Wednesday, August 06, 2008

Episode 9: 8/2/08

The Party:
Ashelia Raminas, elf ranger-rogue/2-2
Haroldur, human cleric/4
Nineve Floret, human knight/4
Sarek, human wizard/4

While we're standing there, sharing a sombre moment over the incredibly foul-smelling ghoul corpse of Ulavant, we suddenly realize we haven't contacted the Cabal since we captured Tares! We elect to inform them of our progress. Also... we're standing in a room filled with dead Seekers-turned-Ghouls, whose remains, such that they are, need to be returned to the Ruby Temple for proper interment. None of us fancies the idea of riding overland for a week on a cart with the rotting corpses of a Seeker squad. We're going to need a collection team. Sarek sends:

"Found Alastor and Ulavant. Ulavant killed, he was a ghoul.
Alastor gravely wounded, need instructions.
Need your blessing to raise dead to help finish orders."

He is answered:

"Good news about Alastor! I expect to hear your full report regarding Ulavant upon your return. What of Ulavant's Seekers? Did you find their remains?"

Sarek replies:

"Seekers were with Ulavant and were corrupted by dark magic.
All were ghouls and were destroyed. We have bodies.
What are your instructions for bodies?"

The reply:

"Will send legionaires to Diamond Lake for the remains of the Seekers. You know the rules regarding the remains of the deceased. We'll talk later."

Meanwhile, we divide the loot we've accumulated so far.
Afterwards, I investigate the large door at the far end of the chamber, and find it to be impassably locked. There is a plate bearing an ornate rune on the center of the door that looks like it must be key to opening it. I take a rubbing of the plate, as well as the available text on the walls of the chamber. In particular, there is a repeating rune which appears to be a name of some sort. Sarek and I can't quite translate it. I am sure to get a few very good examples of that.

I also find Ulavant's belongings hidden near the door. Of interest is his journal. It is obvious he couldn't translate the runes, either, but glancing through it, his story becomes clear. His team came here, convinced they would find a portal linking to another, more important, and completely undisturbed tomb. However, without a way to open this door, and with no one manning the entrance to this closed chamber, they were trapped. Hunger got to them, and they eventually degenerated into picking off unwary team members in the night and cannibalizing them. However, after a time even this plan gave out, and they gradually starved to death, only to rise as hungry undead as a result of their cannibalism. Through his madness, moments of lucid thought are evident - these pages depict a pious man in anguish over the horror of his situation. I shudder inwardly at his long, grim fate.

Anxious to turn my thoughts elsewhere, I head back to the entrance and, after several minutes of yelling, 31E finally hears me and opens the door. I show him the various rubbings, but he can't read them, either. However, when I show him the rubbing of the plate on the locked door, he says it looks a lot like a metal plate he was sent here with. He produces it, and I compare the plate to the rubbing and determine they're a match. It must be the key!

Back with the party, we decide to rest and formulate a plan. We stack the corpses of the Seekers on the pressure plate, keeping the door to the chamber open. Then, Sarek somehow convinces me to gather bombardier beetle corpses so he can raise them as zombies. This done, we return to the goo room and rest.

In the morning, Sarek and Nineve have clearly contracted ghoul fever. However, with their help, the much-improved Alastor and I finally decipher the name-rune: "Icosiel". Then, we head back to the door. When 31E puts his metal plate on the depression in the door, the portal splits in half and opens into a large, spheroid chamber.

Floating warriors clad in ceramic armor approach us, and after some confusion, they lead us on a tour of the chamber, pausing in front of a series of animated reliefs which show us the story of Icosiel and the history of their race.

The first panel depicts the Storm King race living a peaceful, idyllic existence, until monstrous creatures of darkness and terror begin to encroach upon their perfect world.

In the second panel, Storm Kings clad for war (including Zosiel) are saluting Icosiel, who has become a respected warrior and a hero to his people.

The 3rd panel depicts a major battle, where a great Storm King warrior wields the Rod of Law against the leader of the Army of Chaos. However, this use of the Rod destroys both the Storm King warrior and his opponent, and shatters the Rod into seven pieces.

In the last panel, seven Storm King leaders are each receiving a fragment of the Rod of Law amidst much ceremony. Icosiel and others look on.

Above the inactive portal is another name-rune. I can't read it, but I recognize the symbol from the story - this is the name of one of the Storm Kings who received a part of the Rod. If Ulavant's theory was correct, perhaps this portal, when active, would lead to his tomb! However, it certainly isn't doing anything (or leading anywhere) at the moment. I take a rubbing of the rune in hopes that we can somehow translate it later.

At length, we join the waiting wind-warriors at the center of the spherical room, on a platform. Stepping into the center, we are borne gently upward on a column of wind and light to a smaller chamber above. This is clearly Icosiel's burial chamber. Reliefs depicting the high points of his illustrious life adorn the walls.

As I climb the short flight of stairs to his sarcophagus, Icosiel's statue, depicting him lying in state on the lid, turns to me and instructs in Elven, "Say my name". Baffled, I blurt out, "Icosiel", and a pale blue light washes over the room. When it subsides, a seam has become clearly visible in the sarcophagus. After some discussion, we reverently lift the lid. Inside, we discover:

Icosiel's silver diadem (Circlet of Wisdom +2)
2 curved black horns with red tips (demon horns)
a pewter box inscribed with writhing alien letter forms
Lightning Sword of Icosiel (broken, but repaired somewhat)
a matching +1 shortsword

The pewter box appears to be welded shut, and it's scurrying scrawl makes us somehow uneasy. I ask Hezzrack if he can read it... he takes one look and flies backwards, refusing to look at it anymore. When pressed, the imp says that he can't quite read the writing because "it's so old", but he just knows it's very, very bad. It occurs to me that something that is too much for Hezzrack is probably extremely dangerous. Haroldur wants to leave the box here, but I convince him that since we've breached the tomb, this place is no longer secure. We can't have this thing falling into the wrong hands. We agree to take it back with us to the Ruby Temple. With a pensive glance around at my companions - the impulsive Nineve, headstrong Haroldur, sinister Sarek... I tuck the box in among my belongings for safe-keeping.

We return one last time to the goo chamber, and I take extra samples of it for analysis. We decide to head back to Diamond Lake. It takes some time, but we finally haul everything (including the bodies of Ulavant's team) up to the Cairn entrance. Fortunately, I thought ahead and purchased a cart and 2 mules to help us transport the bodies back to Diamond Lake! On the way to the cart, Hezzrack warns us that people are coming...

A haggard group of wild-eyed humans bursts out of the underbrush! As soon as the "leader" opens his mouth, it's clear they are completely insane. However, they seem to be fixated on 31E...

The battle is joined, but suddenly, some of the attackers morph into aberrations called "faceless stalkers". Spells and swords fly, and during the vicious fight, Haroldur and I fall. Just as things are looking grim, Kullen the half-orc erupts from the bushes and attacks the leader of the lunatic band! He bisects the madman, and a hail of crossbow bolts from the bushes rain down upon the aberrations. With their assistance, the battle is won.

