Thursday, January 29, 2026

Merrin's Journal: Grid Search

Low Summer 26

I traveled by myself to the Triarch city of Eressarn today, hoping the ruling Triarch, Seeker, would be amenable to assisting me to find the command word for the Rug. Here’s hoping.

Mid Summer 27
Seeker’s ask was quite reasonable, asking for information and 50 gp. I wrote and provided what I knew of what he asked. He wanted information on 1) Baba Yaga and her adopted daughters, 2) the secret bases of the original cult in Skull Mountain, and 3) any criminal organizations that every described themselves as “free men.” I told him I would return with the information for his secretary. Some of that information sounded familiar, but some not. The Triarch said that would be fine. I wrote two copies, one for myself to keep, and one for his secretary.
The Triarch began to list off a series of words one by one, and after a few tries, he guessed it. “Lotefan.” I wonder if there is a significance.

Low Summer 1
Talked to Soren about if I could borrow one of his religious brothers, and while I initially asked for Br Cuy, he offered Br Hubert after a moment of consideration. I took him up on it, and asked that he be prepared come to us the night of the second. We’d read him into the plan and

Low Summer 2
The abilities of the Fence has given me an idea. A dangerous one however. I don’t think I can justify the entire party’s time and efforts, but with the Rug I’ve an idea to scour the ruin more thoroughly than any one could do before:

[The Plan]
Using the carpet we will fly back out to the orc city, flying all day (leaving at or just before dawn)

we won’t push more push more than one long day

We will avoid all other people and monsters to the extent possible

An hour before dusk we will land and scout for a defensive campsite. Caves will be avoided.

Camp
Watch schedule: Molly/Gnelvin 1st watch; Merrin 2nd & 3rd (hood up and invisible). Brother Hubert for 3rd also. The Winged Elf will be ready for deployment if needed.

Outside of city camp: high ground, limited approaches, obscured approaches. I want 2/3 if possible. NO apparent tracks of other creatures or people in the last week (if it can be determined.)

Inside of city camp: will be pitched in a quiet corner away from landmarks, where I can set up an ambush on 2-3 lines of limited approach. The carpet will be set up to guard the opposing approach, and will on command strangle any monster.

The night camp will be cold, the morning camp will be hot.

Light kept to a minimum. The watchman will keep a continuous light rod obscured but ready to deploy.

Schedule:

Day 1 &2: travel

Day 3-5: locating

I will use the Fence to execute a grid search of the ruins in search of misc treasures. Gnelvin and Molly will stay close, marking down on a map the zones where something was detected or signs of a basement or subterranean level. We will be thorough, beginning in the NW corner, going south/north/south/etc.

We will recover surface treasures, but any serious excavation will require a second trip.

Day 6-7: prepare to travel back. Depart early, if work completes early.

Mid Summer 3
I’m always the first up now, and have a bit of time to write, and check all the supplies, equipment, tools. I’ve settled up with the innkeeper of Red Rose Inn to keep our animals, and opened a strongbox with the local city.

We will load onto the run this morning and fly as far as we can before dusk sets.

Mid Summer 5
We’ve arrived at the ruin. Checking around, nothing has moved in in the short time we were away. We began immediately and already have found some small treasures. This will work.

Mid Summer 7
We’ve found the following:138 gp in loose coins & such easily scraped up
a massive hoard buried under the foundation of the oldest building

Discussing with the others, we will need nine men and two weeks to dig it out fully. We will need to go back and recruit some laborers for this part.

Mid Summer 9
We’ve returned to Rosewood. I’ve asked Soren again if I may continue to borrow Br. Hubert, and he said yes. Apparently they were just mass casting summons with Pelemungus and Lucky (the genie) while we were gone. Sounds dull.

Mid Summer 12
Three days of waiting to return to the city, and begin the work. Three days of finding horses, men, and the tools. But we’re ready now. Just waiting for tomorrow.

Mid Summer 13 [Day 1 on the road]
I have Molly and Hubert riding on horses with two of the laborers. Gnelven and the other two are with me. There is no faster way to do this, that doesn’t incur greater risk. We will just have to make it work. It will take a little longer, but too many men gets too expensive, and the risks too great.

Mid Summer 14 [Day 2 on road]
We saw a wild pegasus fly by us.

Midsummer 16 [Day 4 on road]
A giant owl flew over us at dusk.

