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Session Date: October 5, 2007. Campaign Date: 29 Brighor to 12 Cellas 1460 TR.
- [4 Senna] The heroes barely escape a raging prarie fire. (CR 6 with a 1.5 multiplier)
- [16 Senna] The heroes encounter a group of captured “indentured servants” being returned to Kartag by four members of Korov’s Legion led by Sergeant Roska Bolovkar and his employer, an officious gnome and “Collection Agent” named Zerog Zellberla. The barrister gnome and Allyrianna get into an argument about the servants until the gnome, sensing an expensive and dangerous fight in the offing, decides to offer to sell the contracts of servants. Allyrianna agrees to buy off the contracts of the less criminal of the servants.
- [12 Cellas] The heroes return to Tarenkoth.
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Session Date: September 14, 2007. Campaign Date: 7 to 28 Brighor 1460 TR.
- The heroes are wakened from their well-earned rest in the Harvale Inn by a commotion outside. A small caravan outside was attacked en route, if the tales of the merchant and his guards can be believed, by swarms of vicious squirrels. The heroes decide to accompany the caravan back to Parnella after it finishes trading in Harvale.
- The caravan is again attacked, if the heroes’ eyes can be believed, by swarms of fiendish black squirrels (six at CR 2 each) and a dozen fiendish dire black squirrels (CR ⅓ each). Although they are able to fight off the ravening hordes, the heroes decide to make haste to Parnella in hopes that the evil squirrels will not regroup and pursue in time.
- The heroes, fearing the fiendish squirrels are but a sign of worse things in the offing, consult the priest of the church of Rytha in Parnella. He directs them to speak to Lysira in Duilghlam, a village north of Yrsingen. He says that she would know more of such things and would also be able to contact druids willing to help.
- On the way to Duilghlam over dusty roads during a hot, dry, summer day, Cart spies a large goat looking furtively at the approaching party from a large stand of bushes. He appears not to notice as he informs the others, then sees a lion’s head peer over the bushes. Cart spurs his horse and charges the bushes to surprise the chimera (CR 7) waiting to ambush the party. The chimera’s timing is off and Cart wounds it badly. The creature, in anger nearly rips Cart limb from limb, and he limps from the fight as a storm of magic and arrows pound the monster into the ground. After receiving healing magic, Cart examines the bushes and notices a large patch of loose soil without grass. Digging there, the heroes discover, under a pungent layer of the chimera’s dung, a sack of 1100 gold pieces, three art objects, and armor later identified as +1 leather armor.
- The heroes arrive in Duilghlam, a village with a mixed population of humans and centaurs living in harmony. They seek out Lysira, who turns out to be a half-celestial centaur and a paladin reportedly chosen by Rytha to be the village’s defender. (The stories have it that a paladin that led the village to defend centaur families seeking refuge from their fiendish counterparts died and was reincarnated as a half-celestial centaur, who then led the villagers and the centaurs to victory. Since then, one centaur in every generation has been born half-celestial to take up the role as the village’s defender.) The heroes tell of their encounters with large numbers of fiendish creatures, and Lysira thanks them for their efforts and promises to speak to the druids at once about investigating the origins of these fell creatures.
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Session Date: September 7, 2007. Campaign Date: 5 to 6 Brighor 1460 TR.
- With Krall’s recovery, the heroes return to the abandoned dwarf mines and work their way back down to the third level. With some foresight, Sinjiin has Allyrianna open the trapdoor to the third level as he rolls a flaming sphere through the opening, incinerating two of the six small fiendish monstrous spiders (CR ½ each) just below. The survivors are quickly lose that status as the rest of the party all but falls on them and hacks them to bits.
- The activity draws the attention of the twelve medium fiendish monstrous spiders (CR 1 each) still surviving nearby. A protracted fight leaves them in a state only a true arachnophobe could love. A search of the floor reveals a simple silver ring later identified as a ring of protection +1 and a wand of cure light wounds (22 charges).
- The heroes open the trap door to the lowest floor which has two, huge oval caverns with forty foot ceilings festooned in webs. Three large fiendish monstrous spiders (CR 3 each) drop from these webs on the players. Their preternaturally tough hide yields but little to their blows but persistence and magical firepower pay off and the spiders are destroyed.