As they are looting the corpses (which happens immediately), Kullen explains that "the boss" wants us watched, but he didn't say anything about watching us die. We thank him and his boys for their assistance. Surveying the mercenary crew, I decide I don't want them to feel I owe them anything. I pay the thugs a platinum piece each - except for one bright soul who proudly insists he won't work for less than 10 gold. I pay him in his preferred coinage. Kullen refuses my offer of payment, nodding to the loot he scavenged off the leader's corpse. As he leaves, he tosses us the madman's necklace, the:

Sihedron amulet

Haroldur and Nineve do the rites and bury the corpses, while I examine the remains of the faceless stalkers - no bodies, just a smoking, greasy black spot on the earth! I kick some dirt and debris over the residue, repulsed by the unnaturalness of it.

Our return trip to Diamond Lake is uneventful. Along the way Hezzrack fashions a crown out of leaves and twigs and proclaims himself "King of the Cart", a title no one contests.

Back in Diamond Lake, the poor quarter has developed into "Little Kolbenberg", and people gossip about us and treat us like celebrities - apparently, we've become local heroes. We make our way to the Grey Convent and lodge there. Also, we advise 31E to lay low, as the townsfolk would certainly find him very conspicuous.

In the morning, Sarek and Nineve visit the church of St. Cuthbert for healing, as they are still suffering badly from their disease. They are pressed into hard labor, and return at sundown. Meanwhile, I visit with Lazare and pick up some new chess skills. Alastor and Brolan are reunited, and set immediately to their notes. At dusk, Haroldur gives a mediocre sermon at the convent, to a small crowd.

The next morning, Sarek and Nineve are late to work at St. Cuthbert's, and no doubt pay for it with their hides. I decide to spend the day working at the Convent, and Haroldur leaves to drum up more people for his evening sermon. In town, a guard captain is erecting a makeshift gallows to execute four hobos he claims were "plotting to kill the mayor"! Haroldur investigates and concludes that the hobos are innocent and the guard captain is under some kind of magical compulsion. He starts bombastically preaching in their favor, sparking a public debate, and word of the commotion spreads through town like wildfire.

The rest of us converge on the source of the disturbance, and suddenly realize we haven't seen Hezzrack in a while... It's not a huge leap of logic to conclude that he must be behind this. Sarek starts provoking the invisible imp by calling him his "familiar", which of course elicits the usual tirade. Before things get too out of hand, I announce to Hezzrack (who is still invisible) that i spent all day yesterday learning new chess moves from Lazare, and I'll meet him back at the convent for a game, if he's interested. After a brief moment of consideration, he says "Deal!", and I lure him back to the convent while Haroldur, Sarek, and Nineve sort out the mess.

Hezzrack plays chess with me and 31E all day. In the evening, the party and I decide we need to have tighter control of Hezzrack's antics. After a heated debate over what to do, we decide to draw up a contract with him. He agrees to all the terms, though I suspect he's just vowing to be more subtle with his mischief. Devils will be devils.

The next day, Sarek and Nineve have recovered and are released from service to the church of St. Cuthbert. We visit Lazare, Alastor and Brolan, who have had time to compare notes. They tell us that they're sure the Rod depicted in the story is in fact none other than the Rod of Law, also known as the Rod of Seven Parts. This artifact is reputed to be so powerful, that throughout history, wars have been fought and kingdoms sacrificed for just a fragment of it. They also confirm my suspicion that the portal we found likely leads to the tomb of a Storm King leader who received a fragment of the Rod... and it's almost certainly completely undisturbed and may even contain the fragment! All this discussion seems to have jogged 31E's memory, and he recalls that he was sent to the Cairn initially to find this fragment or clues leading to it. Of course, the scholars are very excited by all of this.

They also tell us that to repair 31E, we'll probably need to find an artificer, but no one is sure of how we can replace his lost limbs, as he is quite advanced.

Through all of this, I get the impression that Lazare knows more than he's letting on, but I don't press him on it. After all, he's in the business of being in the know, and I imagine he won't share whatever that knowledge is on anyone else's terms.

Later that day, the Legionnaires arrive to collect the bodies of the Seekers and escort us back to Istivin, the capitol. Alastor and Brolan accompany us, along with Tamclar and his family. As we're packing to leave, Zolara appears to us and offers us a reading:

The Choosing:
Ashe - The Twin
Sarek - The Betrayal
Haroldur - The Empty Throne
Nineve - The Tyrant

The Spread:

The Winged Serpent -------The Survivor ---------- The Publican
The Empty Throne -------The Rabbit Prince -------The Crows
The Desert -----------------The Courtesan --------The Sickness

~Ashe

Labels: , , , , , , , , , , , , , , ,

Sunday, July 20, 2008

Episode 8: 7/19/08

The Party:
Ashelia Raminas, elf ranger-rogue/2-2
Haroldur, human cleric/4
Nineve Floret, human knight/4
Sarek, human wizard/4

We rest and recuperate somewhat in the fountain room. Everyone but me decides to sample the nutritive orange goo, and in the morning they all seem to be feeling better than expected, although Nineve's ghoul fever seems to be worsening. We go back to the sarcophagus chamber, and Alastor, in a rare moment of clarity, convinces us to explore the ruin more thoroughly before heading back to Diamond Lake. We rotate the sarcophagus towards the indigo hallway, which I discover is not actually another levitating platform to another area - it's just a deadly trap! I disable it and find 2 pouches among the crushed bone fragments containing:

35 pp
a ruby (200 gp)

We rotate the sarcophagus again to the green hallway, and the depression lowered slightly and started glowing. We hear a low rumble and a faint skittering sound. Moments later, a living geyser of beetles erupts from the depression and swarms towards Nineve! Sarek vaporizes the beetle swarm immediately, but just as the smoke clears, 2 copper clockwork horrors climb out of the hole and attack Nineve, followed by the biggest bombardier beetle I've ever seen. Within seconds, an electrum horror also joins the fray! The battle is pitched, and sprays of acid fill the air, but finally, the last beetle goes down. Through the Wanderer, Haroldur finds a wand of invisibility lodged in a beetle's carapace. After checking for traps, we head down the shaft.

The platform glides to a halt and we are in a small antechamber surrounded by disapproving-looking bas-reliefs. Suddenly, we are surrounded by yet more beetles! Haroldur detonates a wave of negative energy, and we quickly prevail against the vermin. Afterwards, Haroldur finds a glitterstone.