Mid Summer 20 [Day 1 in ruin]
We’re back in the city, and the work has begun. All of us are taking part in the work, with watches taking day shifts. I run a loop around the city each day on the carpet, looking for interlopers. We have one person on guard during the day, which I suspect may mostly become me. I’ve spooked the workers a few times when walking around with the hood up.

Mid Summer 23 [Day 4 in ruin]
A patrol came to the city, and their captain made a recommendation of a fighting position. Taken under advisement.

Mid Summer 26 [Day 7 in ruin]
Received a letter by raven from Seeker. Didn’t expect to receive anything, and was surprised at the bird when it came in the morning. I had a hunk of meat laid out for the raven’s trouble.

Seeker thanked me for the information I exchanged, and provided some insight into the island referenced by the Free Men was likely the pirate harbor of Freeport since destroyed by means I can hardly fathom. He also gave the insight that if we found a cult base to be aware they communicate via semaphore, and so locating others is possible “via line of sight.” Interesting.

Our company in general also got praise for our impressions left when trading information.

High Summer 28 [Day 9 in ruin]
A dwarven steam carriage passed the city on the east, heading south.

High Summer 5 [Day 14 in ruin]
Some Horse Kesh traders came and talked. They stayed outside of the ruins and plan to leave in the morning.

High Summer 7 [Day 16 in ruin]
The vault is cleared. I ordered the laborers back and then had Gnelvin check for traps and sent the iron cobra in ahead to trigger anything that might be easily caught. Gnelvin and Hubert conferred at the multiple triggered, including a Disintegrate, poison gas, Death, and poison needle traps. Once confident they were clear, we went in.

From the books present, this belonged to a man named Lohr, the Kingmaker, War Master of the Hobgoblins, Father of Witches, & Kingbreaker. Jackpot.

We are collecting all the treasures and books and other information. One of the books identifies each of the items, and has some other instructions that are unusual. I will read closer later. First, time to collect up everything and get going back to the city.

High Summer 14 [Day 7 return]
We passed into Rosewood just this evening. We kicked off our boots and shook the dust off our cloaks and then went down to see how Soren and the others were doing in our many weeks absence. They were deep in a mug of ale when we entered, and happy to see Hubert, and I showed Soren and Bill what I had found. Soren and his’ wizard men’s eyes about popped out when I set down the stack of arcane tomes, and spread them out. I couldn’t stop grinning. As meaningless to me, I know they are invaluable to my companions. Can’t wait to see Dismas’ reaction.

I intend to find some gift for Hubert. Fortunately we needed no healing, but his presence was reassuring.

This vault of Lohr’s was a contingency of some kind, a hidey-hole in case of trouble. It was well hidden, and only with the Fence were we able to find it. And even then, it must have been by good fortune, as there were lead pellets that looked to have been spread to dampen magical detection.

Lohr himself had left a collection of magic items for a clone or other variant of himself, if ever he woke up here, and instructions on how he might regain memories and assert himself in the world. Tons of magic spells, (the offer of which Soren’s face will be forever remembered.)

Lohr himself was the Warmaster of the Hobgoblins, a human who was the court magician and adviser to the hobgoblin king. A subchief mentored into ruling a vast area. He is the Most Hated by the Keshi. He helped conquer the orcs and goblins, and installed their kings (hence Kingmaker), and fathered five daughters who became powerful evil mages (Father of Witches)

After the Battle of the Plains the hobgoblins retreated to Wyvern Rock. The first King of Seaward prepared to duel the hobgoblin king. As the fight started Lohr used his magic to slay the gathered hobgoblin, orc, and goblin leaders (Kingbreaker) and vanished, never to be seen again

His eldest, Geraldine, bedeviled Seaward for a decade. It’s said she was fostered by Baga Yaga when she was young. Geraldine aided the Pirate Queen, the first Lord-Mayor of Eastford, and Azkare (Kazare’s renegade son) kill the Grandfather of Assassins then she, too, vanished.

That’s as much history as I can gather and recall. There are many names, that I can cross reference with old rumors and stories of the road, of foes of the kingdom slain by the Company of the Darkmoon. I wonder if the path I now find myself on, puts me on that same trajectory.