- As the last of the spiders are hammered to pieces, a human male warlock (CR 6) releases a sickening eldritch blast, striking Sinjiin in the chest. Arrows and spells harass him as he uses a charm to overcome Sinjiin’s weakened will and turn him to his side. It avails the warlock little, though: before Sinjiin is able to do much to aid the warlock, arrows and magic missiles kill him. The heroes find Krissa, cocooned in webs and paralyzed and sickened by spider venom and terribly abused by the warlock, but still alive. Cart discovers a hole in the ceiling of the webs, which were burned away by Sinjiin’s magic to free the warlock’s body. Searching the body revealed items that were later identified as an amulet of natural armor +1, a chain shirt +1, a cloak of charisma +2, a ring of protection +1, and a masterwork spear. Finding a way to get up to the hole in the middle of the ceiling proves to be difficult, but when the heroes manage it, they find a bag with 900 gold pieces, a small pouch with a 600 gold piece topaz and a 130 gold piece tourmaline, and a wand later identified as a wand of call lightning (10 charges).
- The party heals Krissa of her worst injuries and returns her to Harvale for further rest and recovery.
- When she recovers, Krissa describes her horrific tale and her quest for the Rod of Draconic Binding, a minor artifact that allows a dragon and the rod’s wielder to share minds. The rod had disappeared from Elyzhar a bit over two centuries ago. It was intended as a training tool, allowing an Elyzhain sorcerer to experience a dragon’s perspective more closely, but it had an unfortunate side effect that a particularly strong-willed individual might dominate the dragon and gain control over it. When this secret got out, much blood was spilled as various clans fought to claim the rod for their own use or to prevent its use. The rod was lost in these struggles until rumors reached the ears of Elyzhain sorcerers visiting Ninetowers heard of a dragon with a rod-bearing rider raiding villages in the hills north of the Crimson Plains. She was unable to confirm these rumors.
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Session Date: August 24, 2007. Campaign Date: 4 Brighor 1460 TR.
- While Krall is recovering from spider poison, the heroes bring the crate of cold iron they recovered to Gerston, the Harvale blacksmith, so that he might fashion some cold iron weapons for them. He discovers a dirty object lodged between the thick wooden slats in the crate bottom. Discovering it to be a strange gold object perhaps five inches long resembling a human skull with a skeletal arm extending from it, he takes it to the heroes, wanting nothing to do with creepy and possibly dangerous magic items. Sinjiin and Marick both recognize it as a tomb key, a strange artifact, seemingly nonmagical, that nevertheless can open any mundane lock three times a day. More importantly, when inserted into a lock and twisted while saying the words inscribed upon it, "Turn and call Æshagon", that door will then open into a vast tomb of some sort in an unknown location.
- Naturally, the heroes, being adventurers, can’t resist trying it. They use the door of one of the rooms they are renting at the inn to invoke the key’s legendary power and find that the legend is true: the door, rather than opening into their room, reveals a dusty old chamber of filthy granite covered in spots with the eroded remnants of bas relief along with old scratchings left by other travelers. The door slams shut behind them with a definite click. They take the righthand of the three visible three exits.
- Down a short corridor, they find a chamber with a small sarcophagus, like that of a child or a halfling—which, they were unable to determine. At the end of the sarcophagus is the mummified remains of a hratt, obviously killed by a spring-loaded bar deguised as a rail along the side of sarcophagus, that snapped out from the top to swing over and down and smash its skull. The trap is long since rusted but the hraat’s masterwork thief’s tools, scattered around his corpse, are still in usable condition.
- Leaving from the other exit from the room, the heroes travel down a long, ten-foot-wide corridor covered in an inch of dust, when Allyrianna hears the rustle of many things ahead moving through the dust. Sinjiin casts a flaming sphere down the corridor to reveal a swarm of skeletal rats (3 CR 2) skittering through the thick dust toward them. A brief fight ensues as the heroes crush and burn the bony little horrors.
