Difference between revisions of "Jalin 1425"
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=== 1st [[Jalin]] 1425 === | === 1st [[Jalin]] 1425 === | ||
− | The party spend a relatively quiet day in [[Ventelas]]. They visit [[Berrigon]] in the morning and return the wagon, and are paid the rest of their reward for their services, despite the fact they have killed most of the bandits they have re-supplied. [[Marinus]] attempts a Gather Information check, to find out any information regarding [[Drakus Brayden]], but fails to turn up anything of interest. [[Kaldir]] scribes an Identify spell into his spell book. | + | The party spend a relatively quiet day in [[Ventelas]]. They visit [[Berrigon]] in the morning and return the wagon, and are paid the rest of their reward for their services, despite the fact they have killed most of the bandits they have re-supplied. [[Marinus]] attempts a [[Gather Information]] check, to find out any information regarding [[Drakus Brayden]], but fails to turn up anything of interest. [[Kaldir]] scribes an [[Identify]] spell into his spell book. |
[[Jarek]] indulges himself in a little entertainment at [[The Winking Vixen]] bath house. | [[Jarek]] indulges himself in a little entertainment at [[The Winking Vixen]] bath house. | ||
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=== 2nd [[Jalin]] 1425 === | === 2nd [[Jalin]] 1425 === | ||
− | [[Kaldir]] casts Identify on the magical goat head amulet recovered from the tomb. He discovers it is an Amulet of Natural Armour +1. [[Jarek]] takes ownership of the item and wears it concealed under his clothing/armour. The party return to the [[Mercenaries' Guild]], where [[Enris]] pays them 1,000gp on behalf of the [[League of Enlightenment]] for clearing the tomb of [[Necromancers]]. He also advises them that a representative of the [[League]] wishes to meet them the same evening to thank them in person. | + | [[Kaldir]] casts [[Identify]] on the magical goat head amulet recovered from the tomb. He discovers it is an Amulet of Natural Armour +1. [[Jarek]] takes ownership of the item and wears it concealed under his clothing/armour. The party return to the [[Mercenaries' Guild]], where [[Enris]] pays them 1,000gp on behalf of the [[League of Enlightenment]] for clearing the tomb of [[Necromancers]]. He also advises them that a representative of the [[League]] wishes to meet them the same evening to thank them in person. |
− | [[Kaldir]] makes a Gather Information attempt regarding [[Drakus Brayden]] and learns some rumours. Apparently, he is an orphan who has fallen into petty thievery, and some suspect him of having some kind of telepathic power. He has not been seen in the city for a number of weeks. [[Kaldir]] also bribes [[Gerald Grabbit]], the Innkeeper, who confirms that [[Brayden]] works for [[Berrigon]]'s rival in [[the Black Tendril]] - [[Virannon]]. Meanwhile, [[Jarek]] is able to negotiate a sale of the emeralds prised from the [[demonic]] artefact found in the tomb. Using a combination of Bluff and Diplomacy, he is able to agree upon an excellent price with a local jeweller. | + | [[Kaldir]] makes a [[Gather Information]] attempt regarding [[Drakus Brayden]] and learns some rumours. Apparently, he is an orphan who has fallen into petty thievery, and some suspect him of having some kind of telepathic power. He has not been seen in the city for a number of weeks. [[Kaldir]] also bribes [[Gerald Grabbit]], the Innkeeper, who confirms that [[Brayden]] works for [[Berrigon]]'s rival in [[the Black Tendril]] - [[Virannon]]. Meanwhile, [[Jarek]] is able to negotiate a sale of the emeralds prised from the [[demonic]] artefact found in the tomb. Using a combination of [[Bluff]] and [[Diplomacy]], he is able to agree upon an excellent price with a local jeweller. |
In the evening, the party meet with [[Alicia Rynem]], a city councillor and member of the [[League of Enlightenment]]. The meeting takes place in an up-market tavern, [[The Half Moon]], not far from the [[Home of the Enlightened]]; a luxurious, walled estate in one of the finest districts of the city. She thanks them for their assistance in [[Riddlebeck]], informing them that their actions have almost certainly saved innocent lives there. They also learn a little about the [[League of Enlightenment]] - [[Alicia]] tells them that '''"The Path of Enlightenment dispels the darkness - those who are black of heart cannot hide from us."''' | In the evening, the party meet with [[Alicia Rynem]], a city councillor and member of the [[League of Enlightenment]]. The meeting takes place in an up-market tavern, [[The Half Moon]], not far from the [[Home of the Enlightened]]; a luxurious, walled estate in one of the finest districts of the city. She thanks them for their assistance in [[Riddlebeck]], informing them that their actions have almost certainly saved innocent lives there. They also learn a little about the [[League of Enlightenment]] - [[Alicia]] tells them that '''"The Path of Enlightenment dispels the darkness - those who are black of heart cannot hide from us."''' | ||
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After leaving the inn, [[Kaldir]] tails [[Alicia]] and sees her entering a high quality town house not far from the tavern. He also observes armed guards patrolling the walled estate of the [[Home of the Enlightened]]. | After leaving the inn, [[Kaldir]] tails [[Alicia]] and sees her entering a high quality town house not far from the tavern. He also observes armed guards patrolling the walled estate of the [[Home of the Enlightened]]. | ||
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=== 3rd [[Jalin]] 1425 === | === 3rd [[Jalin]] 1425 === | ||
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The party buy horses and ride towards [[Riddlebeck]], arriving by early evening. However, as they approach, they realise all is not well - farmsteads on the far outskirts of the village are in flames. Leaving their horses tethered on the edge of the village, they advance cautiously into [[Riddlebeck]] proper and are soon locked in a fierce battle with the [[Orc]] invaders. | The party buy horses and ride towards [[Riddlebeck]], arriving by early evening. However, as they approach, they realise all is not well - farmsteads on the far outskirts of the village are in flames. Leaving their horses tethered on the edge of the village, they advance cautiously into [[Riddlebeck]] proper and are soon locked in a fierce battle with the [[Orc]] invaders. | ||
− | This particular raiding party of seven [[Orcs]] is led by a Cleric of [[Gruumsh]], and proves to be a dangerous adversary. On the verge of defeat, a last ditch Charm Person spell from [[Korwyn]] converts their assailant to the party's side, allowing them a brief respite and giving [[Korwyn]] an opportunity to question the [[Orc]] about what has happened here. [[The Riddlebeck Arms]] is close by, and fires from barns and farmsteads can be seen in the distance - but the village itself is not yet on fire. | + | This particular raiding party of seven [[Orcs]] is led by a Cleric of [[Gruumsh]], and proves to be a dangerous adversary. On the verge of defeat, a last ditch [[Charm Person]] spell from [[Korwyn]] converts their assailant to the party's side, allowing them a brief respite and giving [[Korwyn]] an opportunity to question the [[Orc]] about what has happened here. [[The Riddlebeck Arms]] is close by, and fires from barns and farmsteads can be seen in the distance - but the village itself is not yet on fire. |
Questioning the [[Orc]] Cleric, the party learn his name is Ulag and that he has just killed the High Priest [[Veros Bant]], whom he bludgeoned into a "bloody mush" in the "pathetic human temple". They also learn that the main force are heading towards the manor house, and Ulag urges [[Korwyn]] and the others to help destroy it for the glory of [[Gruumsh]]. He says the war band leader, Vlog, should be there soon. Ulag boasts that "the glorious [[Orcs]] have already crushed the feeble Lord and his troops when we took over the fort. Now we will kill his woman and vile little sproglings". When pressed on their motives, he merely responds, laughing, "Because we can". | Questioning the [[Orc]] Cleric, the party learn his name is Ulag and that he has just killed the High Priest [[Veros Bant]], whom he bludgeoned into a "bloody mush" in the "pathetic human temple". They also learn that the main force are heading towards the manor house, and Ulag urges [[Korwyn]] and the others to help destroy it for the glory of [[Gruumsh]]. He says the war band leader, Vlog, should be there soon. Ulag boasts that "the glorious [[Orcs]] have already crushed the feeble Lord and his troops when we took over the fort. Now we will kill his woman and vile little sproglings". When pressed on their motives, he merely responds, laughing, "Because we can". | ||
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The village liberated, the steward, [[Jodan Burh]], rushes out from the manor house to thank the party and is followed shortly by Lady [[Treygal]] and her two children. Jodan is rather sheepish, especially considering how dismissive he had previously been towards [[Kaldir]]'s offer to investigate the local fort. Naturally, he has now had a change of heart and offers to reward the party handsomely if they can destroy the [[Orcs]] who are no doubt controlling the fort, and return with news of [[Lord Treygal]]. | The village liberated, the steward, [[Jodan Burh]], rushes out from the manor house to thank the party and is followed shortly by Lady [[Treygal]] and her two children. Jodan is rather sheepish, especially considering how dismissive he had previously been towards [[Kaldir]]'s offer to investigate the local fort. Naturally, he has now had a change of heart and offers to reward the party handsomely if they can destroy the [[Orcs]] who are no doubt controlling the fort, and return with news of [[Lord Treygal]]. | ||
− | The party spend the rest of the evening in the [[The Riddlebeck Arms]], where they are treated as heroes. They enjoy getting to know eachother a little better over a few ales. [[Culain]] and [[Danril]] tell the party of their search for [[Ariala Dy'nesh]], and how they were tricked and left to die by one "[[Drakus Brayden]]". [[Korwyn]] shares more information about his reason for leaving [[Elingor]], including his father's murder of his mother on trumped-up charges of helping a slave uprising, and [[Korwyn]]'s seduction of his father's pretty young bride as a special leaving present. | + | The party spend the rest of the evening in the [[The Riddlebeck Arms]], where they are treated as heroes. They enjoy getting to know eachother a little better over a few ales. [[Culain]] and [[Danril]] tell the party of their [[search]] for [[Ariala Dy'nesh]], and how they were tricked and left to die by one "[[Drakus Brayden]]". [[Korwyn]] shares more information about his reason for leaving [[Elingor]], including his father's murder of his mother on trumped-up charges of helping a slave uprising, and [[Korwyn]]'s seduction of his father's pretty young bride as a special leaving present. |
[[Danril]] and [[Culain]] share a little of their background, too. The party learn of [[Culain]]'s escape from [[Ardonia]] where he was being indoctrinated as a Paladin of the goddess, Ardona, and how he fled to [[Arabor Forest]] where he was taught the ways of a Ranger by [[Danril]]. [[Danril]] explains his hatred for the Paladins with the story of how his father was executed for using "heathen" druidic magic to save a villager. | [[Danril]] and [[Culain]] share a little of their background, too. The party learn of [[Culain]]'s escape from [[Ardonia]] where he was being indoctrinated as a Paladin of the goddess, Ardona, and how he fled to [[Arabor Forest]] where he was taught the ways of a Ranger by [[Danril]]. [[Danril]] explains his hatred for the Paladins with the story of how his father was executed for using "heathen" druidic magic to save a villager. | ||
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The party press on towards the main keep, where they can see [[Lord Treygal]]'s body impaled on a spike atop the central tower. They fight their way up the keep, having to cross a room full of barricaded [[Orcs]] on each level to reach the stairs on alternate sides every time. Finally, they reach the Lord’s bed chamber, which is now occupied by the [[Orc]] leader, [[Garrash]]. He is assisted by an [[Orc]] Cleric of [[Gruumsh]] and an [[Orc]] Sorcerer. Four [[Orc]] archers round out his remaining forces. | The party press on towards the main keep, where they can see [[Lord Treygal]]'s body impaled on a spike atop the central tower. They fight their way up the keep, having to cross a room full of barricaded [[Orcs]] on each level to reach the stairs on alternate sides every time. Finally, they reach the Lord’s bed chamber, which is now occupied by the [[Orc]] leader, [[Garrash]]. He is assisted by an [[Orc]] Cleric of [[Gruumsh]] and an [[Orc]] Sorcerer. Four [[Orc]] archers round out his remaining forces. | ||
− | [[Jarek]] decides to challenge [[Garrash]] to a duel, which, unwilling to show weakness in front of his followers, [[Garrash]] accepts. [[Jarek]]'s companions spread out in a semi-circle around him, while the [[orcs]] do the same to [[Garrash]]. Naturally, both sides are ready to attack should their champion look as though they are in trouble. The fight goes badly for [[Jarek]], and he gives a signal to the others to aid him after a few rounds of combat. By this time, unfortunately, the party are on the back foot and are unable to recover. Despite a valiant, brutal battle, a tactical mistake allows the [[Orc]] Cleric to keep [[Garrash]] healed via Cure spells and a wand of Cure Light Wounds. | + | [[Jarek]] decides to challenge [[Garrash]] to a duel, which, unwilling to show weakness in front of his followers, [[Garrash]] accepts. [[Jarek]]'s companions spread out in a semi-circle around him, while the [[orcs]] do the same to [[Garrash]]. Naturally, both sides are ready to attack should their champion look as though they are in trouble. The fight goes badly for [[Jarek]], and he gives a signal to the others to [[aid]] him after a few rounds of combat. By this time, unfortunately, the party are on the back foot and are unable to recover. Despite a valiant, brutal battle, a tactical mistake allows the [[Orc]] Cleric to keep [[Garrash]] healed via Cure spells and a wand of [[Cure Light Wounds]]. |
While [[Jarek]] is dangerously low on health, [[Garrash]] administers a cleaving blow and slices him in two. The rest of the party fights on bravely, but are unable to overcome the remaining [[Orcs]]. As they continue to drop, [[Kaldir]] sees that their position is hopeless and flees back down the stairs, heading for the bottom of the keep. [[Jarek]] is killed outright and the others are left by [[Kaldir]] to bleed to death. | While [[Jarek]] is dangerously low on health, [[Garrash]] administers a cleaving blow and slices him in two. The rest of the party fights on bravely, but are unable to overcome the remaining [[Orcs]]. As they continue to drop, [[Kaldir]] sees that their position is hopeless and flees back down the stairs, heading for the bottom of the keep. [[Jarek]] is killed outright and the others are left by [[Kaldir]] to bleed to death. | ||
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=== 5th [[Jalin]] 1425 === | === 5th [[Jalin]] 1425 === | ||
− | Party composition: [[Daxia]], [[Finn]], [[Idris]], [[Kaldir]] and [[Rodan]]. [[Daxia]]'s two lieutenants, [[Ranley]] and [[Caulder]], are also present and operating under her direct command. The newly reformed [[Wyvern's Talon]] head to the fort, only to find a struggle taking place between [[Garrash]]'s [[Orc]] forces and a group of [[Ogres]] under the command of an [[Ogre Mage]]. The party kill two [[Ogres]] and two [[Orcs]] as they make their way into the fort, but mostly hold back to witness the battle between [[Garrash]] and the [[Ogre Mage]]. Despite [[Garrash]]'s forces seemingly having an advantage due to some potent magical arrows and [[Lord Treygal]]'s old longsword, the [[Ogre Mage]] uses his flight and Cone of Cold abilities to secure victory. He is weakened by this point, however, and he flees the party under cover of invisibility rather than risk defeat at their hands. | + | Party composition: [[Daxia]], [[Finn]], [[Idris]], [[Kaldir]] and [[Rodan]]. [[Daxia]]'s two lieutenants, [[Ranley]] and [[Caulder]], are also present and operating under her direct [[command]]. The newly reformed [[Wyvern's Talon]] head to the fort, only to find a struggle taking place between [[Garrash]]'s [[Orc]] forces and a group of [[Ogres]] under the [[command]] of an [[Ogre Mage]]. The party kill two [[Ogres]] and two [[Orcs]] as they make their way into the fort, but mostly hold back to witness the battle between [[Garrash]] and the [[Ogre Mage]]. Despite [[Garrash]]'s forces seemingly having an advantage due to some potent magical arrows and [[Lord Treygal]]'s old longsword, the [[Ogre Mage]] uses his flight and Cone of Cold abilities to secure victory. He is weakened by this point, however, and he flees the party under cover of [[invisibility]] rather than risk defeat at their hands. |
The party are able to loot the bodies of the fallen, the most significant reward being '[[The Reckoner]]' – the longsword used by [[Lord Treygal]]. They are also able to return his body to the village, after retrieving it from the spike it is impaled upon on the top of the Keep’s central tower. Unfortunately, the bodies of their fallen comrades are nowhere to be seen. They return to [[the Riddlebeck Arms]] to rest and consider their next move. | The party are able to loot the bodies of the fallen, the most significant reward being '[[The Reckoner]]' – the longsword used by [[Lord Treygal]]. They are also able to return his body to the village, after retrieving it from the spike it is impaled upon on the top of the Keep’s central tower. Unfortunately, the bodies of their fallen comrades are nowhere to be seen. They return to [[the Riddlebeck Arms]] to rest and consider their next move. | ||
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Working from a suspicion that the slain members of the [[Wyvern's Talon]] may have ended up in the clutches of the [[Necromancers]], [[Daxia]] leads the party to the abandoned tomb on the outskirts of the village to attempt to find [[Korwyn]]. [[Daxia]]'s theory proves to be correct, and the party find that the tomb is once again occupied by members of [[the Cult of the Goat]]. The lead [[Necromancer]], [[Morvior the Malignant]], assisted by three followers, has already been able to bring back [[Danril]] and [[Culain]] as Ghouls. He is preparing to animate [[Korwyn]] as a zombie when the party encounter him. | Working from a suspicion that the slain members of the [[Wyvern's Talon]] may have ended up in the clutches of the [[Necromancers]], [[Daxia]] leads the party to the abandoned tomb on the outskirts of the village to attempt to find [[Korwyn]]. [[Daxia]]'s theory proves to be correct, and the party find that the tomb is once again occupied by members of [[the Cult of the Goat]]. The lead [[Necromancer]], [[Morvior the Malignant]], assisted by three followers, has already been able to bring back [[Danril]] and [[Culain]] as Ghouls. He is preparing to animate [[Korwyn]] as a zombie when the party encounter him. | ||
− | A fierce battle ensues, during which much foul magic is unleashed. [[Finn]] is temporarily incapacitated by a Wither Limb spell, and bursts of negative energy fill the chamber as the party struggle to defeat this new threat. With little hope of returning [[Danril]] and [[Culain]] from their horrific fate, [[Rodan]] channels his faith and obliterates their new, twisted forms – at least granting them peace from an eternity of torment. [[Caulder]] is killed during the battle, but eventually the new-look [[Wyvern's Talon]] stands victorious amongst the carnage. With his dying breath, [[Morvior]] warns the party that [[Karzoun the Revelator]] will avenge him… | + | A fierce battle ensues, during which much foul magic is unleashed. [[Finn]] is temporarily incapacitated by a [[Wither Limb]] spell, and bursts of negative energy fill the chamber as the party struggle to defeat this new threat. With little hope of returning [[Danril]] and [[Culain]] from their horrific fate, [[Rodan]] channels his faith and obliterates their new, twisted forms – at least granting them peace from an eternity of torment. [[Caulder]] is killed during the battle, but eventually the new-look [[Wyvern's Talon]] stands victorious amongst the carnage. With his dying breath, [[Morvior]] warns the party that [[Karzoun the Revelator]] will avenge him… |
− | [[Daxia]] is able to recover [[Korwyn]]'s still intact body from the altar, and [[Kaldir]] is able to find [[Morvior | + | [[Daxia]] is able to recover [[Korwyn]]'s still intact body from the altar, and [[Kaldir]] is able to find [[Morvior's Spell Book|Morvior's spell book]]. The party returns with the following loot, which they are later able to [[appraise]] or [[identify]]: |
*3 Goat Head Amulets (Natural Amour +1) | *3 Goat Head Amulets (Natural Amour +1) | ||
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=== 9th [[Jalin]] 1425 === | === 9th [[Jalin]] 1425 === | ||
− | [[Daxia]] returns to see [[Lord Harlex]], and manages to secure a donation of 100gp towards resurrecting [[Korwyn]], who fell in the defence of the village. By early evening, [[Kaldir]] finishes scribing spells: Mage Armour (copied from [[Andrius]]'s book), Expeditious Retreat (free) and Spider Climb (free). He expends 200gp on scribing Mage Armour. | + | [[Daxia]] returns to see [[Lord Harlex]], and manages to secure a donation of 100gp towards resurrecting [[Korwyn]], who fell in the defence of the village. By early evening, [[Kaldir]] finishes scribing spells: [[Mage Armour]] (copied from [[Andrius]]'s book), [[Expeditious Retreat]] (free) and [[Spider Climb]] (free). He expends 200gp on scribing [[Mage Armour]]. |
Whilst relaxing in [[the Riddlebeck Arms]], the party are disturbed by a local farmer and his family. [[Farmer Bosworth]] comes bursting into the Inn, with his wife and two children in tow, short of breath and ranting about [[Ogres]] who have stolen his cattle. Apparently, the family fled when they saw the [[Ogres]] approach, rather than risk being attacked. It would seem that the [[Ogres]] were led by an unusual blue-skinned leader, who possessed the power of flight. His description matches that of the [[Ogre Mage]] the party met at the fort, battling the [[Orc]] leader, [[Garrash]], and his forces. | Whilst relaxing in [[the Riddlebeck Arms]], the party are disturbed by a local farmer and his family. [[Farmer Bosworth]] comes bursting into the Inn, with his wife and two children in tow, short of breath and ranting about [[Ogres]] who have stolen his cattle. Apparently, the family fled when they saw the [[Ogres]] approach, rather than risk being attacked. It would seem that the [[Ogres]] were led by an unusual blue-skinned leader, who possessed the power of flight. His description matches that of the [[Ogre Mage]] the party met at the fort, battling the [[Orc]] leader, [[Garrash]], and his forces. | ||
