desric, where he offers us a job. After some bad luck, a party he sent to Xen’Khel half a year ago went missing. They had been on a mission to open a previously locked up area, but their disappearance destroyed any hope of finding it, as they had the only known key. Desric’s research turned up a second though, and several weeks ago, he sent Galdor’s Free Company to collect it from a tomb deep beneath the University in Midmark.

The tomb, a remnant of the ancient Dwarven city Midmark is built upon is supposedly that of a high-ranking family. Galdor’s men managed to locate it, but turned back after they lost a man to trap.

Desric says that if we can finish the job, he would pay us 200g for the key, giving us looting rights to anything else we may find. The key is a gold or silver disc, roughly 5″ in diameter, engraved with Ancient Dwarven runes representing the Silver Throne. It is likely buried with the family matriarch. He gives us directions to the tomb, and also tells us that Galdor is staying at the Flotsam and Jetsam, near the harbour, should we need any more information.

Sthorm privately asks Desric as we leave if he wants the book or wand, but the dwarf can only offer 50g for the unappraised wand.

Following the main road towards the harbour, we stop of at Orsabet’s, where Thorfus commissions some chainmail, to be ready later that evening.

At Kyng’s Lanterns, Galron purchases a hooded lantern, made to hang from a pole, and several flasks of oil.

Next, the paper market, where Sthorm seeks out a mage called Velten. He exchanges the spell book in order to get the wand appraised, which to mage identifies as a Wand of Magic Detection, and despite having minimal remaining charges, is probably worth 1000g or so.

The rest of the party find Garviso, who sells maps, from which we purchase a maps of the city and the island of Curmidden.

Ir’Alle takes us then to the House of the Brotherhood to pay his respects. The dwarven cleric he speaks to seems to have heard of him, as a human in a dwarven religion is a bit of an oddity. When asked if Ir’Alle can offer any assistance, the dwarf asks that we see if we can uncover a missing group of surveyors, patrons of the House,  lost in a swamp near the city of Varg.

After asking for further directions, we reach the Flotsam and Jetsam. Enquiring after Galdor, the man is brought to us. When asked about the tomb, he tells us it is dangerous, and it is probably better not to go at all. His group, although used to lighter work, are veterans, but they still lost a man to a revolving floor trap.

Further questioning reveals that they also had to drive out a Goblin settlement in order to get to the tomb, and that their path was marked in chalk, donated by the initials, GFC. He also claims the tomb was weird, full of odd stains and strange noises.

The party decides to spend the rest of the day preparing. We hire a pair of crossbowmen on Galdor’s recommendation, Sturloc and Kottar. The barkeep also points us towards an eager young boy, Kilmar, who we hire to be a torchbearer. Galron promises to buy the boy a proper weapon after the mission.

Returning to Desric, the dwarf admits the tomb possibly could have automated guardians and strong magical protections and traps. In this time, Sthorm sells Desric the wand for a large sum. After Thorfus collects his armour, the party stays again at the Cock and Bull, finally deciding to rent the house for a month.

The next day, we meet the hired help at the sewer entrance, supplying Kilmar with a lantern and a backpack. Entering the sewer, the party finds itself in a chamber housing the remnants of Galdor’s camp, denoted by GFC C1/30.09 written on the wall. Following the only tunnel in single file, we head roughly south, following further chalked signs and descending deeper until we find a cave-in mentioned by Galdor.

Climbing down a steep incline, we see the beginning of the ruins, what looks to be the mosaic walls of a dwarven bathhouse. The party notes the smell of salt water and something else more foul. Entering a large chamber, we can hear the sound of falling water, and momentarily the keen of what could be a wounded animal. Opening a door, Goblins suddenly appear behind the group, brandishing weapons and calling for us to leave.

The goblin speaking members manage to talk to the Goblin leader, discovering that we were thought to be Galron’s men returned to finish killing them off. Because of this, and the loss of several warriors, the goblin tribe had lost its home to the a band of ‘Frogs’, led by the ‘Bad Fish’.