- Further down the corridor, the heroes find a narrow door—no more than 1½ feet wide—that opens into what appears to be space. They see what appears to be twinkling stars in the shadowy darkness above and below the narrow doorway and no apparent way across it. Sinjiin gathered some dust and flings it out into the room, revealing a narrow invisible path, no more than a foot wide, crossing the room. He follows that with a coin enchanted with a light spell, revealing a floor covered with obsidian shards about 20 feet below the path. Allyrianna squeezes through the door and walks out onto the path, where a gargoyle (CR 4) attacks her. Sinjiin cleverly casts a floating disk spell (one plot point) to give her better footing as the creature swoops down on her. Missile fire and spells pelt the creature as it attacks and Allyrianna brings the wounded creature down. The “stars” turn out to be gems magically emitting light worth about 50 gold pieces each. Eighteen of the gems are recovered from the floor, along with Sinjiin’s coin. The heroes have no way to recover the gems above the path and decide not to explore the corridor through the door on the other side of the path.
- The heroes continue down the dusty corridor. Cart notices the floor “feels different” under the his feet. Sinjiin carefully blows some of the dust away revealing that the floor now seems to be made of smooth iron. The heroes are suspicious but continue forward, stepping past the fulcrum on which the iron slab was balanced, causing the slab to slam forward. Most of the heroes keep their footing but Maeve slides and stumbles down the ramp, plowing into the hungry ingester (advanced, CR 4) at the bottom of the ramp. Its secretions quickly numb the hapless sorceress. Cart and Allyrianna rush forward to cut her free, but the monster engulfs Cart as well. Despite the reduction in their fighting effectiveness, the heroes destroyed the gooey monster and rescue their comrades with not much more than blisters and peeled skin to show for it. They decide to continue down the corridor, bypassing the ramp.
- The heroes come to a fault in the corridor, a place where it fractured and sank about nine feet, leaving just a one-foot gap at the bottom of the wall. They slide through the gap, drop down to the floor and continue onward.
- The cooridor floor is laced with cracks, some which emit tiny wisps of steam. They pass by several rooms that have been clearly destructively searched, possibly by other adventurers, many years ago. The air becomes humid and the floors somewhat scummy. One large room whose wall and door collapsed out into the hallway to formed a chamber. Here, walls are covered with mold and the floor has shallow puddles of water. Before the heroes are able to investigate the room, they are attacked from behind by something large and invisible (CR 4). They drive it off but never really find out what it was.
- Upon searching the room, Sinjiin finds the body of a dead adventurer covered with yellow mold (CR 6), which he disturbed causing it to emit poisonous spores to which he did not succumb. Cart tried to kill the mold by pouring alcohol on it, which just disturbed the mold again. Fire was finally used to burn it off, and the party managed to rescue some of the contents of the backpack: a wand later determined to be a wand of bull’s strength (10 charges), two art objects appraised at 300 gold pieces each, and 3600 in gold coin.
- The heroes make their way back to the entrance door and back to Harvale inn, startling the innkeeper.
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Session Date: August 10, 2007. Campaign Date: 1 through 3 Brighor 1460 TR.
- [1 Brighor] The party, having rested, opens the trapdoor again and descends to the second level of the old mine. Allyrianna fails to spot a damp spot on the floor for being other than what it was and steps into a gray ooze (CR 4), which gives her a friendly hug full of secreted enzymes and acids. The heroes respond with deadly force and the gray ooze soon lies in a smoking puddle at Allyrianna’s feet, along with the remains of her armor and clothing. Marick loans her a large shirt to cover up and casts a mage armor spell on her to offer some protection.
- Following the narrow, twisted corridor, Allyrianna spots two shadows (CR 3 each) lurking in alcoves when she notices that their movement doesn’t match that of shadows that should be cast by Cart’s everburning torches. Protected by the mage armor spell, the shadows cannot touch Allyrianna, but Marick suffers the strength-sapping cold touch of one of them before spells and swords slash the shadows to ribbons.