− | The party discuss this event with [[Lord Harlex]], who is reluctant to risk sending troops from the fort. He asks the party to perform a recce of the farm and to report back if they think they will require more support to deal with the [[Ogres]]. The party agree and set off towards [[Bosworth]]'s farm, which is no more than a half hour walk away to the north west. The party locate the farm easily and find a straightforward trail that leads back to the [[Ogres]]' cavernous lair in the foothills of the [[Brightpeak Mountains]], on the edge of a light forest. Using good tactics and the powerful magical items recovered from the fort, the party are able to defeat the [[Ogres]] and their over-confident [[Ogre Mage]] leader. All of the magical arrows of [[Ogre]] Slaying are expended in the assault, in fact [[Kaldir]] just manages to slay the [[Ogre Mage]] with his last arrow, fired as the creature attempts to cast a Charm Person spell on [[Finn]]. | + | The party discuss this event with [[Lord Harlex]], who is reluctant to risk sending troops from the fort. He asks the party to perform a recce of the farm and to report back if they think they will require more support to deal with the [[Ogres]]. The party agree and set off towards [[Bosworth]]'s farm, which is no more than a half hour walk away to the north west. The party locate the farm easily and find a straightforward trail that leads back to the [[Ogres]]' cavernous lair in the foothills of the [[Brightpeak Mountains]], on the edge of a [[light]] forest. Using good tactics and the powerful [[Magical Items|magical items]] recovered from the fort, the party are able to defeat the [[Ogres]] and their over-confident [[Ogre Mage]] leader. All of the magical arrows of [[Ogre]] Slaying are expended in the assault, in fact [[Kaldir]] just manages to slay the [[Ogre Mage]] with his last arrow, fired as the creature attempts to cast a [[Charm Person]] spell on [[Finn]]. |
− | A grand total of 850gp are retrieved from the cavern, along with a | + | A grand total of 850gp are retrieved from the cavern, along with a [[Greatsword 001 | greatsword]], which they [[Detect Magic|detect magic]] upon and later determnie to be a +1 weapon. Four [[amber]] gems are also prised from a crude wooden throne which the [[Ogre Mage]] had been using, presumably as some symbol of his power over his [[Ogre]] followers. After defeating the [[Ogre]] menace, the party return to the village and report back to [[Lord Harlex]]. He is of course thankful for their intervention, and under pressure from the party regarding a reward for their services, he writes a letter, which he seals, and instructs them to take it to the Duke. |
=== 10th [[Jalin]] 1425 === | === 10th [[Jalin]] 1425 === | ||
− | The party set off towards [[Little Dingle]], escorting [[Lady Treygal]], her two children and a wagon loaded with her belongings. She is bound for [[Gloradin]], but has agreed passage as far as [[Ventelas]] with the party. The body of [[Korwyn Valamir]], preserved by a Gentle Repose spell cast by [[Rodan]], is also in the wagon, covered in a shroud. The day passes without incident and the party arrive at [[Little Dingle]] by early evening, where they stay overnight in a local Inn. | + | The party set off towards [[Little Dingle]], escorting [[Lady Treygal]], her two children and a wagon loaded with her belongings. She is bound for [[Gloradin]], but has agreed passage as far as [[Ventelas]] with the party. The body of [[Korwyn Valamir]], preserved by a [[Gentle Repose]] spell cast by [[Rodan]], is also in the wagon, covered in a shroud. The day passes without incident and the party arrive at [[Little Dingle]] by early evening, where they stay overnight in a local Inn. |
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[[Kaldir]] uses his raven Familiar, [[Malek]], to scout around the warehouse. They learn it's a single storey building with two entrances. One which opens to a wooden jetty in the river, and another dead opposite which opens into the street. The party split up with half standing by the door on the jetty, and the other half standing by the other door. [[Kaldir]] and [[Idris]] unlock their respective doors, and [[Kaldir]] advances into the dimly lit warehouse. Unfortunately, he triggers a blade trap in the floor but he suffers only a minor injury. [[Idris]], alerted by this trap, wisely searches and finds a corresponding trap in front of his door. They are able to disable this trap, allowing [[Idris]]'s group to pass through safely. The rest of [[Kaldir]]'s group step over the trap mechanism in front of their door, leaving it primed. | [[Kaldir]] uses his raven Familiar, [[Malek]], to scout around the warehouse. They learn it's a single storey building with two entrances. One which opens to a wooden jetty in the river, and another dead opposite which opens into the street. The party split up with half standing by the door on the jetty, and the other half standing by the other door. [[Kaldir]] and [[Idris]] unlock their respective doors, and [[Kaldir]] advances into the dimly lit warehouse. Unfortunately, he triggers a blade trap in the floor but he suffers only a minor injury. [[Idris]], alerted by this trap, wisely searches and finds a corresponding trap in front of his door. They are able to disable this trap, allowing [[Idris]]'s group to pass through safely. The rest of [[Kaldir]]'s group step over the trap mechanism in front of their door, leaving it primed. | ||
− | The party spot two rogues, one armed with dual short swords and another with a short bow, attempting to hide in the shadowy reaches of the warehouse, behind empty crates and barrels. Their surprise attacks nullified, the rogues cry out to their associates. A [[Half Orc]] fighter bursts through a door from the office in the corner of the warehouse, where he and a sorceress were interrogating [[Berrigon]]'s agent. The sorceress remains hidden for now, casting a Mirror Image spell as a defensive measure. | + | The party [[spot]] two rogues, one armed with dual short swords and another with a short bow, attempting to [[hide]] in the shadowy reaches of the warehouse, behind empty crates and barrels. Their surprise attacks nullified, the rogues cry out to their associates. A [[Half Orc]] fighter bursts through a door from the office in the corner of the warehouse, where he and a sorceress were interrogating [[Berrigon]]'s agent. The sorceress remains hidden for now, casting a [[Mirror Image]] spell as a defensive measure. |
− | A fight breaks out, but the [[Wyvern's Talon]] have a strong advantage. Denied their hiding places, the rogues are quickly dispatched – in fact, after being almost killed in one hit from [[Finn]]'s powerful great sword, [[Halsan Ferth]] collapses to the floor begging for his life. A well placed Hold Person spell from [[Rodan]] renders the [[Half Orc]] entirely helpless. The sorceress, [[Merissi Olosa]], sees that she is outmatched and uses her tumble skill to slip past her opponents, relying on her dexterity and Mirror Image spell to protect her. She is able to slip outside the warehouse and into the streets, and casts Expeditious Retreat from a scroll hanging from her belt. Meanwhile, the two rogues are finished off, one of whom with a Magic Missile from [[Korwyn]]. | + | A fight breaks out, but the [[Wyvern's Talon]] have a strong advantage. Denied their hiding places, the rogues are quickly dispatched – in fact, after being almost killed in one hit from [[Finn]]'s powerful great sword, [[Halsan Ferth]] collapses to the floor begging for his life. A well placed [[Hold Person]] spell from [[Rodan]] renders the [[Half Orc]] entirely helpless. The sorceress, [[Merissi Olosa]], sees that she is outmatched and uses her [[tumble]] skill to slip past her opponents, relying on her dexterity and [[Mirror Image]] spell to protect her. She is able to slip outside the warehouse and into the streets, and casts [[Expeditious Retreat]] from a scroll hanging from her belt. Meanwhile, the two rogues are finished off, one of whom with a [[Magic Missile]] from [[Korwyn]]. |
− | [[Kaldir]] also casts Expeditious Retreat and sets off in pursuit of the sorceress, using [[Malek]] as aerial reconnaissance to help track her down. With assistance from his Familiar, he is actually able to take a short cut to intercept her. However, by this stage he has lost track of the rest of the party and is left alone to confront the sorceress. She proves too strong for him, hitting him with two Lesser Acid Orb spells, one of which is a Sneak Attack. [[Kaldir]] is badly wounded and decides he is outmatched, especially as his Shield spell is about to expire. He turns and runs back towards the warehouse, hoping to meet up with the others on the way. He orders [[Malek]] to stay airborne and attempt to track the sorceress, with the hope that the party can regroup and find her before she escapes to safety. [[Malek]] continues to track the sorceress as she heads towards a back-street drinking pit called '[[The blind troll|The Blind Troll]] Tavern'. Using his active Spider Climb spell, [[Kaldir]] takes to a roof-top to keep an eye out for the rest of the party, who he left behind in the warehouse by the docks. He recognises the tavern as being closely associated with [[Berrigon]]'s rival, [[Virannon]]. | + | [[Kaldir]] also casts [[Expeditious Retreat]] and sets off in pursuit of the sorceress, using [[Malek]] as aerial reconnaissance to help track her down. With assistance from his Familiar, he is actually able to take a short cut to intercept her. However, by this stage he has lost track of the rest of the party and is left alone to confront the sorceress. She proves too strong for him, hitting him with two [[Lesser Acid Orb]] spells, one of which is a Sneak Attack. [[Kaldir]] is badly wounded and decides he is outmatched, especially as his [[Shield]] spell is about to expire. He turns and runs back towards the warehouse, hoping to meet up with the others on the way. He orders [[Malek]] to stay airborne and attempt to track the sorceress, with the hope that the party can regroup and find her before she escapes to safety. [[Malek]] continues to track the sorceress as she heads towards a back-street drinking pit called '[[The blind troll|The Blind Troll]] Tavern'. Using his active [[Spider Climb]] spell, [[Kaldir]] takes to a roof-top to keep an eye out for the rest of the party, who he left behind in the warehouse by the docks. He recognises the tavern as being closely associated with [[Berrigon]]'s rival, [[Virannon]]. |
− | Back in the warehouse, despite his protestations, [[Rodan]] joins [[Daxia]] and [[Idris]] to head out to look for [[Kaldir]] and his escaped quarry. [[Finn]] and [[Korwyn]] turn their attention towards the captive – [[Berrigon]]'s operative. She reveals her name to be [[Loren Glinn]], and has been bound by the feet and hung upside down from a large hook. [[Finn]] uses a first aid kit to tend her wounds and she regains consciousness. She is very fearful and insists that she must be allowed to leave – she is involved with some very bad people and her life will remain in danger if she doesn't leave immediately. She is able to bluff both [[Finn]] and [[Korwyn]] and as a result they let her leave – putting [[Kaldir]] and [[Idris]]'s mission with [[Berrigon]] in jeopardy if they are unable to stop [[Merissi]] from escaping. | + | Back in the warehouse, despite his protestations, [[Rodan]] joins [[Daxia]] and [[Idris]] to head out to look for [[Kaldir]] and his escaped quarry. [[Finn]] and [[Korwyn]] turn their attention towards the captive – [[Berrigon]]'s operative. She reveals her name to be [[Loren Glinn]], and has been bound by the feet and hung upside down from a large hook. [[Finn]] uses a first [[aid]] kit to tend her wounds and she regains consciousness. She is very fearful and insists that she must be allowed to leave – she is involved with some very bad people and her life will remain in danger if she doesn't leave immediately. She is able to bluff both [[Finn]] and [[Korwyn]] and as a result they let her leave – putting [[Kaldir]] and [[Idris]]'s mission with [[Berrigon]] in jeopardy if they are unable to stop [[Merissi]] from escaping. |
− | [[Kaldir]] spots [[Daxia]], [[Idris]] and [[Rodan]] approaching and climbs down to meet them. While they discuss their next move, they are shortly joined by [[Finn]] and [[Korwyn]] who inform them that they have let [[Loren]] go as she was fearful for her life, and refused their offer of a safe escort. [[Finn]] is somewhat suspicious, however, as [[Loren]]'s claims of working for some "bad people" didn’t fit with the story that [[Kaldir]] and [[Idris]] had spun – namely that she was an innocent daughter of a wealthy family, kidnapped by thugs for ransom. The party decide that they will head to [[The blind troll|the Blind Troll]] tavern to see if they can find the escaped sorceress. Using [[Malek]] to scout out the building, they discover it is a two storey structure with a rear door in addition to its main public entrance. The tavern is occupied and busy. [[Daxia]], [[Idris]] and [[Korwyn]] enter through the main doors, while [[Finn]], [[Kaldir]] and [[Rodan]] head towards the rear entrance. [[Kaldir]] makes a successful listen check at the door, and overhears a brief conversation between a man and a woman. It is clear that the woman is the escaped sorceress, as she warns her male comrade that she cannot be certain that she is not being followed. He tells her not to worry, and he starts to "kit-up" to ensure he is ready for any potential battle that may occur - he starts putting on his armour and readies his weapon and shield. | + | [[Kaldir]] spots [[Daxia]], [[Idris]] and [[Rodan]] approaching and climbs down to meet them. While they discuss their next move, they are shortly joined by [[Finn]] and [[Korwyn]] who inform them that they have let [[Loren]] go as she was fearful for her life, and refused their offer of a safe escort. [[Finn]] is somewhat suspicious, however, as [[Loren]]'s claims of working for some "bad people" didn’t fit with the story that [[Kaldir]] and [[Idris]] had spun – namely that she was an innocent daughter of a wealthy family, kidnapped by thugs for ransom. The party decide that they will head to [[The blind troll|the Blind Troll]] tavern to see if they can find the escaped sorceress. Using [[Malek]] to scout out the building, they discover it is a two storey structure with a rear door in addition to its main public entrance. The tavern is occupied and busy. [[Daxia]], [[Idris]] and [[Korwyn]] enter through the main doors, while [[Finn]], [[Kaldir]] and [[Rodan]] head towards the rear entrance. [[Kaldir]] makes a successful [[listen]] check at the door, and overhears a brief conversation between a man and a woman. It is clear that the woman is the escaped sorceress, as she warns her male comrade that she cannot be certain that she is not being followed. He tells her not to worry, and he starts to "kit-up" to ensure he is ready for any potential battle that may occur - he starts putting on his armour and readies his weapon and [[shield]]. |
− | Meanwhile, [[Daxia]], [[Idris]] and [[Korwyn]] order some drinks from the barman, and make light conversation while scanning the crowded tavern for the missing sorceress. Unable to spot her, [[Daxia]] heads back outside to meet up with the other three at the back entrance. Learning from [[Kaldir]] that the sorceress is in the back room, she heads back to the bar and informs [[Idris]] and [[Korwyn]]. While [[Daxia]] is out of ear-shot, [[Korwyn]] opens up to [[Idris]] about his relationship with [[Daxia]] and of her true nature as a member of his father’s elite, psionically-endowed enforcers - [[The Ten]]. [[Korwyn]] confesses that he is not sure where [[Daxia]]'s loyalties now lie, as she was not a member of this order when she helped him to escape [[Elingor]]. The two seem to bond to an extent, and [[Idris]] promises to keep an eye out for [[Korwyn]] – potentially leaving the group to travel together if things with [[Daxia]] take a bad turn. | + | Meanwhile, [[Daxia]], [[Idris]] and [[Korwyn]] order some drinks from the barman, and make [[light]] conversation while scanning the crowded tavern for the missing sorceress. Unable to [[spot]] her, [[Daxia]] heads back outside to meet up with the other three at the back entrance. Learning from [[Kaldir]] that the sorceress is in the back room, she heads back to the bar and informs [[Idris]] and [[Korwyn]]. While [[Daxia]] is out of ear-shot, [[Korwyn]] opens up to [[Idris]] about his relationship with [[Daxia]] and of her true nature as a member of his father’s elite, psionically-endowed enforcers - [[The Ten]]. [[Korwyn]] confesses that he is not sure where [[Daxia]]'s loyalties now lie, as she was not a member of this order when she helped him to escape [[Elingor]]. The two seem to bond to an extent, and [[Idris]] promises to keep an eye out for [[Korwyn]] – potentially leaving the group to travel together if things with [[Daxia]] take a bad turn. |
[[Finn]], [[Kaldir]] and [[Rodan]] burst through the back door and surprise [[Merissi]], her fighter body guard [[Garvann Drudd]] and another mage – the conjuror [[Nasdra Syl]]. Hearing the commotion, the barman, [[Grod Dunman]], grabs a weapon from behind the bar and starts shouting that they are under attack. The bar crowd immediately becomes agitated, some stand up to head for the exits while others make a bee-line for the door at the back of the bar which leads to the back room. In the confusion, and having not yet showed his allegiance, [[Korwyn]] takes the opportunity to exit through the main doors and heads to the back entrance, where he takes up a position in the doorway. [[Daxia]] and [[Idris]] head for the door at the back of the bar, and get embroiled in the melee with thugs loyal to [[Virannon]], who have the same idea. | [[Finn]], [[Kaldir]] and [[Rodan]] burst through the back door and surprise [[Merissi]], her fighter body guard [[Garvann Drudd]] and another mage – the conjuror [[Nasdra Syl]]. Hearing the commotion, the barman, [[Grod Dunman]], grabs a weapon from behind the bar and starts shouting that they are under attack. The bar crowd immediately becomes agitated, some stand up to head for the exits while others make a bee-line for the door at the back of the bar which leads to the back room. In the confusion, and having not yet showed his allegiance, [[Korwyn]] takes the opportunity to exit through the main doors and heads to the back entrance, where he takes up a position in the doorway. [[Daxia]] and [[Idris]] head for the door at the back of the bar, and get embroiled in the melee with thugs loyal to [[Virannon]], who have the same idea. | ||
− | With the element of surprise, [[Finn]] is able to kill the already wounded [[Merissi]] before she can get a spell off. [[Garvann Drudd]] engages him in melee, while [[Kaldir]] enters the back room and looks for a position from which to launch ranged attacks. [[Korwyn]] remains in the door way, while [[Nasdra Syl]] attempts to use her magic to aid her allies. Also joining the fight in the main bar room are a pair of experienced rogues, one skilled with bow and the other with dual-wield short swords, and a priest of [[Olidammara]], [[Morash Cren]]. | + | With the element of surprise, [[Finn]] is able to kill the already wounded [[Merissi]] before she can get a spell off. [[Garvann Drudd]] engages him in melee, while [[Kaldir]] enters the back room and looks for a position from which to launch ranged attacks. [[Korwyn]] remains in the door way, while [[Nasdra Syl]] attempts to use her magic to [[aid]] her allies. Also joining the fight in the main bar room are a pair of experienced rogues, one skilled with bow and the other with dual-wield short swords, and a priest of [[Olidammara]], [[Morash Cren]]. |
− | A long battle ensues, including a memorable use of a web spell by [[Nasdra]] which incapacitates the party for a long while but also nullifies her main ally, [[Garvann]]. [[Idris]] takes a position in the doorway between the back room and the bar, holding off the swarms of thugs for many rounds before finally succumbing to their assault and dropping unconscious. Fortunately, he is able to delay their progress long enough to buy the others enough time to escape the web spell ([[Kaldir]], by use of a wand of burning hands) and with [[Finn]] and [[Daxia]] free the tide is soon turned. [[Korwyn]], once again using his Magic Missiles, is able to interrupt the conjuror while she is attempting to summon a creature to assist her. The barman, [[Grod Dunman]], runs into the streets screaming for the guards because his tavern is under attack. The priest, [[Morash Cren]], uses his Invisibilty spell to escape when he senses the battle is going against him. | + | A long battle ensues, including a memorable use of a [[web]] spell by [[Nasdra]] which incapacitates the party for a long while but also nullifies her main ally, [[Garvann]]. [[Idris]] takes a position in the doorway between the back room and the bar, holding off the swarms of thugs for many rounds before finally succumbing to their assault and dropping unconscious. Fortunately, he is able to delay their progress long enough to buy the others enough time to escape the [[web]] spell ([[Kaldir]], by use of a [[Wand 001 | wand of burning hands]]) and with [[Finn]] and [[Daxia]] free the tide is soon turned. [[Korwyn]], once again using his Magic Missiles, is able to interrupt the conjuror while she is attempting to summon a creature to assist her. The barman, [[Grod Dunman]], runs into the streets screaming for the guards because his tavern is under attack. The priest, [[Morash Cren]], uses his Invisibilty spell to escape when he senses the battle is going against him. |
− | The battle essentially over, the party decide to beat a hasty retreat (after bringing [[Idris]] to his feet with a cure spell). [[Finn]] can’t resist heading upstairs to check for anything worth taking, but finds little of value during his brief search. With the potential fear of city guards arriving on the scene, the party hurry off into the night and head back towards [[the Lucky Lady]]. Here, [[Berrigon]] is initially pleased but by the next day is furious with [[Kaldir]] when he learns that he initiated an all-out assault on one of [[Virannon]]'s known power-bases, despite [[Kaldir]]'s protestations that he had no choice because one of the interrogators had fled to the tavern. | + | The battle essentially over, the party decide to beat a hasty retreat (after bringing [[Idris]] to his feet with a cure spell). [[Finn]] can’t resist heading upstairs to check for anything worth taking, but finds little of value during his brief [[search]]. With the potential fear of city guards arriving on the scene, the party hurry off into the night and head back towards [[the Lucky Lady]]. Here, [[Berrigon]] is initially pleased but by the next day is furious with [[Kaldir]] when he learns that he initiated an all-out assault on one of [[Virannon]]'s known power-bases, despite [[Kaldir]]'s protestations that he had no choice because one of the interrogators had fled to the tavern. |
=== 12th [[Jalin]] 1425 === | === 12th [[Jalin]] 1425 === | ||
− | [[Berrigon]] confronts [[Kaldir]] regarding the attack on [[the Blind Troll]] Tavern. [[Daxia]] uses gather information regarding [[Virannon]] / [[Black Tendril]] and [[Ariala]] / [[Drakus]]. [[Idris]] crafts a reversible cloak using his tailoring skill. [[Daxia]] learns rumours that [[Drakus Brayden]] may have either been killed or "gone rogue" – it would seem he has not checked in with his handler. She also hears more general rumours which are now circulating town, regarding potential trouble in [[Ardonia]]: apparently some ancient portent has allegedly come to pass, and as a result the [[Order of the Burning Sword]] is demanding power over the [[Stalwart Justicars]], who have ruled for centuries. Concerns this could destabilise the already frosty relationship between [[Granthis]] and [[Ardonia]]. | + | [[Berrigon]] confronts [[Kaldir]] regarding the attack on [[the Blind Troll]] Tavern. [[Daxia]] uses [[Gather Information|gather information]] regarding [[Virannon]] / [[Black Tendril]] and [[Ariala]] / [[Drakus]]. [[Idris]] crafts a reversible cloak using his tailoring skill. [[Daxia]] learns rumours that [[Drakus Brayden]] may have either been killed or "gone rogue" – it would seem he has not checked in with his handler. She also hears more general rumours which are now circulating town, regarding potential trouble in [[Ardonia]]: apparently some ancient portent has allegedly come to pass, and as a result the [[Order of the Burning Sword]] is demanding power over the [[Stalwart Justicars]], who have ruled for centuries. Concerns this could destabilise the already frosty relationship between [[Granthis]] and [[Ardonia]]. |