We inspect a small chamber to the right and discover the remains of 3 humans among a huge beetle nest, seemingly made of the dried orange goo. On them, we find:

3 CLW potions
a string of stone beads
a ring with a feather motif

Hezzrak is especially interested in the beetles, claiming their diet of nutritive orange goo makes them particularly delectable. He stuffs beetles into his mouth by the fistfull, smacking and crunching as he extols their virtues as a snack food. He pesters me for a sack so that he can take some "to go"... I find an empty pouch and toss it in his direction. He seems disappointed that it's not big enough to hold all the beetles he wants, but I explain that we'll very likely have to come back this way, so he can pick up more on the way out. Within seconds he has stuffed the pouch to overflowing with the writhing beetles, and is messily gorging himself. I try not to watch.

The next chamber contains a powerful-looking statue of a warrior, and several stone slabs. On one of the slabs, a humanoid figure lies in repose under a shroud. A large bombardier beetle appears to be sleeping at the foot of the statue. Upon entering the room, Sarek and Nineve suddenly decide that this is a good place for a quick rest, but Haroldur is immediately suspicious and thinks some sort of magical aura is present in the room. He doesn't like the look of this room and wants us to leave immediately, but I insist we check on the shrouded figure. Closer examination reveals him to have been a seeker, long since dead, who has been carefully laid to rest. We leave him in peace and move on.

We pass some fully looted alcoves, where we stash what's left of Alastor, and continue down some stairs. We come upon a low-ceilinged room filled with ankle-deep water and inactive clockwork horrors. As we pick our way through the room, I notice some of the horrors are starting to show flashing lights. We brace for impact. The horrors spring to life! Electricity arcs dangerously across the room, and Haroldur goes down!

As I look for a path through the constructs to him, I catch a glimpse of a mechanical humanoid pinned under a broken pillar, watching me. I fight my way over to it, and it seems to be beckoning for help. However, it is obviously pinned beneath the several ton weight of the fallen pillar. It starts making noises at me that sound like language, but I don't understand any of it. It clutches at my leg, but I try to explain that I'll try to help free it as soon as we've dealt with the clockwork horror threat. I clamor over the column and pour a healing potion down Haroldur's (now conscious) throat.

Just as I move on to join Nineve's attack, I hear Hezzrak fall. He must've eaten too many beetles right before battle! I rush to his aid, but just as I arrive, Sarek casts Baleful Transposition and Hezzrak suddenly blinks away and appears on the floor in front of the wizard. In his place is a copper clockwork horror (previously menacing Sarek), which I quickly dispatch.

Head-Injury Nineve accidentally brains herself with her own mace, while surrounded by clockwork horrors! Haroldur heals her just in time. The fight is long and brutal, but we eventually prevail. With the Wanderer, Haroldur finds a pair of Goggles of Foe Seeing.

With the immediate danger behind us, Nineve and I work together to free the mechanical construct. He cycles through several strange languages before he finally says "hello" in Elven. I respond and he seems pleased to have discovered that I speak "the slaves' tongue"! We converse briefly and I try to get a handle on who he is and how long he's been here. He tells me his name is 31E37, and he seems to be an Imperium relic, trapped down here for thousands of years! I don't have time to give him a brief history of modern civilization, but I stress to him that elves are NOT a slave race, and if we ever were, it was so long ago that even our sages don't remember it! 31E (as I've taken to calling him) wants to be taken to the nearest Imperium terminus. Sarek (who can speak to him in Draconic) and I explain to him that any Imperium terminus we find will be nothing more than a ruin. Understandably, the idea that the civilization that created him has been utter destroyed millenia ago is slow to sink in. We tell him we may not be able to get him to a terminus, but he should come with us anyway, since it's better than being stuck down here. 31E is badly damaged, and his left arm and leg have been completely crushed and destroyed. Also, important sections of his memory seem to be damaged or missing. As I lift him to a standing position, he grabs a clockwork beetle from his crushed remains and attaches it to his torso. He says he knows it's important, but he can't remember why.

While Sarek and I are chatting up the construct, the rest of the party loots the bodies. They find an orange lantern like the ones in the sarcophagus room among the debris, along with:

an Imperium-era silver chalice with lapis inlay
a potion of Fox's Cunning
a metal coffer containing gold bars worth 700gp
a fragment of a marble relief, obviously similar to the type covering the walls of this ruin
a pair of Brute Gauntlets
a pair of clockwork wings (31E says they're not his)

We retrieve Alastor and go back to the fountain room to rest, with Nineve carrying the charred Seeker, and 31E leaning heavily on me like a crutch. Haroldur grumbles that we're collecting a "circus of cripples". I shoot him a nasty glance, but truthfully, he's right.

We all (except the construct) partake of the nutritious orange goo, and in the morning everyone is feeling surprisingly fresh. Nineve even seems to be recovering from her ghoul fever. Alastor is still delirious with agony, so we elect to leave him in this room near the water and goo paste where he'll be safe while we explore the rest of the cairn. I explain this to him as best I can and leave him a note to the same effect, in case he comes out of his delirium briefly while we're gone and starts to panic.

We head back to the sarcophagus room and try to find a way deeper into the cairn. We determine the only way left to go is up. At Haroldur's suggestion, I put on the ring with the feather motif we found earlier and climb up the chain that suspends the blue lantern. After a grueling 80-foot ascent, I find a narrow corridor leading off into the darkness. I lower my troll gut rope and haul everyone else up. It's a good thing I'm feeling so much stronger these days.

We proceed cautiously down the corridor, which ends in a huge stone face twisted in a terrible scream that blocks the entire passage. A quick glance around reveals deep scratches in the walls leading to the ledge. Haroldur doesn't like the looks of this at all, and we quickly decide the rest of the party should wait at the bottom while I disarm the face.

After everyone is safely down the shaft, I approach the face again, carefully looking for clues to disarm the inevitable trap. I venture slightly deeper and step on a large slab, identical to the others, and hear a "click". The face's eyes glow in a hypnotic pattern, flashing indigo, blue, yellow, and orange, and I am momentarily transfixed as a strong gust of wind starts blowing me backwards towards the ledge. I fervently hope this unidentified ring we found is really a Ring of Featherfall...

Fortunately, it is. I am blown off the ledge and float harmlessly down to the floor. It's actually quite pleasant. After some brief discussion, we decide to light the unlight lanterns, which just happen to be the indigo, blue, yellow, and orange ones. Somewhere in the distance, my keen elven ears detect the faint strains of a "puzzle solved" sound...

After 10 minutes, the gusting trap finally stops. I climb back up the 80 foot chain and this time when I approach the face, it slides quietly into the floor, revealing blackness beyond. I turn around and head back to the ledge to lower the rope, when I just barely catch the faint sound of stealthily running footsteps coming up behind me. I turn around just in time to get a face full of ghoul! As the foul undead slams into me, I jump off the ledge and start to float down. In a moment, I break the grapple and send the ghoul plummeting to its (re?)death. As I finish my descent, Haroldur congratulates me on a ghoul well killed, and uses the Wanderer to discover a Gem of Life-Drinking on its dessicated body.