- The corridor opens into a large chamber that served in the past as a chapel to the dwarven god, Curcarridan. The stone benches, altar and bas-relief artwork on the walls have survived largely intact. Cart searches the altar and finds a hidden compartment. He searches for traps but fails to find the glyph of warding (CR 3) protecting the compartment. He opens it and the glyph explodes. Cart nimbly jumps on top of the altar and avoids any damage. Allyrianna—who, ironically, was next to Cart complaining that the compartment might be trapped—takes full damage from the explosion, leaving several holes burned in the shirt she borrowed from Marick. Sinjiin, who was also nearby, dodges and only takes a singeing. Inside the compartment are two fine linen altar cloths (50 gold pieces each), a pewter tankard etched with pastoral scenes that is later discovered to be an everful mug, a brass brazier for burning incense (25 gold pieces) and a small sandalwood box with a cube of incense of meditation and fourteen cubes of non-magical incense.
- The heroes proceed through the other entrance into the chapel and into a nearby room that may once have been a storeroom but is now empty. Water seeps down the walls and dampens the floor, where another gray ooze (CR 4) waits for Allyrianna to step in it. Allyrianna obliges but manages to keep her tattered clothing intact. The ooze is quickly destroyed.
- Just beyond that room is a short corridor that lead to a T-shaped intersection. To the right, the heroes find a stone-lidded trapdoor. To the left, what appeared to be a dead-end hallway is found to have mud-caked stone doors at the end. The mud is removed and the lock quickly opened. Inside are flat wooden crates of rusty five-pound iron ingots, twelve to a crate. One of the crates is marked, in Dwarvish, “Cold Iron”.
- The heroes open the stone trapdoor and descend into a small chamber with a short hallway opening into a natural cavern. As Cart leans into the cavern to look around, he becomes entangled in fine webs crossing that cavern opening. Ten small monstrous milk-white spiders (CR ½ each) swarm to attack. The webs prove a hindrance, but the spiders are quickly destroyed. The noise of battle attracts the attention of six larger spiders (Medium monstrous spiders, CR 1 each). The heroes deal with these as well, but Krall succumbs to the poisonous bite of one of them and is barely able to walk. The heroes decided to withdraw to Harvale to heal and re-equip.
- [2 Brighor] The party returns to Harvale to rest, heal and re-equip.
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Session Date: July 27, 2007. Campaign Date: 27 Hræyn through 1 Brighor 1460 TR.
- [27 Hræyn] The heroes run to the walled area and climb the ladder leaning against the wall there to discover that Stander’s youngest son, Aihett, slipped and fell into the pen of an assassin vine, one of six that Stander’s son-in-law brought him. Stander, having left the house without the magical rod that can control the plants, sends another son, Sivin, running back to get it as he follows the heroes.
- The assassin vine is chopped up and Aihett rescued. Stander invites the heroes for dinner. His wife, Leitha, provides a sumptuous if simple repast—pork chops, mashed potatoes with chopped onion, bread with fresh-churned white goat’s butter and honey, cheese, apples and pecan pie for dessert. After dinner, Stander invites Cart into the sitting room, which is clearly decorated by his wife: overstuff chairs with cloth protectors for the armrests and headrests; small, intricately carved tables and cabinets full of porcelain figurines and other knickknacks, framed needlepoints and the scent of potpourri. Stander agrees to the compromise price suggested by Cart for the Twenty Vales wine.
- [28 Hræyn] The next day, the heroes return to Harvale with Stander, where Cart and Stander sign an agreement with the village steward as witness, who seals the contract. Stander gives the party a crate of 24 bottles of his finest wine, the corks all burned with the goatshead sign of wine from his vineyard, in thanks for rescuing his son.
- [29 Hraeyn] The heroes decide to help Krall find his friend Krissa, who was last seen heading toward the Godsteeth, mountains to the north and east of Harvale. They are ambushed by a half a dozen kryg warriors (6 CR ½), who drop rocks (and unintentionally, themselves) on the heroes as they make their way through a narrow spot of the trail. One of the dead kryg was wearing an dragon amulet that belonged to Krissa.