The vault was left untouched for a good 100 years to our professional eyes. Not since sealed. How many others like this are out there? How much

Rewards:
  • 3 blank standard spell books
  • 4 blank traveling spell books
  • 5,000 p spell inks of various sorts
  • The following spells over 9 standard spell books, by level:
  • 1- Burning Hands, Charm Person, Comprehend Languages, Dancing Lights, Detect Magic, Erase, Feather Fall, Find Familiar, Identify, Light, Magic Missile, Mending, Push, read magic, Shield, Shocking Grasp, Sleep, Unseen Servant, Tenser’s Disc, Write
  • 2- Detect Evil, Detect Invisibility, ESP, Forget, Invisibility, Knock, Locate Object, Ray of Enfeeblement, Rope Trick, Stinking Cloud, Web, Wizard Lock
  • 3- Blink, Clairaudience, Clairvoyance, Dispel magic, Fireball, Flame Arrow, Fly, Gust of Wind, Lightning Bolt, MS I, Phantasmal Force, Protection from Normal Missiles, Slow, Tongues, Water breathing, Power Word - Sleep
  • 4- Charm Monster, Dig, Dimension Door, Fear, Fire Charm, Fumble, Hallucinatory terrain, Massmorph, Minor Globe, MS II, Polymorph Other, Polymorph Self, Whisper Blade
  • 5- Airy Water, Animate dead, Cloudkill, Conjure Elemental, Feeblemind, Leomund’s Secret Chest, Telekinesis, teleport, Wall of Force, Wall of Iron, Presper’s Moonbow
  • 6- Control Weather, Disintegrate, Invisible Stalker, Stone to Flesh
  • 7- Limited Wish, Simulacrum, Statue

Items:
  • A pair of well-made, rugged hiking boots, a pair of cotton trousers, a linen tunic, a pair of cotton
  • undergarments, a linsey-woolsey hooded cloak, and flat cap. Also a leather belt with belt pouch and (empty) dagger sheath.
  • A bag of 100 pearls worth 100 gp each
  • A hacksilver armband worth 50 gp that can be easily snapped into 5 sp pieces
  • a silver dagger with a moonstone on its pommel worth 100 gp altogether
  • A quarterstaff
  • A permanent Leomund’s Chest box (3 inches by 2 inches, by 1 inch, no real encumbrance). Once a day you can summon the chest from the Sastral. The Astral chest holds 4’ by 4’ by 2’. No living thing can be placed inside. The chest currently has a map leading from the vault to Seaward and 1,000 gp
  • A +2 dagger
  • Bracers AC 4
  • A +2 cloak of protection
  • A ring of invisibility
  • a +2 ring of protection
  • An elixir of health
  • 3 potions of healing
  • a flask of of perpetual water (if not full when capped the 1 pint flask will full with pure drinking water when capped up to 10 times a day, enough for 2 people or 1 person and one animal)
  • A bowl of gruel (4 times a day can fill with a nourishing, if bland, gruel. Enough to support 1 person even in strenuous activity)
  • An arrow of direction
  • A Manual of Homonculi –if read for a full week the reader can then draw a pint of his own blood (2 hp standard damage) into a bowl, add 4 pearls of 100 gp value (or more) each, then burn the manual and add the ashes to the bowl of blood and pearls. In 10 minutes the mix will produce a homunculus for the reader with +1 hp per die

Books/Letters

  • A letter of introduction to the Elven sage Caladhorn in Cirdan stating that the bearer has the credit deposited by Moco Dreamwood.
  • A book of notes explaining that if someone has awakened in the chamber with no memory they are in Lohr’s secret refuge and they are to take the clothing valuables, and items and make their way to Seaward and book passage to the City of a Thousand Isles and meet with the Many who will restore their memories.
  • A letter to Arch-Witch Geraldine, Mother of Nightmares , from her father, Lohr, approving the education of her son, Lohr’s grandson [Samedhi], in Yashima

Merrin's Journal: Go West: Orc Ruins

This the notes from the continuation session. See the last post for the context of how the Company of the Sword and Scroll got here.

Low Summer 14 [Day 47]
Bill and co is leading the way in this time. The passage descends and twists left, and the path forwarded warded by a door with an Antipathy against evil cast on it. The orcish script and rude symbol warns against passage. Bill opens it and we push through. It goes to another door a short distance on, which is is good repair, despite years and years of neglect. The handle was also strange. Like an L, not the latch locks used elsewhere.

Bill signed himself and pushed into the next room, which filled with the artificial glow of Continuous Light. There was dust, but no cobwebs. A dried fountain with seven layers lay in the center of this room. Bill flicked a coin into the dry bed, and then stiffened and signed himself again. Big Tom took a look around with the gaze shield, and reported an illusory door at the opposite end of our entrance, and two off each. We debated a minute, and elected to ignore it for the moment.

The left and right doors led to a collapsed tunnel. Dismas suspects the right tunnel wasn’t collapsed naturally. Someone intentionally filled it in with magic using Rock to Mud and vice versa. I suspect the same happened on the left also. Might be worth returning to, if we can figure out if it’s wise to clear the way.