After some discussion, the Goblins agree to let us into the tomb, but only if we help them retake their home from the Frogs. Following the leader into a smaller chamber, a second band appears from the room we tried to enter, effectively surrounding us.

The Goblin tells us how they have blocked the passages after several skirmishes, trying to force the Frogs into attacking from only a single direction. If we attack the Frogs, the Goblins we unblock the passages and ambush them from behind. In this time, we see another room with mosaic’s depicting the place of humans in the ancient dwarven kingdoms, that of possibly slaves and servants.

We decide to assist the Goblins, and the leader takes us to a set of double doors to the East, following the flow of water. At the door, Galron sense evil beyond, and we push them open to reveal a balcony from which the water falls. Upon it, a rather crude and disgusting statue made from the body parts of slain Goblins sits, and also a Frog.

We attack it instantly, and after a few seconds, the Goblin leader caves it’s head in with his Morningstar. During the scuffle, Galron is able to detect the Goblins alignment. The Goblin turns out to be evil, rendering him unable to assist it in any way, for fear of losing his powers.

We end the session stuck with that dilemma, hearing a final croak from the darkness in the room beyond.

Session 2:

Session 2:

We continued from where we left off with Thorfus wounded and unconscious and Galron in possession of a restrained simian automaton. Sthorm noticed another of the monkey automatons perched on the catwalk near the ladder leading upwards but this one made no move to attack, content to merely observe us.

Thorfus was attended to and back on his feet when we heard a sound from below. Galron went to the open hatch leading downwards to look but saw nothing aside from crates. He then threw a heavy chunk of scrap down the opening and the resulting noise caused the other sound to halt but otherwise had no known effect. We decided to head down.

In this new room there were numerous crates with markings indicating that they came from the Silver Throne, the largest Dwarven trade company. Some of these crates were open and we saw they were filled with automaton parts. Galron placed the monkey automaton on a crate facing a wall before we advanced cautiously through one of the doors.

This led us to a hall with yet more doors on either side. Galron pushed at the closest one with his pole and felt a force pressing against it. He tentatively pressed it open just enough to look in and found that a cabinet had been pushed up against the door but there was nothing else of note in the room.

This was the not the case with the next room as upon opening it we immediately spotted yet another monkey automaton though this one was cruder and more simple in make than the others. It spotted us also and began to throw itself at Galron who swiftly slammed the door shut and beckoned to Thorfus, the key holder, to lock it. He did so and the simian was now safely locked away however it continued to make a tremendous racket from within its cell.

Further exploration of the lower level revealed nothing so the group decided to head upwards. The lone monkey automaton was still in the same spot guarding the ladder and watching us intently. Galron decided to restrain the monkey as he had done with the previous one but it was not to be so. Sthorm and Axel stood well back on the catwalk with their missile weapons ready, assuming this would be an easy task which would likely not require their efforts. Galron and Thorfus moved up to capture it with Ir’alle behind.

What followed was an embarrassing and lengthy attempt to grab at perhaps the most dexterous monkey construct ever created. It easily avoided all attempts to grab it and at one point even managed to overpower Galron causing the Paladin to bang his head on the ladder’s edge and leaving him stunned. Worse still the monkey had access to a number of flasks filled with acid and the clever little automaton repeatedly threw these flasks at the catwalk supports. His first attempt missed but otherwise he threw with precision and eventually that section of catwalk collapsed sending Galron, Thorfus and Ir’alle careening to the lower level. Sadly the fall knocked out Ir’alle.

Axel and Sthorm suddenly realising that this was by no means a simple battle and being the only ones still on the catwalk with the monkey decided to fire their weapons. Sthorm struck it well with his sling but this only attracted its attention and the monkey leapt upon Sthorm’s head and raked at the Dwarf’s face hurting him badly. Sthorm dropped his sling and grabbed for his long sword but with the blood in his eyes was unable to strike the monkey. Satisfied with the hurt that it had inflicted upon Sthorm the Automaton then focused on Axel and struck him down easily.