- The heroes work their way along the kryg’s trail to an small, abandoned dwarven mine not too far into the Godsteeth. There, they fight a confused, bloody battle on the upper level with kryg warriors (11 CR ½), barbarians (2 CR 2) and a massive kryg almost nine feet tall (1 CR 5). The kryg are armed with battleaxes and wore dirty studded leather armor and used large wooden shields, except for the nine-foot fellow, who wielded a Large masterwork greataxe and wore a Large masterwork breastplate and carried three vials, 250 gold pieces and 500 silver pieces in a belt pouch. The single surviving kryg warrior escapes down a trapdoor.
- [30 Hræyn] The party seals the trapdoor and rests for the night.
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Session Date: July 13, 2007. Campaign Date: 23 Hræyn to 27 Hræyn, 1460 TR.
- [24 Hræyn] The players arrive in Parnella. At the town's outskirts, a pair of guards give the heroes directions (at their request) to a rowdier inn, the Red Bucket. There, they meet Krall, an Elyzhain sorcerer, who is thrown out of the inn to land face-up at the feet of the heroes. Apparently, some of the patrons took offense to the clothing typical to his culture—which is to say, nothing but tattoos, body paint and some jewelry. Perhaps attracted by some of Krall’s more…outstanding…attributes, most of the heroes invite him to accompany them back into the inn, after persuading him to wear a loincloth. The ruffians, seeing that Krall had many more well-armed friends, grumbled and made sniggering (but quiet) comments at the heroes’ expense, but were not foolish enough to pick a fight.
- [25 Hræyn] The heroes set out for Harvale, the only significant village in the Twenty Vales. On the two day trip there, they are ambushed in camp by a dozen kryg warriors (12 CR ½) led by a kryg barbarian (1 CR 3). The heroes wiped out the kryg, who fought to the last. The kryg wore studded leather armor and were armed with greataxes and three javelins each. The leader's armor and greataxe were of masterwork quality, and he wore a heavy gold medallion and chain worth 300 gold pieces. The heroes magically healed what damage they could and continued without further incident to Harvale the next morning.
- [26 Hræyn] The heroes arrive in Harvale, noticing that a new grange hall there seemed to be build by magical means, probably with wall of stone spells. After getting cleaned up at the village’s only inn, the heroes decide to find out who they need to “negotiate” with to settle the wine pricing disagreements. A couple of old-timers sitting on the porch of the inn said that the farmers were too independent to really have a leader, but they all respect Stander, whose new son-in-law, a wizard, told him that he and the other farmers could get a better price for their wine. They went on about the wedding, which took place last Chill (the month of Carnil, roughly the equivalent of November). The heroes learned more than they wanted to, a hazard of speaking to old people with time on their hands. However, they did learn that Stander lives about a six hour ride up into the hills toward the Godsteeth Mountains. They learned that the parents of Stander’s new son-in-law were wizards, too, and that they attended the wedding, flying over the village square where it was held. They learned that during the wedding, the kryg attacked in great numbers, but that the mother of Stander's son-in-law said that the attack was expected that that there was plenty of time to deal with it, and that “the first person to flee my son’s wedding and spoil it will be turned into a frog” and that “the second person will be turned into something much, much worse”. Apparently, as soon as the wedding ended, the wizards laid a trap at the edge of the village and obliterated the entire kryg force with sword, axe and fire.
- [27 Hræyn] The players head up to Stander’s farm at dawn, arriving in the early afternoon. They notice that a section of the vineyards are walled off with smooth stone walls similar to those making up the new grange hall in the village. After a suspicious greeting with Stander (who gave his full name is Stander A’Crondish) and his three youngest sons, Sykes, Sivin and Aihett. Cart and Stander discussed a possible compromise price for the wine. Stander’s sons wandered off to continue work in the fields. After Cart and Stander talked for awhile, Stander said that he’d have to think about it and discuss a compromise price with the other vintners.
- It was about then that a shout of panic came from within the stone walls in the middle of the vineyards…
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Session Date: June 29, 2007. Campaign Date: 27 Mykir through 22 Hræyn, 1460 TR.
Note: events 1 and 2 are slightly altered from the original events to make the narrative, such as it is, flow better. This has no game or role-playing effect on anyone.
- The players abandon Senger’s Mill, taking the survivors of the ghoul attack there with them. Sonjia offers to go with the priest and the survivors to the village of Duilghlam to the south, which is closer and better equipped to handle refugees. The party continues east toward Parnella. (Perhaps she had feelings for the brave priest? Who can say?