We returned to the hidden door, and on opening the illusion fell and we past through and into another room, with some buttons on one wall, like a 4 pointed star with a center. The Soren reported the magic flickered. Center: Black | Up: Red | Down: destroyed | Left: destroyed | Right: destroyed.

The destroyed buttons were hacked out, but as Bill began muttering, Dismas and Soren lit up with discussion of a Skull Mountain teleporter. We thought to decide it was better to not touch any of the buttons, but found we were no longer able to leave this part of the complex blocked by a greenish-blue forcefield. Bill tried to take his halberd to the wall, but gave up when he saw how much cutting he’d have to do to escape. His cleric tried Dispelling the magic, which also failed.

We swept for secret doors, nothing found.

We return to the device. We will be pressing BLACK, RED. There was.. A sort of flash, and we now find ourselves on a narrow stone pathway in a massive shaft that exits into the distant sky high above, and drops down almost a thousand feet to a pool… we’re in the Deep.

In front of us is a door with a sign on it, and behind us was a bronze plaque.

One end of this catwalk, behind us, has a door with a bronze plaque indicating the “Academy of Magic. By invitation only. All others, send notes.” The other had a sign saying “Welcome to the Spa!” Next to the ladder down was an advertisement for a different spa and a note that “ladies are half price every Thursday.” We’re a day off. Shame. We saw a man exit the spa, say hi to us and fly UP and enter some secret door.

Considering our options, we will be taking the ladders down. Time to find Redeemer.
-----
From the door of the Academy a man exited and walked across to the spa with a feathered hat, silks clothing, and great sword of stone. He had waved at us, and I had nodded an acknowledgement, as we began to descend one by one, and then was drawn to engage in conversation. He took initial offense at my ignorance of the weather, and my attempts to apologize was taken easily, and an invitation to tea was extended. Too late I realized to whom I was speaking, and did my best to evade and exit further conversation. When I did, he promised at a later meeting we would have tea.

I had a conversation with Rupert. And I didn’t die. I need another ale.

He asked very peculiar questions, and the way he asked inflicted… weight.
From what I remember:
What is the weather like (outside)?
How are you going out (of the Mountain)? A way to get out of the Mountain?
Do you like tea?
Would you like to have your sins forgiven?
Do you like to sing?

I will need to ponder this matter more.

Once we descended down the ladder, we passed another man, bare chested who totally ignored us.

At the bottom, the shaft widened out, the water stretched out like a small lake in the center, with a little dock, and a village, with many buildings dark. Abandoned or asleep, who can say? What does it matter down here in the dark what time it is above? Though many sure did look abandoned.

Above the Deep’s village itself was a cave, where a set of massive cat-eyes looked out, unblinking, but unmoving. We stayed wary of that creature, heading towards the once source of light.

We froze stiff when a pebble dropped from the shaft and into the water, shattering the silence. As the ripples spread out we released our breathes as slowly as able. We saw a flash of pink-blue light from the center of the lake and moved on after our hearts calmed.

A street ran from the dock through the village, and the road was lit with continuous light rods on 30 foot lightpoles 30 feet apart. Some creature was spotted about 3ft high, wrapped in cloth that hissed at us and ran off into the darkness. The street ran to a lit inn and tavern, and pondering a moment, we stepped into the inviting warmth of The Shadowy Inn.

It was a large structure, but fairly empty. What could fit a hundred or more , was instead a dozen or so people, some humans, a few dwarves, a few … other creatures, one a very thin and old man with snake-like features and odd ears. But all looked to be peaceable. For how empty the place was, it was all in great condition.

The staff were of a darker complexion, the bartender (Armoff) and cook (Athlos) were well muscled, bald and of dark eye. The serving girl was a pretty dark-haired woman named Awnica or Annica. All were related and all in a good mood. And much older than they looked, though I couldn’t tell at the time.

We also saw a harpist playing for the other patrons, who the others recognized as a man we had run into near Timberlake once upon a time. He was wearing all black velvet and a gold collar with large black opals. His name is Llewellyn the Black.

We were greeted warmly and we accepted bread and ale. It was all very good. Once sated, Aunica asked what brings us through, and we stated Redeemer. Armor said no one had asked about Redeemer in more than a century. The second most Holy weapon in the mountain, and what Lowellen christened the “unholy holy sword.” We relayed our story of how we got here, and they relayed the story of how another group had found some scroll in a shipwreck and got teleported into this very tavern three months ago. They had a chuff, as they retold how they died in the darkness at the hands of “stalkers.”