I tell the party that I think the way is now clear, and I begin what I hope will be my final ascent up the chain. Once at the top, I check for more ghouls and, finding none, haul up my companions. Everyone is pleased that I got them tickets to the gun show.

We continue down the corridor and pass the face without incident, but we leave 31E37 on the other side so he can let us back out if we run into a dead end.

Past the face, the corridor opens to a large, dimly lit chamber. A robed figure appears at the end of the room, seemingly delighted to have found a way out of this prison at last. However, we can all sense he's hiding something from us. Immediately suspicious, Haroldur casts Silence on himself as we are all charged by ghouls. It's an ambush!

The image of the Snakebite appears to Sarek, and he gains the ability to Sneak Attack temporarily! Unfortunately, I don't have time to admire my little protege, as he is immediately attacked and paralyzed by a hidden ghoul! Moments later, Haroldur suffers the same fate.

In a brave and desperate attempt to save them, Nineve activates her Test of Mettle ability, and taunts all the ghouls into attacking her. They swarm her and she fights valiantly, but is soon paralyzed by their blows. I rush in to save her as Haroldur and then Sarek shake off their paralysis, and we narrowly manage to keep her alive as we pick the foul beasts off one by one.

Suddenly, the robed figure reappears, snatching Haroldur's holy symbol from his neck, and declares that he is Ulavant! While he may have once been the revered Seeker known as Ulavant, his features are twisted and pallid - he has clearly become a ghast. Hezzrak Suggests that his "big brother" is coming, so Ulavant had better get a magic circle of protection up, stat! This buys us the time we need to finish off the last of the ghouls before he realizes he's been duped.

Enraged, Ulavant seizes Nineve, paralyzing her easily, and threatens to kill her unless we free him. A look of brave resignation tinged with regret passes over her eyes as his fingers tighten around her throat. Without thinking, I instantly agree to his demands. He says he takes my word as a Keeper (oops) and releases Nineve, dropping her body to the floor. Haroldur immediately charges him. It's an intense couple of seconds, but the rest of the party manages to take him down while I drag Nineve a safe distance from the threat. She recovers just in time to see him go down.

Standing over Ulavant's ghastly corpse, we take a moment to collect ourselves and ponder the significance of our actions here. I think we're going to need more than one Sending to explain this one...

~Ashe

Labels: , , , , , ,

Saturday, July 19, 2008

Episode 7: 5/24/08

The Party:
Ashelia Raminas, elf ranger-rogue/1-2
Haroldur, human cleric/3
Nineve Floret, human knight/3
Sarek, human wizard/3

Zolara interprets our Harrow reading:

"Ancient secrets influence events that have brought you to this point, but hidden danger threatens as well. Strange runes guide your path. Unshakable loyalty binds inseparable companions. Someone you seek still lives, but is pinned beneath an 8-pointed star, and is held by another will entirely. Fire first and darkness after. A group, once coherent, is now lost in madness and forever waiting in the dark to share their curse."

In Diamond Lake, Brolan and Lazare become research buddies, as both are interested in the Whispering Cairn stuff. Lazare hands over his findings, along with Brolan and Sarek's interpretation of Alastor's notes:

The cairns are reputed to be the final resting places of ancient warriors known as the Storm Kings who ruled a great empire long before the Imperium. The Whispering Cairn itself is and intricate grave that is thousands of years old.

All of the known Cairns share a similar architecture: wide, tall corridors constructed from strange white stone blocks of massive size leading to a central tomb chamber. These cairns have long ago been throughly looted, and whatever defenses were once in place have been defeated. However, local legends persist, insisting that unexplored chambers with undiscovered treasures from a bygone era remain hidden within the cairns, awaiting someone clever or brave enough to claim them.

The Whispering Cairn itself is one of the larger tombs, known locally for the eerie sounds that whisper within the entrance and corridor of the cairn. It has gained a sinister reputation around Diamond Lake, with many claiming that it is haunted or filled with still active, deadly traps. The last recorded expedition to the Whispering Cairn was some 60 years ago, lead by Ulavant.

Alastor had been studying Ulavant's notes for several years during his retirement in Kolbenburg, and learned several things of great interest. Through his research, Ulavant had come to believe that the Storm Kings had gone to great lengths to hide the tombs of their fallen warriors. Most warriors were interred in tombs with several false burial chambers and dead ends to mislead would-be tomb robbers. The truly important tombs of their greatest warriors were concealed so well that none have ever been found. Ulavant believed that some of the more prominent Storm King tombs were linked to these important tombs, providing the only means of access. Ulavant theorized that the true burial chamber within the lesser tomb also contained whatever method the Storm Kings used to link the tombs together, most likely some variety of portal.

Moreover, Ulavant had come to be convinced that the tomb known locally as the Whispering Cairn was one of these lesser tombs linked to a greater burial site. The prospect of locating one of these greater tombs, un-plundered for countless years became an obsession for both Ulavant and Alastor.

Lazare asks us to please pass along any additional information we find on our expedition to the Cairn. I agree to take judicious notes.

Haroldur shops around and acquires a butler's outfit for his new thrall, whom he fusses over and calls "Jeeves". I purchase 3 horses for the party, and food. We make preparations to head out, but Nineve seems to have contracted ghoul fever. Haroldur does what he can for her.


On the way out of town, Hezzrak tells us not to trust Lazare, and that he threatened to eat him! I ask dryly if that was a telepathic threat. Hezzrak says he's surprised I didn't hear Lazare, because he sure did... I tell Hezzrak that I bet he hears a lot of things that I don't.

We hit bad weather on the way, but eventually make it to the Whispering Cairn without incident, even though we are now deep in ogre country. Nineve is clearly ill with ghoul fever, but insists we press on. It's been drizzling all day and we arrive at the Cairn just before nightfall. I find a secluded copse to tether our horses, and we move into the cave-like entrance of the Cairn. Once inside, I realize this is a mistake, as we are clearly in the ogre's lair. With nowhere else to go, we continue into the Cairn, scaling the makeshift barrier of logs and detritus that blocks the passage.

From farther down the corridor we can hear angry, inarticulate roaring. It sounds as if the creature is chained in some way. Since it isn't an immediate threat, I spend a few minutes to look around while the rest of my companions struggle to surmount the pile of logs. I find a green leather quiver and 4 usable arrows among the refuse littering the floor, clearly the work of my people. Just as Nineve makes it over the logs, the wailing creature breaks free and comes barreling around the corner.

A degenerate ogre stands before us, it's milky blind eyes rolling in their sockets as python-thick arms shake with rage. Nineve and I rush in to meet the new threat. The rest of the party joins in as they scramble over the obstacle. At the beginning of combats, the Hidden Truth appears to me, and I am granted extra insight about our foe. The only insight I need, however, is the fact that this particular degenerate ogre is suddenly, inexplicably seized with a fit of allergies, and we beat it down quickly. At the end of combats, Haroldur receives the vision of the Wanderer, and finds value others may have overlooked. This time, he finds a magic buckler.