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- [7 Hræyn] Further east, in the hamlet of Annsne (pronounced like “Ann's knee”), the adventurers meet Allyrianna Drossel, who believes that a stick determines her destiny. Currently, the stick believes that she should travel with our intrepid heroes.
- [14 Hræyn] The heroes find a small covered wagon driven off the road and lacking its driver and horse. The wagon seems to belong to a seller of potions and other small magics. A voice inside the wagon comes from a book, an intelligent grand grimoire, which tells the heroes that his owner's horse panicked and rode off the road, wrecking the wagon and dislodging several potion bottles and jars of powders and such. Several of these broke, and the book’s owner, a wizard yclept Abcarna, ran screaming into the night. (The players correctly surmised that one of the spilled powders induced a confusion effect.)
- The heroes, with the grand grimoire floating along with them, track the wayward wizard to a tree surrounded by several dead cocktrices and four live ones. The wizard is out of combat spells (he wasn't prepared for a fight, after all) and is using the tree’s foliage to avoid the petrifying touch of the cockatrices. He see the heroes and warns them. The heroes defeat the cockatrices (4 x CR 3) but Allyrianna is turned to stone. The grateful wizard uses a scroll of break enchantment that the players salvaged from the wagon to remove the petrification effect from Allyrianna. He gives them what scrolls and potions the survived the wreck of his wagon and the heroes escort him to the next village, named Achchadh (pronounced “akh-chahd", as if rhyming with “Loch Cod”), where he can start restocking. They arrive there on 16 Hræyn.
- [22 Hræyn] The heroes defeat a pair of fiendish centaur bandits (2 x CR 4). They acquire a heavy steel shield that radiates magic, a wand, and a set of magic panpipes. They have not yet identified what these items do.
Session experience points: 2160.
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Session Date: June 15, 2007. Campaign Date: 12 through 27 Mykir, 1460 TR.
- Cart’s father asks him to travel to Parnella then to Harvale in the Twenty Vales to settle a pricing dispute with the vintners there. Apparently, the growers have learned that they are paid a tiny fraction of what their wine actually sells for and have demanded more than certain merchant clients of The Silver Palm are willing to pay. Cart is instructed to lean on the farmers and “make them see reason”. The adventurers spend some time preparing for the long journey east.
- [14 Mykir] The adventurers start their journey. It rains for three solid days, making the roads a quagmire and the travel miserable. On 18 Mykir, the skies clear of clouds and the land begins to dry. Just after noon, a young boy, about twelve years old, runs toward the road yelling for help. It seems that a plowhorse, while his grandfather was tilling a field, stepped into a hole. He tried to help the panicking beast, but the horse twisted and broke its leg horribly and toppled onto the old man, pinning him under the horse's heavy body. The adventures arrived in time to kill the horse before its trashing killed the old man. The dead horse was too heavy to move, so the players, using wood from a nearby split-rail fence, rigged a stand and used a block and tackle to lift the horse’ corpse off the old man.
- The adventurers find that boy, Seyth the Younger, and the grandfather, Old Seyth, are the only survivors of their family; a disease swept through last winter and killed the rest. The boy’s grandfather is too old to maintain the farm as hard as he tries, and the boy is too young. (That is why the old man was tilling the field that late in the year.) The party, in separate donations, offer so much gold that the old man decides to take the boy to Tarenkoth to buy an apprenticeship.
- [26 Mykir] The party, after a couple of days of rain, find a muddy pile on the side of the road that turns out to be a man just barely alive. He is wearing the holy symbol of the church of Rytha around his neck and his pack is filled with two dozen flasks of water. The man is delirious with fever.
- The adventurers take the man to an inn up the road at a place called Senger’s Mill. The people in the inn at first refuse to let them in. The adventurer learn that ghouls have been attacking the countryside in large numbers every night and have been repelled with difficulty. The adventurers prepare for that night’s siege.
- The ghouls attack in great numbers, but the adventurers, through prodigious use of magic and missile fire, manage to destroy over two dozen of the loathsome creatures. The tattered remnants flee as dawn approaches. The adventurers make plans to take the survivors to safety.