− | [[Kaldir]] casts Identify on [[The Reckoner]], learning that it's a +1 longsword and also the [[Greatsword 001 | greatsword]] recovered from the [[Ogre Mage]] - it is also a +1 weapon. | + | [[Kaldir]] casts [[Identify]] on [[The Reckoner]], learning that it's a +1 longsword and also the [[Greatsword 001 | greatsword]] recovered from the [[Ogre Mage]] - it is also a +1 weapon. |
=== 13th [[Jalin]] 1425 === | === 13th [[Jalin]] 1425 === | ||
− | [[Idris]] crafts another reversible cloak. [[Kaldir]] casts Identify on the [[Orc Amulet 001 | one-eyed Orc amulet]] recovered from the [[Half Orc]] fighter in the warehouse (Amulet of Natural Armour +2) and the [[Bracers 001 | bracers]] recovered from [[Merissi Olosa]] (Bracers of Armour +2). | + | [[Idris]] crafts another reversible cloak. [[Kaldir]] casts [[Identify]] on the [[Orc Amulet 001 | one-eyed Orc amulet]] recovered from the [[Half Orc]] fighter in the warehouse (Amulet of Natural Armour +2) and the [[Bracers 001 | bracers]] recovered from [[Merissi Olosa]] (Bracers of Armour +2). |
− | [[Rodan]] visits the Temple of [[Pelor]] and learns of the forthcoming (un)holy day for [[Orcus]]'s cultists ([[ | + | [[Rodan]] visits the Temple of [[Pelor]] and learns of the forthcoming (un)holy day for [[Orcus]]'s cultists ([[Jalin 1425#20th Jalin 1425 | 20th Jalin]]). Apparently on this day, cultists compete for the favour of [[Orcus]] by attempting to kill as many innocents as possible and animate them as [[undead]] – Abyssal energy is thought to be at its most potent on this day. It is believed that whomever causes the most terror and destruction is granted a special favour by the [[Dark Prince]]. |
− | The party visit the Duke's castle where they are greeted by the Seneschal, [[Galwin]]. They hand him the sealed letter from [[Lord Harlex]] of [[Riddlebeck]]. [[Galwin]] arranges for 1000gp to be credited to their account (c/o [[Enris]] at the | + | The party visit the Duke's castle where they are greeted by the Seneschal, [[Galwin]]. They hand him the sealed letter from [[Lord Harlex]] of [[Riddlebeck]]. [[Galwin]] arranges for 1000gp to be credited to their account (c/o [[Enris]] at the [[Mercenaries' Guild]]) for dealing with the [[Ogres]] near the village. [[Galwin]] informs them that Duke [[Parvellian]] is out of town for a few weeks but would like to meet them when he returns as he has an interesting proposal for them. In the evening, the party visit the fighting pits to watch and bet upon the combatants. On the way, a shady character deliberately bumps into [[Idris]]: '''"Come to [[The blind troll|the Blind Troll]] tavern. Bring [[Kaldir]]. Ask for [[Inga]]. She has a genuine offer for you…"''' |
=== 14th [[Jalin]] 1425 === | === 14th [[Jalin]] 1425 === | ||
− | Morning – the party visits [[Widbert Arms]] to investigate the claims from [[Finn]]'s father. He believes that [[Malcolm Widbert]] had been intentionally bad-mouthing [[Cedric Drade]]'s weapons and armour ([[Finn]]'s father's employer) to secure a valuable contract with the city watch. [[Widbert]] is not present but one of his employees essentially confirms this to be true. [[Daxia]] and [[Finn]] keep him talking while [[Kaldir]] breaks into the back office to check the ledgers. Nothing unusual is found – the books confirm that regular orders are now being placed by [[Alicia Rynem]] of the city council – the contract is for two years, initially. [[Daxia]] orders a pair of manacles and agrees on a price of 12gp – 6gp paid up-front. [[Finn]] claims he would like to commission a master-work great sword, and thus wishes to speak to [[Widbert]] directly. The employee thinks for a moment and then reveals that [[Widbert]] will most likely be at his "club" this evening – held in [[the Half Moon]] Inn in an upmarket part of town. This is near the "[[Home of the Enlightened]]" – [[Kaldir]] and | + | Morning – the party visits [[Widbert Arms]] to investigate the claims from [[Finn]]'s father. He believes that [[Malcolm Widbert]] had been intentionally bad-mouthing [[Cedric Drade]]'s weapons and armour ([[Finn]]'s father's employer) to secure a valuable contract with the city watch. [[Widbert]] is not present but one of his employees essentially confirms this to be true. [[Daxia]] and [[Finn]] keep him talking while [[Kaldir]] breaks into the back office to check the ledgers. Nothing unusual is found – the books confirm that regular orders are now being placed by [[Alicia Rynem]] of the city council – the contract is for two years, initially. [[Daxia]] orders a pair of manacles and agrees on a price of 12gp – 6gp paid up-front. [[Finn]] claims he would like to commission a master-work great sword, and thus wishes to speak to [[Widbert]] directly. The employee thinks for a moment and then reveals that [[Widbert]] will most likely be at his "club" this evening – held in [[the Half Moon]] Inn in an upmarket part of town. This is near the "[[Home of the Enlightened]]" – [[Kaldir]] and [[Korwyn]] have been to this inn before to meet [[Alicia]] when she thanked them for their work in tackling the initial wave of [[Necromancers]] in [[Riddlebeck]]. |
− | [[Kaldir]] visits a Sage, [[Artip Earhart]], and learns a little more about [[Corrupt Magic]]. The spells are neither arcane nor divine, and require no material components. However, they draw upon the caster's own physical or mental attributes (ability loss in game terms). [[Artip]] relates the story of a [[Necromancer]] who purportedly used [[Corrupt Magic]] to take the place of a high-ranking [[Ardonian]] priest, by consuming his brain and flesh as part of the casting. However, the spell took such a toll on the caster's mental faculties that he was unable to maintain the deception for long. He was duly found guilty and executed by the priesthood. [[Kaldir]] returns to [[the Lucky Lady]] and spends the rest of the day studying Melf's Acid Arrow from [[Morvior]]'s | + | [[Kaldir]] visits a Sage, [[Artip Earhart]], and learns a little more about [[Corrupt Magic]]. The spells are neither arcane nor divine, and require no material components. However, they draw upon the caster's own physical or mental attributes (ability loss in game terms). [[Artip]] relates the story of a [[Necromancer]] who purportedly used [[Corrupt Magic]] to take the place of a high-ranking [[Ardonian]] priest, by consuming his brain and flesh as part of the casting. However, the spell took such a toll on the caster's mental faculties that he was unable to maintain the deception for long. He was duly found guilty and executed by the priesthood. [[Kaldir]] returns to [[the Lucky Lady]] and spends the rest of the day studying [[Melf's Acid Arrow]] from [[Morvior]]'s [[Morvior's Spell Book | spell book]]. |
+ | . [[Kaldir]] is able to understand the spell and can begin scribing it from tomorrow onwards. He finishes around 7pm, just in time to join the rest of the party as they head to [[the Half Moon]] Inn to speak to [[Malcolm Widbert]]. | ||
The party arrive at [[the Half Moon]] Inn to find [[Malcolm Widbert]] about to go into a meeting for new members of [[the League of Enlightenment]]. [[Alicia Rynem]] is hosting, and immediately recognises [[Kaldir]] and [[Korwyn]] (she has not met the others before). She greets them warmly and [[Kaldir]] updates her with the personnel changes to the [[Wyvern's Talon]] since their last meeting. [[Alicia]] asks if she could speak to the party in private before the meeting starts, and they all head to the back room – [[the League of Enlightenment]] members who have arrived for the meeting remain in the bar for now. | The party arrive at [[the Half Moon]] Inn to find [[Malcolm Widbert]] about to go into a meeting for new members of [[the League of Enlightenment]]. [[Alicia Rynem]] is hosting, and immediately recognises [[Kaldir]] and [[Korwyn]] (she has not met the others before). She greets them warmly and [[Kaldir]] updates her with the personnel changes to the [[Wyvern's Talon]] since their last meeting. [[Alicia]] asks if she could speak to the party in private before the meeting starts, and they all head to the back room – [[the League of Enlightenment]] members who have arrived for the meeting remain in the bar for now. | ||
− | [[Alicia]] tells them that their timing is most serendipitous as she was about to send a messenger to call for them. The [[League]] have learnt that [[the Cult of the Goat]] are planning an atrocity on the [[ | + | [[Alicia]] tells them that their timing is most serendipitous as she was about to send a messenger to call for them. The [[League]] have learnt that [[the Cult of the Goat]] are planning an atrocity on the [[Jalin 1425#20th Jalin 1425 | 20th Jalin]], which is one of their (un)holy days – a day when Abyssal energy is supposedly at its most potent. They have determined a number of potential locations but believe the most likely target to be [[Little Dingle]]. She would like the party to travel there to investigate and mount a defence, if they are agreeable – other agents are already in position in the other potential target locations. She also tells the party of the last recorded atrocity, when around 70 years ago a small [[Ardonian]] village suffered an attack led by a [[Necromancer]] known as [[Kothmar the Revelator]]. His band of cultists cut down the villagers and re-animated them as [[undead]], further swelling their invasion force as they progressed through the village. Ultimately, the Paladins of [[Ardonia]] had little choice but to burn the village to defeat the threat. Some believed that [[Kothmar]] survived, but he was never heard from again. [[Kaldir]] also mentions to [[Alicia]] that the party found a [[Balim | letter]] when they initially investigated the tomb near [[Riddlebeck]] and fought [[Balim]]. He keeps hold of it, but shows it to her. |
The discussion regarding the [[Necromancers]] over, [[Alicia]] asks if any of the party would like to join the meeting. It is clear that this does not extend to [[Rodan]], who has no desire to join anyway. [[Idris]] feels the same way and they both leave. [[Kaldir]], [[Korwyn]], [[Finn]] and [[Daxia]] remain, however, and take part in the meeting along with [[Malcolm Widbert]] (the owner of [[Widbert]]'s Arms), [[Cadasa Serachi]] (of the [[Serachi Merchant Company|Serachi merchant company]]) and [[Ephes Payne]] (a mage studying at the [[Ventelas Magical Academy]]). The group initially discuss the public tenet of [[the League of Enlightenment]]: '''"Through study, self-reflection and helping our brothers and sisters, we travel a path of enlightenment where we make sense of our world and how we can best find a valuable place with it"'''. Discussion also turns to [[Salvator Kimbard]], the founder of the [[League]] thirty years ago and his discovery of a tome of ancient knowledge written by the philosopher [[Orah-locbar]]. The three new members present all have a story of rather shameful behaviour which they attempt to justify. This ties into the first two tenets which [[Alicia]] reveals: '''"The path of the Enlightened leads to personal success and contentment. This benefits everyone, including the Unenlightened"''' and '''"The Enlightened should try to help the Unenlightened, but should not feel guilty of their personal success"'''. | The discussion regarding the [[Necromancers]] over, [[Alicia]] asks if any of the party would like to join the meeting. It is clear that this does not extend to [[Rodan]], who has no desire to join anyway. [[Idris]] feels the same way and they both leave. [[Kaldir]], [[Korwyn]], [[Finn]] and [[Daxia]] remain, however, and take part in the meeting along with [[Malcolm Widbert]] (the owner of [[Widbert]]'s Arms), [[Cadasa Serachi]] (of the [[Serachi Merchant Company|Serachi merchant company]]) and [[Ephes Payne]] (a mage studying at the [[Ventelas Magical Academy]]). The group initially discuss the public tenet of [[the League of Enlightenment]]: '''"Through study, self-reflection and helping our brothers and sisters, we travel a path of enlightenment where we make sense of our world and how we can best find a valuable place with it"'''. Discussion also turns to [[Salvator Kimbard]], the founder of the [[League]] thirty years ago and his discovery of a tome of ancient knowledge written by the philosopher [[Orah-locbar]]. The three new members present all have a story of rather shameful behaviour which they attempt to justify. This ties into the first two tenets which [[Alicia]] reveals: '''"The path of the Enlightened leads to personal success and contentment. This benefits everyone, including the Unenlightened"''' and '''"The Enlightened should try to help the Unenlightened, but should not feel guilty of their personal success"'''. | ||
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=== 15th [[Jalin]] 1425 === | === 15th [[Jalin]] 1425 === | ||
− | [[Rodan]] casts Comprehend Languages on [[Kaldir]]'s puzzle box, and informs him that the words read "Displacement / Restoration Material". The party visit [[Enris]] at the [[Mercenaries' Guild]] and pick up a couple of jobs. The first mission is to investigate missing lumberjacks at a logging site on the outskirts of the [[Inglewood]]. The second is offered by the Duke and requires the group to travel a few hours north of the city to eliminate a few [[Ettins]] which have been spotted by his rangers while out on patrol. | + | [[Rodan]] casts [[Comprehend Languages]] on [[Kaldir]]'s puzzle box, and informs him that the words read "Displacement / Restoration Material". The party visit [[Enris]] at the [[Mercenaries' Guild]] and pick up a couple of jobs. The first mission is to investigate missing lumberjacks at a logging site on the outskirts of the [[Inglewood]]. The second is offered by the Duke and requires the group to travel a few hours north of the city to eliminate a few [[Ettins]] which have been spotted by his rangers while out on patrol. |
The party initially head out to the outskirts of the [[Inglewood]] and find the logging camp. Two large wagons are partially loaded with felled trees, and webbed up high in the trees above are the party-consumed bodies of six lumberjacks. There is no sign of the horses. Whilst carefully exploring the scene, a [[Phase Spider]] materialises and attacks [[Finn]] before phasing back to the [[Ethereal Plane]]. [[Finn]] resists the poison bite and the party spread out, readying attacks. Using this strategy, the party are able to destroy the creature with minimal danger. They load its dead body onto the wagon and head back to the city, where the wagon is returned to the logging company and [[Enris]] pays them their reward of 500gp. | The party initially head out to the outskirts of the [[Inglewood]] and find the logging camp. Two large wagons are partially loaded with felled trees, and webbed up high in the trees above are the party-consumed bodies of six lumberjacks. There is no sign of the horses. Whilst carefully exploring the scene, a [[Phase Spider]] materialises and attacks [[Finn]] before phasing back to the [[Ethereal Plane]]. [[Finn]] resists the poison bite and the party spread out, readying attacks. Using this strategy, the party are able to destroy the creature with minimal danger. They load its dead body onto the wagon and head back to the city, where the wagon is returned to the logging company and [[Enris]] pays them their reward of 500gp. | ||
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The summer fayre is in its initial stages, and the party get chatting to some of the early revellers. These include [[Rufus Windsong]] and [[Petal Moonray]] who have some rather poor hand crafted items which they are hoping to sell (pots, paintings, baskets etc). The party learn they hail from another small village close to [[Ventelas]], called [[North Meadow]]. The group sample some speciality ales brought by [[Harris Grimton]]. They partake of such intoxicating delights as Old [[Orc]] Basher, [[Giant]] Gut Wrencher and [[Idris]]'s personal favourite, Breakfast Beer. The [[Riddlebeck Players]] are rehearsing their latest play, entitled 'The [[Battle of Riddlebeck]]'. This is a fictionalised account of [[Lord Treygal]]'s defeat at the Riddblebeck Fort. A wrestler, [[Ricton the Insurmountable]], and his manager, [[Regor]], offers the party a chance to win 10gp in prize money for a 1sp stake, if they are able to pin him for 3 consecutive rounds. [[Finn]], [[Daxia]] and [[Idris]] each attempt to defeat Ricton, but are unsuccessful. | The summer fayre is in its initial stages, and the party get chatting to some of the early revellers. These include [[Rufus Windsong]] and [[Petal Moonray]] who have some rather poor hand crafted items which they are hoping to sell (pots, paintings, baskets etc). The party learn they hail from another small village close to [[Ventelas]], called [[North Meadow]]. The group sample some speciality ales brought by [[Harris Grimton]]. They partake of such intoxicating delights as Old [[Orc]] Basher, [[Giant]] Gut Wrencher and [[Idris]]'s personal favourite, Breakfast Beer. The [[Riddlebeck Players]] are rehearsing their latest play, entitled 'The [[Battle of Riddlebeck]]'. This is a fictionalised account of [[Lord Treygal]]'s defeat at the Riddblebeck Fort. A wrestler, [[Ricton the Insurmountable]], and his manager, [[Regor]], offers the party a chance to win 10gp in prize money for a 1sp stake, if they are able to pin him for 3 consecutive rounds. [[Finn]], [[Daxia]] and [[Idris]] each attempt to defeat Ricton, but are unsuccessful. | ||
− | After spending much of the morning at the fayre, the party head to the manor house to seek an audience with [[Lord Margorus]]. The two guards at the front door eventually agree to fetch [[Lord Margorus]], but he is unwilling to spend too much time speaking to the party, and advises them to go and enjoy the fayre and leave him to grieve in peace. They leave [[Margorus]] who returns back into the manor house. [[Idris]] and [[Kaldir]] scope out the house from the outside, by hiding in the woods which surround it and climbing trees to get a better view. [[Kaldir]] spots a cowled cultist through an upstairs window, but is not noticed in return. [[Finn]] takes a wide detour through the forest to approach the manor house from the rear, and in so doing stumbles upon the [[Margorus]] family's mausoleum. [[Idris]] is also able to spot this from his vantage point when he climbs a tree on the east side of the house. | + | After spending much of the morning at the fayre, the party head to the manor house to seek an audience with [[Lord Margorus]]. The two guards at the front door eventually agree to fetch [[Lord Margorus]], but he is unwilling to spend too much time speaking to the party, and advises them to go and enjoy the fayre and leave him to grieve in peace. They leave [[Margorus]] who returns back into the manor house. [[Idris]] and [[Kaldir]] scope out the house from the outside, by hiding in the woods which surround it and climbing trees to get a better view. [[Kaldir]] spots a cowled cultist through an upstairs window, but is not noticed in return. [[Finn]] takes a wide detour through the forest to approach the manor house from the rear, and in so doing stumbles upon the [[Margorus]] family's mausoleum. [[Idris]] is also able to [[spot]] this from his vantage point when he climbs a tree on the east side of the house. |
− | The party return to the inn to eat, and decide to investigate the mausoleum. The heavy iron doors are locked but they are able to pick them open. Inside are a number of sealed coffins, which, according to the plaques above them, contain members of the [[Margorus]] family dating back over 150 years. The tomb for Andell [[Margorus]] bears a plaque showing a birth date of 1375 but no date of death has yet been inscribed. The lid on his tomb is loose and the tomb next to it, for [[Antonia]] [[Margorus]] (nee Sedgewick), shows dates of 1383 – 1425. This tomb is also empty. A thorough search of the mausoleum reveals that pressing the plaque above Andrell [[Margorus]]'s tomb opens a wall in the far right corner, which provides access to a spiral stone staircase, leading down to a small dungeon below. A short corridor appears to end at a T-junction. Choosing to take the left branch, the party advance forwards, opening a door at the far end of the corridor. This opens into a large chamber, containing a gruesome bone altar in the middle of the room. A [[Necromancer]], [[Mogdresh the Maleficent]], is magically disguised as [[Lord Margorus]]. He stands behind a small desk poring over a large tome, while another cultist, [[Kolos the Morbid]], is seen studying a spectral figure seemingly imprisoned within a thaumaturgic circle. To those who know him, this is unmistakably the disembodied form of [[Jarek Mace]]. Also present are the re-animated forms of [[Ogres]] and [[Orcs]], in Skeleton and Zombie form. | + | The party return to the inn to eat, and decide to investigate the mausoleum. The heavy iron doors are locked but they are able to pick them open. Inside are a number of sealed coffins, which, according to the plaques above them, contain members of the [[Margorus]] family dating back over 150 years. The tomb for Andell [[Margorus]] bears a plaque showing a birth date of 1375 but no date of death has yet been inscribed. The lid on his tomb is loose and the tomb next to it, for [[Antonia]] [[Margorus]] (nee Sedgewick), shows dates of 1383 – 1425. This tomb is also empty. A thorough [[search]] of the mausoleum reveals that pressing the plaque above Andrell [[Margorus]]'s tomb opens a wall in the far right corner, which provides access to a spiral stone staircase, leading down to a small dungeon below. A short corridor appears to end at a T-junction. Choosing to take the left branch, the party advance forwards, opening a door at the far end of the corridor. This opens into a large chamber, containing a gruesome bone altar in the middle of the room. A [[Necromancer]], [[Mogdresh the Maleficent]], is magically disguised as [[Lord Margorus]]. He stands behind a small desk poring over a large tome, while another cultist, [[Kolos the Morbid]], is seen studying a spectral figure seemingly imprisoned within a thaumaturgic circle. To those who know him, this is unmistakably the disembodied form of [[Jarek Mace]]. Also present are the re-animated forms of [[Ogres]] and [[Orcs]], in Skeleton and Zombie form. |
As the party bursts into the room, [[Mogdresh]] drops his disguise and returns to his true form, fully armed and armoured. He points at the spectral form of [[Jarek]]: '''"Behold, an ally of [[Nessus]] who dared to assault us. He now serves the master of the dead!"''' The party do not waste time trying to parlay with [[Mogdresh]], and instead launch immediately into combat. [[Rodan]] is able to quickly destroy the [[undead]] in the chamber, although the proto-spectre form of [[Jarek]] is unaffected, and unable to do anything except glare menacingly at [[Idris]], the possessor of the sword which killed him. [[Mogdresh the Maleficent]] and [[Kolos the Morbid]] are therefore left to face the party alone, and are defeated without too much trouble. Their adversaries overcome, the party turn their attention to the book which [[Mogdresh]] was reading, and the entrapped proto-spectre form of [[Jarek]]. The book is written in Abyssal, so they take it with them for further study. [[Idris]] is able to confirm his theory that [[Jarek]]'s attention is dominated by the sword which killed him, [[The Reckoner]], but he is unable to leave the circle which binds him. | As the party bursts into the room, [[Mogdresh]] drops his disguise and returns to his true form, fully armed and armoured. He points at the spectral form of [[Jarek]]: '''"Behold, an ally of [[Nessus]] who dared to assault us. He now serves the master of the dead!"''' The party do not waste time trying to parlay with [[Mogdresh]], and instead launch immediately into combat. [[Rodan]] is able to quickly destroy the [[undead]] in the chamber, although the proto-spectre form of [[Jarek]] is unaffected, and unable to do anything except glare menacingly at [[Idris]], the possessor of the sword which killed him. [[Mogdresh the Maleficent]] and [[Kolos the Morbid]] are therefore left to face the party alone, and are defeated without too much trouble. Their adversaries overcome, the party turn their attention to the book which [[Mogdresh]] was reading, and the entrapped proto-spectre form of [[Jarek]]. The book is written in Abyssal, so they take it with them for further study. [[Idris]] is able to confirm his theory that [[Jarek]]'s attention is dominated by the sword which killed him, [[The Reckoner]], but he is unable to leave the circle which binds him. | ||