Soon, a pair of ogres enter the Cairn and lumber into view. Hezzrak suggests the larger ogre is the star of the metropolitan ballet. Thus distracted, we defeat his companion easily. However, the would-be ballerina proves more challenging. Just before he knocks me out, he impales Nineve on his massive bailing hook! Fortunately, we pull through. Just as we're healing up, Haroldur gets shot in the back - it's Zasalamel!

He again begins listing off crimes we don't recognize, except "consorting with devils", which Hezzrak takes exception to. In response, Hezzrak blasts a Scorching Ray into Zasalamel's chest. Jeeves the butler ghoul is utterly destroyed, much to Haroldur's dismay. At length, Sarek exploits a loophole in the fabric of the multiverse and banishes the Justice Archon with a darkbolt, blasting him into the past (or is it the future?). Haroldur carefully retrieves the butler outfit.

We turn our attentions back to the degenerate ogre. We find he was chained to a mysterious stone object. Upon closer inspection, we determine it was part of a transportation apparatus, and is covered with mysterious ancient runes. I take rubbings of the runes to show Lazare, Brolan, and the Cabal later. Sarek is fairly certain the base of the sculpture bears the name "Zosiel".

Moving on, we find ogre-vandalized mosaics and bas-reliefs surrounding a marble dais. Haroldur cleans them off with a Create Water. While Haroldur is washing the walls, I search the disgusting ogre bedchamber opposite the marble dais area. I find:

a marble index finger from a statue
an elven armband
a lantern with violet glass panes
9gp
15sp
assorted ancient clockwork pieces

Once the mosaic is clean, I make a detailed sketch of it for posterity.

Continuing down the stairs, we enter a large central chamber with several passageways branching off from it radially. The passageways are distinguished by different colored lanterns. In the blue lantern hallway, we find a skeleton. I determine he died from falling damage.

The center of the room contains a sarcophagus. The marble finger i found earlier clearly was at one time attached to the sculpture. It is wearing an ornamented disc around its neck, and I take a rubbing of it. Then, we carefully open the lid of the sarcophagus. A blast of wind knocks us back and coalesces into a whirlwind humanoid shape, which of course attacks us. Nineve lands the killing blow, to Hezzrak's infinite frustration, and the creature dissipates.

Closer inspection of the sarcophagus reveals that it appears to rotate. We rotate it one position (to the yellow passageway), and an elevator appears! We enter it after some ridiculous "safety" debate with Head-Injury Nineve, and take a ride down to a new chamber. More carvings cover the walls. At the end of the hallway, a faint light flickers. As we advance towards the light, we smell the odor of burning flesh. Soon, we notice the source of light - a burning corpse which rises from its resting place and advances on us menacingly.

Nineve receives the vision of the Rakshasa, and feels more resilient and willful. With the distance closed, we notice the foe is actually a smoldering body bearing the 8-pointed star of the Seekers of Wee Jas. The body appears to be being controlled by a flaming effigy. Haroldur separates the effigy from its victim, and Hezzrak finally lands the killing blow, after several misses.

We heal up the charred (but living) body and find that he's Alastor Land! After a brief explanation, we take him with us.

The next room contains a brown mold, which Sarek dispatches. Hezzrak is perched atop one of several clockwork horrors, which appear to be inactive. In the center of the room is a large gray fixture with fountains on either side - one flowing with water and the other an orange sludge, which I determine to be nutritive. I take a vial of it for further analysis. Suddenly, the clockwork horrors spring to life, startling Hezzrak.

They start making high-pitched whirring noises, and then unleash a barrage of electrical attacks! The horrific beetle-like robots attack with deadly accuracy, slinging darts, arcs of electricity, and buzzing circular saws. Ash falls under the weight of a particularly well-placed dart. Hezzrak rains corrosive acid on them from above as the rest of the party hacks away at their tough metal exteriors.

At length, they fall to our might. With the aid of the Wanderer, Haroldur finds a golden amulet and some magical oil. We are all feeling stronger from our experiences and decide to rest in this chamber before continuing on.

~Ashe

Labels: , , , , , , , , , , ,

Saturday, May 10, 2008

Episode 5: 5/3/08

The Party:
Ashelia Raminas, elf ranger-rogue/1-2
Haroldur, human cleric/3
Nineve Floret, human knight/3
Sarek, human wizard/3

After the battle, the bones of the skeletal guardians are sucked up through the metal gate at the end of the room, like iron filings. I ask Hezzrak where the treasure is, and he says it's upstairs, where the bones went. Downstairs is apparently water. As I'm picking the lock to the metal gate, Hezzrak explains his past. He was a wizard's familiar, once, and these ruins were the wizard's tower. One of the wizard's experiments went wrong, causing a huge earthquake that killed him and sealed Hezzrak in the tower. Being immortal, he was stuck here for about 300 years with no company save the guardians, until the goblins came along. Communicating telepathically, he brokered a deal with them, whereby he'd serve the goblin leader for one year if they would tunnel him out. Since his rescue, the goblin leader had been trying to make him her familiar, without success. Hezzrak is eternally grateful for relieving him of his contract with the goblins. I ask him if he is interested in becoming someone else's familiar, and he launches into a foul-mouthed tirade about how he'll NEVER be anyone's familiar ever again.... It seems to be a touchy subject with him...

We continue on up the stairs and come to a room with a bridge over water. At the end of the bridge, the skeletal guardian's bones are reforming into a single bizzare, skeletal monster, the likes of which we've never seen. Nineve charges forward (of course) and the bridge crumbles underneath her. She doesn't react in time, and is plunged into the water and buried underneath an avalanche of rubble. From there, everyone moves forward cautiously, except for me. I leap gracefully over the chasm, throwing in a few flips for good measure. Hezzrak flies over and oogles the monster while I nimbly dodge a spray of bone shards it flings in my direction. With my hands full and the rest of the party held up by the bridge obstacle, I ask Hezzrak if he'd mind flying behind the monster and trying to actually help... He flies onto one of the monstrosity's heads and covers the eye sockets, but it doesn't appear to notice. I hack at the monster a few times, but it doesn't seem to be doing much. Nineve finally climbs back up out of the water and jumps the gap, but the monster slams into her and knocks her off the ledge and back into the water! The monster slams into me, too, but I manage to cling to the edge of the bridge and maneuver around to the far side of the monster, just as Nineve and One-Eye scrabble up the rubble and join the fray. Nineve and One-Eye get a face full of bone shards as I hack the monster in the back, Hezzrak clinging to one of it's skulls all the while. Haroldur and Sarek wisely stay on the other side of the collapsed bridge and pepper the monster with spells, occasionally yelling advice. At length, Nineve finishes the monster off with a vial of holy water.