Meanwhile Galron and Thorfus were back on their feet and headed straight back up the catwalk. Galron fearlessly waded right back into the fight but Thorfus didn’t want to engage the creature in melee again and so drew out his bow but was unable to find a good shot on the small creature with his allies in the way. Hurt as he was Sthorm decided to disengage from the fight and left Galron standing against it alone. This gave Thorfus a better shot and Galron called out for him to take it. 

Thorfus fired but the arrow struck Galron in the back and he went down. The situation was dire with three men down and the remaining two heavily wounded. The monkey launched itself at Sthorm who swung at it with his longsword and miraculously the blow struck, parting the automaton’s head from its body. Thorfus and Sthorm immediately went to check on their comrades and performed some basic first aid to stop their bleeding.

Relieved but exhausted the two discussed what to do next and they decided a tactical retreat was the smartest option. Thorfus first gathered up the monkey’s head and body and then they carried their fallen friends with the help of Uthrak, who had been surprisingly useless so far, to the tower’s entrance where they momentarily set the bodies down. Thorfus went to unlock the door and whilst he was doing so Sthorm snatched up the lockbox that Galron had prevented him from taking earlier and stowed it in his backpack. The door was now open and the men once again gathered uop their allies and headed back to the lucky gam.

Talessin and two of his students were in the Gam’s common room and saw them arrive immediately and his look of disappointment was obvious. Thorfus told Talessin to wait whilst he saw to getting the wounded accommodations and he generously paid for two private rooms. Axel, Galron and Ir’alle were set to bed with Uthrak watching over them whilst Thorfus and Sthorm went to talk to Talessin.

Thorfus explained the situation and showed Talessin the automaton they had destroyed. Talessin was particuarly interested in the intelligence the monkey had displayed but was disapointed that it and the Dwarven automaton had been destroyed. Sthorm suggested that they could still complete the job if Talessin would give them time to wait and rest but this idea was received coldly. Thorfus then suggested that healing could be purchased and we could get to work sooner but that our funds were limited. Talessin offered an advanced payment of 150 gold for the one automaton we had left undamaged and Thorfus gratefully took this and asked for directions to the nearest Arc temple. It was very close so Thorfus set off with the money whilst Sthorm stayed behind in his room and smashed open the plundered lockbox. He was delighted to see that it contained 300 gold which he stashed in his pack before kicking the broken container under his bed.

Thorfus went to the temple and got a priest to come back with him though the price was left unclear until the priest had seen how much healing would be required. He examined the wounded and noticed that one of them was a Paladin of his faith. He declared that the cost would be 75 gold each and that the price had been discounted for having a champion of the faith amongst our number. Talessin’s payment was nowhere near enough for all 5 men so Thorfus took all the gold he could find on the unconscious members and pooled it with his own gold and Talessin’s but still we came up short. Sthorm finally volunteered 100 gold out of the 300 he had recently accrued and we had the money. Ir’alle was brought to consciousness but the other two after healing were still out of it. Ir’alle shared some kind words with the priest and Thorfus thanked him and sent him on his way.

We rested the night and in the morning Ir’alle prayed for healing powers which he then used on the wounded and brought them to consciousness though they were still exhausted. Galron was feeling melancholic after our humiliating defeat and tried to drink the pain away but even after 4 drinks he felt no different and went back to bed. Thorfus spoke with both Talessin and one of his students asking for any knowledge or advice that could aid us but learned little of use. We slept another night and woke feeling refreshed and healthy enough to go back to the tower.

(at this point I admit I was getting tired and some of the following details are foggy in my memory)

The group went back to the tower and made our way to the double doors leading into the catwalk room. Thorfus and Sthorm listened at the door and heard some distant banging that sounded very much like the banging they had heard previously when the monkey automaton was at the table constructing its fellows. Thorfus opened the doors and we headed through into the catwalk room but fortunately nothing appeared to be different and aside from the destroyed Dwarven automaton there was no others we could see. Galron sensed an evil presence from above and immediately made for the ladder leading upwards with the group following behind. 