− | Exploring the rest of the dungeon, the party find another similar chamber. This one is occupied by two more cultists, [[Vamira the Putrid]] and [[Shakar the Corpse Maker]]. Zombies and Skeletons provide additional support, whilst [[Marinus]], who has been cruelly twisted into the form of a [[Wight]], leads the attack. Once again, the Wyvern’s Talon are victorious against the forces of [[the Cult of the Goat]], but [[Idris]] is struck by [[Marinus]] during the battle and suffers a negative energy level. Following the battle, the party take the time to perform a thorough search of the dungeon. A secret door is found at what was previously thought to be a T-junction, revealing a short corridor ending at a locked door. Beyond this door, they find what would appear to be a private shrine. Judging from the paraphernalia and symbols in the room, which are dominated by clawed fists gripping ruby-tipped rods, [[Rodan]] concludes it is dedicated to [[Asmodeus]], [[Arch Devil]] and supreme ruler of the [[Nine Hells]]. It is not clear to the party if [[the Cult of the Goat]] were aware of this room, following their recent takeover of [[Margorus]]'s estate. | + | Exploring the rest of the dungeon, the party find another similar chamber. This one is occupied by two more cultists, [[Vamira the Putrid]] and [[Shakar the Corpse Maker]]. Zombies and Skeletons provide additional support, whilst [[Marinus]], who has been cruelly twisted into the form of a [[Wight]], leads the attack. Once again, the Wyvern’s Talon are victorious against the forces of [[the Cult of the Goat]], but [[Idris]] is struck by [[Marinus]] during the battle and suffers a negative energy level. Following the battle, the party take the time to perform a thorough [[search]] of the dungeon. A secret door is found at what was previously thought to be a T-junction, revealing a short corridor ending at a locked door. Beyond this door, they find what would appear to be a private shrine. Judging from the paraphernalia and symbols in the room, which are dominated by clawed fists gripping ruby-tipped rods, [[Rodan]] concludes it is dedicated to [[Asmodeus]], [[Arch Devil]] and supreme ruler of the [[Nine Hells]]. It is not clear to the party if [[the Cult of the Goat]] were aware of this room, following their recent takeover of [[Margorus]]'s estate. |
The party vacate the dungeon and return to the village by early evening. [[Finn]] carries the corpse of the [[Wight]] with him, rolled up in a tapestry. He takes it to show [[Sonward]] at the shrine of [[Obad-Hai]], literally dumping it on the floor in front of him. [[Sonward]] is of course concerned by this turn of events. He assures them that he will look into the matter. [[Finn]] takes the [[Wight]] away, stashing it on the outskirts of the forest, with a view to taking it back to [[Ventelas]] in the morning so that priests of [[Olidammara]] can purify it, allowing [[Marinus]] to rest in peace. Following this, the party spend the rest of the evening in the inn and have an early night. They have decided to travel back to [[Ventelas]] to pay for a Restoration spell to be cast on [[Idris]] to risk any chance of permanent level loss. | The party vacate the dungeon and return to the village by early evening. [[Finn]] carries the corpse of the [[Wight]] with him, rolled up in a tapestry. He takes it to show [[Sonward]] at the shrine of [[Obad-Hai]], literally dumping it on the floor in front of him. [[Sonward]] is of course concerned by this turn of events. He assures them that he will look into the matter. [[Finn]] takes the [[Wight]] away, stashing it on the outskirts of the forest, with a view to taking it back to [[Ventelas]] in the morning so that priests of [[Olidammara]] can purify it, allowing [[Marinus]] to rest in peace. Following this, the party spend the rest of the evening in the inn and have an early night. They have decided to travel back to [[Ventelas]] to pay for a Restoration spell to be cast on [[Idris]] to risk any chance of permanent level loss. | ||
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The group arise early and arrive in [[Ventelas]] by 1pm. Here, [[Rodan]] puts [[Idris]] in touch with [[Atham Nare]], a priest of [[Pelor]] who was responsible for resurrecting [[Korwyn]]. The spell costs 380gp and [[Idris]]'s negative level is removed, with no further risk of level drain. | The group arise early and arrive in [[Ventelas]] by 1pm. Here, [[Rodan]] puts [[Idris]] in touch with [[Atham Nare]], a priest of [[Pelor]] who was responsible for resurrecting [[Korwyn]]. The spell costs 380gp and [[Idris]]'s negative level is removed, with no further risk of level drain. | ||
− | [[Kaldir]] wishes to find out about what happened at [[the Lucky Lady]] Inn while the party have been away. He casts Alter Self to disguise his appearance and uses a Gather Information check, learning that on the evening of the 15th [[Jalin]], some of [[Virannon]]'s followers attacked the inn. There were casualties on both sides, although the owner ([[Gerald Grabbit]]) and his assistants (Sally and Samantha) were able to flee to safety. The inn is currently closed for refurbishment. It is not clear what has happened to [[Berrigon]]. | + | [[Kaldir]] wishes to find out about what happened at [[the Lucky Lady]] Inn while the party have been away. He casts [[Alter Self]] to disguise his appearance and uses a [[Gather Information]] check, learning that on the evening of the 15th [[Jalin]], some of [[Virannon]]'s followers attacked the inn. There were casualties on both sides, although the owner ([[Gerald Grabbit]]) and his assistants (Sally and Samantha) were able to flee to safety. The inn is currently closed for refurbishment. It is not clear what has happened to [[Berrigon]]. |
[[Kaldir]] meets with the [[Artip Earhart | Sage]] he has hired to research potential sites relating to cultists of [[Orcus]]. [[Artip]] has a couple of potential leads: firstly, a home belonging to a docks worker called [[Trevis Granger]] who was executed a few years ago for a series of grisly, ritualistic murders could be worth investigating, as he has become something of a martyr to other followers. Secondly, a small ruined temple to the north of the city was overrun over fifty years ago by cultists loyal to [[Orcus]]. There were reports of townsfolk being abducted and taken there to be sacrificed around this time of year. [[Kaldir]] pays the researcher 3gp for him to research [[Asmodeus]] / [[Nessus]] (showing him the ruby-tipped rod symbols they found). He also asks him to research [[Alicia Rynem]] – her history, enemies etc. | [[Kaldir]] meets with the [[Artip Earhart | Sage]] he has hired to research potential sites relating to cultists of [[Orcus]]. [[Artip]] has a couple of potential leads: firstly, a home belonging to a docks worker called [[Trevis Granger]] who was executed a few years ago for a series of grisly, ritualistic murders could be worth investigating, as he has become something of a martyr to other followers. Secondly, a small ruined temple to the north of the city was overrun over fifty years ago by cultists loyal to [[Orcus]]. There were reports of townsfolk being abducted and taken there to be sacrificed around this time of year. [[Kaldir]] pays the researcher 3gp for him to research [[Asmodeus]] / [[Nessus]] (showing him the ruby-tipped rod symbols they found). He also asks him to research [[Alicia Rynem]] – her history, enemies etc. | ||
− | [[Finn]] and [[Rodan]] take the concealed body of the [[Wight]] ([[Marinus]]) to a local temple of [[Olidammara]], where purification spells are cast upon him before the body is disposed of. [[Marinus]]'s soul should now rest in peace. [[Idris]] gets measured up for a suit of masterwork studded leather armour. Finally, [[Rodan]] spends much of the day studying the old tome recovered from [[Mogdresh]], using a Comprehend Languages spell. Amongst other things, he learns that [[Jarek]] is currently in a proto-spectre form, but could be laid to rest by being struck by a blessed weapon. | + | [[Finn]] and [[Rodan]] take the concealed body of the [[Wight]] ([[Marinus]]) to a local temple of [[Olidammara]], where purification spells are cast upon him before the body is disposed of. [[Marinus]]'s soul should now rest in peace. [[Idris]] gets measured up for a suit of masterwork studded leather armour. Finally, [[Rodan]] spends much of the day studying the old tome recovered from [[Mogdresh]], using a [[Comprehend Languages]] spell. Amongst other things, he learns that [[Jarek]] is currently in a proto-spectre form, but could be laid to rest by being struck by a blessed weapon. |
The party spend the evening at the [[Dancing Dryad Inn]]. | The party spend the evening at the [[Dancing Dryad Inn]]. | ||
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Once again, the party make an early start and travel on foot to [[Little Dingle]]. On the outskirts of the village, their way is blocked by a [[Lesser Bodak]], an [[undead]] assassin sent by [[the Cult of the Goat]]. [[Finn]] is able to charge the creature and resists its gaze attack, hitting it for a large amount of damage. The rest of the party are close behind and join the melee, soon finishing it off. The threat defeated, the party are able to enter the village without further impediment. Before heading back to the dungeon beneath the mausoleum, [[Finn]] decides to have one last try at defeating [[Ricton the Insurmountable]] and is finally victorious, winning a pot of 10gp. | Once again, the party make an early start and travel on foot to [[Little Dingle]]. On the outskirts of the village, their way is blocked by a [[Lesser Bodak]], an [[undead]] assassin sent by [[the Cult of the Goat]]. [[Finn]] is able to charge the creature and resists its gaze attack, hitting it for a large amount of damage. The rest of the party are close behind and join the melee, soon finishing it off. The threat defeated, the party are able to enter the village without further impediment. Before heading back to the dungeon beneath the mausoleum, [[Finn]] decides to have one last try at defeating [[Ricton the Insurmountable]] and is finally victorious, winning a pot of 10gp. | ||
− | The group returns to the dungeon, and [[Rodan]] casts Magic Weapon upon [[Idris]]'s sword, [[The Reckoner]], temporarily turning it into a blessed weapon. [[Idris]] strikes the proto-spectre form of [[Jarek]], finally ending his torment and utterly destroys the unnatural creature he has been forced into by the [[Necromancers]]. Next, the party heads to the manor house and attempts to gain entrance from the rear. There are two guards who patrol the external perimeter – [[Korwyn]] charms one of these and learns a little more about what the Cultists have planned. Namely, they have already taken over the manor house and are preparing for an atrocity on the [[ | + | The group returns to the dungeon, and [[Rodan]] casts [[Magic Weapon]] upon [[Idris]]'s sword, [[The Reckoner]], temporarily turning it into a blessed weapon. [[Idris]] strikes the proto-spectre form of [[Jarek]], finally ending his torment and utterly destroys the unnatural creature he has been forced into by the [[Necromancers]]. Next, the party heads to the manor house and attempts to gain entrance from the rear. There are two guards who patrol the external perimeter – [[Korwyn]] charms one of these and learns a little more about what the Cultists have planned. Namely, they have already taken over the manor house and are preparing for an atrocity on the [[Jalin 1425#20th Jalin 1425 | 20th Jalin]]. It is also implied that some cultists are already in place within the village, disguised. The other guard is lured into the woods behind the house, and before long both have been killed. |
− | The group heads into the manor house through a rear entrance into a laundry room. It doesn't take them long to find their way into the great hall, where two cultists ([[Veghor the Virulent]] and [[Cravana the Corrupt]]) have summoned a [[Bar-lgura]] [[demon]] via a crudely drawn thaumaturgic circle inscribed upon on a large table. The cultists are delighted to have the opportunity to test out their new "pet's" abilities and immediately set it loose upon the party. The [[Bar-lgura]] is a powerful foe, and between leaping around the room and using its illusionary magic to confuse the party with duplicates of itself, it proves to be a firm challenge. However, the group emerge victorious despite the two guards from the front entrance also joining the fray after they hear the commotion. Following the battle the party explores the rest of the manor house. It is now free of cultists but absolutely filthy and every room has furniture knocked over, clothes strewn over the floor or food left rotting. They find a [[Necromancer | + | The group heads into the manor house through a rear entrance into a laundry room. It doesn't take them long to find their way into the great hall, where two cultists ([[Veghor the Virulent]] and [[Cravana the Corrupt]]) have summoned a [[Bar-lgura]] [[demon]] via a crudely drawn thaumaturgic circle inscribed upon on a large table. The cultists are delighted to have the opportunity to test out their new "pet's" abilities and immediately set it loose upon the party. The [[Bar-lgura]] is a powerful foe, and between leaping around the room and using its illusionary magic to confuse the party with duplicates of itself, it proves to be a firm challenge. However, the group emerge victorious despite the two guards from the front entrance also joining the fray after they hear the commotion. Following the battle the party explores the rest of the manor house. It is now free of cultists but absolutely filthy and every room has furniture knocked over, clothes strewn over the floor or food left rotting. They find a [[Vamira's Spell Book | Necromancer's spell book]] in a master bedroom upstairs, and after a thorough [[search]] of the study, they come across a book which ostensibly concerns laws and customs but is written in a script which they recognise as [[Infernal]]. |
Satisfied that they have investigated the manor house as best they can, they return to the inn. The party eventually retires for the evening, but [[Kaldir]] decides to stay up for another couple of hours to keep a watch through his bedroom window. His perseverance is rewarded in the early hours of the following morning, when he spots a cowled figure heading from the area of the general store or temple towards the manor house. | Satisfied that they have investigated the manor house as best they can, they return to the inn. The party eventually retires for the evening, but [[Kaldir]] decides to stay up for another couple of hours to keep a watch through his bedroom window. His perseverance is rewarded in the early hours of the following morning, when he spots a cowled figure heading from the area of the general store or temple towards the manor house. | ||
− | |||
=== 19th [[Jalin]] 1425 === | === 19th [[Jalin]] 1425 === | ||
− | Around 1am, [[Kaldir]] alerts the rest of the party to the cowled figure he has spotted heading towards the manor house. They hastily follow her, and from her Light spell spilling out of the downstairs window they are able to deduce that she has entered the study. They confront her and during a brief exchange, she confirms that [[the League of Enlightenment]] are "allies of [[Nessus]]". Having learnt all they can from her, the party quickly despatch her with minimal difficulty. | + | Around 1am, [[Kaldir]] alerts the rest of the party to the cowled figure he has spotted heading towards the manor house. They hastily follow her, and from her [[Light]] spell spilling out of the downstairs window they are able to deduce that she has entered the study. They confront her and during a brief exchange, she confirms that [[the League of Enlightenment]] are "allies of [[Nessus]]". Having learnt all they can from her, the party quickly despatch her with minimal difficulty. |
− | The party then return to the inn, sleeping in until around 10am to ensure the spell casters are sufficiently rested. They are now suspicious of [[Sonward]], and insist on taking him to the manor house to prove what has been happening there, allowing [[Kaldir]] some time to snoop around the temple. [[Kaldir]] finds nothing unusual, however, and [[Sonward]] is keen to return as soon as possible. Whilst here, [[Daxia]] takes the tusks from the corpse of the [[Bar-lgura]]. [[Sonward]] appears to be concerned regarding what the party have shown him, and thanks them for dealing with this matter. He recommends they keep this to themselves for the time being, so as not to spoil the rest of the summer fayre and cause alarm amongst the revellers. [[Korwyn]] leaves the temple to cast a Detect Magic spell undetected, and returns to use it on [[Sonward]]. He detects a moderate aura of magic but is unable to pin-point the specific school. The party lie to [[Sonward]], telling him they are going to return to [[Ventelas]] to warn the Duke – [[Rodan]] makes a successful Sense Motive check and deduces that they are being lied to. They next ask him to write a letter to his superior in [[Ventelas]] – [[Sonward]] complies and addresses the missive to one 'Grendall'. | + | The party then return to the inn, sleeping in until around 10am to ensure the spell casters are sufficiently rested. They are now suspicious of [[Sonward]], and insist on taking him to the manor house to prove what has been happening there, allowing [[Kaldir]] some time to snoop around the temple. [[Kaldir]] finds nothing unusual, however, and [[Sonward]] is keen to return as soon as possible. Whilst here, [[Daxia]] takes the tusks from the corpse of the [[Bar-lgura]]. [[Sonward]] appears to be concerned regarding what the party have shown him, and thanks them for dealing with this matter. He recommends they keep this to themselves for the time being, so as not to spoil the rest of the summer fayre and cause alarm amongst the revellers. [[Korwyn]] leaves the temple to cast a [[Detect Magic]] spell undetected, and returns to use it on [[Sonward]]. He detects a moderate aura of magic but is unable to pin-point the specific school. The party lie to [[Sonward]], telling him they are going to return to [[Ventelas]] to warn the Duke – [[Rodan]] makes a successful Sense Motive check and deduces that they are being lied to. They next ask him to write a letter to his superior in [[Ventelas]] – [[Sonward]] complies and addresses the missive to one 'Grendall'. |
− | The party leave [[Sonward]] for now, attempting to create the impression that they are leaving towards [[Ventelas]] (even going as far as collecting their belongings from the inn and vacating their rooms). They then return to the main group of revellers in the centre of the village, keeping a low profile whilst monitoring for any activity coming from the temple. It eventually becomes apparent that [[Sonward]] is not going to leave the shrine, so the party return to confront him directly. As he opens the door, [[Sonward]] is grappled by [[Finn]] and pushed back into the temple. The others follow closely behind and force their way in. They accuse him of being involved with the cultists, and at first he denies it – insisting that [[Finn]] release him so that they can discuss this properly. [[Finn]] obliges, and the interrogation continues for a few minutes before [[Sonward]] finally loses his temper and drops his Consume Likeness spell. "Remain silent, for [[Karzoun the Revelator]] is amongst you!", he screams. A short fight breaks out, but he is surrounded and quickly overwhelmed. He attempts to cast Dance of Ruin as a last ditch attempt to defeat the party, but he is struck down before he can complete the spell | + | The party leave [[Sonward]] for now, attempting to create the impression that they are leaving towards [[Ventelas]] (even going as far as collecting their belongings from the inn and vacating their rooms). They then return to the main group of revellers in the centre of the village, keeping a low profile whilst monitoring for any activity coming from the temple. It eventually becomes apparent that [[Sonward]] is not going to leave the shrine, so the party return to confront him directly. As he opens the door, [[Sonward]] is grappled by [[Finn]] and pushed back into the temple. The others follow closely behind and force their way in. They accuse him of being involved with the cultists, and at first he denies it – insisting that [[Finn]] release him so that they can discuss this properly. [[Finn]] obliges, and the interrogation continues for a few minutes before [[Sonward]] finally loses his temper and drops his Consume Likeness spell. "Remain silent, for [[Karzoun the Revelator]] is amongst you!", he screams. A short fight breaks out, but he is surrounded and quickly overwhelmed. He attempts to cast [[Dance of Ruin]] as a last ditch attempt to defeat the party, but he is struck down before he can complete the spell. |
− | |||
− | |||
+ | Later that evening, under cover of [[darkness]], the party gather together all of the bodies of dead cultists and the [[Demon]] and set fire to them on the outskirts of the forest. | ||
=== 20th [[Jalin]] 1425 === | === 20th [[Jalin]] 1425 === | ||
− | The party spend the day in | + | The party spend the day in [[Little Dingle]] enjoying the final day of the summer fayre – this is the unholy day of [[Orcus]] but with [[Karzoun]] dead, the party have been able to prevent the planned atrocity by destroying its leadership. |
=== 21st [[Jalin]] 1425 === | === 21st [[Jalin]] 1425 === | ||
− | The party awake early – the oppressive cloud has lifted from the village leaving a bright, warm and sunny day. The threat to [[Little Dingle]] defeated, the group decide to head back to [[Ventelas]]. Travelling on foot through the [[Inglewood]], around midday, [[Kaldir]] (who is travelling slightly ahead of the main group) spots a squad of five people approaching along the main forest path. He gestures to the rest of the party to hide, while he advances slowly forward to greet the oncoming group. The leader, [[Novenia]], is a striking woman in her early 30s with blond hair, clad in a chain shirt and a flowing blue cloak. She is flanked by a group of four unarmoured men with scabbarded longswords and similar cloaks. | + | The party awake early – the oppressive cloud has lifted from the village leaving a bright, warm and sunny day. The threat to [[Little Dingle]] defeated, the group decide to head back to [[Ventelas]]. Travelling on foot through the [[Inglewood]], around midday, [[Kaldir]] (who is travelling slightly ahead of the main group) spots a squad of five people approaching along the main forest path. He gestures to the rest of the party to [[hide]], while he advances slowly forward to greet the oncoming group. The leader, [[Novenia]], is a striking woman in her early 30s with blond hair, clad in a chain shirt and a flowing blue cloak. She is flanked by a group of four unarmoured men with scabbarded longswords and similar cloaks. |