They asked Soren, why he seeks Redeemer. He relayed the story of the old woman with the apples, and explained suspicions of believing it was an Angel. That is a new connection to me. He asked a few more very particular questions. And then he pulled down the great two-hander that hung above and behind the bar counter, and called Soren to step forward completely unarmed and to hold the sword barehanded. Soren did so… and nothing happened that I could see.

Armoff nodded to himself, took the sword back, and announced closing time and the other patrons shuffled out with mild complaints. Once the door swung shut Armoff turned back to us and said Soren had passed the test. He then gave us the following instructions.

The road we took into the village continues on for one mile deeper into the rock and will come to the edge of the City of Light and Shadows. We will have two choices, one to fight the Army of Shadow, the other, the Place of Change. Either will end up with us finding Redeemer. And then Redeemer must find you worthy.

If we accomplish this, we can return and get a free beer from the Shadowy Tavern.

We shuffled out and into the square, and as we prepared to set out… my vision shimmered and nausea swept over as a weightlessness ruled for seconds… we returned to the Teleporter room, as sparks flew from the console. We exited the room as the scholars investigated and declared it broken, so it couldn’t complete its magic to send us. I led the march up the steps to check on the horses. We are resting for the moment, and saw a patrol. Checking the sun, we were in the Mountain for six hours thereabouts. It has been a day.

Dismas, Soren, and Bill came out a little later, reporting the other two passages we hadn’t explored were a collapsed passage and a murderhole for a crossbowman. We are left with a mystery to ponder, what else is buried in this place, beyond those filled in passages?

I found a green brass key with “#3” stamped on it, in the center of my bedroll when setting up for the night. How did this get here? I cannot explain how, but I feel Rupert gave it to me. Why? What does this open?

Low Summer 15 [Day 48]
We searched the rest of the city today. The scholars commented the construction is hobgoblin, but we were told the ruins last belonged to the orcs. The construction below makes me think it’s changed hands many times.

We first search the great tombs of the fallen shamans and war chiefs. There were 9 of each, and Bill quickly determined all were trapped. One of the warchiefs was an orcish overking from the dried crushed blood, but the thieves got to work disarming, and then looking inside. Took us a while, but before long we found a nice haul of gold and magic items.

As we tombs’ haul up and out I consulted the Fence, and came to an idea. Spying a set of larger burned ruins, I requested the Fence to inform me of any wealth below… and before long it alerted of a buried hoard where we pulled up a tremendous pile of silver. We set to digging.

Low Summer 17
There were 250,000 pieces buried below and a set of notes pointing to a manual elsewhere in the ruins, which we retrieved. The book was a manual for the creation of a silver golem. We marveled at it for a while, then returned to shoveling silver pieces. This took of two whole days to excavate the entire hoard and to track down the manual.

Low Summer 24 [Day 57]
We’ve returned to Rosewood. While we were trekking I’ve had another idea, but I think we have earned some restful downtime, for at least a little bit. Once Molly and Gnelvin have had some time to relax, I’ve an idea.

[//end Orc City Ruins Adventure]
Rewards:
Magic Items:
  • +1 scimitar of wounding (Merrin)
  • Eyepatch of Daylight (Bill)
  • Enchanted Selkie cloak, double effects for Selkie (Merrin)
  • Gaming Cube, d6 +50% of winning games of chance (Dismas)
  • Boots of striding and stringing (Bill)
  • Eye of Opening the Way (crystal Eye) (Soren)
  • Gem of True Seeing (Dismas)
  • Manual of Silver Golem (Bill)
  • Rug of Welcome (Merrin)
  • Wings of Flying (Soren)

[25750 per PC, 12875 per Henchman]
[5200gp per PC, 2600 per Henchman ½ share]

Tuesday, January 27, 2026

Merrin's Journal: Go West: Into the Triarchy

Blossoms 23 [Day 1]

After traveling down to the Storm Keep and selecting our rewards, we gathered in a local tavern to discuss our options.  My Wish itched at me to go at the Green and Black Pool, but Dismas looked queasy when it was suggested.  Instead we considered going south… But the regions to the south were rumored to be in a state of war.  


After some deliberation, we decided to ride west into the Triarchy, following some rumors that the men determined to be reliable, and news of the Dread Lord’s defeat (the birds themselves are singing of victory in the west!)  I joked, I could step out there myself, and ask around, but aside from a few chuffs no takers.  