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Session Date: May 18, 2007. Campaign Date: 4 through 11 Mykir, 1460 TR.
- Hoping for a lead to those responsible for Havery Darcy's kidnapping, the adventurers go to the Tarenkoth hall of the Order of Magical Arts to see if any wizard there might have cast the trap the soul spell that first captured her. When the heroes see him, the guildmaster admits to casting the spell for a young man fitting Temal’s description. He was told that he needed the spell to help her elope.
- [10 Mykir] Using his father’s contacts in The Silver Palm, Cart manages to track Temal Bascom, Havery Darcy’s wayward fiancée, to a warehouse district.
- [11 Mykir] The adventurers go to the warehouse district which, typical of the efficiency of the dwarven engineers that directed the rebuilding of Tarankoth, is neither run-down nor poorly lit. They soon catch sight of Temal. Unfortunately, so does another group of bravos looking for Temal. A fight breaks out between the adventurers and the second group.
- While the fight is going on, Temal tries to escape through the allies. Some of the thugs persue, so does Sonjia and eventually Cart. Sonjia corners Temal, and as she approaches, he surrenders just before someone on the rooftop shoots him with a poisoned arrow. The adventurers can heal the wound but not the poison. Temal confesses what he knows—only that the people that were helping him had money and he didn't think they were using real names. He told Sonjia to tell Havery that he loved her, then died.
- Askril Darcy, while unhappy with the result (although not nearly as much as Havery, who cried for a very long time), did not fault the adventurers for their performance. He paid them and thanked them for what they were able to do.
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Session Date: May 4, 2007. Campaign Date: 3 Mykir, 1460 TR.
- Upon reaching Tarenkoth, the adventurers sought to escort Havery to her family estate. On the way there, they were accosted by a dozen men who claimed to be an escort of the Darcy household guard and who offered to escort Havery back to the estate. Cart noted that the equipment they carried and their attitudes were inconsistent with that of a household guard. The “guards” soon dropped their pretense. Cart pulled a signal whistle and blew it and the fight was on.
- During the fight, Havery sought to escape. Through foresight or luck, Marick was in a position to prevent a previously unseen and unidentified man on a horse from grabbing Havery and fleeing the scene. Marick struck the horse and the rider (CR 2) was forced to run for it. The rest of the party mopped up the fighters handily (12 CR ½) and only a few managed to flee before the Tarankoth City Guard arrived on the scene in response to Cart's signal.
- The City Guard was satisfied with Cart’s story (largely because it was true and they got some prisoners) and escorted Havery and the adventurers to the Darcy estate.
- Once there, the adventurers were quicky afforded every courtesy (including a variety of very fine beers and ales) for returning Askril Darcy’s daughter. The adventurers were rewarded in gold and offered more gold to help track down those responsible and to find Temal Bascom, Havery’s erstwhile fiancée.
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Session Date: April 20, 2007. Campaign Date: 11 Avyrna through 3 Mykir, 1460 TR.
- [20 Avyrna] Two members of another adventuring group, a human male rogue named Raska and a human male wizard named Kesten, slip into the sleeping caravan to attempt to rescue Havery Darcy from her “kidnappers”, Cart, Sonjia, Sinjin, Marick and Maeve. Cart overheards the two slipping into the double-decker housewain where Havery is sleeping. Cart wakes his companions, and in a brief fight, disables the Raska and forces Kesten to surrender. Kesten eventually believes that the adventurers are not at fault and agrees to withdraw without further attempts to liberate Havery.
- [29 Avyrna] A harpy decides to seek a meal from the Yellowspoke’s clan caravan, using her beguiling song to attract victims. Wounded, she seeks to fly back to her lair, but is brought down, at last, by a lucky shot by Cart (CR 4). The adventurers travel along her last line of travel and find a large dead tree near the edge of a wide marsh. Cart climbs the tree to look in a hole in the trunk about thirty feet up and triggers a trap (CR 3), a stone balanced on a thick branch above him. The stone strikes him and narrowly misses knocking him to his death below. In the trunk he finds bags of containing 31,000 silver pieces, a small pouch with three gems worth 5, 120 and 400 gold pieces each, and a scroll with the divine spells remove paralysis and resist energy.
