We arrived a little while ago and spread out to hunt for rumors permeating the city. Molly and I are out of our element, so Gnelvin is tasked to wander the streets a bit more aggressively than us.
2nd Lambing
Dismas’ man and Gnelvin have already paid for themselves, discerning more than a handful of the rumors collected to be fabrications or traps. A handful old. We hope to make a decision in the next day or two.
Concerningly, there are rumors about the Green and Black Pool floating about. The death cult is implicated. Seems like a coincidence … but an awfully big one.
3rd Lambing
We awoke to find Gnelvin missing from the inn. A short search later, we discover a letter left by the Brotherhood of Freemen, demanding information on the Pool in exchange for Gnelvin’s return as well as instructions.
We discussed briefly. Then we hung the banner to signal our desire to meet. We depart in a few minutes.
-----
There is a necromancer in the city. A necromancer! In disguise it approached Dismas and Soren, picking out the most charismatic of us, and claimed she had a valet missing, taken like Gnelvin. Bill meanwhile had whispered something to his henchmen, who whispered something back, and then confronted the woman over a charm she wore, that prevents scrying. I’d never heard of such a thing.
And then her image flickered. Only for a second, but the sight was awful, I dare not record its memory. A hag in full plate, with an ugly and evil looking black blade. The illusion steadied, but the thing dropped the act. It uttered a threat, “The sky shall go dark, and the ground shall tremble” and warned us to continue about our day. But a single glance at Bill told me exactly what he would do. He called out “necromancer!” while I drew my dagger.
The illusion dropped, and the sight of her caused all but a handful of us to miss a few steps before we charged forward. A flash in my mind saw only an innocent old woman, but I shook that off. Molly didn’t, and turned to deal with the hag’s shadow, which had detached itself and was accosting one of Bill’s men, before being banished to beneath the hag again.
Some foul flying monster swooped over the city, and picked her up, and though I tried, failed to bring her and it down. We watched it sail away as the necromancer cursed and gave us her name: Zahara the Corrupt.
We were then intercepted by the marshal’s second-in-command, who tried to take us in for questioning. I protested, and he agreed to let us go, under promise to return to testify before sundown.
We met the thieves where proscribed--they had a member posing as a beggar woman out front. Gnelvin looked roughed up but he was alright. Once that proof was determined, we drew arms and slew their leader, one or two of the henchmen, and the woman. Bill ran a careful check over Gnelvin, and then we cut him loose, and checked him over. He was hungry, but otherwise ok. We were glad to see it. The scoundrels who surrendered offered up the location of the rest of their guild, and after turning them in to the authorities we headed for their hideout.
Their hideout was in a brothel in one of the lower districts, but as we approached we were spotted and a stinking cloud caught Bill and his men. My helm saved me from it though, and I spent that first minute dragging them into fresh air. Another group of thieves burst out, and stumbled right into the cloud and were overcome. I took advantage of their error to shove a dagger through one’s throat.
Bill, now recovered, vaulted into the building through a window, as the mage-thief, hiding in the clothes and visage of a woman, took off on a pony at extraordinary speed. The remaining thief of notoriety, Merto, surrendered with the remaining survivors, who were bound and held.
Thinking on my feet, I questioned where the thief who got away was going. Their men were very assured that he had gotten away, headed towards Tirgalen. I merely called Bill over, collected a handful of arrows from Molly, and then Stepped us to a monastery along the road if one was headed to Tirgalen by shortest distance.
We pushed out a little bit, and I laid arrows for ambush, and Bill set to receive him. Within the hour we saw our quarry on the pony, and it disappeared within a 50 feet of where I had Stepped to. Arrows were flying mere seconds before, and he was pincushioned before the shock could even register the first strike.
When I returned with the body and Bill the captives were quiet. Aside from Merto, busy trying to barter with Dismas and Soren for this freedom or a light sentence. We marched them as a whole host to the guard station, and then submitted for questioning for the earlier incident.
The Marshal himself came to question us. The princess was present! She didn’t ask us anything… but after we said our story twice over, she gathered her knitting and left. The Mar
Once satisfied, we were rewarded with the ability to charter a free company for the first year. Taxes or military service thereafter, Soren explained.
The marshal also requested information. We provided him enough to satisfy. The marshal himself explained he himself had been into the Deep.
17th Lambing
Training has been completed. Our scholars have uncovered some information about Zhara, an exile from Robias. We aren’t quite sure what we are to do with this information. Gnelvin also carried word that several dead were found in a nearby hamlet, clearly in a dark ritual. We have resolved to go after this necromancer, and put an end to her, if we can.
Rewards
Dagger +1 (Dismas, Bill, Soren)
Ring of Prot +1 (Bill)
Bracers AC6 (Merrin)
Bastard +3 (Soren)
Hidden Sheath: Looks like dagger sheath, can hide any weapon up to great sword sized for a giant (Bill)
Leathers +3 (Dismas)
Shortsword +2 (Merrin)
Whip of Pain: automatic proficiency, counts as +2 for what it can hit--NO bonus to hit--, and does 2d4+4 dmg (Dismas)
Robes of AC5 (Dismas)
Monacle of Detect Magic: @ 5th level, x3 uses/day (10 rounds) (Soren)
Dagger +2 (Dismas)
Ivory Pony of Expeditious Retreat: Figurine of wondrous power, summons pony w/ encumbrance Mode 1) 6hr pony for a day. Mode2 2) 1/week that runs 21 mi in an hour. (Merrin)
Scroll of Teleport: W/O error: @ 33rd level (Skull Mountain scroll), 5200 lb cap. (Soren)
Torque of Sound Sleep: Wear all the time, like a Brownie's familiar, can't be surprised when sleeping, etc. (Merrin)
Ring of Mind Shielding (Sorren)
Intelligent sword, "The Fence": TN shortsword +1, INT 16, can perfectly determine the value of gems, jewelry, precious metals, furs, or spices in 10 ft of it. Can detect forgeries also. (Merrin)
Cane +2 (club) (Merrin)
Potion of extra healing (Sam)
Dart +1 (Sam)
Bracers AC4 (Soren)
Dagger of juggling +1: Juggling Daggers have a 60’ range with no range penalties & return. If you draw another weapons during the 4 segments of throw/return they hover over your head for up to three rounds, settling into any free hand you have (one per 4 segments) to be sheathed. After three rounds they fall (Soren x3, Dismas x1)
Dagger +3 (Merrin, Dismas)
Cloak of Elvenkind (Merrin)
Boots of Elvenkind (/Dismas)
Chime of opening: 17 charges left (Bill)
Wand of trap detection: 73 charges left (Bill)
[8500xp per PC, 4250 per hench]
[100gp recovered, given to the henchies to celebrate]