We purchased provisions for the journey, and staged supplies to head out immediately.  We leave just after breakfast.  We estimate 25 days travel, with the wagon.  Dismas didn’t want to go without it.


The weather is good this morning, a good start to a long journey.


Blossoms  28 [Day 5]

We have finished crossing the rivers today.  Intermittent storms and gusting wind made us happy to have the wagon to warm and dry in from time to time.  We passed near the castle at the White River ford, and we were reminded of the fall of the Red Maiden.  It’s said nothing grows where she fell.


Planting 5 [Day 10]

We passed by the Abbey of the Rill.  Quite an impressive monastery.  I’ve never seen architecture like it.


Planting 10 [Day 15]

We’re just outside of Esber, and we encountered the Martainese Ingrid, astride a horse with her conroi.  If I may, she was quite the beauty.  She hailed and asked us about the road, and Soren answered it was quiet and explained our path of travel.  She referenced having friends in the Triarchy, and returned to her patrol.



Planting 11 [Day 16]

We’ve arrived in Esber.  They have begun taking the hoardings off the wall.  First time in my … several generations.  I pray they can keep them off for a good while.  The druids have done good work.


The Martainese has reportedly moved many forces of Good into the Briars, elves and gnomes, and the prickly wilderness is now a bounty of good food and flowers.  I wish I could see it.  And the road will be improved all the way up to the mountain.  Now that will be a sight to see one day.  Even mithril dwarves from Kuzdun around, to supervise that construction!


Planting 12 [Day 17]

Everyone reported in the next morning, a little hung over perhaps, but ready for the road.  


We passed through Oldbridge.  Rumors flew about when we stopped to water the horses, that the Archwizard Orion had long been dead, and that his old friend Dante and his son had been taking his place pretending to be the old wizard, intending to deceive Pathin.  The scholars discussed that illusions and other magics were in use to pull it off, the Baron of Copperhill was in on it, and many of the orcs in the Stonehills were a part of one great spy network reaching west.  


Quite a feat.  


Planting 13 [Day 18]

Almost to Wyvern keep, overhead we saw a man in blue platemail riding a hypogriff.  Didn’t expect I’d see Heroh Hoth, the Guardian of the Graywall today.  Marl said he normally stays south of Freetown.  Rumor says the Red Maiden, when she lived, fled in his presence.  


We can see from our camp the staking has begun for the Tourney season.  Alas, we will be missing it this year.  


Planting 14 [Day 19]

We woke early and led our convoy to town, and hitched up for the Easter services in the Keep’s town.  Afterwards, we settled in for the day to rest before we pushed into the stone hills.  We’ve already drawn up lists for equipment we’d projected to need, and would be able to purchase them in the morning with ease.  


When we went to the inn to reserve a night we were recognized immediately, and found our own money no good.  The room was ours, as compensation for our services during the siege.  And we found no trouble with the ale or food, as other locals chipped in too.  Lauded as heroes for our part, however small.  


It’s just a little too much for me.


Planting 15 [Day 20]

We thanked our host well when we left in the morning, and purchased our supplies and got them loaded and departed west.  Yesterday I had eyed curls of ivory flanking the road, but as we came up to them we could see what they were in full.  Huge mammoth tusks, sunk into living rock a mile from the Keep.  We have entered County Burn, ruled over by the Lady Bridget.


Planting 17 [Day 22]

We were encountered by a patrol of Lady Bridgett’s men before sunset.  One stepped right into our path, wearing hide and with a composite that was nocked, but his other hand was well away.  Armed with a Keshi knife and sword.  He challenged us with where we were going.  Soren answered, and then we were asked if we would submit to a check of alignment by their cleric.  We agreed… and then 12 more men emerged from the brush around us.  I kick myself for not having noted them.


The cleric found nothing amiss.  He commented of a general curse upon some of us.  Not oppressive, just detectable.  


Satisfied, the patrol leader then pointed us to a campsite nestled in a T where the road splits off towards Duhkinnik.  We saw a skyship pushing north as we were unhitching the horses.  Not an oar or sail among them.  


Planting 20 [Day 25]

We reached the far end of County Burn today, marked like the east end.  The road was the finest I’ve ever seen, and finer than Dismas’ dwarf, Abraham has seen also.  Gave him a little concern.  The road traveled south-southwest, and seeing nothing else we followed.  Brand new, with not a spot on it.  A month old, maybe?  What could make work as fine as a dwarf?