− | The rest of the party have left the main path and attempt to hide amongst the trees, but only [[Daxia]] and [[Idris]] are successful. [[Kaldir]] greets [[Novenia]], who responds in a curt manner. She soon spots [[Korwyn]], [[Finn]] and [[Rodan]] failing to hide and immediately calls out to them, insisting they show themselves, which they do. Meanwhile, [[Daxia]] and [[Idris]] are able to slowly move forward whilst remaining unseen and unheard, taking up positions within 30’ of [[Novenia]] and her cohorts. [[Daxia]] recognises [[Novenia]] as one of [[The Ten]] ('Nine', in fact). [[Daxia]] always sensed that [[Novenia]] never quite trusted her and indeed, she has travelled to [[Granthis]] to ensure that [[Korwyn]] is captured and returned home, one way or another. | + | The rest of the party have left the main path and attempt to [[hide]] amongst the trees, but only [[Daxia]] and [[Idris]] are successful. [[Kaldir]] greets [[Novenia]], who responds in a curt manner. She soon spots [[Korwyn]], [[Finn]] and [[Rodan]] failing to [[hide]] and immediately calls out to them, insisting they show themselves, which they do. Meanwhile, [[Daxia]] and [[Idris]] are able to slowly move forward whilst remaining unseen and unheard, taking up positions within 30’ of [[Novenia]] and her cohorts. [[Daxia]] recognises [[Novenia]] as one of [[The Ten]] ('Nine', in fact). [[Daxia]] always sensed that [[Novenia]] never quite trusted her and indeed, she has travelled to [[Granthis]] to ensure that [[Korwyn]] is captured and returned home, one way or another. |
− | As soon as [[Novenia]] spots [[Korwyn]], she becomes angry and suspicious and immediately insists that [[Kaldir]] hand him over to her so that he can be returned to King [[Baradine]] in [[Elingor]]. [[Kaldir]] tries to argue, and senses that [[Novenia]] will need to be defeated if they don’t want to lose [[Korwyn]]. Still undetected, [[Idris]] and [[Daxia]] decide to act and get a partial action of surprise. [[Idris]] fires his longbow at a nearby cohort, gaining sneak attack damage and injuring him badly. [[Daxia]] casts a Shield spell, and although she is heard she is not spotted. The battle now begins in earnest, and [[Novenia]]'s cohorts cast both Shield and Mage Armour spells before engaging the party. As soon as [[Daxia]] reveals her position to join the fight, [[Novenia]] curses her and challenges her to face her alone. An invitation which [[Daxia]] declines. The pair engage in a brief round of inconsequential Psionic combat before engaging each other with their swords. The rest of the party tackle the cohorts, while [[Korwyn]] assists [[Daxia]] by pelting [[Novenia]] with Magic | + | As soon as [[Novenia]] spots [[Korwyn]], she becomes angry and suspicious and immediately insists that [[Kaldir]] hand him over to her so that he can be returned to King [[Baradine]] in [[Elingor]]. [[Kaldir]] tries to argue, and senses that [[Novenia]] will need to be defeated if they don’t want to lose [[Korwyn]]. Still undetected, [[Idris]] and [[Daxia]] decide to act and get a partial action of surprise. [[Idris]] fires his longbow at a nearby cohort, gaining sneak attack damage and injuring him badly. [[Daxia]] casts a [[Shield]] spell, and although she is heard she is not spotted. The battle now begins in earnest, and [[Novenia]]'s cohorts cast both [[Shield]] and [[Mage Armour]] spells before engaging the party. As soon as [[Daxia]] reveals her position to join the fight, [[Novenia]] curses her and challenges her to face her alone. An invitation which [[Daxia]] declines. The pair engage in a brief round of inconsequential Psionic combat before engaging each other with their swords. The rest of the party tackle the cohorts, while [[Korwyn]] assists [[Daxia]] by pelting [[Novenia]] with [[Magic Missile]]s and [[Melf's Acid Arrow]] (Electricity [[Energy Substitution]]). |
Down to zero hit points and staggered, [[Novenia]] curses [[Daxia]], calling her a traitorous bitch and tells her that she will take her down with her. A successful Autohypnosis check allows her to stay on her feet and take another swing at [[Daxia]], wounding her. Despite this, [[Daxia]] and [[Korwyn]] are able to finish her while [[Idris]] charges a cohort who [[Finn]] was fighting, killing him and then cleaving another cohort nearby and dropping him, too. By now, only one cohort ([[Dain]]) remains alive and he surrenders immediately. [[Idris]] and [[Rodan]] are reluctant to kill him but the rest of the party are inclined to finish him off, rather than risk letting him go. With his hands bound, [[Dain]] makes an interesting point that, according to the rules of [[The Ten]], [[Daxia]] is now essentially [[Novenia]] and that he could follow her without his remit actually changing. [[Daxia]] decides against this offer and instead strikes him down, whilst he is defenceless. | Down to zero hit points and staggered, [[Novenia]] curses [[Daxia]], calling her a traitorous bitch and tells her that she will take her down with her. A successful Autohypnosis check allows her to stay on her feet and take another swing at [[Daxia]], wounding her. Despite this, [[Daxia]] and [[Korwyn]] are able to finish her while [[Idris]] charges a cohort who [[Finn]] was fighting, killing him and then cleaving another cohort nearby and dropping him, too. By now, only one cohort ([[Dain]]) remains alive and he surrenders immediately. [[Idris]] and [[Rodan]] are reluctant to kill him but the rest of the party are inclined to finish him off, rather than risk letting him go. With his hands bound, [[Dain]] makes an interesting point that, according to the rules of [[The Ten]], [[Daxia]] is now essentially [[Novenia]] and that he could follow her without his remit actually changing. [[Daxia]] decides against this offer and instead strikes him down, whilst he is defenceless. | ||
The party continue on to [[Ventelas]] and arrive by late afternoon. Here, they discover that [[the Lucky Lady]] Inn has finished its refurbishment and has re-opened (it actually looks virtually identical to how it did previously). [[Kaldir]] has a conversation with [[Gerald Grabbit]], the innkeeper, and learns that [[Berrigon]] has gone missing following the recent assault on the inn. His rival, [[Virannon]], has not yet spread his influence to fill the gap left by [[Berrigon]] but Grabbit suspects it's only a matter of time. He's more than happy for the party to continue their previous boarding arrangement at the inn so the status quo is once again restored. The group also check-in with [[Enris]] at the [[Mercenaries' Guild]]. A note for the entire party from [[Alicia Rynem]] of [[the League of Enlightenment]] has been left there, thanking them for preventing an atrocity in [[Little Dingle]] and informing them that the sum of 10,000gp has been deposited in their adventuring company's account. [[Enris]] says he may have some more jobs for them but he needs them to complete their existing task, to defeat the [[Ettins]] north of the city, before he can allocate any more. | The party continue on to [[Ventelas]] and arrive by late afternoon. Here, they discover that [[the Lucky Lady]] Inn has finished its refurbishment and has re-opened (it actually looks virtually identical to how it did previously). [[Kaldir]] has a conversation with [[Gerald Grabbit]], the innkeeper, and learns that [[Berrigon]] has gone missing following the recent assault on the inn. His rival, [[Virannon]], has not yet spread his influence to fill the gap left by [[Berrigon]] but Grabbit suspects it's only a matter of time. He's more than happy for the party to continue their previous boarding arrangement at the inn so the status quo is once again restored. The group also check-in with [[Enris]] at the [[Mercenaries' Guild]]. A note for the entire party from [[Alicia Rynem]] of [[the League of Enlightenment]] has been left there, thanking them for preventing an atrocity in [[Little Dingle]] and informing them that the sum of 10,000gp has been deposited in their adventuring company's account. [[Enris]] says he may have some more jobs for them but he needs them to complete their existing task, to defeat the [[Ettins]] north of the city, before he can allocate any more. | ||
− | |||
=== 22nd [[Jalin]] 1425 - 24th [[Jalin]] 1425 === | === 22nd [[Jalin]] 1425 - 24th [[Jalin]] 1425 === | ||
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Throughout this period: | Throughout this period: | ||
− | [[Kaldir]] scribes Melf's Acid Arrow into his spellbook (he had already taken a day to study and understand it). | + | [[Kaldir]] scribes [[Melf's Acid Arrow]] into his spellbook (he had already taken a day to study and understand it). |
− | The party make a contact at the [[Ventelas Magical Academy]] ([[Bertrum Reed]]), who is willing to take private commissions on spell crafting and item creation / enchantment. For 800gp, he casts Analyse Dweomer on [[The Reckoner]] longsword, fully revealing all of its properties to [[Idris]], its current owner. For 200gp, he casts Identify on the [[Chain Shirt 001 | Chain Shirt +1]] | + | The party make a contact at the [[Ventelas Magical Academy]] ([[Bertrum Reed]]), who is willing to take private commissions on spell crafting and item creation / enchantment. For 800gp, he casts [[Analyse Dweomer]] on [[The Reckoner]] longsword, fully revealing all of its properties to [[Idris]], its current owner. For 200gp, he casts [[Identify]] on the following items, recovered from the defeated [[Novenia]]: |
+ | *[[Chain Shirt 001 | Chain Shirt +1]] | ||
+ | *[[Blue Dragon Amulet 001 | Amulet of Natural Armour +2]] | ||
+ | *[[Ring 001 | Ring of Protection +1]] | ||
+ | *[[Longsword 002 | Longsword +1]] | ||
On the evening of the 24th, [[Kaldir]] seeks out [[Alicia Rynem]] at [[the Half Moon]] Inn. She thanks him in person for his assistance, and says that he must attend another meeting soon. [[Kaldir]] questions her regarding the Unholy night and asks if there were any other disturbances. [[Alicia]] remains vague on the matter, essentially saying that there was nothing of any particular consequence that they couldn't handle. During the conversation, [[Kaldir]] mentions that the [[Necromancers]] referred to a former member of his party ([[Jarek]]) as an "ally of [[Nessus]]". | On the evening of the 24th, [[Kaldir]] seeks out [[Alicia Rynem]] at [[the Half Moon]] Inn. She thanks him in person for his assistance, and says that he must attend another meeting soon. [[Kaldir]] questions her regarding the Unholy night and asks if there were any other disturbances. [[Alicia]] remains vague on the matter, essentially saying that there was nothing of any particular consequence that they couldn't handle. During the conversation, [[Kaldir]] mentions that the [[Necromancers]] referred to a former member of his party ([[Jarek]]) as an "ally of [[Nessus]]". | ||
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=== 25th [[Jalin]] 1425 === | === 25th [[Jalin]] 1425 === | ||
− | The party set off to hunt down the [[Ettins]] which were reported by one of the [[Duke Irasmus Parvellian | Duke's]] rangers. Within a few hours' travel to the north of the city, they encounter a lone [[Ettin]] in the forest which they engage and defeat. The creature is not far from its lair, a cave structure accessible through an obvious entrance at the bottom of a nearby slope. Here, they throw a coin with a Light spell cast upon it into the far reaches of the cavern. This alerts the three [[Ettins]] within and also a [[Goblin]] Cleric who has inexplicably been adopted by them as some kind of leader. | + | The party set off to hunt down the [[Ettins]] which were reported by one of the [[Duke Irasmus Parvellian | Duke's]] rangers. Within a few hours' travel to the north of the city, they encounter a lone [[Ettin]] in the forest which they engage and defeat. The creature is not far from its lair, a cave structure accessible through an obvious entrance at the bottom of a nearby slope. Here, they throw a coin with a [[Light]] spell cast upon it into the far reaches of the cavern. This alerts the three [[Ettins]] within and also a [[Goblin]] Cleric who has inexplicably been adopted by them as some kind of leader. |
− | The battle with the [[Ettins]] is long and cagey, and [[Kaldir]] makes good use of a Web spell to thin out the enemies so they can be dealt with more manageably. [[Korwyn]] is on interrupt duty with his Magic Missiles against the [[Goblin]] Cleric. [[Rodan]] summons a Celestial Bear which deals some reasonable damage before being obliterated by an [[Ettin]]'s full attack sequence. [[Finn]], [[Idris]] and [[Rodan]] take some punishing hits from the [[Ettins]] but Rodan’s healing keeps them up. The Web spell means the party never have to fight more than two adversaries at once. Korwyn’s Magic Missiles prevent the [[Goblin]] Cleric from getting a spell off and eventually kill it. By the time the party are able to surround an [[Ettin]], they deal massive damage between [[Finn]]'s two handed sword and [[Idris]]'s sneak attacks with [[The Reckoner]]'s [[Giants]]' Bane enchantment. | + | The battle with the [[Ettins]] is long and cagey, and [[Kaldir]] makes good use of a [[Web]] spell to thin out the enemies so they can be dealt with more manageably. [[Korwyn]] is on interrupt duty with his Magic Missiles against the [[Goblin]] Cleric. [[Rodan]] summons a Celestial Bear which deals some reasonable damage before being obliterated by an [[Ettin]]'s full attack sequence. [[Finn]], [[Idris]] and [[Rodan]] take some punishing hits from the [[Ettins]] but Rodan’s healing keeps them up. The [[Web]] spell means the party never have to fight more than two adversaries at once. Korwyn’s Magic Missiles prevent the [[Goblin]] Cleric from getting a spell off and eventually kill it. By the time the party are able to surround an [[Ettin]], they deal massive damage between [[Finn]]'s two handed sword and [[Idris]]'s sneak attacks with [[The Reckoner]]'s [[Giants]]' [[Bane]] enchantment. |
− | Following the battle, the group take some time to heal up and carefully explore the rest of the cavern. They use Detect Magic on the dead [[Goblin]] and discover that his [[Short sword | + | Following the battle, the group take some time to heal up and carefully explore the rest of the cavern. They use [[Detect Magic]] on the dead [[Goblin]] and discover that his [[Short sword 001 | Short Sword]] and [[Wand 002 | Wand]] are both magical. A locked, trapped chest is overcome by [[Kaldir]] and [[Idris]] working together – their reward is 1100gp (in various denominations). The party return to [[Ventelas]] by mid-afternoon, where a further 1200gp is credited to them by [[Enris]] at the [[Mercenaries' Guild]], on behalf of Duke [[Parvellian]]. With the [[Ettins]] defeated, [[Enris]] offers two more jobs to the party: |
− | + | '''[[Inglewood]] [[Trolls]]''' | |
"Now then lads – and lady! – this one’s a bit of a personal request. Recently, one of our caravan escorts came under ferocious attack from a small group of creatures that we’ve not encountered before, to my knowledge. Ten feet tall they were, apparently, and with rubbery, green skin and long ungainly arms and legs. | "Now then lads – and lady! – this one’s a bit of a personal request. Recently, one of our caravan escorts came under ferocious attack from a small group of creatures that we’ve not encountered before, to my knowledge. Ten feet tall they were, apparently, and with rubbery, green skin and long ungainly arms and legs. | ||
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I won’t be able to offer you much in the way of reward, I’m afraid, but I’ll see if I can get something out of the Duke for this as nobody is safe while these horrible monstrosities are at large." | I won’t be able to offer you much in the way of reward, I’m afraid, but I’ll see if I can get something out of the Duke for this as nobody is safe while these horrible monstrosities are at large." | ||
− | + | '''[[Inglewood]] Bandits – Ransom''' | |
"Right then – we’ve got a kidnapping on our hands here, it looks like. The bandits in the [[Inglewood]] have been quiet for a while, but it appears they're back with a new leader and are demanding a ransom for the safe return of their prisoner, one "[[Amber Baldwin]]" – her daddy’s quite a well-to-do scholar in [[Ventelas]], don’t you know? Apparently [[Amber]] was kidnapped returning late one night from some fancy party or other. The bandits are trying to milk 1,000gp from poor old Pop Baldwin. | "Right then – we’ve got a kidnapping on our hands here, it looks like. The bandits in the [[Inglewood]] have been quiet for a while, but it appears they're back with a new leader and are demanding a ransom for the safe return of their prisoner, one "[[Amber Baldwin]]" – her daddy’s quite a well-to-do scholar in [[Ventelas]], don’t you know? Apparently [[Amber]] was kidnapped returning late one night from some fancy party or other. The bandits are trying to milk 1,000gp from poor old Pop Baldwin. | ||
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=== 26th [[Jalin]] 1425 === | === 26th [[Jalin]] 1425 === | ||
− | The party spend the day resting, while [[Kaldir]] studies and understands a Knock spell in the spell book recovered from the manor house in [[Little Dingle]]. | + | The party spend the day resting, while [[Kaldir]] studies and understands a [[Knock]] spell in the [[Vamira's Spell Book | spell book]] recovered from the manor house in [[Little Dingle]]. |
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'''Upkeep due:''' 45gp per month, per character (for “Common” lifestyle). '''270gp''' total for party. | '''Upkeep due:''' 45gp per month, per character (for “Common” lifestyle). '''270gp''' total for party. | ||
− | The party take 100pp (1000gp) from [[Enris]] and head to the agreed rendezvous point on the main road in the [[Inglewood]]. [[Kaldir]] stays back from the main group and attempts to remain hidden as they approach the agreed location. The rest of the party are met by [[Kelgh]], who [[Kaldir]] recognises as being the bandit who escaped from them when they came to the aid of [[Kail Lorton]] and [[Honard Morcray]]. After a brief, gruff exchange, the party agree to follow [[Kelgh]] to a nearby forest clearing. [[Kaldir]] follows behind, still keeping his distance. Approaching the clearing, they see the leader, [[Cynar Twen]], closely guarded by [[Calinia Mard]], a rogue / sorceress. Just behind them, is [[Amber]] – imprisoned in a makeshift wooden cage. Between them, the party also notice a couple of bow-wielding rogues hiding in the trees along the left side of the clearing. | + | The party take 100pp (1000gp) from [[Enris]] and head to the agreed rendezvous point on the main road in the [[Inglewood]]. [[Kaldir]] stays back from the main group and attempts to remain hidden as they approach the agreed location. The rest of the party are met by [[Kelgh]], who [[Kaldir]] recognises as being the bandit who escaped from them when they came to the [[aid]] of [[Kail Lorton]] and [[Honard Morcray]]. After a brief, gruff exchange, the party agree to follow [[Kelgh]] to a nearby forest clearing. [[Kaldir]] follows behind, still keeping his distance. Approaching the clearing, they see the leader, [[Cynar Twen]], closely guarded by [[Calinia Mard]], a rogue / sorceress. Just behind them, is [[Amber]] – imprisoned in a makeshift wooden cage. Between them, the party also notice a couple of bow-wielding rogues hiding in the trees along the left side of the clearing. |
A cautious conversation takes place – [[Cynar]] beckons the party to come closer but they remain just outside the clearing. [[Kaldir]] attempts to sneak around the side of the clearing to take a position behind [[Cynar]], close to [[Amber]], but is spotted and told to come out and show himself. He obliges and joins the rest of the party. [[Calinia]] warns [[Cynar]] not to trust [[Kaldir]] – she tells [[Cynar]] that she suspects [[Kaldir]] of being involved somehow in betraying [[Berrigon]]. Apparently it would seem she was present at [[the Lucky Lady]] when it was attacked by [[Virannon]]'s forces. Eventually, an agreement is made and [[Amber]] is allowed to advance towards the party. The bag of money is thrown towards [[Kelgh]] as [[Amber]] runs forwards to join the group. [[Kelgh]] counts the money and nods to [[Cynar]] and [[Calinia]]. The exchange complete, the party are free to leave with [[Amber]]. [[Finn]] is keen to take on the bandits in combat, but is out-voted by the rest of the party. Therefore, they return to [[Ventelas]] and escort [[Amber]] to the [[Mercenaries' Guild]], where they claim their 200gp reward. [[Idris]] enquiries of [[Amber]] if she would care to join him later for dinner, but is rebuffed when she tells him that she really must go and meet her boyfriend to let him know she is safe… | A cautious conversation takes place – [[Cynar]] beckons the party to come closer but they remain just outside the clearing. [[Kaldir]] attempts to sneak around the side of the clearing to take a position behind [[Cynar]], close to [[Amber]], but is spotted and told to come out and show himself. He obliges and joins the rest of the party. [[Calinia]] warns [[Cynar]] not to trust [[Kaldir]] – she tells [[Cynar]] that she suspects [[Kaldir]] of being involved somehow in betraying [[Berrigon]]. Apparently it would seem she was present at [[the Lucky Lady]] when it was attacked by [[Virannon]]'s forces. Eventually, an agreement is made and [[Amber]] is allowed to advance towards the party. The bag of money is thrown towards [[Kelgh]] as [[Amber]] runs forwards to join the group. [[Kelgh]] counts the money and nods to [[Cynar]] and [[Calinia]]. The exchange complete, the party are free to leave with [[Amber]]. [[Finn]] is keen to take on the bandits in combat, but is out-voted by the rest of the party. Therefore, they return to [[Ventelas]] and escort [[Amber]] to the [[Mercenaries' Guild]], where they claim their 200gp reward. [[Idris]] enquiries of [[Amber]] if she would care to join him later for dinner, but is rebuffed when she tells him that she really must go and meet her boyfriend to let him know she is safe… | ||
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=== 28th [[Jalin]] 1425 === | === 28th [[Jalin]] 1425 === | ||
− | [[Kaldir]] casts Identify on the following items, recovered from the [[Ettin]] cave: | + | [[Kaldir]] casts [[Identify]] on the following items, recovered from the [[Ettin]] cave: |
*[[Short sword 001 | Short Sword +2]] – given to [[Daxia]] | *[[Short sword 001 | Short Sword +2]] – given to [[Daxia]] | ||
− | *[[Wand 002 | Wand of Cure Serious Wounds | + | *[[Wand 002 | Wand of Cure Serious Wounds]] – given to [[Rodan]] |
=== 29th [[Jalin]] 1425 === | === 29th [[Jalin]] 1425 === | ||
− | [[Kaldir]] begins scribing Knock into his spell book (200gp for materials – half price due to deal with [[Ephes Payne]]). | + | [[Kaldir]] begins scribing [[Knock]] into his spell book (200gp for materials – half price due to deal with [[Ephes Payne]]). |
=== 30th [[Jalin]] 1425 === | === 30th [[Jalin]] 1425 === | ||
− | [[Kaldir]] continues scribing Knock into his spell book. | + | [[Kaldir]] continues scribing [[Knock]] into his spell book. |
+ | |||
+ | <<< Back to [[Olarin 1425]] <<< | ||
− | Forward to [[Pelagan 1425]] | + | >>> Forward to [[Pelagan 1425]] >>> |
− |
Latest revision as of 12:57, 18 July 2019
1st Jalin 1425
The party spend a relatively quiet day in Ventelas. They visit Berrigon in the morning and return the wagon, and are paid the rest of their reward for their services, despite the fact they have killed most of the bandits they have re-supplied. Marinus attempts a Gather Information check, to find out any information regarding Drakus Brayden, but fails to turn up anything of interest. Kaldir scribes an Identify spell into his spell book.
