Axel and Thorfus’s (roll d4: 1-2 Excellent; 3-4 Bogus) Adventure in Midmark

Axel and Thorfus’s (roll d4: 1-2 Excellent; 3-4 Bogus) Adventure in Midmark

1. Thorfus and Axel depart Kaligan late in the afternoon of the 13th of Denrilden, arriving in Midmark after sundown without incident. There was a quick scare just before reaching the Tarwater Harbor, though, when the Bawdy Bachelor seemed to hit something very large (ominous shuddering and creaking from below decks); this was accompanied by Thorfus and Axel simultaneously experiencing the strong feeling that someone was watching them – although neither could spot anything unusual.

2. Given the hour of their arrival, the two dwarves make their way to their townhouse behind the Cock & Bull Tavern in the Outlander district. The only excitement on their journey there is stumbling across a vicious fight involving five dogs – four half-starved strays savagely mauling an older native woman’s pet; she begs Thorfus and Axel to intervene [I will need your response].

3. Elspeth at the Cock & Bull is delighted to see you, quickly handing over the key to the townhouse and assuring the dwarves that she has kept the place safe during the group’s absence. She is sorry to hear that Baldric’s Boys are not coming back for a longer stay – and to report that Faldspar has been gone the last few days after receiving word that an elf matching Tarion’s description was trying to sell a life-like piece of garden statuary depicting an oversized warrior caught in the midst of a strike against some foe. He hasn’t returned since then to the townhouse. Thorfus and Axel spend the night safe and comfortable in the townhouse – confirming that the treasure left under the floorboards is safe [Let me know if you are retrieving anything].

4. The next morning, the two travel just up the road to Roland’s jewelry shop. As usual, he pops up beside them almost magically as soon as they enter the shop. He is delighted to see some of his best customers return, excitedly sharing news about his newfound success since becoming secretary of the jeweler’s guild in Midmark. In fact, he is preparing to close up his shop in the Outlander district and move to High Market (near Aldous’s bookshop). He offers the dwarves 700GP for the two turquoise gems, which he identifies as Aquamarine stones [Let me know if you accept his offer or haggle].

5. After Roland’s, Thorfus and Axel continue on to Newtown in order to inform Em’s parents about what the group has discovered. They are delayed, though, upon discovery that the gate into Newtown is closed due to rioting by islanders after the discovery of Arden Grell’s perfidy. These riots were apparently quite bloody, leading to the deaths of several guardsmen including Captain Hendrick Gosprend (who was left strung up near the canals). Thorfus and Axel finally speak to the acting captain, Edony Shadelok (one of the guards interrogated by the party after the mayor’s assassination), and convince her to let them into the slums. She says to take care in Newtown to not exacerbate the current tensions, reminding the two about what happened with the underground press.

Once in Newtown, the dwarves hurry to the apartment of Honora and Henry Wystow (Em’s parents). There is a moment of danger when a small group of toughs begins to tail them, but the ruffians lose interest after getting a better look at Thorfus and Axel’s weaponry. Honora and Henry are happy to see the dwarves and begin sobbing from a combination of joy and grief upon hearing what they’ve learned about Em’s fate. They beg the Starchie Boyz to continue their search for Em, attempting to give the dwarves a small bag of coins and promising that they can get more if that’s what it takes for the group to rescue their daughter. [Do Thorfus and Axel take the purse?]

6. After extracting themselves with as much grace as possible from the meeting with Em’s parents, Thorfus and Axel make their way back out of Newtown and then grab a cart ride up into High Market to visit with Aldous Runnelbrook – on the way out of Newtown, they encounter a bereft man seeking someone to take vengeance on a traveling apothecary selling fake potions that killed his wife [let me know if you want to follow-up on this]. They make their way via the harbor, stopping to see if Ir’Alle is available at the World Forge Community House, but find that he left for Xenilum’Khel a couple of weeks previously but that his ship was lost before arriving in Vargen. He is assumed dead at this point.

With that heavy news, the dwarves make their way to Aldous’s shop. Aldous is happy to see them – and their dwarven tapestries. He is willing to pay 500GP each for the two pieces of art (or 700GP + an item identification, if that is more agreeable [let me know if you accept either of these offers]). He remarks on the fact that it has long been known that winged dragons were enemies of the dwarven empire, but that these pieces are the only depictions of their wars that he has seen.

