Saturday, January 11, 2025

Merrin's Journal: Raids in Seaward City

Previous Entry

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]


Saturday, December 28, 2024

Merrin's Journal: The Crystal Vale

Previous

10th Darkmoon

We did some rumor searching, starting in Gladenstone, where we linked up with Soren again.  We pooled some money and went hiring some henchmen, I took on a gnome man-at-arms/scoundrel, and Soren took on a gnome summoner and gnome illusionist/fighter; didn’t catch their names.  Provisioned additionally a tent and stove, for warmth.  Can’t rely on the grace of others forever.


We heard tales of some Crystal Vale, the last stand of many.  Sounded like it had a great deal of treasure, if we could find it.  A sage brought us information on how to find it, and after checking our horses and gear, we depart in the direction of the Shining Keep.


13th Darkmoon

Past the last of the gnomish villagers we encountered a number of pilgrims headed to Gladdenstone.  They had little to tell us, and we carried on.  The weather has gotten colder.  At a brisk walk the cold is comfortable.  


14th Darkmoon

We saw many lights above the fairy lights and below the moons.  One looked like a ship aflame, going north.


We took the ferry across the Iron River. 1cp per person, 1sp per animal and cart.  The caravans who were going north said the roads south were clear, and rumors of war in the briars.


15th Darkmoon

Big Tom on 2nd watch saw a man flying through the sky.  Described as wearing all white, having long white eyebrows and beard, standing on a little cloud, heading to timberlake.  We will be breaking camp shortly.


Evening now.  Midday, a panther with tentacles and an image that flickers surprised me, jumping over my horse and landing several hits.  I remained in the saddle though and retreated while the fighters tried to land hits.  We did not kill it, but drove it into a careful retreat.  Hopefully that doesn’t return for us.  


We found a little depression to make camp.  We think we’re getting close.

16th Darkmoon

The day breaks warmer.  A spelljammer was spotted during morning tea, out of the western sky, heading east.


//a day and a half ago we crossed the road between Wyvern Keep and Timberlake.  No travelers encountered.


At end of day some of us caught sight of a rainbow running along the ground.  Come morning, we hope to find the vale.


17th Darkmoon

Evening after all things.  Dismas is in rough shape, I’ve made sure I can find this place again and we’re pulling out.


I found the Vale in the morning, in a small valley that was like a rip in the ground 40 ft at it’s deepest, covered by illusory terrain.  A cloud of steam rose up out of a vent, and at the far end there was forest, so high in fact it reached up above the illusion itself, while still being completely invisible to those who don’t know of the trick.  And there were a great many bones scattered about, of men, horses, humanoids.  A third of which fell running away from the forest.  A few wagons too.  Anything of value had been stripped away it seemed, with care taken to extract everything.  A ton of fighting indeed has taken place here.  


We moved the horses to the box of wagons, and discussed what we would do.  The summoner’s familiar grabbed a clairvoyance spell for Dismas, and he went off looking into the cave venting steam.  He described as he went.


He saw a pinecone thing on a vine in the trees, bobbing; into the cave a distance, a pool of water--a hot springs by later description--piles of treasure, and a beautiful, shapely woman whose back was turned away from his sight, and hair was wrapped in a towel.  The woman noticed his observation, and called out, but Dismas had spooked already, turning back toward the entrance.  He described a large cabbage, and thought he was going to die… and then dropped with a sigh.  Dead.  Horror etched his face, as his hands fell away.


His henchmen had to be convinced to not run off immediately by Bill.  A line of six steam mephits came screaming out of the cavern alongside the sounds of two women singing, and we elected to move the horses up and out, after it became clear they weren’t going to attack us.  We moved five hours away before stopping to rest the horses, and waited while the summoner reached for Raise Dead for Dismas.  He succeeded!  He lives.  But he’s in rough shape.  He needs a week of solid rest, which we can’t give him out here.  It’s four days to the Shining Keep.


He described the thing that killed him as some sort of combination of moose, warthog, and pickle.  The ugliest thing he ever saw.  Bill recognized it immediately, calling it a cat-o-blep-as. 

Catoblepas.   


We speculated the woman could have been a medusa.  An awful thought.  But something we could prepare contingencies for.  Bill’s shield will come in handy.


19th Darkmoon

We encountered a man in all white on a white horse w/ black mane and tail, with lance and pennant: white horse and white sword on its cloth.  Even his sword at his side was white.  His shield held the symbols of the Knights of the Starry Banner, so we were at ease… but the man was a giant!  More than a foot taller than me!  


He stopped to ask news of the road, and we told him of the things we encountered.  He expressed some surprise, and then cantered over to Dismas, and asked if he could aid him.  After he laid a hand on Dismas, a bit of color I hadn’t noticed missing returned to him.  He explained it was his duty.