Jarek indulges himself in a little entertainment at The Winking Vixen bath house.
2nd Jalin 1425
Kaldir casts Identify on the magical goat head amulet recovered from the tomb. He discovers it is an Amulet of Natural Armour +1. Jarek takes ownership of the item and wears it concealed under his clothing/armour. The party return to the Mercenaries' Guild, where Enris pays them 1,000gp on behalf of the League of Enlightenment for clearing the tomb of Necromancers. He also advises them that a representative of the League wishes to meet them the same evening to thank them in person.
Kaldir makes a Gather Information attempt regarding Drakus Brayden and learns some rumours. Apparently, he is an orphan who has fallen into petty thievery, and some suspect him of having some kind of telepathic power. He has not been seen in the city for a number of weeks. Kaldir also bribes Gerald Grabbit, the Innkeeper, who confirms that Brayden works for Berrigon's rival in the Black Tendril - Virannon. Meanwhile, Jarek is able to negotiate a sale of the emeralds prised from the demonic artefact found in the tomb. Using a combination of Bluff and Diplomacy, he is able to agree upon an excellent price with a local jeweller.
In the evening, the party meet with Alicia Rynem, a city councillor and member of the League of Enlightenment. The meeting takes place in an up-market tavern, The Half Moon, not far from the Home of the Enlightened; a luxurious, walled estate in one of the finest districts of the city. She thanks them for their assistance in Riddlebeck, informing them that their actions have almost certainly saved innocent lives there. They also learn a little about the League of Enlightenment - Alicia tells them that "The Path of Enlightenment dispels the darkness - those who are black of heart cannot hide from us."
Alicia shares the organisation's first tenet with the party: "The Path of Enlightenment leads to personal success and contentment. This benefits everyone, including the unenlightened." When asked about how one might join the League, she responds "Perhaps later, when I am confident you are truly worthy of following our path. We may need your services again, we will find you when we are ready".
After leaving the inn, Kaldir tails Alicia and sees her entering a high quality town house not far from the tavern. He also observes armed guards patrolling the walled estate of the Home of the Enlightened.
3rd Jalin 1425
The party buy horses and ride towards Riddlebeck, arriving by early evening. However, as they approach, they realise all is not well - farmsteads on the far outskirts of the village are in flames. Leaving their horses tethered on the edge of the village, they advance cautiously into Riddlebeck proper and are soon locked in a fierce battle with the Orc invaders.
This particular raiding party of seven Orcs is led by a Cleric of Gruumsh, and proves to be a dangerous adversary. On the verge of defeat, a last ditch Charm Person spell from Korwyn converts their assailant to the party's side, allowing them a brief respite and giving Korwyn an opportunity to question the Orc about what has happened here. The Riddlebeck Arms is close by, and fires from barns and farmsteads can be seen in the distance - but the village itself is not yet on fire.
Questioning the Orc Cleric, the party learn his name is Ulag and that he has just killed the High Priest Veros Bant, whom he bludgeoned into a "bloody mush" in the "pathetic human temple". They also learn that the main force are heading towards the manor house, and Ulag urges Korwyn and the others to help destroy it for the glory of Gruumsh. He says the war band leader, Vlog, should be there soon. Ulag boasts that "the glorious Orcs have already crushed the feeble Lord and his troops when we took over the fort. Now we will kill his woman and vile little sproglings". When pressed on their motives, he merely responds, laughing, "Because we can".
Spotting another small band of Orcs heading towards The Riddlebeck Arms, the party decide it would be wiser to kill Ulag now rather than risk any complications that could arise from fighting other Orcs in his presence. Therefore, they surround him and attack by surprise - killing him in short order. Approaching the inn, the doors suddenly burst open as four Orcs beat a hasty fighting withdrawal and the head of one of their less fortunate allies sails through the air, landing in the street behind the party.
These Orcs have picked a fight with a Ranger, Culain, and his Druid friend and mentor, Danril Eridrith. With the party's help, the Orcs are soon dispatched and introductions are made. Culain and Danril have been tracking the Orcs for a while, which has led them to Riddlebeck. They have helped to secure the inn and save the innkeeper and his daughters and believe that the Orcs are targetting key buildings such as the temple of Pelor and the manor house. The newly expanded party decide to head to the temple first, taking cover as much as possible and killing Orcs on the way.
At the temple, they kill another raiding band including another Cleric and an Orc Sorcerer. They are able to save Rodan Jard who is holed up in the temple, protecting a couple of young female acolytes who are visibly upset by the death of Veros Bant. Rodan is unwilling to leave the temple for fear of what could happen to the acolytes, but all three clerics are able to provide some healing to the party.
Finally, the party make their way to the manor house, once again picking off Orcs as carefully as possible en route. Here, a small force of militia are fighting a losing battle against a strong band of elite Orcs. Amongst them is Vlog, the war band leader. He is assisted by a Cleric and a Sorcerer, along with a group of normal Orcs as support. A fierce battle ensues, but the patry emerge victorious and Vlog and his war band lay dead at their feet.
The village liberated, the steward, Jodan Burh, rushes out from the manor house to thank the party and is followed shortly by Lady Treygal and her two children. Jodan is rather sheepish, especially considering how dismissive he had previously been towards Kaldir's offer to investigate the local fort. Naturally, he has now had a change of heart and offers to reward the party handsomely if they can destroy the Orcs who are no doubt controlling the fort, and return with news of Lord Treygal.
The party spend the rest of the evening in the The Riddlebeck Arms, where they are treated as heroes. They enjoy getting to know eachother a little better over a few ales. Culain and Danril tell the party of their search for Ariala Dy'nesh, and how they were tricked and left to die by one "Drakus Brayden". Korwyn shares more information about his reason for leaving Elingor, including his father's murder of his mother on trumped-up charges of helping a slave uprising, and Korwyn's seduction of his father's pretty young bride as a special leaving present.
Danril and Culain share a little of their background, too. The party learn of Culain's escape from Ardonia where he was being indoctrinated as a Paladin of the goddess, Ardona, and how he fled to Arabor Forest where he was taught the ways of a Ranger by Danril. Danril explains his hatred for the Paladins with the story of how his father was executed for using "heathen" druidic magic to save a villager.
A bard, Rosiri, arrives in the village that evening. He headed there after hearing rumours of potential troubles in Riddlebeck. His curiosity is rewarded as he is able to "interview" the heroes of Riddlebeck first hand. No doubt he will pen ballads and poems to immortalise their exploits! Rosiri tells them the story of the current Lord's grandfather, who wielded a powerful sword called "The Reckoner" against a band of Hill Giants who threatened Riddlebeck many years ago. This sword was passed down through the family and is still used by the current Lord.
4th Jalin 1425
The party set off early next morning and head towards the fort, which is a few miles away. After observing the fortress from the edge of the woods around it, Culain and Kaldir sneak around the edge of the treeline and find a hidden cave entrance. The party use this to enter into a small natural cave passage which opens into the dungeons.
They fight their way through the caves and dungeon, finding and freeing an imprisoned Paladin of Ardonia, Tordel, who was languishing in a cell. Incarcerated by the former occupants, Lord Treygal's forces, the Paladin is arrogant and aloof but agrees a short-term truce with the party. This proves to be particularly difficult for Culain and Danril, who hate his kind with a passion. Unwilling to use the common and unsophisticated weapons which are available, the Paladin remains essentially unarmed and soon perishes when confronting the remaining Orc forces.
The party press on towards the main keep, where they can see Lord Treygal's body impaled on a spike atop the central tower. They fight their way up the keep, having to cross a room full of barricaded Orcs on each level to reach the stairs on alternate sides every time. Finally, they reach the Lord’s bed chamber, which is now occupied by the Orc leader, Garrash. He is assisted by an Orc Cleric of Gruumsh and an Orc Sorcerer. Four Orc archers round out his remaining forces.
Jarek decides to challenge Garrash to a duel, which, unwilling to show weakness in front of his followers, Garrash accepts. Jarek's companions spread out in a semi-circle around him, while the orcs do the same to Garrash. Naturally, both sides are ready to attack should their champion look as though they are in trouble. The fight goes badly for Jarek, and he gives a signal to the others to aid him after a few rounds of combat. By this time, unfortunately, the party are on the back foot and are unable to recover. Despite a valiant, brutal battle, a tactical mistake allows the Orc Cleric to keep Garrash healed via Cure spells and a wand of Cure Light Wounds.
While Jarek is dangerously low on health, Garrash administers a cleaving blow and slices him in two. The rest of the party fights on bravely, but are unable to overcome the remaining Orcs. As they continue to drop, Kaldir sees that their position is hopeless and flees back down the stairs, heading for the bottom of the keep. Jarek is killed outright and the others are left by Kaldir to bleed to death.
Pelting back through the keep, Kaldir is startled when he runs into another person heading towards him. Kaldir pushes past him, encouraging the stranger to run. The man, one Idris Falco, decides to do just that and the pair rush back through the dungeon and into the cavern. At the cavern exit, they encounter a small group of Orcs but surprise them and decide to run past without engaging. Eventually, they flee far enough into the forest that they feel it is safe to stop. Naturally, Kaldir has a number of questions for his new companion. As the pair walk back to Riddlebeck, they exchange stories. Idris informs Kaldir that he had been working in the fort when the Orcs attacked, and managed to bluff them into thinking he was a wealthy noble whose family would pay a rich ransom if he was spared. He hid when the party initially came through the cells, but then picked his way out and decided to follow them, explaining why he was headed in the opposite direction when he first encountered Kaldir.
The pair share their stories as they walk back towards Riddlebeck, eventually returning to the Riddlebeck Arms by late afternoon. Here, they meet Finn Tahmuras, a mercenary and former associate of Jarek Mace. Finn had travelled to Riddlebeck after hearing rumours of an Orc invasion, hoping to earn some fame and fortune if the rumours were true. Also waiting here is Daxia, a mysterious young woman from Elingor. She is lying in wait in Kaldir's room, mistaking it for Korwyn's. Kaldir notices her as he enters and a tense stand-off occurs. Ultimately, Daxia learns of Korwyn’s demise at the local fort and eventually agrees to join Kaldir, Idris and Finn to clear the fort once and for all and attempt to recover the bodies of those slain there. Rodan Jard, the acting high priest of Pelor in Riddlebeck following the bloody death of Veros Bant during the recent Orc invasion, is horrified to learn of the deaths of the party at the fort. Wracked by guilt, he agrees to join the new group.
5th Jalin 1425
Party composition: Daxia, Finn, Idris, Kaldir and Rodan. Daxia's two lieutenants, Ranley and Caulder, are also present and operating under her direct command. The newly reformed Wyvern's Talon head to the fort, only to find a struggle taking place between Garrash's Orc forces and a group of Ogres under the command of an Ogre Mage. The party kill two Ogres and two Orcs as they make their way into the fort, but mostly hold back to witness the battle between Garrash and the Ogre Mage. Despite Garrash's forces seemingly having an advantage due to some potent magical arrows and Lord Treygal's old longsword, the Ogre Mage uses his flight and Cone of Cold abilities to secure victory. He is weakened by this point, however, and he flees the party under cover of invisibility rather than risk defeat at their hands.
The party are able to loot the bodies of the fallen, the most significant reward being 'The Reckoner' – the longsword used by Lord Treygal. They are also able to return his body to the village, after retrieving it from the spike it is impaled upon on the top of the Keep’s central tower. Unfortunately, the bodies of their fallen comrades are nowhere to be seen. They return to the Riddlebeck Arms to rest and consider their next move.
6th Jalin 1425
Working from a suspicion that the slain members of the Wyvern's Talon may have ended up in the clutches of the Necromancers, Daxia leads the party to the abandoned tomb on the outskirts of the village to attempt to find Korwyn. Daxia's theory proves to be correct, and the party find that the tomb is once again occupied by members of the Cult of the Goat. The lead Necromancer, Morvior the Malignant, assisted by three followers, has already been able to bring back Danril and Culain as Ghouls. He is preparing to animate Korwyn as a zombie when the party encounter him.
A fierce battle ensues, during which much foul magic is unleashed. Finn is temporarily incapacitated by a Wither Limb spell, and bursts of negative energy fill the chamber as the party struggle to defeat this new threat. With little hope of returning Danril and Culain from their horrific fate, Rodan channels his faith and obliterates their new, twisted forms – at least granting them peace from an eternity of torment. Caulder is killed during the battle, but eventually the new-look Wyvern's Talon stands victorious amongst the carnage. With his dying breath, Morvior warns the party that Karzoun the Revelator will avenge him…
Daxia is able to recover Korwyn's still intact body from the altar, and Kaldir is able to find Morvior's spell book. The party returns with the following loot, which they are later able to appraise or identify:
- 3 Goat Head Amulets (Natural Amour +1)
- 6 scrolls of Animate Dead (Mage)
- 12 Onyx gems (50gp each)
Korwyn's body is taken to the temple of Pelor, where it rests in the mortuary while Daxia finds a way to have him resurrected. The group return to the Riddlebeck Arms to rest, where Ranley mysteriously goes missing in the night.
7th Jalin 1425
Kaldir spends most of the day summoning a raven Familiar. The new High Priest of Pelor, Tolris Sard, arrives in Riddlebeck to replace Veros Bant. Following a conversation with Daxia and Rodan, it is agreed in principle that a sufficiently powerful priest in Ventelas would be willing to resurrect Korwyn for a sum in the region of 900gp. Although Korwyn was not a worshipper of Pelor, he was partly responsible for defending the village from both the Necromancers and the Orcs. Tolris charges Rodan with finding out more about the Cult of the Goat, and relieves him of his duties in Riddlebeck. Rodan therefore joins the group on a semi-permanent basis.
The party meet with Lady Treygal, and learn that she is moving back to Gloradin to live with family following the death of her husband. She would like the party to escort her and a wagon as far as Ventelas, if possible. She will pay 20gp. Idris lies about her husband's sword, saying that he did not find it at the fort. Lady Treygal says that should it be recovered, she would be happy for the party to use it until her son is old enough to learn to wield it himself.
8th Jalin 1425
Kaldir begins scribing spells. A contingent of fifty of the Duke’s best troops arrive in Riddlebeck, led by the new Lord of the Manor, Lord Harlex. The majority of the troops are stationed in the fort, with some remaining in the village. The party meet the new Lord, who is already aware of them and their deeds. He thanks them on behalf of Duke Parvellian, who has invited them to join him at a future banquet in Ventelas. The Duke is currently away in Gloradin for the foreseeable future, but the offer stands when he returns.
Harlex asks the party about the magical sword that belonged to Lord Treygal. Once again, Idris denies any knowledge of it. Harlex asks them to inform him should they learn anything about its current location, as he feels it should be rightly wielded by the Lord of Riddlebeck.
9th Jalin 1425
Daxia returns to see Lord Harlex, and manages to secure a donation of 100gp towards resurrecting Korwyn, who fell in the defence of the village. By early evening, Kaldir finishes scribing spells: Mage Armour (copied from Andrius's book), Expeditious Retreat (free) and Spider Climb (free). He expends 200gp on scribing Mage Armour.
Whilst relaxing in the Riddlebeck Arms, the party are disturbed by a local farmer and his family. Farmer Bosworth comes bursting into the Inn, with his wife and two children in tow, short of breath and ranting about Ogres who have stolen his cattle. Apparently, the family fled when they saw the Ogres approach, rather than risk being attacked. It would seem that the Ogres were led by an unusual blue-skinned leader, who possessed the power of flight. His description matches that of the Ogre Mage the party met at the fort, battling the Orc leader, Garrash, and his forces.
The party discuss this event with Lord Harlex, who is reluctant to risk sending troops from the fort. He asks the party to perform a recce of the farm and to report back if they think they will require more support to deal with the Ogres. The party agree and set off towards Bosworth's farm, which is no more than a half hour walk away to the north west. The party locate the farm easily and find a straightforward trail that leads back to the Ogres' cavernous lair in the foothills of the Brightpeak Mountains, on the edge of a light forest. Using good tactics and the powerful magical items recovered from the fort, the party are able to defeat the Ogres and their over-confident Ogre Mage leader. All of the magical arrows of Ogre Slaying are expended in the assault, in fact Kaldir just manages to slay the Ogre Mage with his last arrow, fired as the creature attempts to cast a Charm Person spell on Finn.
A grand total of 850gp are retrieved from the cavern, along with a greatsword, which they detect magic upon and later determnie to be a +1 weapon. Four amber gems are also prised from a crude wooden throne which the Ogre Mage had been using, presumably as some symbol of his power over his Ogre followers. After defeating the Ogre menace, the party return to the village and report back to Lord Harlex. He is of course thankful for their intervention, and under pressure from the party regarding a reward for their services, he writes a letter, which he seals, and instructs them to take it to the Duke.
10th Jalin 1425
The party set off towards Little Dingle, escorting Lady Treygal, her two children and a wagon loaded with her belongings. She is bound for Gloradin, but has agreed passage as far as Ventelas with the party. The body of Korwyn Valamir, preserved by a Gentle Repose spell cast by Rodan, is also in the wagon, covered in a shroud. The day passes without incident and the party arrive at Little Dingle by early evening, where they stay overnight in a local Inn.
11th Jalin 1425
The party make an early start and set off towards Ventelas, following the road which takes them through the Inglewood. Idris and Kaldir are positioned ahead of the rest of the party – Lady Treygal and her children sit inside the wagon while Daxia, Finn and Rodan walk alongside.
Around late afternoon, the party are surprised by an attack from a Displacer Beast which had been lying in wait in the thick trees alongside the main trail. Idris takes the brunt of its initial attack, and is quite badly injured. However, bad luck on the creature's part results in its displacement ability failing to protect it and the group make short work of dispatching it. Rodan heals Idris and the party decide to take the body of the beast with them. Lacking any more room in an already crowded wagon, and realising they are not too far from Ventelas, Finn and Daxia carry the dead creature between them while remaining on foot.
The party arrive in the city by early evening, heading for the Lucky Lady Inn which is their usual haunt while in Ventelas. Kaldir has a private conversation here with Berrigon in the back room, and is reprimanded for not making significant progress with tracking down Drakus Brayden. Kaldir defends himself, saying that he had encountered some of Brayden's former companions and that they informed him that Drakus was last headed towards Ventelas, but it seems that the trail has now gone cold. Berrigon is displeased, and suggests that Kaldir would be well advised to keep his goals aligned with his own, rather than playing the hero in Riddlebeck.
During this time, Idris heads to the Winking Vixen bath house and Finn visits his father, who tells him about his employer's woes. Finn's father is a blacksmith working for Cedric Drade, who has recently lost an important contract to supply the city watch and blames this upon scurrilous rumours set about by Drade's rival, Malcolm Widbert. Finn promises his father he will look into this, but his father begs him not to cause any trouble and make things worse.
Despite his frustrations with Kaldir's lack of progress, Berrigon nevertheless agrees to trust Kaldir with another task. Kaldir wishes to include Idris with this next mission, and Berrigon leaves that to Kaldir's discretion. Kaldir and Idris are tasked with persuading a young guard captain, one Raberoth Brend, to take a more relaxed view with regards to Berrigon's activities in this district. They are given a pouch containing 100gp and advised that anything left over will form their fee. They are granted authority to terminate the man's life as a last resort, and only if it can be done discreetly.
The party travel to the Mercenaries' Guild to see Enris. Kaldir fills him in with what has happened to the rest of the party, and gets the new members added to the roster, granting them access to the party bank. Enris is already familiar with Finn, of course, but has not worked with Daxia or Idris before. Enris has a number of jobs available, but the group choose not to take any on at this time. However, they learn that there was a bounty of 400gp for the head of the Displacer Beast which was attacking travellers in the Inglewood. As they have the body of the creature with them, they are able to take the reward which was offered by Duke Parvellian.
Kaldir and Idris head to the Angry Rat tavern, a known drinking location of Brend when he is off-duty. Here, they wait until Raberoth's drinking companions have left before pulling up a chair and buying him a drink. They first try a diplomatic approach, backed with a promise of financial benefits, if Brend would be willing to turn a blind eye to Berrigon's activities. The young guard captain, however, is not interested so Kaldir and Idris attempt a more intimidatory tactic. This approach also fails, and in fact it merely angers Brend who demands that they leave him alone.
The pair agree, but after leaving the tavern they find a suitable hiding place across the street and wait for Raberoth to leave. After around twenty minutes, Brend leaves the tavern and Kaldir sneaks up on him from behind, holding a dagger to his throat. Idris then steps out in front of him, and they threaten Brend with his life if he doesn't agree to the bribe. This time, in fear of his life, he agrees to accept a bribe of 50gp. Kaldir hands over the money and, after skulking off into the dusky streets, splits the remaining 50gp with Idris. They head back to the Lucky Lady to report their success to Berrigon. Upon quieter reflection, it occurs to Idris that he saw Raberoth Brend earlier in the Winking Vixen bath house.
Meanwhile, Daxia has withdrawn 1000gp from the party bank account and taken Korwyn's preserved corpse to the temple of Pelor. Here, a high priest called Atham Nare casts Raise Dead upon Korwyn and returns him to life, and also enough Cure spells to restore him to full health. Korwyn returns to life with a jolt, screaming the names of Jarek and Marinus as he relives the last few moments before his demise. As he slowly regains his composure, he quizzes Daxia (whom he refers to as Alyssa) to find out what is going on.
Although he doesn't immediately share this information with the others, Korwyn discovers that she is now calling herself Daxia, which he realises can mean only one thing: she has joined his father's elite group of enforcers and therefore has come here to return him to Elingor to face the King's wrath. Despite being mistrustful, he decides to stay with her for the time being until he can get a clearer idea of her true motives, especially as he learns she has now joined what remains of the Wyvern's Talon.