- [3 Mykir] The caravan arrives at Tarankoth.
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Session Date: April 6, 2007. Campaign Date: 1 through 10, Avyrna 1460 TR.
- The group discusses the implications of the conversation overheard in the sewers about the gems that Cart was carrying for his father. Maeve decides to cast detect magic on the gems to see if one or more of them radiate magic. One does, and Cart attempts to activate the gem (using the skill Use Magic Device). No method works—it isn't really a magic device—so Cart tosses it to the floor in disgust (he rolled a natural 20 on the check, so the game master fudged a result). The gem shatters, ending the trap the soul spell that imprisoned on Havery Darcy, the 14-year-old daughter of Tarankoth brewing magnate Askril Darcy. The aubern-haired, green-eyed young woman looks around in fear and astonishment. When the group gets her settled down, she explains that the last thing she remembers before being trapped was examining jewelry with her fiancée, Temal Bascom.
- The group, fearing an attempt to recapture the rescued Havery, decide to sneak out of Yrsingen and return her to Tarankoth. They discuss how to conceal her and get her away. They decide to get a cart or small wagon to smuggle her out of the city.
- Sonjia goes to a wainwright to purchase the wagon while the rest of the group makes other purchases and preparations. At the wainwrights, she watches a pair of ginar—halfling caravan wagoneers—from the Yellowspoke clan arguing with the human wainwright about getting ironwood to make a wheel for one of the clan’s warwains. The wainwright insists that oak will be good enough. Also, he won't sell the materials, but only the finished wheel, which the ginar (while not saying so) regard as inferior workmanship. In disgust, they leave as Cart is catching up to Sonjia there. Learning the problem, Cart says he can get the ironwood if the group can travel with the caravan to Tarankoth. Cart and Sonjia visit the local hall of the Order of Magical Arts and have little difficulty getting the ironwood that the halflings need.
- [3 Avyrna] The adventurers succeed in smuggling Havery out of the city and begin their travels with the Yellowspoke Clan.
- [10 Avyrna] One of the caravan outriders fails to return from a patrol. The adventurers volunteer to help track the outrider. A young, non-sentient dragon had ambushed the outrider, killing his riding dog mount and almost killed the rider when the party showed up and killed it (CR 3). Apparently, the outrider inadvertently got too close to its lair, provoking the attack. In the lair, the adventurers find the remains of a thief who was carrying 1000 gold pieces and a masterwork sap.
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Session Date: March 23, 2007. Campaign Date: 1 Avyrna, 1460 TR.
Official start of Yon: Late for Dinner. The first appearance of player characters is noted in green.
- Nikolai Gregor Leonid Joseph Ivanov III, better known as “Cart”, arrives at the city of Yrsingen with his friend, Sonjia Legier. He is there to fence some gems given to him by his father, a senior member of The Silver Palm, a less-than-legitimate organisation within the city of Tarenkoth. While on his way to meet one of three fences within the city, he and his friend are ambushed by five hratts.
- The sounds of battle attract the attention of several people, including Sinjiin St. Claire, Marick O’Case, and Maeve Sullivan, who go to investigate. Their appearance turns the tide of battle against the hratts. They capture one hratt deafened by a thunderstone thrown by Sonjia. Another slips away unseen, having lifted Cart's belt pouch A city militia patrol shows up as the players try to question the hratt. The militia sergeant draws a sword to finish off the captured hratt and avoid some paperwork, but Sonjia “convinces” him to arrest the hratt instead. The sergeant and his men take the hratt away but kill him just out of sight of the others. (Four CR ½ hratts)
- Cart convinces Sonjia, Sinjiin, Marick and Maeve to follow the fifth hratt’s trail, which leads through a house whose back door opened into the alley where the ambush took place, through the front door down another alley, and finally into the sewers. The group gets within earshot of the fifth hratt delivering Cart’s belt pouch to an unidentified human, who is clearly unhappy that the gems are not in the pouch. The hratt is killed and the pouch left with its body as the human escapes.
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