The knight then called out to Bill and said his time comes.  He wheeled away, and then just… disappeared. There one step, and then gone another.  Bill signed himself immediately.  As one we all looked around and between ourselves.


21st Darkmoon

We made it to the Bright Keep, who would allow us to stay for 3 days without pay.  Dismas was taken to the hospital, while the rest of us went to talk to a captain Sylvester of the Order about the things we saw in the Vale.  We also learned the knight we met was the famed Sir Lyon, the Plainswalker.  A FOUNDER of the Order.


[3rd day into our stay]

Ran across Bill slipping a gold to the castellan.  I suspect he’ll be doing that every day we’re here.  Fine by me.  

[6th day]

We learned of a secret to kill the catoblepas without having to cut it down.  We’re putting the pressure on Bill and his magic shield, with the assistance of a gaze reflection.  We think this will work.  Probably.  I think I still best visit brother Cuy in case this doesn’t work.  

[last full day at the keep]

I purchased a set of whistling arrows.  Worthless to fight with, but might get some attention.  I’ll command our archers from up on the rim, and hopefully we can attrite it from above if we can draw it out into the open, if all else fails.

[Day 8 at the keep]

We leave this morning.  There’s an excitement and nervousness, but everyone woke at the appointed time, and the horses were saddled and ready.  


4th Newsun

Our plan to kill the cat’ went off without a hitch.  Bill survived, and we rappelled down the cliff.  The monster was chained down, somehow, but that was no issue ultimately.  The trophies were claimed while we joined them.


We lined up to storm the cavern with the two women.  Bill unfurled and read the scroll of Protection from Elemental, which saved us as a line of lightning mephits met us which broke around us without issue, with Bill leading.  


The haunting sound of singing came to us as we entered, and charged upon the first.  It was a hag, awful and ugly, turning to look at us immediately.  Molly and Gnelvin fell dead behind me, as I loosed arrows.  Dismas fell mid step on his way to the pool, his men rushing forward.  Half of Soren and Bill’s men fell as well.  The strikes of the fighters combined with my arrows and it’s head was sundered.  


Then the second woman’s voice called out from deeper in the cavern, claiming to be a hostage.  I set for ambush while one of the dwarf cleric cast detect evil.  He shook his head, and when I nodded then another called the creature out.  Out of the corner of my eye, I loosed several arrows, and the medusa fell, dead in seconds.  Bill leapt over and sliced the head off the monster, turning it away.


Everyone slumped.  The tension fell from all of us.  Bill remained the only one standing, alert for that moment, and feeling the pool, grabbed Dismas and pressed his body into the pool.  Immediately, he came up gasping for air, and at my feet Molly and Gnelvin stirred and pushed themselves up, disoriented, but alive.  Miraculously, wondrously.  Hugs and cheers went around, all of us glad to be alive.


Once we had checked the cave was secure, we each bathed in the pool, and felt the energies of magic envigor us.  I don’t know by what mechanism, but I knew I possessed a Wish.  And then we checked the loot pile.  There was so much.  So much.  We divided up the loot, and then loaded it all into the Jan wagon, after hitching it to some of the horses, and hauled it out.  


8th Newsun

We’ve returned.  We’re getting the items identified, and our henchmen broke for the nearest tavern once they gave them leave.  


23rd of Newsun, King’s 16

Once we took care of our remaining business, trained to confidence and linked back up, we saw to the forging of the manacles to Bill’s wrists… Bill, Soren, Dismas, and I bought drinks in a private room and just… sat there for a number of minutes, before anyone spoke.  I don’t recall who spoke.  Maybe it was me… but we just asked “how did we survive all that?”

================


Time breakdown:

  • Day 0 Prep = 11th Darkmoon

  • Day 1 Depart and begin travelling to CV = 12th Darkmoon

  • Day 6 Arrive at CV,  Dismas dies/rises retreat to SK = 17th Darkmoon

  • Day 10, Arrive at SK, resting for a week, research = 21st Darkmoon

  • Day 17 Depart SK started back to the CV = 28th Darkmoon

  • Day 21 Arrive at Vale, WIN, begin return = 4th Newsun

  • Day 25 Arrive at SK = 8th Newsun

  • Day 39 Two weeks to level up = 22nd Newsun

  • Day 40, Stiff drink, caught up in timeline with the rest of the setting =  23rd of Newsun, King’s 16


Rewards

  • 85,000gp total liquid value

  • Apparatus of Kwalish (Bill)

  • Portable Hole with a wizard’s laboratory <missing books> (Dismas)

  • Halberd +5 of dancing (Bill)

  • Halberd +5 of sharpness (Bill)

  • x2 Dagger of Assassination (Dismas x1, Soren x1)

  • Horse collar of platemail barding +2  (Dismas)

  • Horseshoe of the zephyr (Soren)

  • Mantle of the Celestine (Soren)

  • Helm of Underwater Action (Merrin)

  • Ring of Swimming (Merrin)

  • Seven Leagues Boots, can travel 21 miles in a step (Merrin)

  • Manacles of the Oppressed, AC 4 18/00, can’t wear armor or shirts, but can use bracers or rings of protection, and always feels like they’re wearing a woolen cloak (Bill)

Note: you must understand: that the very last three items on this list selected were the Seven League Boots, Apparatus of Kwalish, and the +5 Halberd of dancing.  This was a crazy haul for us all.