Galron made his way up the ladder and saw at the top there a trapdoor with no discernible lock. Holding onto the ladder with one hand he grabbed his trident in the other and used it to lightly press up on the trapdoor. The door began to lift but then Galron felt a sudden force push down upon it so heavily that it knocked the trident from his hand and sent it crashing down to the floor. Galron took out his long sword and pushed back at the trapdoor but this time with as much force as he could muster and the trapdoor swung up and open. galron climbed up the rest of the way and found himself in what looked to be Talessin’s personal quarters with shelves stacked with many thick books and a bed and a desk. More importantly, in front of Galron was a sort of pedestal upon which was a clear orb topped with a circlet and what appeared to be a brain suspended in liquid within. Behind Galron was another Dwarven automaton and a human boy but Galron ignored them and charged straight at the pedestal.

Thorfus came up behind Galron and to his horror got a proper look at the boy. The top half of his head had been removed and the brain scooped out. The boy’s cranium was filled with wires and bits of metal and his stare was empty and souless. The boy punched at Galron and hit him lightly but he seemed to have no awareness of what of he was doing. Axel came up the ladder and went for the Pedestal with Galron whilst Ir’alle and Sthorm ascended and moved east towards the bed where it seemed safest.

Galron arrived at the pedestal and grabbed for the circlet, remembering Talessin telling them that without it the overseer would be unable to control the automatons, but somehow he missed it completely. The Dwarven automaton behind him did not miss however and Galron was knocked unconscious to the ground. Axel then attempted to grab the circlet and managed to put his hands around it however as he lifted it a surge of energy struck him and knocked him out cold and the circlet settled back into place on the orb.

Sthorm attempted to trip the slow and clumsy automaton by wrapping his rope around the construct’s legs and pulling its feet out from under it but the rope failed him and it snapped in the attempt. Having seen 

his allies go down and having no fear of magic Thorfus approached the pedestal and grabbed the circlet and ripped it off, fortunately the pedestal had not been able to recharge and there was no energy outburst. With the circlet removed both the Dwarven automaton and the boy collapsed lifelessly to the ground.

Ir’alle used his divine powers to restore Galron and Axel to consciousness. Galron got up and for the first time saw the boy and what had been done to him and was filled with outrage. He felt certain that the brain in the overseer’s orb belonged to the boy and that the automatons could not have performed an operation as delicate as brain removal and he therefore presumed that Talessin must be responsible.

Galron went to the lone door in the room and beckoned Thorfus to open it with the key. Thorfus did so and Galron threw the door open revealing that it led out onto the balcony. Thorfus looked down into the street and saw Ethan, one of Talessin’s students, watching over the tower as he had been ordered to do. Thorfus called out and beckoned for Ethan to come up. Ethan seemed hesitant but eventually made his way up.

Ethan arrived and was immediately shocked to see what had happened to his fellow student. Galron and Thorfus questioned Ethan about Talessin’s involvement but Ethan knew nothing saying that no one had been allowed into Talessin’s room and that he had no idea about what had been happening up here.

Galron angrily left the room to confront Talessin with everyone except Sthorm following. Sthorm took the opportunity to search the nearby desk and found a locked drawer which he opened with his lockpicking skills. Inside the drawer was a book with a silver clasp, a wand, and a pouch full of coins all of which he placed into his backpack. He also searched the bookshelves but found nothing except some very thick tomes of no interest in him.

Meanwhile Galron marched into the lucky gam and straight up to Telassin’s room and banged on it with his fist. Telassin opened the door and Galron could see behind him on a table was the destroyed monkey. Galron questioned Telassin about the boy and the brain but Telassin denied having removed the boy’s brain though he did admit that the brain in the overseer was put there by him but he preferred to not reveal where that brain came from. Galron was uncertain but calmed down somewhat.

Telassin was pleased that the situation had been resolved and seemed non-concerned about his student’s horrific end. Galron asked why he should not just go to the authorities and tell them everything to which Telassin replied that not only did they have an arrangement but if the guards were to take the student’s body then he would be unable to investigate the true cause behind all that had happened. Galron still felt uneasy but suggested he would feel better about keeping quiet if they could find the boy’s brain. The group agreed to go back and look.