Korwyn stays in the temple to recuperate, while Daxia heads back to the Lucky Lady to meet up with the others. By this time, Kaldir and Idris have been set another mission by Berrigon. An urgent situation has arisen and one of Berrigon's agents has been captured by Virannon's interrogation team. He has good reason to believe that his agent is being held in an abandoned warehouse by the riverside, and time is of the essence if they are to rescue her before she reveals too much to her captors. Berrigon wants Kaldir and Idris to break into the warehouse, eliminate the interrogation team and return his agent to safety. However, should any of her interrogators escape, he needs them to terminate the agent as her cover will be blown and she'll therefore be a liability to him. Berrigon warns them to expect stiff resistance, including both stealth and magical support.
Kaldir and Idris realise that this scenario won’t exactly play well with the rest of the party, especially Rodan, so they concoct a story regarding an innocent young woman who has been kidnapped by thugs. Despite his not being fully recovered, it is also decided to bring along Korwyn to assist with combating the spell caster(s) they expect to meet at the warehouse.
The party group up down by the riverside, and Korwyn is introduced to Finn and Idris. He has a brief exchange with Kaldir, to question him regarding Jarek and Marinus. Time is short as they need to move on the warehouse location, but it is clear that Korwyn doesn’t understand why Kaldir has not tried to recover the bodies of Jarek and Marinus, as Daxia has with his own. Rodan brings Korwyn up to speed with the Necromancers in Riddlebeck, and what happened to Danril and Culain.
Kaldir uses his raven Familiar, Malek, to scout around the warehouse. They learn it's a single storey building with two entrances. One which opens to a wooden jetty in the river, and another dead opposite which opens into the street. The party split up with half standing by the door on the jetty, and the other half standing by the other door. Kaldir and Idris unlock their respective doors, and Kaldir advances into the dimly lit warehouse. Unfortunately, he triggers a blade trap in the floor but he suffers only a minor injury. Idris, alerted by this trap, wisely searches and finds a corresponding trap in front of his door. They are able to disable this trap, allowing Idris's group to pass through safely. The rest of Kaldir's group step over the trap mechanism in front of their door, leaving it primed.
The party spot two rogues, one armed with dual short swords and another with a short bow, attempting to hide in the shadowy reaches of the warehouse, behind empty crates and barrels. Their surprise attacks nullified, the rogues cry out to their associates. A Half Orc fighter bursts through a door from the office in the corner of the warehouse, where he and a sorceress were interrogating Berrigon's agent. The sorceress remains hidden for now, casting a Mirror Image spell as a defensive measure.
A fight breaks out, but the Wyvern's Talon have a strong advantage. Denied their hiding places, the rogues are quickly dispatched – in fact, after being almost killed in one hit from Finn's powerful great sword, Halsan Ferth collapses to the floor begging for his life. A well placed Hold Person spell from Rodan renders the Half Orc entirely helpless. The sorceress, Merissi Olosa, sees that she is outmatched and uses her tumble skill to slip past her opponents, relying on her dexterity and Mirror Image spell to protect her. She is able to slip outside the warehouse and into the streets, and casts Expeditious Retreat from a scroll hanging from her belt. Meanwhile, the two rogues are finished off, one of whom with a Magic Missile from Korwyn.
Kaldir also casts Expeditious Retreat and sets off in pursuit of the sorceress, using Malek as aerial reconnaissance to help track her down. With assistance from his Familiar, he is actually able to take a short cut to intercept her. However, by this stage he has lost track of the rest of the party and is left alone to confront the sorceress. She proves too strong for him, hitting him with two Lesser Acid Orb spells, one of which is a Sneak Attack. Kaldir is badly wounded and decides he is outmatched, especially as his Shield spell is about to expire. He turns and runs back towards the warehouse, hoping to meet up with the others on the way. He orders Malek to stay airborne and attempt to track the sorceress, with the hope that the party can regroup and find her before she escapes to safety. Malek continues to track the sorceress as she heads towards a back-street drinking pit called 'The Blind Troll Tavern'. Using his active Spider Climb spell, Kaldir takes to a roof-top to keep an eye out for the rest of the party, who he left behind in the warehouse by the docks. He recognises the tavern as being closely associated with Berrigon's rival, Virannon.
Back in the warehouse, despite his protestations, Rodan joins Daxia and Idris to head out to look for Kaldir and his escaped quarry. Finn and Korwyn turn their attention towards the captive – Berrigon's operative. She reveals her name to be Loren Glinn, and has been bound by the feet and hung upside down from a large hook. Finn uses a first aid kit to tend her wounds and she regains consciousness. She is very fearful and insists that she must be allowed to leave – she is involved with some very bad people and her life will remain in danger if she doesn't leave immediately. She is able to bluff both Finn and Korwyn and as a result they let her leave – putting Kaldir and Idris's mission with Berrigon in jeopardy if they are unable to stop Merissi from escaping.
Kaldir spots Daxia, Idris and Rodan approaching and climbs down to meet them. While they discuss their next move, they are shortly joined by Finn and Korwyn who inform them that they have let Loren go as she was fearful for her life, and refused their offer of a safe escort. Finn is somewhat suspicious, however, as Loren's claims of working for some "bad people" didn’t fit with the story that Kaldir and Idris had spun – namely that she was an innocent daughter of a wealthy family, kidnapped by thugs for ransom. The party decide that they will head to the Blind Troll tavern to see if they can find the escaped sorceress. Using Malek to scout out the building, they discover it is a two storey structure with a rear door in addition to its main public entrance. The tavern is occupied and busy. Daxia, Idris and Korwyn enter through the main doors, while Finn, Kaldir and Rodan head towards the rear entrance. Kaldir makes a successful listen check at the door, and overhears a brief conversation between a man and a woman. It is clear that the woman is the escaped sorceress, as she warns her male comrade that she cannot be certain that she is not being followed. He tells her not to worry, and he starts to "kit-up" to ensure he is ready for any potential battle that may occur - he starts putting on his armour and readies his weapon and shield.
Meanwhile, Daxia, Idris and Korwyn order some drinks from the barman, and make light conversation while scanning the crowded tavern for the missing sorceress. Unable to spot her, Daxia heads back outside to meet up with the other three at the back entrance. Learning from Kaldir that the sorceress is in the back room, she heads back to the bar and informs Idris and Korwyn. While Daxia is out of ear-shot, Korwyn opens up to Idris about his relationship with Daxia and of her true nature as a member of his father’s elite, psionically-endowed enforcers - The Ten. Korwyn confesses that he is not sure where Daxia's loyalties now lie, as she was not a member of this order when she helped him to escape Elingor. The two seem to bond to an extent, and Idris promises to keep an eye out for Korwyn – potentially leaving the group to travel together if things with Daxia take a bad turn.
Finn, Kaldir and Rodan burst through the back door and surprise Merissi, her fighter body guard Garvann Drudd and another mage – the conjuror Nasdra Syl. Hearing the commotion, the barman, Grod Dunman, grabs a weapon from behind the bar and starts shouting that they are under attack. The bar crowd immediately becomes agitated, some stand up to head for the exits while others make a bee-line for the door at the back of the bar which leads to the back room. In the confusion, and having not yet showed his allegiance, Korwyn takes the opportunity to exit through the main doors and heads to the back entrance, where he takes up a position in the doorway. Daxia and Idris head for the door at the back of the bar, and get embroiled in the melee with thugs loyal to Virannon, who have the same idea.
With the element of surprise, Finn is able to kill the already wounded Merissi before she can get a spell off. Garvann Drudd engages him in melee, while Kaldir enters the back room and looks for a position from which to launch ranged attacks. Korwyn remains in the door way, while Nasdra Syl attempts to use her magic to aid her allies. Also joining the fight in the main bar room are a pair of experienced rogues, one skilled with bow and the other with dual-wield short swords, and a priest of Olidammara, Morash Cren.
A long battle ensues, including a memorable use of a web spell by Nasdra which incapacitates the party for a long while but also nullifies her main ally, Garvann. Idris takes a position in the doorway between the back room and the bar, holding off the swarms of thugs for many rounds before finally succumbing to their assault and dropping unconscious. Fortunately, he is able to delay their progress long enough to buy the others enough time to escape the web spell (Kaldir, by use of a wand of burning hands) and with Finn and Daxia free the tide is soon turned. Korwyn, once again using his Magic Missiles, is able to interrupt the conjuror while she is attempting to summon a creature to assist her. The barman, Grod Dunman, runs into the streets screaming for the guards because his tavern is under attack. The priest, Morash Cren, uses his Invisibilty spell to escape when he senses the battle is going against him.
The battle essentially over, the party decide to beat a hasty retreat (after bringing Idris to his feet with a cure spell). Finn can’t resist heading upstairs to check for anything worth taking, but finds little of value during his brief search. With the potential fear of city guards arriving on the scene, the party hurry off into the night and head back towards the Lucky Lady. Here, Berrigon is initially pleased but by the next day is furious with Kaldir when he learns that he initiated an all-out assault on one of Virannon's known power-bases, despite Kaldir's protestations that he had no choice because one of the interrogators had fled to the tavern.
12th Jalin 1425
Berrigon confronts Kaldir regarding the attack on the Blind Troll Tavern. Daxia uses gather information regarding Virannon / Black Tendril and Ariala / Drakus. Idris crafts a reversible cloak using his tailoring skill. Daxia learns rumours that Drakus Brayden may have either been killed or "gone rogue" – it would seem he has not checked in with his handler. She also hears more general rumours which are now circulating town, regarding potential trouble in Ardonia: apparently some ancient portent has allegedly come to pass, and as a result the Order of the Burning Sword is demanding power over the Stalwart Justicars, who have ruled for centuries. Concerns this could destabilise the already frosty relationship between Granthis and Ardonia.
Kaldir casts Identify on The Reckoner, learning that it's a +1 longsword and also the greatsword recovered from the Ogre Mage - it is also a +1 weapon.
13th Jalin 1425
Idris crafts another reversible cloak. Kaldir casts Identify on the one-eyed Orc amulet recovered from the Half Orc fighter in the warehouse (Amulet of Natural Armour +2) and the bracers recovered from Merissi Olosa (Bracers of Armour +2).
Rodan visits the Temple of Pelor and learns of the forthcoming (un)holy day for Orcus's cultists ( 20th Jalin). Apparently on this day, cultists compete for the favour of Orcus by attempting to kill as many innocents as possible and animate them as undead – Abyssal energy is thought to be at its most potent on this day. It is believed that whomever causes the most terror and destruction is granted a special favour by the Dark Prince.
The party visit the Duke's castle where they are greeted by the Seneschal, Galwin. They hand him the sealed letter from Lord Harlex of Riddlebeck. Galwin arranges for 1000gp to be credited to their account (c/o Enris at the Mercenaries' Guild) for dealing with the Ogres near the village. Galwin informs them that Duke Parvellian is out of town for a few weeks but would like to meet them when he returns as he has an interesting proposal for them. In the evening, the party visit the fighting pits to watch and bet upon the combatants. On the way, a shady character deliberately bumps into Idris: "Come to the Blind Troll tavern. Bring Kaldir. Ask for Inga. She has a genuine offer for you…"
14th Jalin 1425
Morning – the party visits Widbert Arms to investigate the claims from Finn's father. He believes that Malcolm Widbert had been intentionally bad-mouthing Cedric Drade's weapons and armour (Finn's father's employer) to secure a valuable contract with the city watch. Widbert is not present but one of his employees essentially confirms this to be true. Daxia and Finn keep him talking while Kaldir breaks into the back office to check the ledgers. Nothing unusual is found – the books confirm that regular orders are now being placed by Alicia Rynem of the city council – the contract is for two years, initially. Daxia orders a pair of manacles and agrees on a price of 12gp – 6gp paid up-front. Finn claims he would like to commission a master-work great sword, and thus wishes to speak to Widbert directly. The employee thinks for a moment and then reveals that Widbert will most likely be at his "club" this evening – held in the Half Moon Inn in an upmarket part of town. This is near the "Home of the Enlightened" – Kaldir and Korwyn have been to this inn before to meet Alicia when she thanked them for their work in tackling the initial wave of Necromancers in Riddlebeck.
Kaldir visits a Sage, Artip Earhart, and learns a little more about Corrupt Magic. The spells are neither arcane nor divine, and require no material components. However, they draw upon the caster's own physical or mental attributes (ability loss in game terms). Artip relates the story of a Necromancer who purportedly used Corrupt Magic to take the place of a high-ranking Ardonian priest, by consuming his brain and flesh as part of the casting. However, the spell took such a toll on the caster's mental faculties that he was unable to maintain the deception for long. He was duly found guilty and executed by the priesthood. Kaldir returns to the Lucky Lady and spends the rest of the day studying Melf's Acid Arrow from Morvior's spell book. . Kaldir is able to understand the spell and can begin scribing it from tomorrow onwards. He finishes around 7pm, just in time to join the rest of the party as they head to the Half Moon Inn to speak to Malcolm Widbert.
The party arrive at the Half Moon Inn to find Malcolm Widbert about to go into a meeting for new members of the League of Enlightenment. Alicia Rynem is hosting, and immediately recognises Kaldir and Korwyn (she has not met the others before). She greets them warmly and Kaldir updates her with the personnel changes to the Wyvern's Talon since their last meeting. Alicia asks if she could speak to the party in private before the meeting starts, and they all head to the back room – the League of Enlightenment members who have arrived for the meeting remain in the bar for now.
Alicia tells them that their timing is most serendipitous as she was about to send a messenger to call for them. The League have learnt that the Cult of the Goat are planning an atrocity on the 20th Jalin, which is one of their (un)holy days – a day when Abyssal energy is supposedly at its most potent. They have determined a number of potential locations but believe the most likely target to be Little Dingle. She would like the party to travel there to investigate and mount a defence, if they are agreeable – other agents are already in position in the other potential target locations. She also tells the party of the last recorded atrocity, when around 70 years ago a small Ardonian village suffered an attack led by a Necromancer known as Kothmar the Revelator. His band of cultists cut down the villagers and re-animated them as undead, further swelling their invasion force as they progressed through the village. Ultimately, the Paladins of Ardonia had little choice but to burn the village to defeat the threat. Some believed that Kothmar survived, but he was never heard from again. Kaldir also mentions to Alicia that the party found a letter when they initially investigated the tomb near Riddlebeck and fought Balim. He keeps hold of it, but shows it to her.
The discussion regarding the Necromancers over, Alicia asks if any of the party would like to join the meeting. It is clear that this does not extend to Rodan, who has no desire to join anyway. Idris feels the same way and they both leave. Kaldir, Korwyn, Finn and Daxia remain, however, and take part in the meeting along with Malcolm Widbert (the owner of Widbert's Arms), Cadasa Serachi (of the Serachi merchant company) and Ephes Payne (a mage studying at the Ventelas Magical Academy). The group initially discuss the public tenet of the League of Enlightenment: "Through study, self-reflection and helping our brothers and sisters, we travel a path of enlightenment where we make sense of our world and how we can best find a valuable place with it". Discussion also turns to Salvator Kimbard, the founder of the League thirty years ago and his discovery of a tome of ancient knowledge written by the philosopher Orah-locbar. The three new members present all have a story of rather shameful behaviour which they attempt to justify. This ties into the first two tenets which Alicia reveals: "The path of the Enlightened leads to personal success and contentment. This benefits everyone, including the Unenlightened" and "The Enlightened should try to help the Unenlightened, but should not feel guilty of their personal success".
The latter tenet is particularly irritating to Daxia and Finn, who challenge Alicia and the other new members to justify this selfish behaviour. It is soon clear that neither of them will be a good fit for the organisation – in fact Daxia deliberately mentions the Necromancers in front of the rest of the group, presumably to get a rise out of Alicia. She glares at Daxia and reminds her that information formed part of a private conversation. Daxia and Finn leave shortly after. Korwyn, perhaps not the most perceptive of individuals, seems to be taken in by Alicia. However, when speaking to Kaldir afterwards, it could just be that he sees it as "a good place to meet women". Kaldir plays along with the new members of the group and Alicia in particular – he expresses a strong interest in the teachings and would like to attend future meetings, to which Alicia is more than agreeable. Kaldir also takes an opportunity to mingle with the other new members following the meeting. Cadasa Serachi promises to offer him some valuable information regarding her clients if he can steal some rather embarrassing letters which she wrote to a former lover, who is now blackmailing her and threatening to release them to Cadasa's husband. He also agrees to deliver rare components from the corpses of magical creatures to Ephes Payne in return for half priced scribing materials.
Kaldir and Finn talk to Malcolm Widbert following the meeting, sensing that he did feel somewhat guilty for slurring Cedric Drade to win the City Watch arms contract (which Alicia, in her day job as city councillor, signed off). Kaldir attempts to convince Malcolm to offer Cedric a minor contract from his books now that he has won the big City Watch order. Malcolm seems to be thinking about it, but it’s not entirely clear yet if he will go ahead with it.
Following the meeting, the group return to the Blind Troll tavern to meet Inga Tol'neth. The barman, Grod Dunman, looks at them with disgust but sees Kaldir and Finn through to the back room to meet Inga. The rest of the party take up positions outside, by the back door. Inga, surrounded by a mixed group of Virannon's enforcers, greets the pair in a somewhat sarcastic manner. She outlines her "employer's" disappointment with the attack on the tavern, but offers them an opportunity to switch sides if they will help her eradicate Berrigon in a forthcoming assault on the Lucky Lady. Kaldir, sensing that the Wyvern's Talon would be the determining factor to the outcome of the conflict, refuses to assist in an attack but instead tells Inga that he will remain neutral, leaving the way open for her associates to assault the inn without interference. Inga is unhappy with this arrangement and starts to threaten him, but Kaldir says that he has defeated the Blind Troll tavern once already, and alludes to the rest of the party being close by. Inga reluctantly reconsiders, and agrees to Kaldir's suggestion but warns him not to cross her by telling Berrigon of what she has planned. Kaldir agrees, and he and Finn leave the tavern, meeting back up with the others outside and heading to the Dancing Dryad Inn – a new venue, recommended by Finn.
15th Jalin 1425
Rodan casts Comprehend Languages on Kaldir's puzzle box, and informs him that the words read "Displacement / Restoration Material". The party visit Enris at the Mercenaries' Guild and pick up a couple of jobs. The first mission is to investigate missing lumberjacks at a logging site on the outskirts of the Inglewood. The second is offered by the Duke and requires the group to travel a few hours north of the city to eliminate a few Ettins which have been spotted by his rangers while out on patrol.
The party initially head out to the outskirts of the Inglewood and find the logging camp. Two large wagons are partially loaded with felled trees, and webbed up high in the trees above are the party-consumed bodies of six lumberjacks. There is no sign of the horses. Whilst carefully exploring the scene, a Phase Spider materialises and attacks Finn before phasing back to the Ethereal Plane. Finn resists the poison bite and the party spread out, readying attacks. Using this strategy, the party are able to destroy the creature with minimal danger. They load its dead body onto the wagon and head back to the city, where the wagon is returned to the logging company and Enris pays them their reward of 500gp.
Noon: The party leaves Ventelas and heads for Little Dingle, arriving there around 8 o'clock in the evening. The closer they get to Little Dingle, the more oppressive and overcast the weather becomes. Upon entering the village, the party head to the inn, The Wayfarer's Rest. They are met by the inn keeper, Garth Cansom. He tells them that the summer fayre is about to start in the village, and as a result the party will have to share rooms. They settle into their rooms and come back down stairs for an evening meal. They chat to Garth and learn a little about him. A widower in his 60s, he lost his wife a couple of years ago from a fever that the local cleric, Sonward, was unable to cure despite his best efforts. He doesn't blame the priest, however, and the pair remain on good terms. Garth's only daughter, Eleanor, is in her mid-thirties and works in the inn along with her best friend, Daleera. The party learn that Garth is not a particular fan of Lord Margorus, whom he considers to be somewhat aloof. He does know that Margorus recently lost his fiancee, however, so he does sympathise with him. He thinks this is why Margorus has likely been very withdrawn recently.
Also dining in the inn are Yort and Sophia Silverthread, tailors from Gloradin. Daxia has a short conversation with them, and learns they will be attending the fayre from tomorrow and have a number of fine Elingorian fashions with them. Also present are the wrestler, Ricton the Insurmountable and his manager, Regor.
16th Jalin 1425
The party have breakfast in the inn and find that the summer fayre has already begun. They spend the morning speaking to revellers, travelling merchants and most of the local business owners. They speak to Sonward at the temple of Obad-Hai. He tells them that he has been busy recently with his prayer rituals and such like, and explains a few basic details of Obad-Hai's doctrine, namely that of living as one with nature. Kaldir tells him that the party are in Little Dingle to investigate rumours of a Necromantic cult which is thought to be planning an atrocity in the village. Sonward tells them that he's sure there is nothing to worry about and that the party should just enjoy the summer fayre. The party also speak to the blacksmith, Brock Steelmore, a man in his mid-forties who has worked in the village all of his life. They learn that he is on good terms with the local lord, and helps with the upkeep of the armour and weapons for the manor house guards. However, Brock has not seen much of Margorus for the past few weeks. The party visit the eccentric, elderly twins, Matilda and Millicent, who run the general store in the village. They have little interest in ongoing events and the group's time spent here is brief and ultimately of little value.
The summer fayre is in its initial stages, and the party get chatting to some of the early revellers. These include Rufus Windsong and Petal Moonray who have some rather poor hand crafted items which they are hoping to sell (pots, paintings, baskets etc). The party learn they hail from another small village close to Ventelas, called North Meadow. The group sample some speciality ales brought by Harris Grimton. They partake of such intoxicating delights as Old Orc Basher, Giant Gut Wrencher and Idris's personal favourite, Breakfast Beer. The Riddlebeck Players are rehearsing their latest play, entitled 'The Battle of Riddlebeck'. This is a fictionalised account of Lord Treygal's defeat at the Riddblebeck Fort. A wrestler, Ricton the Insurmountable, and his manager, Regor, offers the party a chance to win 10gp in prize money for a 1sp stake, if they are able to pin him for 3 consecutive rounds. Finn, Daxia and Idris each attempt to defeat Ricton, but are unsuccessful.