With that epic battle behind us, we take stock and continue on. The next room has been mostly caved in. I squeeze past the rubble blocking the entrance to scout ahead while the rest of the group starts clearing a larger path. As I step into the room, I notice a pool in the center. I approach it, and a large skeletal dragon erupts from the pool in a fountain of water. I notice the dragon is definitely worse for the wear - it's missing an arm and it's tail, but I'm sufficiently taken aback that I turn around and scramble back through the crack. Hezzrak mutters something about "Snapper" - he'd forgotten about him... I help the others clear the rubble, and Haroldur sends One-Eye in. Nineve is close behind. Snapper unleashes its full fury on Nineve and One-Eye, and then I (reluctantly) run in to help. It's a rough and brutal fight in which Nineve goes down, but we narrowly prevail. After the climactic battle, we elect to rest, despite Hezzrak's insistence that we continue to "entertain" him....

After resting, we find Hezzrak's promised loot:
4 everburning torches
black journal of historical interest
scroll (A) Resist Energy
set of granite dice (25gp)
scroll (A) Identify
bronze spectacles (10 gp)
potion - Protection from Good
scroll (A) Invisibility
wand - Detect Magic
lg. zircon paperweight (70 gp)
broad brimmed velvet hat (50 gp)
Dust of Disappearance
scroll (A) Baleful Transposition
green dragonhide gloves (300 gp)
Belt of Healing
embroidered linen blanket (10 gp)
obsidian chips (20 gp)
MW breastplate
gold bracelet (80 gp)
MW leather armor
MW lt. steel shield
marble relieve of dwarf wrestlers (gay! 100 gp)
lg. golden pearl (200 gp)
Soul Void Orb
really ugly earrings (50 gp)
mahogany bust of a scholar (75 gp)
scroll (A) Sending
potion - CSW
carved bone and ivory statuette (100 gp)
mithril circlet engraved with Elvish poetry (350 gp)
Audra crystal
jade cameo pendant (250 gp)
potion - Fly

We divide all the loot we've accumulated and we each get 6 pp, 646 gp, and 1830 sp... if we want it.

Brolan encourages us to move on to the cavern with the confiscated notes. We leave Hezzrak's keep and move through the goblin warrens, avoiding wandering patrols. At length, we come to a huge cavern. We're on a cliff about 25 feet above the main cavern floor. Below, hundreds of goblins are tending an incredibly huge, unbelievably massive yellow musk creeper. 3 goblin guards stand up on our cliff, blocking our path to the next cavern. We decide stealth is our only option, and try to take them out as quietly as possible. Our plan almost fails, as my companions are not exactly the sniping sort, but we manage to eliminate the goblin guards without alerting the rest of the horde.

We continue on to a precarious log bridge, and Haroldur nearly plummets to his certain doom, but somehow regains his balance and manages to continue the clifftop escape. Next, we come to a 15 foot cliff. I climb up and lower a rope for the party. Everyone makes it up fine except for Haroldur, who finally manages it after several false starts. At the top of the cliff, an ogre zombie is waiting for us, just around the corner. We get stuck in and are surprised to hear the sounds of shrieking goblin-imp combat in the clearing ahead. It would seem Hezzrak is "helping"... We hack through the zombie and move on to the goblins Hezzrak has started for us. The last goblin surrenders, but Hezzrak ices him, cackling evilly.

Brolan explains that these caves contain Alastor's notes, and on closer inspection, we notice the area is littered with the debris of ages. Everything that could have conceivably been carried off in a thousand goblin raids clutters these caverns in haphazard stacks. However, the sounds of our recent combat have undoubtedly drawn some attention, so we should hurry and try to find those notes as quickly as possible. Hezzrak, Sarak and I search while Nineve and Haroldur keep watch. We find:

Alastor's notes (Lucky!)
wand of Magic Missile
wand of Resurgence
troll gut rope
deck of interesting looking cards
scroll (A) Bull's Strength
potion - Bear's Endurance
+1 shortsword
vial of silversheen

Hezzrak finds the silversheen and cackles with glee. The goblins finally hear us and begin to give chase. The rest of the party begins their escape, but Hezzrak and I stay behind for one last loot grab. I find a jewel-hilted longsword (+1 mithral Elvencraft) and Hezzrak grabs a Dwarven beer stein (an Everfull Mug).

We join the chase just in front of the massive goblin horde. I sprint ahead, soon outpacing the heavily armored cleric and knight, traipsing gingerly across rope bridges and scrambling up rocky cliffs like they're not there. I emerge first from the caverns, to find Tamklar and his team of dwarves preparing to collapse the mine. I explain that all the goblins ever born in a 500 mile radius are right on our heels. Also, we found the yellow musk creeper god, and I think we made it angry...

Tamklar explains taht I can help them collapse the caverns more quickly, so I set to it. Sarek comes dashing out of the caverns a moment later, with his robes hiked up around his knobbly wizard-knees. A score of goblins is right on his tail. Hezzrak pops into existence and casts Suggestion on the first goblin to appear, causing it to dance. Then Sarek webs the passage he'd just emerged from, trapping the first of the goblin menace. More goblins pour into the side passages, and Sarek draws a scroll and Lightning Bolts a line of them. Nineve comes up behind a band of goblins, with more on her heels. Just then, the dwarves collapse the caves and boulders start falling all around us. Haroldur runs out just in time, and we all rush out, blinking into the sunlight, as the thundering crash of the mountain collapsing onto the goblin horde rings in our ears.

Back in Kolbenberg, we're local heroes. We rest up and heal our wounds and assess the goblin treasure we made off with. Also, I provide care to Tamklar's wife - I think I can help her get through the worst of the Red Ache now, though her condition has deteriorated since I saw her last. Brolan, Sarek and I pour through Alastor's jumbled, dirty notes and manage to determine that he was on the trail of Ulavant (which we knew) and was headed to a plave called the Whispering Cairn (which we didn't). Sarek and I don't know where the Whispering Carin is, but we've heard of the Cairn Hills outside of Diamond Lake - it might be a good place to start our search.

Sarek sends the Cabal an update:
"Following Ulevant to Cairn Hills.
Need info on Whispering Carin.
Request additional material support.
Kolbenberg is sacked, in desperate need of supplies, guards, priests, rebuilding."

They reply:
"We cannot offer aid to Kolbenberg.
They must live or die on their own.
Ask a local about Whipering Cairn.
What support is required? >2000gp."

Wise of them to put a gp limit on that, with Haroldur around....

As we are investigating the deck of cards we found, a woman appears to us and introduces herself as Zolara. She was once a powerful fate-spinner, and has bound herself to her Harrow cards, that she may continue to use her influence even in death. She has fortold our coming and has been waiting for us for many years. She explains that as long as she travels with us, she can foreshadow events and subtly manipulate our futures.

"Allow me to demonstrate", she says, and she does a Harrow reading.