(I was afk for some of this next part so there may be blanks)

Back at the tower the group scoured for the brain with the exception of Sthorm who said that he felt it was a waste of time and and to come get him from the Gam once they had collected their payment, but really he was just avoiding Tallesin. The groups search took them down to the lower level where they had locked in the monkey which was now silent. They opened the door and found the monkey on the floor totally inert without the overseer to control it. A search of this room revealed a second brain which eased Galron’s suspicions. Finally with everyone satisfied it was time to collect payment.

Tallesin went to collect the money from his desk but found the drawer unlocked and the contents missing. He questioned the group about this but none of them knew anything about it. He seemed troubled by it but believed them and asked them to wait outside whilst he got the money from his hiding place. Tallesin returned and dolled out the payment, a total of 400 gold including the bonus 100 for the overseer and 300 for two preserved automatons but not for the third for which he had already given the money to Thorfus. Tallesin also noted that it would be a bad idea to dissapoint Desrick and so he would give them some but not all of his schematics so that they could complete the job for the Dwarf which would serve as a bonus payment for a job well done and not spoil their reputation.

With the money and the schematics the group then went back to Desrick and gave him the schematics. He was clearly suspicious at how few there were and questioned them about it. Galron admitted that Tallesin had given the schematics to them as a bonus reward to which Desrick asked if they had found any others whilst in the tower.The group honestly replied that they had not because they were more preoccupied with the automatons than searching for notes. Desrck seemed displeased with this as he had sent them specifically to search for the notes but ultimately he paid the agreed price of 50 gold each which came out to 300 gold.

At this point the session ended.

To centralize and better maintain my copy of the character sheets, I have created a shared drive folder and linked…

To centralize and better maintain my copy of the character sheets, I have created a shared drive folder and linked it to this group (the link, called “Character Sheets,” should always be visible at the top of the community home-page under the “About” post). You should be able to edit/add files in that folder, so please update your character sheets there as they change.

Link to folder: https://drive.google.com/folderview?id=0B4LhPqNvO_GRRHdWMlAxZHlwNEE&usp=sharing

https://drive.google.com/folderview?id=0B4LhPqNvO_GRRHdWMlAxZHlwNEE&usp=sharing

Session 1:

Session 1:

Wednesday, March 19, 2014.

Starring:

James: Sthorm (thief) dwarf

Brian: Ir’Alle (cleric) Human

Riese: Galron (paladin) Human

Larry: Thorfus (fighter) dwarf

Antony: Axel (fighter) dwarf

Scott/tzx: Uthruk (fighter) half-orc

The hearty adventurers met on a ship going to the island of Midland and its capital and largest city, Midmark.

We were awakened to what we thought were sailors making ready to dock, but it was actually the crew rescuing the 4 survivors of a wrecked and burning ship. The wrecked ship was attacked by a devil fish not more than an hour before our ship came upon them.

After a few more hours we entered the great harbor of the biggest city we had ever seen. The harbor was a forest of masts and rigging and ships of all sizes. The first thing we noticed about the harbor was the smell of tar, giving it the popular name of the Tar-Water.

In the middle of the harbor is an artificial island with foundries belching smoke and dry docks building the ships that make Midland the merchant power of the islands.

The docks were packed with people milling, walking and boarding and de-boarding ships. There are huge cranes for loading and offloading cargo. The docks are very high above the water, since with two moons there is a rare double high-tide.

A sailor on our ship told us that people at the docks were all the time putting together expeditions to the other islands.

Before we docked, we were met by a boat with one of the customs agents of the Harbor Master, Baswick (something). He told us the rules of the city, which sum up to stay out of trouble, no murder (self-defense is OK), and find work or we will find it for you. We noticed lots of indentured servants on the docks. Baswick then recorded various facts about us, name, where we are from, etc. 

We debark to the docks and notice lots of dirty children looking for work.

We asked around and were directed to a grizzled dwarf at a desk by a ship and a tall man next to him. The dwarf, Mortimer, had a golden helm with a built-in eye patch for a missing eye. He was readying an expedition to (the dangerous island). We decided not to sign up and he told us he wouldn’t hire us anyway. We decide to stay local to the island.