After spending much of the morning at the fayre, the party head to the manor house to seek an audience with Lord Margorus. The two guards at the front door eventually agree to fetch Lord Margorus, but he is unwilling to spend too much time speaking to the party, and advises them to go and enjoy the fayre and leave him to grieve in peace. They leave Margorus who returns back into the manor house. Idris and Kaldir scope out the house from the outside, by hiding in the woods which surround it and climbing trees to get a better view. Kaldir spots a cowled cultist through an upstairs window, but is not noticed in return. Finn takes a wide detour through the forest to approach the manor house from the rear, and in so doing stumbles upon the Margorus family's mausoleum. Idris is also able to spot this from his vantage point when he climbs a tree on the east side of the house.
The party return to the inn to eat, and decide to investigate the mausoleum. The heavy iron doors are locked but they are able to pick them open. Inside are a number of sealed coffins, which, according to the plaques above them, contain members of the Margorus family dating back over 150 years. The tomb for Andell Margorus bears a plaque showing a birth date of 1375 but no date of death has yet been inscribed. The lid on his tomb is loose and the tomb next to it, for Antonia Margorus (nee Sedgewick), shows dates of 1383 – 1425. This tomb is also empty. A thorough search of the mausoleum reveals that pressing the plaque above Andrell Margorus's tomb opens a wall in the far right corner, which provides access to a spiral stone staircase, leading down to a small dungeon below. A short corridor appears to end at a T-junction. Choosing to take the left branch, the party advance forwards, opening a door at the far end of the corridor. This opens into a large chamber, containing a gruesome bone altar in the middle of the room. A Necromancer, Mogdresh the Maleficent, is magically disguised as Lord Margorus. He stands behind a small desk poring over a large tome, while another cultist, Kolos the Morbid, is seen studying a spectral figure seemingly imprisoned within a thaumaturgic circle. To those who know him, this is unmistakably the disembodied form of Jarek Mace. Also present are the re-animated forms of Ogres and Orcs, in Skeleton and Zombie form.
As the party bursts into the room, Mogdresh drops his disguise and returns to his true form, fully armed and armoured. He points at the spectral form of Jarek: "Behold, an ally of Nessus who dared to assault us. He now serves the master of the dead!" The party do not waste time trying to parlay with Mogdresh, and instead launch immediately into combat. Rodan is able to quickly destroy the undead in the chamber, although the proto-spectre form of Jarek is unaffected, and unable to do anything except glare menacingly at Idris, the possessor of the sword which killed him. Mogdresh the Maleficent and Kolos the Morbid are therefore left to face the party alone, and are defeated without too much trouble. Their adversaries overcome, the party turn their attention to the book which Mogdresh was reading, and the entrapped proto-spectre form of Jarek. The book is written in Abyssal, so they take it with them for further study. Idris is able to confirm his theory that Jarek's attention is dominated by the sword which killed him, The Reckoner, but he is unable to leave the circle which binds him.
Exploring the rest of the dungeon, the party find another similar chamber. This one is occupied by two more cultists, Vamira the Putrid and Shakar the Corpse Maker. Zombies and Skeletons provide additional support, whilst Marinus, who has been cruelly twisted into the form of a Wight, leads the attack. Once again, the Wyvern’s Talon are victorious against the forces of the Cult of the Goat, but Idris is struck by Marinus during the battle and suffers a negative energy level. Following the battle, the party take the time to perform a thorough search of the dungeon. A secret door is found at what was previously thought to be a T-junction, revealing a short corridor ending at a locked door. Beyond this door, they find what would appear to be a private shrine. Judging from the paraphernalia and symbols in the room, which are dominated by clawed fists gripping ruby-tipped rods, Rodan concludes it is dedicated to Asmodeus, Arch Devil and supreme ruler of the Nine Hells. It is not clear to the party if the Cult of the Goat were aware of this room, following their recent takeover of Margorus's estate.
The party vacate the dungeon and return to the village by early evening. Finn carries the corpse of the Wight with him, rolled up in a tapestry. He takes it to show Sonward at the shrine of Obad-Hai, literally dumping it on the floor in front of him. Sonward is of course concerned by this turn of events. He assures them that he will look into the matter. Finn takes the Wight away, stashing it on the outskirts of the forest, with a view to taking it back to Ventelas in the morning so that priests of Olidammara can purify it, allowing Marinus to rest in peace. Following this, the party spend the rest of the evening in the inn and have an early night. They have decided to travel back to Ventelas to pay for a Restoration spell to be cast on Idris to risk any chance of permanent level loss.
17th Jalin 1425
The group arise early and arrive in Ventelas by 1pm. Here, Rodan puts Idris in touch with Atham Nare, a priest of Pelor who was responsible for resurrecting Korwyn. The spell costs 380gp and Idris's negative level is removed, with no further risk of level drain.
Kaldir wishes to find out about what happened at the Lucky Lady Inn while the party have been away. He casts Alter Self to disguise his appearance and uses a Gather Information check, learning that on the evening of the 15th Jalin, some of Virannon's followers attacked the inn. There were casualties on both sides, although the owner (Gerald Grabbit) and his assistants (Sally and Samantha) were able to flee to safety. The inn is currently closed for refurbishment. It is not clear what has happened to Berrigon.
Kaldir meets with the Sage he has hired to research potential sites relating to cultists of Orcus. Artip has a couple of potential leads: firstly, a home belonging to a docks worker called Trevis Granger who was executed a few years ago for a series of grisly, ritualistic murders could be worth investigating, as he has become something of a martyr to other followers. Secondly, a small ruined temple to the north of the city was overrun over fifty years ago by cultists loyal to Orcus. There were reports of townsfolk being abducted and taken there to be sacrificed around this time of year. Kaldir pays the researcher 3gp for him to research Asmodeus / Nessus (showing him the ruby-tipped rod symbols they found). He also asks him to research Alicia Rynem – her history, enemies etc.
Finn and Rodan take the concealed body of the Wight (Marinus) to a local temple of Olidammara, where purification spells are cast upon him before the body is disposed of. Marinus's soul should now rest in peace. Idris gets measured up for a suit of masterwork studded leather armour. Finally, Rodan spends much of the day studying the old tome recovered from Mogdresh, using a Comprehend Languages spell. Amongst other things, he learns that Jarek is currently in a proto-spectre form, but could be laid to rest by being struck by a blessed weapon.
The party spend the evening at the Dancing Dryad Inn.
18th Jalin 1425
Once again, the party make an early start and travel on foot to Little Dingle. On the outskirts of the village, their way is blocked by a Lesser Bodak, an undead assassin sent by the Cult of the Goat. Finn is able to charge the creature and resists its gaze attack, hitting it for a large amount of damage. The rest of the party are close behind and join the melee, soon finishing it off. The threat defeated, the party are able to enter the village without further impediment. Before heading back to the dungeon beneath the mausoleum, Finn decides to have one last try at defeating Ricton the Insurmountable and is finally victorious, winning a pot of 10gp.
The group returns to the dungeon, and Rodan casts Magic Weapon upon Idris's sword, The Reckoner, temporarily turning it into a blessed weapon. Idris strikes the proto-spectre form of Jarek, finally ending his torment and utterly destroys the unnatural creature he has been forced into by the Necromancers. Next, the party heads to the manor house and attempts to gain entrance from the rear. There are two guards who patrol the external perimeter – Korwyn charms one of these and learns a little more about what the Cultists have planned. Namely, they have already taken over the manor house and are preparing for an atrocity on the 20th Jalin. It is also implied that some cultists are already in place within the village, disguised. The other guard is lured into the woods behind the house, and before long both have been killed.
The group heads into the manor house through a rear entrance into a laundry room. It doesn't take them long to find their way into the great hall, where two cultists (Veghor the Virulent and Cravana the Corrupt) have summoned a Bar-lgura demon via a crudely drawn thaumaturgic circle inscribed upon on a large table. The cultists are delighted to have the opportunity to test out their new "pet's" abilities and immediately set it loose upon the party. The Bar-lgura is a powerful foe, and between leaping around the room and using its illusionary magic to confuse the party with duplicates of itself, it proves to be a firm challenge. However, the group emerge victorious despite the two guards from the front entrance also joining the fray after they hear the commotion. Following the battle the party explores the rest of the manor house. It is now free of cultists but absolutely filthy and every room has furniture knocked over, clothes strewn over the floor or food left rotting. They find a Necromancer's spell book in a master bedroom upstairs, and after a thorough search of the study, they come across a book which ostensibly concerns laws and customs but is written in a script which they recognise as Infernal.
Satisfied that they have investigated the manor house as best they can, they return to the inn. The party eventually retires for the evening, but Kaldir decides to stay up for another couple of hours to keep a watch through his bedroom window. His perseverance is rewarded in the early hours of the following morning, when he spots a cowled figure heading from the area of the general store or temple towards the manor house.
19th Jalin 1425
Around 1am, Kaldir alerts the rest of the party to the cowled figure he has spotted heading towards the manor house. They hastily follow her, and from her Light spell spilling out of the downstairs window they are able to deduce that she has entered the study. They confront her and during a brief exchange, she confirms that the League of Enlightenment are "allies of Nessus". Having learnt all they can from her, the party quickly despatch her with minimal difficulty.
The party then return to the inn, sleeping in until around 10am to ensure the spell casters are sufficiently rested. They are now suspicious of Sonward, and insist on taking him to the manor house to prove what has been happening there, allowing Kaldir some time to snoop around the temple. Kaldir finds nothing unusual, however, and Sonward is keen to return as soon as possible. Whilst here, Daxia takes the tusks from the corpse of the Bar-lgura. Sonward appears to be concerned regarding what the party have shown him, and thanks them for dealing with this matter. He recommends they keep this to themselves for the time being, so as not to spoil the rest of the summer fayre and cause alarm amongst the revellers. Korwyn leaves the temple to cast a Detect Magic spell undetected, and returns to use it on Sonward. He detects a moderate aura of magic but is unable to pin-point the specific school. The party lie to Sonward, telling him they are going to return to Ventelas to warn the Duke – Rodan makes a successful Sense Motive check and deduces that they are being lied to. They next ask him to write a letter to his superior in Ventelas – Sonward complies and addresses the missive to one 'Grendall'.
The party leave Sonward for now, attempting to create the impression that they are leaving towards Ventelas (even going as far as collecting their belongings from the inn and vacating their rooms). They then return to the main group of revellers in the centre of the village, keeping a low profile whilst monitoring for any activity coming from the temple. It eventually becomes apparent that Sonward is not going to leave the shrine, so the party return to confront him directly. As he opens the door, Sonward is grappled by Finn and pushed back into the temple. The others follow closely behind and force their way in. They accuse him of being involved with the cultists, and at first he denies it – insisting that Finn release him so that they can discuss this properly. Finn obliges, and the interrogation continues for a few minutes before Sonward finally loses his temper and drops his Consume Likeness spell. "Remain silent, for Karzoun the Revelator is amongst you!", he screams. A short fight breaks out, but he is surrounded and quickly overwhelmed. He attempts to cast Dance of Ruin as a last ditch attempt to defeat the party, but he is struck down before he can complete the spell.
Later that evening, under cover of darkness, the party gather together all of the bodies of dead cultists and the Demon and set fire to them on the outskirts of the forest.
20th Jalin 1425
The party spend the day in Little Dingle enjoying the final day of the summer fayre – this is the unholy day of Orcus but with Karzoun dead, the party have been able to prevent the planned atrocity by destroying its leadership.
21st Jalin 1425
The party awake early – the oppressive cloud has lifted from the village leaving a bright, warm and sunny day. The threat to Little Dingle defeated, the group decide to head back to Ventelas. Travelling on foot through the Inglewood, around midday, Kaldir (who is travelling slightly ahead of the main group) spots a squad of five people approaching along the main forest path. He gestures to the rest of the party to hide, while he advances slowly forward to greet the oncoming group. The leader, Novenia, is a striking woman in her early 30s with blond hair, clad in a chain shirt and a flowing blue cloak. She is flanked by a group of four unarmoured men with scabbarded longswords and similar cloaks.
The rest of the party have left the main path and attempt to hide amongst the trees, but only Daxia and Idris are successful. Kaldir greets Novenia, who responds in a curt manner. She soon spots Korwyn, Finn and Rodan failing to hide and immediately calls out to them, insisting they show themselves, which they do. Meanwhile, Daxia and Idris are able to slowly move forward whilst remaining unseen and unheard, taking up positions within 30’ of Novenia and her cohorts. Daxia recognises Novenia as one of The Ten ('Nine', in fact). Daxia always sensed that Novenia never quite trusted her and indeed, she has travelled to Granthis to ensure that Korwyn is captured and returned home, one way or another.
As soon as Novenia spots Korwyn, she becomes angry and suspicious and immediately insists that Kaldir hand him over to her so that he can be returned to King Baradine in Elingor. Kaldir tries to argue, and senses that Novenia will need to be defeated if they don’t want to lose Korwyn. Still undetected, Idris and Daxia decide to act and get a partial action of surprise. Idris fires his longbow at a nearby cohort, gaining sneak attack damage and injuring him badly. Daxia casts a Shield spell, and although she is heard she is not spotted. The battle now begins in earnest, and Novenia's cohorts cast both Shield and Mage Armour spells before engaging the party. As soon as Daxia reveals her position to join the fight, Novenia curses her and challenges her to face her alone. An invitation which Daxia declines. The pair engage in a brief round of inconsequential Psionic combat before engaging each other with their swords. The rest of the party tackle the cohorts, while Korwyn assists Daxia by pelting Novenia with Magic Missiles and Melf's Acid Arrow (Electricity Energy Substitution).
Down to zero hit points and staggered, Novenia curses Daxia, calling her a traitorous bitch and tells her that she will take her down with her. A successful Autohypnosis check allows her to stay on her feet and take another swing at Daxia, wounding her. Despite this, Daxia and Korwyn are able to finish her while Idris charges a cohort who Finn was fighting, killing him and then cleaving another cohort nearby and dropping him, too. By now, only one cohort (Dain) remains alive and he surrenders immediately. Idris and Rodan are reluctant to kill him but the rest of the party are inclined to finish him off, rather than risk letting him go. With his hands bound, Dain makes an interesting point that, according to the rules of The Ten, Daxia is now essentially Novenia and that he could follow her without his remit actually changing. Daxia decides against this offer and instead strikes him down, whilst he is defenceless.
The party continue on to Ventelas and arrive by late afternoon. Here, they discover that the Lucky Lady Inn has finished its refurbishment and has re-opened (it actually looks virtually identical to how it did previously). Kaldir has a conversation with Gerald Grabbit, the innkeeper, and learns that Berrigon has gone missing following the recent assault on the inn. His rival, Virannon, has not yet spread his influence to fill the gap left by Berrigon but Grabbit suspects it's only a matter of time. He's more than happy for the party to continue their previous boarding arrangement at the inn so the status quo is once again restored. The group also check-in with Enris at the Mercenaries' Guild. A note for the entire party from Alicia Rynem of the League of Enlightenment has been left there, thanking them for preventing an atrocity in Little Dingle and informing them that the sum of 10,000gp has been deposited in their adventuring company's account. Enris says he may have some more jobs for them but he needs them to complete their existing task, to defeat the Ettins north of the city, before he can allocate any more.
22nd Jalin 1425 - 24th Jalin 1425
Throughout this period:
Kaldir scribes Melf's Acid Arrow into his spellbook (he had already taken a day to study and understand it).
The party make a contact at the Ventelas Magical Academy (Bertrum Reed), who is willing to take private commissions on spell crafting and item creation / enchantment. For 800gp, he casts Analyse Dweomer on The Reckoner longsword, fully revealing all of its properties to Idris, its current owner. For 200gp, he casts Identify on the following items, recovered from the defeated Novenia:
On the evening of the 24th, Kaldir seeks out Alicia Rynem at the Half Moon Inn. She thanks him in person for his assistance, and says that he must attend another meeting soon. Kaldir questions her regarding the Unholy night and asks if there were any other disturbances. Alicia remains vague on the matter, essentially saying that there was nothing of any particular consequence that they couldn't handle. During the conversation, Kaldir mentions that the Necromancers referred to a former member of his party (Jarek) as an "ally of Nessus".
25th Jalin 1425
The party set off to hunt down the Ettins which were reported by one of the Duke's rangers. Within a few hours' travel to the north of the city, they encounter a lone Ettin in the forest which they engage and defeat. The creature is not far from its lair, a cave structure accessible through an obvious entrance at the bottom of a nearby slope. Here, they throw a coin with a Light spell cast upon it into the far reaches of the cavern. This alerts the three Ettins within and also a Goblin Cleric who has inexplicably been adopted by them as some kind of leader.
The battle with the Ettins is long and cagey, and Kaldir makes good use of a Web spell to thin out the enemies so they can be dealt with more manageably. Korwyn is on interrupt duty with his Magic Missiles against the Goblin Cleric. Rodan summons a Celestial Bear which deals some reasonable damage before being obliterated by an Ettin's full attack sequence. Finn, Idris and Rodan take some punishing hits from the Ettins but Rodan’s healing keeps them up. The Web spell means the party never have to fight more than two adversaries at once. Korwyn’s Magic Missiles prevent the Goblin Cleric from getting a spell off and eventually kill it. By the time the party are able to surround an Ettin, they deal massive damage between Finn's two handed sword and Idris's sneak attacks with The Reckoner's Giants' Bane enchantment.
Following the battle, the group take some time to heal up and carefully explore the rest of the cavern. They use Detect Magic on the dead Goblin and discover that his Short Sword and Wand are both magical. A locked, trapped chest is overcome by Kaldir and Idris working together – their reward is 1100gp (in various denominations). The party return to Ventelas by mid-afternoon, where a further 1200gp is credited to them by Enris at the Mercenaries' Guild, on behalf of Duke Parvellian. With the Ettins defeated, Enris offers two more jobs to the party:
Inglewood Trolls "Now then lads – and lady! – this one’s a bit of a personal request. Recently, one of our caravan escorts came under ferocious attack from a small group of creatures that we’ve not encountered before, to my knowledge. Ten feet tall they were, apparently, and with rubbery, green skin and long ungainly arms and legs.
We lost two of our best that day. Honard Morcray and Elleth Brona bravely stood their ground and fought the beasts, allowing Kail Lorton to ensure the caravan escaped unharmed. Young Finn here will know all three of them from previous jobs, of course. Sorry to have to break it to you this way, Finn.
Kail survived and is keen to get back out there and take down these bastards. He should be able to lead you to the rough area where the attack occurred, but keep your wits about you if you do decide to take this one.
I won’t be able to offer you much in the way of reward, I’m afraid, but I’ll see if I can get something out of the Duke for this as nobody is safe while these horrible monstrosities are at large."
Inglewood Bandits – Ransom
"Right then – we’ve got a kidnapping on our hands here, it looks like. The bandits in the Inglewood have been quiet for a while, but it appears they're back with a new leader and are demanding a ransom for the safe return of their prisoner, one "Amber Baldwin" – her daddy’s quite a well-to-do scholar in Ventelas, don’t you know? Apparently Amber was kidnapped returning late one night from some fancy party or other. The bandits are trying to milk 1,000gp from poor old Pop Baldwin.
It’s up to you how you deal with this one. Her father’s already given me 1200gp. 200gp of that is your fee for returning her, guaranteed. Anything else you manage to negotiate off the ransom is to be split 50/50 between yourselves and Baldwin.
I’ve got 100pp here for you take – easier to carry. So, pay the full ransom, negotiate some better terms so you can pocket half the difference, or just wipe the buggers out and do everyone a favour!
The bandits will have a scout meet you on the main road a couple of hours walk into the Inglewood – he’ll then lead you to the main camp for the exchange to take place. Good luck!"
The party decide to take the kidnap mission as this seems the most time-dependent. They agree to spend the next day resting and dealing with some admin, but they will meet with the bandits the day after.
26th Jalin 1425
The party spend the day resting, while Kaldir studies and understands a Knock spell in the spell book recovered from the manor house in Little Dingle.
27th Jalin 1425
Upkeep due: 45gp per month, per character (for “Common” lifestyle). 270gp total for party.
The party take 100pp (1000gp) from Enris and head to the agreed rendezvous point on the main road in the Inglewood. Kaldir stays back from the main group and attempts to remain hidden as they approach the agreed location. The rest of the party are met by Kelgh, who Kaldir recognises as being the bandit who escaped from them when they came to the aid of Kail Lorton and Honard Morcray. After a brief, gruff exchange, the party agree to follow Kelgh to a nearby forest clearing. Kaldir follows behind, still keeping his distance. Approaching the clearing, they see the leader, Cynar Twen, closely guarded by Calinia Mard, a rogue / sorceress. Just behind them, is Amber – imprisoned in a makeshift wooden cage. Between them, the party also notice a couple of bow-wielding rogues hiding in the trees along the left side of the clearing.
A cautious conversation takes place – Cynar beckons the party to come closer but they remain just outside the clearing. Kaldir attempts to sneak around the side of the clearing to take a position behind Cynar, close to Amber, but is spotted and told to come out and show himself. He obliges and joins the rest of the party. Calinia warns Cynar not to trust Kaldir – she tells Cynar that she suspects Kaldir of being involved somehow in betraying Berrigon. Apparently it would seem she was present at the Lucky Lady when it was attacked by Virannon's forces. Eventually, an agreement is made and Amber is allowed to advance towards the party. The bag of money is thrown towards Kelgh as Amber runs forwards to join the group. Kelgh counts the money and nods to Cynar and Calinia. The exchange complete, the party are free to leave with Amber. Finn is keen to take on the bandits in combat, but is out-voted by the rest of the party. Therefore, they return to Ventelas and escort Amber to the Mercenaries' Guild, where they claim their 200gp reward. Idris enquiries of Amber if she would care to join him later for dinner, but is rebuffed when she tells him that she really must go and meet her boyfriend to let him know she is safe…
28th Jalin 1425
Kaldir casts Identify on the following items, recovered from the Ettin cave:
- Short Sword +2 – given to Daxia
- Wand of Cure Serious Wounds – given to Rodan
29th Jalin 1425
Kaldir begins scribing Knock into his spell book (200gp for materials – half price due to deal with Ephes Payne).
30th Jalin 1425
Kaldir continues scribing Knock into his spell book.
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