Planting 23 [Day 28]

Today we encountered an Western Oliphant.  It was in the shape of an elephant, but only about 8ft tall, and with a forked trunk.  It called out and asked for the conditions of the road.  So strange a sight I had turned in my saddle to look in bewilderment at Soren.  Fortunately our scholars recognized it.


He passed a half warning, that the dwarves may be coming, and continued on with a salute.  Strangest creature I think I’ve met so far.

(like this, but without the space gun)


Planting 25 [Day 30]

The mystery of the road has been solved.  A Triarch road crew consisting of antmen from a distant land were working at what appeared to us to be a furious rate.  These antmen were like centaurs, with their forelimbs raised like hands.  The ant-foreman was the size of a mastiff, and flanked by two bull-sized.  The remaining force were the size of ponies.  These antmen were from Shar Murche, and are citizens of the Triarchy.  The antmen were paying their part to the great project with work for the infrastructure, not least of which is the roadwork before us.  Past them ahead was a bare dirt track, only cut by the wheels of carts.


They were accompanied by three humans on horseback and one sitting at a table.  One horseman approached us, and conversed, welcoming us.  It appears they are in great need of settlers to come now, of which the antmen are just one set.


Abraham has heard of the them, and it appears the dwarves and antmen are allies in a distant land.  


Planting 26 [Day 31]

We encountered a river ford near sunset, and it appeared the antmen had already staged materials to build the bridge, piled wide and high waiting for them to come through.  Even markings for a little keep to control the crossing.


We crossed before the sun kissed the horizon.  The water came to our knees on horseback.  On the far side,  the signage said Riverkeep was SSW, Rosewood WNW, and the turnoff to Silvertower is WNW.  We will decide where to go in the morning.  


Planting 27 [Day 32]

It's a little after breakfast, and we can see a column of cloud coming this way.  We are mounting up, but staying off the way.  It’s coming here much faster than I would expect anything to be able.


It was a dwarven steel wagon, under the flag of Khuzdun, moving under its own power.  It turned in the direction of Rosewood, and we elected to follow.  


Low Summer 5 [Day 38]

We’ve passed a number of other antmen on the road, going in both directions.  A turnoff went to Shar Murche to the SW, and after that we saw a little less.  


We’ve come across a rise that gave us a view of Rosewood still some miles distant.  You can’t miss it, shining a vibrant rose red.  I wonder how they achieved that color.


39 Low Summer 6 [Day 39]

We’ve reached the city of the Serene Mage, Owen.  


The patrolmen leaving the city wear a rose symbol, fastened to either their armor or cloaks.  

The walls of this city are massive, reaching far, far above our head and casting long shadows even at midmorning made of stone and colored dusty red.  The timber frames inside the city were also made of wood colored rose red also, vanished and shining.


The city itself looks like it could hold tens of thousands… but is largely empty.  Not abandoned, just… not yet occupied.  Few towers reached the sky.


We were drawn to the largest structure, aside from the Rosewood Tower itself, the Red Rose Inn and Tavern in the SE corner.  It had its own tower of wood that spun to the sky, above even the walls, where for an arm and a leg you could stay the night.  

From a copper piece to 

1 gp for 3 meals from the menu and the horses are cared for to 

10 gp per person to stay in the tower with the menu and the alcohol is mostly covered.

For dignitaries, and the like I imagine.  The space for people and horses was just massive.  The innkeep himself was strange, vaguely elf-like, but glowed when stepping through shadows.  We learned he was given a patent to the inn, and until rescinded or passed on, there would be no other tavern or inn needed in the area controlled by Rosewood.  A vast swath of territory, in land alone, that boggles.  


We rented inns and stable spots for the horses, and washed off the road dust, and settled in to enjoy the night in this city.  


Low Summer 7 [Day 40] [Pentecost]

We stirred for the Pentecost service, and watched a Skyship dock at a secondary spire on the tavern and unload foodstuffs.


We hung around for a little bit watching the orc work crews, and enjoying the warm sun and gentle breeze, when Dismas called out to serjeant Sandor who turned in complete surprise.  He and his men have taken their wealth to settle around the Riverkeep, and was picking up some stuff delivered by the daily ship.  


They turned out to have a story, and had gotten settled in just two weeks before the fall of the Dreadlord, and he and his men had been apart of the militia at Riverkeep, and didn’t have to face any fighting.  And he and his men have integrated into the local guard, and he even got to preserve his rank.  