Wishes

  • Soren used his wish to remove the scholar level limits on Soren/Dismas, and enabling them to reach level 8 for both of them.

  • Bill used his wish to change his longsword expert to halberd expert.

  • Merrin would later use his wish to locate a Ring of Three Wishes (this was a suggestion of Sam, and it has… consequences)

Finally:

The monsters killed are a loot haul all their own, and now that we have a medusa’s head, we can do yet more things…. 

We also have a rainbow lantern, we hang on the Jan wagon.

/End

[14780 per PC, 7390 per hench]

[5000gp per PC, 2500 per hench]

Other XP rewards:

[100xp per PC, half for hench, for banter]

[100xp for Bill, for discerning the purpose of the steam mephits]

[500xp for a good plan for PCs]

[3000xp for Dismas, resurrecting + getting his wish taken from him]


Merrin's Journal: Adventures in the Four Counties: Orcs and Green Men

Adventures in the Four Counties:  Orcs and Green Men

Previous

After resting up from our adventure we went in search of more rumor of treasure.  More tales of the beavers, but no one cared to try it, especially as the details were filled in more.  But we did hear of a orc lair not too far, around a dead tree on a grass knob.  We gave it some thought, and then packed up and headed out.


Our first day out we found a man and horse dead, frozen stiff together.  Slain by a Green Man in a single blow.  So unusual, we thought it a statue.  And a demonstration of the danger out there.  We turned around and warned the town, and told them of the man so they could send out a crew to recover him.  


On our way out again the second time, I found a trail going in the direction we wanted, used more by game than anything else.  But also a hill giant.  The stone he threw winged me, and sailed off into the brush, as the fighters charged.  The giant surrendered all but immediately, begging for its life and led us to his lair, and the abandoned orc one.  A surprising bit of treasure, including a large diamond he tried to palm and a few magic.  We marched the giant to the road, and handed it over to the first patrol.  We got a writ worth 100gp for the capture from the elf captain.


It was late, so we turned for the nearest village, and slept under the roof of a local farmer.  

[Next day]

We were warned of the Snow Queen’s minions around breakfast, and we thanked the farmwife for it.  


The information came in handy sooner than I would have guessed.  Not an hour down the road we came upon a Pine Man, and both sides leveled lances and drew bows and met it.  It tried to joust Cosmin, and the man struck the thing square, and then was unhorsed.  If the rider was a man, he should have been unhorsed by such a blow.  It almost was.  Cosmin described something like roots brought it back into the seat.  


But instead it just… rode off.  The horse laughed once it made it to the trees.  Eerie.  



We carried on to the orc lair, and found a few traps.  A ghoul on a chain and release is… inventive.  I wonder where they got the ghoul from.  It had a few pieces of magic, and a trapped box under its watch.  


The real haul was what we found in the barracks, in a back corner.  A nice bed, if it wasn’t in the depths of a dungeon.  Only two magic items, a sword left abandoned, and a green dress with white lace.  There were more dresses as well, all in good condition.  We took everything of value.


The gem was worth a lot, and we more than made even on this trip.  Bill gave up his claim to first pick, choosing the Platemail right off the top.  We got a variety of useful items, and I claimed a number for my own.


In mutterings after the fight, Dismas and Cosmin mused about the Pine Man, and the legends.  Something didn’t sit right about that fight.    


[Magic haul and claims]

  • 9000gp - 500gp +100gp for the hill giant capture + 11250 gp for the gem (total)

  • Potion, extra healing  (Bill)

  • Scroll of Protection from Elementals  (Bill)

  • Platemail +3 (fits ogres to halflings)   (Bill)

  • Box with a coil, turn warm, can heat a room 10x10 or cook, 10 minutes to boil 1 gal water. 5min/every 30min (Merrin)

  • Sashe of scentlessness  (Merrin)

  • Yarn can be made into a blanket of healing (Dismas)

  • Jade amulet of useful items. (hammer, saw, shovel.) (Dismas)

  • Dagger +1, +4 against spellcasters or spell like abilities (Merrin)

  • Sword of Puissance, gives proficiency to any holder (say a barmaid)  (Dismas)

  • Monocle of read language for 1 minute twice daily -- (undetermined/party)

//The green dress with the white lace had a spell laid on it. We did not discover what this was, or who laid it. For about an IRL year, I thought we had just forgotten about this or made an accounting error.

[8100 xp per PC, 4050 xp per hench]

[1804gp per PC, 902gp per hench]