The Choosing:
Ashe - The Survivor
Sarek - The Sickness
Haroldur - The Teamster
Nineve - The Brass Dwarf

The Spread:

The Waxworks ------The Trumpet ---- The Cricket
The Lost ------------The Fiend ---------The Betrayal
The Hidden Truth ---The Crows --------The Eclipse

~Ashe

*The Harrow deck is also from Paizo's Pathfinder stuff. We're trying it out as a storytelling mechanic - hopefully it'll be cool.*

Labels: , , , , , , , , ,

Wednesday, January 16, 2008

Episode 1: 1/12/08

The Party:
Ashelia Raminas, elf ranger/1
Haroldur, human cleric/1
Sigmund Gorn, dwarf fighter/1
Nineve Floret, human knight/1
Sarek, human wizard/1

First, some background. My associates and I are Keepers of the Grey Covenant, or Greycloaks, for the church of Wee Jas. Essentially, we are one of the tools the church uses to fight unlawful necromancy. We are custodians of the deceased, and also an investigative team that can be sent in to handle any threats to the church or its tenets. We are based in the Ruby Temple, the grand church of Wee Jas in Hookhill, the capitol city of Caledon.

We were assigned to oversee the funeral of Lord Ondore, a minor noble and slumlord, quietly infamous for his oppressive dealings with the local poor. A knife found its way into his back, and now his family wants to have him raised. For that, they have to come to Wee Jas, so here we are.
The open-casket ceremony was... interesting. Nineve and Haroldur totally botched the service in front of a large crowd of nobility and the well-to-do. In their defense, there really wasn't much flattering to say about the late Lord Ondore, and I doubt many of the mourners present were terribly interested in anything except whether he would be raised and how much they stood to inherit if he wasn't.

In the middle of a particularly uncomfortable speech by Nineve, interlopers led by a man calling himself "The Hawk" crashed the ceremony. Some form of violent outburst was not entirely unexpected, but this group seemed to be reasonably well organized and prepared. Shouting things like "An end to Lord Ondore's injustice!" and "Vile Lord Ondore will pay for his crimes, even in death!" (humans can be so excitable), a group of miscreants deployed smoke sticks as they moved through the now panicking crowd towards the casket. Meanwhile, the leader of the band bravely hurled haughty insults at us from the relative safety of a nearby rooftop, peppering us with arrows all the while. As we all rushed to meet the coming threat, The Hawk deployed - get this - actual hawks to dive-bomb the casket with alchemist's fire. This stately funeral was swiftly turning into a cheesy roadside circus. Unfortunately, one of the hawks managed to catch Lord Ondore's body on fire, so I broke off my attack and rushed to put it out. Just as the flames were extinguished, one of the ground-attack crew produced another vial of alchemist's fire and with a lucky shot managed to ignite the corpse again. Out of water and patience, I slammed the casket closed and hoped the flames would extinguish themselves. Nineve, Sigmund, Haroldur and Sarek managed to turn the battle in our favor while I was putting out fires, and the remaining brigands beat a hasty retreat. The funeral (such that it was) was over, but the corpse of Lord Ondore was badly burned.

Naturally, the Temple is not pleased with the condition of the Lord Ondore's body, but it can be salvaged, and at least it wasn't stolen or completely destroyed. However, if he is raised, his "dashing good looks" certainly won't be coming back with him!

A few days passes and we are summoned for another mission. Alastor Land, a Seeker, has been missing for 4 days. (Seekers, like Greycloaks, are another of Wee Jas's tools. They are tasked with research and investigation for the church, however, their role is primarily academic.) We will travel by coach to Diamond Lake, a large mining town in the vicinity. From there, the Greymere Convent will provide us with their ship, The Harkness, to ferry us across the lake to the hamlet of Kolbenburg, where Alastor was conducting his research. There have been rumors of orc and goblin activity in the mountains near Kolbenburg, so we should be on our guard.

We did some research on Alastor Land and his mission before setting out: Alastor moved to Kolbenburg to follow up on another Seeker's research. Several years ago, a seeker named Ulavant led a band of Seekers into an ancient site he believed to be from the Age of the Imperium in search of relics. They too vanished suddenly. The Imperium was a great empire that spanned the multiverse ages ago. Ruled by enigmatic beings called Spell Weavers, they linked their vast empire together through a strange amalgam of magic and science. The empire stood for millennia, holding whole worlds under its sway until centuries ago, when the Spell Weavers suddenly vanished. Their immeasurable empire collapsed in an instant of terrible destruction and chaos. However, relics from this time are occasionally found, and such relics have served to greatly advance our understanding of magic... Sounds like Alastor Land may have gotten in over his head.

The 3 day journey to Diamond Lake was pleasant. When we arrived in town, however, we found the Greymere Convent abandoned and in disarray. To make matters worse, the Harkness, which is moored at the pier, has been commandeered by a band of ruffians in the employ of Balabar Smenk, a local mine manager.

Further inspection of the Greymere Convent revealed obvious signs of violence. We discovered 3 discarded holy symbols of the church, some dubious-looking dark stains (blood, perhaps?), and someone had taken a greataxe to most of the furniture. This convent hadn't just fallen by the wayside and slowly dissipated - it had been raided.

Armed with this knowledge, we set about discovering who had done such a thing. In short order we found the man in town to talk to was Lazare, a sage, mine owner, and renowned chessmaster. He claims to be able to answer any question - for a price. We visited Lazare in the afternoon at his nicely appointed chess parlor and found him to be well-mannered and courteous. We chatted for a bit and learned that he too has a beef with Balabar Smenk. We explained about the Harkness and our mission to get to Kolbenburg. At length, we paid his (rather steep) 20 gp fee and asked our question: Who was behind the attack on the Greymere Convent? He told us to come back in a day for our answer.

We spent the next day cleaning the Convent and putting things back in order. At the appointed time, we returned to Lazare's for our answer. He told us that it was Cullen, Balabar Smenk's right-hand man, who had led the attack on Greymere. We thanked him for his time and trouble, and immediately set out to report our findings to the local authorities.

We arrived at the Sheriff's office, and, to our horror, found it to be in a terrible state. Papers were in disarray, and two lazy guards were drinking wine and playing cards (!) at the desk. The sheriff himself was sleeping off a hangover in his office. Nineve, who became rather impatient at this point, may not have made the best impression as she slammed her shield down on the card game and demanded attention. Fortunately, Haroldur managed to smooth things over before too many hackles were raised, and we reported that there had been an attack on the Greymere Convent (which was old news) and that we suspected Cullen (and therefore Balabar) was behind it. They seemed completely indifferent to these allegations of desecration and slaughter! I'm not even sure they filed a report. Realizing these people were useless and we were getting nowhere, we returned in a huff to the Greymere Convent.

As we were tidying things up, I noticed that some of the graves in the graveyard looked to have been recently disturbed. Quickly and carefully, we exhumed one of the disturbed graves to find our fears confirmed - the interred corpse was gone! We decided then that we needed to guard the graveyard at night and attempt to apprehend the culprits. I put the "grave" back in order and, in the gathering dusk, we settled down to wait.