7. At this point it is late afternoon on the 14th of Denrilden and Thorfus and Axel are in High Market. Nearby are Lord Thornton’s estate and the Ark Cathedral (Galron and Kilmar’s last known location). You can also head down to the harbor and board the Bawdy Bachelor – although Amis Junkyn will want to wait until the morning to leave. Please let me know your response to the questions above in the square brackets and anything else you will like to do before returning to Kaligan. Follow-up questions/actions on anything above are also fine.

Session 44 – Feb 18, 2015

Session 44 – Feb 18, 2015

13th of Denrilden, very early morning

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

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

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

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

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

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

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

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

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

Copy of Grell’s suicide note:

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

Third Letter :

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

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

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

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

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

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

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

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

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

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

While in Midmark, the two dwarves plan to:

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

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

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

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

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

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

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

Treasure Gained (Session 44, 2/19/15):

Treasure Gained (Session 44, 2/19/15):

There was no new treasure this week, but I ruled that the party could take the experience for the note from Peter Thorel authorizing up to 1,000GP in funds for the Starchie Boyz. This treasure should be divided by 6 since the party decided Brice is just an associate (rather than a member ) of the group.

Possible Mapping Option (2/6/15):

Possible Mapping Option (2/6/15):

So, Roll20 is not particularly easy to use as a real-time mapping solution as we discovered this week. However, I was wondering if a Google Sheets document could work. I have added a link to a mapping folder on Google Drive in the “About this Community” post at the top of our page. If you open the spreadsheet there, you will see borders and diagonals that can be copy-pasted to create maps. I believe that changes will show up to all users with the document open, so it’s effectively real-time map sharing. Let me know what you guys think.

Session 43 – Feb 4, 2015

Session 43 – Feb 4, 2015

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

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

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

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

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

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

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

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

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

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

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

23F Edonea Styrtover

35F Clemency Lillyng

18M Wigayn Langabeard

32F Etfled Tirevache 

42M Thybaudin Rilly 

38M Malik Otter

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

Treasure Gained (Session 43: 2/4/15):

Treasure Gained (Session 43: 2/4/15):

Party Treasure:

– 120 Gold

– 2 Turquoise Gems

– 15 Platinum Coins (Crowns)

– Handful of copper/silver coins from footlockers (sorry – randomly rolled to see how many coins were dropped/missed during the slavers’ escape and don’t have the number in my notes)

– Medium Chest with Key (holding Egg)

– Bundle of Assorted Clothing 7x (In Axel’s sack)

– 3 Longswords

– Leather Helmet

– 2 sets of Leather Armour

– 3 Daggers

– Short Bow

– 3 Short Swords

– Potential Barracks & 2nd floor Weapon Storeroom Treasure

Session 42 (The Perfect Session)

Session 42 (The Perfect Session)

01/28/2015

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

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

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

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

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

We then see the body put in the furnace.

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

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

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

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

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

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

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

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

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

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

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

Do we have a chance to catch the Dusty Gnome?

Treasure Gained (Session 41: 1/21/15):

Treasure Gained (Session 41: 1/21/15):

Party Treasure:

1) 600gp from Peter Thorel

2) Letter of credit from bargemen worth 1000gp (doesn’t count for xp)

Individual Treasure (Can be shared or not):

1) Ashton received 2,000gp from Thorel for enslavement

2) Finklemur ID’d a protection from magic scroll; worth 1500xp if used

#session_loot  

41

41

Bookkeeping Joe hasn’t leveled 

Back to town

Guards shout out 

Quicklings stringed up

Heading to 12th night

Alessandra is taking charge of the situation 

Rescue Slaves Dusty Gnome(Meaning Finklemur is still armless)

Calligan not friendly(A few hundred people)

Lack of services 

Wall District lack of dock (east harbor recommended) 

Went to 12th night

Rotho caught 

Letter opened

It says (Read post)

Barney suspected 

They cut out hardcore

We may go party (Peter Theral)

Paw print stamp Agrees to invite

General store

New threadZ for  Quickling Rags

Going to the Lone Barrel

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

Fink gets ripped a new one by Leather worker

Meet Adelard at Lone Barrel

Baywin -Times of transition 

Magic User (Arnell fillet)

Adamantite cube (maybe magic)

Detect magic is cast on a cube and a dagger 

Aldus Runndlebrook is mentioned

we arrive at Peter’s

Directed to set together

Starchy is fed 

We ate dinner

Peter clears his throat

Gives a speech/Lifestory

 Invest in Bargemen

Treasure given to slaves

we keep things hush hush with  peter

Firmhand shakes exchanged

the spell protection from magic

we decide to show up super early for wizards