We hear of another dwarf, Desrick, who sends adventurers locally for dwarven artifacts. There is a hint that he can’t be trusted.

Galron, our paladin, picked out the dirtiest child he could find, who we couldn’t tell if his skin was black or he was just that filthy. Galron gave Efram a gold piece to lead us to Desrick’s. He said it was about an hour into the city. Other boys argued with Efram that he didn’t know the way, etc. Galron made clear we were going with Efram.

We journeyed N/NW and noticed to the east the town had hills, cathedrals, castles, government buildings, etc. The area where we were had numerous warehouses, narrow streets, and few people.

Unfortunately, Efram appeared to get lost. We soon learned that this was a ploy and that his older brother, Gartric, and some friends had him guide the unwary into a tight street. We did not go down the dead end alley, but met them in an intersection.

Five of them came up to us demanding gold, thinking we were rich. We refused and battle ensued. We dropped three of them and the last two surrendered, but fled at mention of the constable. We patched up the wounded thieves, Galron healed the leader who we soon learned was Efram’s brother. 

Ir’Alle, Uthruk, and Thorfus were all injured in the fight. 

We scooped up the would-be bandits and made Efram take us to Desrick’s. Along the way we passed a shrine to the Ark and left the unconscious bandits. They did not have a cleric on duty, so gave us a note to give to the first cleric of the Ark we found.

We learned that there was a great canal running through the city, and there are only a few bridges where it can be crossed.

We encountered another shrine of the Ark and a cleric was present. We were all healed for some of our damage. The note entitled us to free healing for a service to the Ark. Normally, there would have been an expected donation.

We finally reach Descric’s. It looked like a junk yard, with ancient dwarven artifacts in various states. Across from it is the Cock & Bull inn & tavern. We banged on the door until Desric let us in, it was early, but other businesses were open. He place was fulls of bits and pieces and lots of books. He told us he got word of an emergency at Talisin’s place. He told us that he was too old and tired to go out in the middle of the night. Desric said that Talisin was doing dangerous things and shouldn’t be meddling with what he was. Desric offered us 50 gold to bring him papers that explained the ancient dwarven automata that he was working with.

Descric told us that Talisin would probably be found at the Lucky Gam, if he was not at his place. He gave us directions to the Lucky Gam.

We find the tavern, and Talisin and two of his three students were with him. The missing student, Osric, has not been seen since last night.

Talisin explained that he and Desric are member’s of the Tinker’s Guild and that Talisin is secretary and that Desric wants his office. Talisin has hopes of doing something wondrous with the automatons and becoming president of the guild. We get the impression that Talisin is more honorable and tell him what Descric wanted. Talisin offers us 150 gold (was that right?) for each automaton that is not destroyed.

What happened is that he built three monkey creatures and two dwarven warrior without issue. The automaton he was working on last night needed one final piece. Often he has custom pieces made. This one was a custom piece and when put in place the automaton took over the others, he called it an Overseer. He said that if we removed the circlet from its dome, it would cease to control the others. Talisin said that it was directing the others to build more automatons.

He gave us the key to his place. We explored his shop front and the lower level of the tower, then made our way up the stairs. We encountered a monkey creature in one room and it threw acid at us. Thorfus was the only one hit, but water stopped the acid from doing more damage. The rooms had no ceiling, so the monkey came over the wall, but did not follow us when we went through double doors that took us in to a workshop.

We heard noise on the other side of the door, but as soon as we entered the noise of work stopped and we were faced with a monkey creature and a dwarven automaton. We could tell the monkey had been trying to put some gears together.

We tried to run past the dwarven automaton, some of the party made it, but Thorfus was hit and went down. Others in the party attacked. I believe it was Sthorm his the dwarven machine for a little damage, but Uthruk jumped off the gangway above us and hit it for enough damage that it stopped attacking, Galron lept down and grappled with the monkey creature and others helped him tie it up with wire that was there. Ir’Alle came to Thorfus aid and cast cure light wounds.

Play then ceased for the night just after midnight.

A glorious time was had by all and we can’t wait to continue the adventure next week.