We didn't have to wait long. Between dusk and dark, we noticed a light bobbing into the graveyard in the distance. Soon, it split into two lights which moved off in opposite directions. Sarek and I headed for one light and Nineve, Haroldur and Sigmund took the other one. We were able to get fairly close before we were spotted by our quarry. Sarek cast a sleep spell and 2 of our 4 graverobbers instantly fell into a deep slumber. The other two sprang to attack, but I handled them easily. I glanced over at the other scuffle and saw that Haroldur and the fighters had their situation well in hand, so I tied up the sleeping survivors.

The last graverobber in Haroldur's group escaped, sprinting off into the night. In all that armor, catching him was out of the question. As Nineve shook her fist at the fleeing ne'er-do-well in frustration, he darted behind a crypt, let out a blood-curdling scream, and fell silent.

We figured he'd gotten his just desserts. After all, he was just a superstitious commoner, cavorting around in a graveyard at night. He probably got frightened by his own shadow and passed out cold! We tended to the fallen (all dead) and I was just re-checking my knots on the sleeping survivors when the real source of the fleeing brigand's terror became known. Ghouls had sneaked up on us!

Our group was separated, Haroldur, Nineve, and Sigmund being quite a distance still from myself and Sarek. I could hear Haroldur rebuking the foul aberrations and the sounds of clean-up - I mean, battle, as I sprang to slay our undead attackers. I cut one down in short order, but meanwhile the other ghoul decided to take his chances with a softer target. I turned my back on him for one second, and the next thing I knew, Sarek was paralyzed! I always forget about that! Cursing my carelessness, I called for backup as I finished off my opponent and rushed to save the helpless mage. The others showed up just in time. Haroldur rebuked the ghast, who stopped gnawing on Sarek and stood there, awestruck, while the rest of us cut it down.

With the battle in the graveyard finally over, we took the still-sleeping prisoners and their incriminating gear (shovels, lanterns, bodybags) inside and I ran to town to fetch the sheriff. I had a tough time convincing the lazy sots in the sheriff's office to get up and actually do their jobs. In the end, I had to drag them out of the office by their collars and threaten to wake the sheriff at home to get them to come along!

I arrived at Greymere with the useless deputies in tow. The prisoners had awoken, and were putting up a fuss and whining to be let go. We reported the events of the evening to the disinterested law enforcement officials, and handed over the graverobbers. We were assured that for such a serious crime, they would definitely spend "at least one night" in the lock-up. Talk about justice...

We finished putting things in the graveyard in order and went back to our rooms at the Able Carter Inn for the night. Sarek sent a message to the Ruby Temple relating the events so far:

"Diamond Lake church was found abandoned and in disarray.
Harkness taken by thugs.
Balabar Smenk believed to be responsible for razing.
Bodies stolen from graveyard.
Advise."

The next morning, we received a reply:

"Please determine more hard information.
Four replacements to be sent in three days.
Your target is in Kolbenberg.
Diamond Lake is a secondary concern."

Accordingly, we decided to see about securing passage across Diamond Lake. With the Harkness seemingly inaccessible, we needed to find another vessel to take us to Kolbenburg. At the docks, just down the pier from where the Harkness was moored, we found a shabby but suitable-looking vessel being tended by an ancient, spindly-looking man. Ignoring the heckling calls of the thugs on the Harkness, we entered into negotiations. The old man would take us across, but was afraid to cross the lake on his own, for some reason. Because of the ambiguity of our mission, we had originally intended to book one-way passage to Kolbenburg, take care of our business, and arrange the return trip later with a ship on the other side of the lake. However, the skinny little man flatly refused to return to Diamond Lake alone. We offered to arrange for his lodging once we reached Kolbenburg, but he was hesitant to commit to being away from Diamond Lake for an unspecified period of time, and was very concerned about becoming "stuck" on the wrong side of the lake. We told him to think about our offer, and we would give him a day or so to make up his mind.

As we walked back up the pier past the Harkness, the heckling grew more intense, and at last, Haroldur could stand it no longer. He wheeled around and informed the brigands that it was exactly this sort of attitude that had cost them our business, and we'd be paying that other ship to take us across the lake... for a whole gold piece! (One gold! Can you imagine? These country bumpkins had probably never seen so much money in their whole lives! Doubtless they'd sell their own mothers for such a paltry sum!)

At seeing the color of our coin, the thugs' attitudes changed immediately. They were falling over themselves to allow them to take us across the lake, claiming to be a much better, stronger crew (which was almost certainly true) and asserting that the Harkness was a better, faster and more seaworthy (or maybe "lake-worthy"?) vessel.

However, the damage had been done, and Haroldur rudely informed them that they had missed their opportunity for fame and fortune. Our noses in the air, we began to leave, when one of the brigands shouted, "Let's get 'em and just take their bloody gold!". Burly thugs rushed down the docks at us, and the battle was joined. Sailors on the deck of the Harkness fired crossbows and threw marlin pikes at us as the ones on the dock attacked us with belaying pins. At first, I tried to merely subdue my opponents, hitting with the flat of my blade, but when one thug lunged past me to strike at Haroldur with murderous intent, I sliced him open from stem to stern. The first casualty seemed to enrage the thugs even more, and they attacked with renewed viciousness.

Nineve and Sigmund boldly cut a path of blood through the surging mob, as Haroldur and Sarek traded fire with the brigands on the deck. For my part, I reproached myself for being so rash as to kill that first ignorant thug - death by my longsword, Aernin, Rite of Law, was too good for him - and I resolved to take a different approach. I shoved the body off the dock into the water, in disgust. To my surprise, within seconds, huge, man-eating gar surfaced from the depths and devoured the corpse! This gave me an idea. The thugs that managed to rush past Nineve and Sigmund's deadly gauntlet were met by me, as I slammed into them and threw them off the docks and into the water. Those who couldn't swim fast enough learned a final lesson about survival of the fittest.

However, a few did manage to swim to safety, and began to climb up onto the pier. Also, a few of the thugs on the ship leaped off the prow onto the docks (some missed and ended up in the water with the gars). The push of sailors running up the docks through Nineve and Sigmund had thinned, and it seemed the remaining thugs were bypassing the fighters and closing in on our unprotected flank - Sarek and Haroldur. Sigmund and I moved to defend the casters, and we left the indomitable Nineve to deal with the remaining threats running up the dock from the ship. In my haste, I sustained a grievous wound, but Haroldur healed me, and I returned the favor by neatly dispatching his attacker. Meanwhile, Sigmund was bravely battling two thugs, but one managed to slip past him and struck Sarek down! Sigmund and Haroldur finished off the remaining brigands and stabilized Sarek, and the melee at the quayside was finally over.

~Ashe

Labels: , , , , ,