We asked after some rumors and he had a lot to hand.  Apparently quiet around Riverkeep itself, but it’s a crossroads to other places with it in spades, to the SE.  Rumors of the last of the great dragons killed, and offered a map into the three passes of the black mountains: Eagle Valley, Dell of the Mad Mage, High Morath.  A ton of stuff rumored, from renegade orcs, to other humanoids, to bandits, to a golem with the mind of the mage who built it, trying to acquire immortality.  


We also listened in for local rumors to the city itself, and that gave us additional details:

  1. The flash of light sometimes seen from Rosewood keep is the Serene Mage returning from Heaven.  He lives in heaven, has a wife that is an angel, and just comes here to fight the good fight.

  2. The antpeople are trying to get a queen to come (currently queenless).  Hoping it would become the equivalent of a lord, and become a true county.

  3. The Silver Duke isn’t really a human, but is a silver dragon, that is perfectly loyal to the Triarchs, such that he doesn’t admit he’s a dragon.

  4. Seeker and Eressarn with the villages Yandreel and Farhalt is actually the only Triarch and the other two are just his henchmen.  

  5. Brightstar is actually the Red Maiden, and is so powerful because she wasn’t killed, she was mind controlled with a charm spell, and when she breaks that mind control, she’ll turn all the Triarchs into monsters and rule the west.

  6. Pathin faked his death and retreated into the Bramblewood where he’s rebuilding his power and will return with a mighty army of the dead again.

  7. The monks at the Monastery of the Excellent Way are to protect against the Horse Keshi, because the Horse Keshi are going to come and destroy the Triarchy for intruding upon their domain.

Evidently the Great Khan is mad the Triarchs built their kingdom here without permission.  Not our problem, and I don’t think the Triarch’s, really.  


Once we saw Sandor off, we returned to thinking of where we should depart.  We spotted two sets of ruins and considered riding into the Bramblewood also.  But… we decide to go investigate the orc ruins to the northwest.  The scholars knew some history of it, that the Horse Keshi had destroyed it a century ago, and avoided by them because of the many orcs buried there.  And more than that, it’s unclaimed by any faction that we know of.  We will depart in the morning, it’s approximately 5 days away.  

Low Summer 10 [Day 43]

We had an encounter with 16 ogres who came charging at us from a great distance away.  Hailed on them with missiles, and then Soren’s men used a spell that slowed their leaders and exploded.  They broke quickly, and we chased down their leaders.  We searched around briefly, and determined they were likely wanderers.  A few hours later we reached the Monastery of the Excellent Way.


Low Summer 13 [Day 46]

We have finally come up on the city, and surveyed it.  We plan to rest up and prepare for our exploration in the morning.  


Low Summer 14 [Day 47]

We plan to enter into the ruins cautiously.  Nothing ever remains empty for long out here.  We figure there are buildings for 50,000 people.  A massive complex of buildings and people.  Searching it all by hand would be tedious and hard.  I’ve an idea in that direction…

-----

We were not quite cautious enough, but fortunate.  I had ghosted ahead of the party with my cloak up, and was keeping an eye out, but didn’t see our attacker.  It launched an illusory intellect devourer at us, that appeared to go after our brownie, and rip into him as we tried to hack it to death.  And Dismas at one point in that fight until the cleric’s spell went off took a swing at Bill, missing fortunately.  We then heard a woman’s voice from no single source, threaten to kill Dismas with the point of his own sword, if we didn’t fork over 10,000 goldpieces.  


Bill thinking fast, raised the chime of opening and rang it.  At the same time, Dismas dropped the sword quickly, assuring he was released from whatever magics had chained him.  


Behind a chunk of wall that opened, was from the waist up a beautiful woman, and from there down was the body of a badger.  The creature screamed at being revealed, and set itself to fight.


Dismas threw one of his darts and did wicked damage, and I deployed the Winged Elf figurine and pointed to the creature and the iron cobra leapt from Molly’s pack, slithered up and bit into it.  The lamia collapsed then and there.  


We cautiously entered it’s lair and found a number of items we could tell were magical immediately.  We are resting and tallying our findings.  There’s even a carpet of flying among these items, and behind it a way down further.  Dismas used Identify and set about to assessing the magic items recovered.


Soren is shaking for some reason.  Cursed scroll of some type.

=====

[Session 1 Rewards]

  • 100xp for making Rick laugh

Treasure so far:

  • Copper statuette 400gp value

  • 12 silver armbands 100gp each, in 5 gp segments (is a Keshi thing) = 1200gp value

  • Crystal coffer worth 5k goldpieces, inside: 100pp == 5000 + 500 = 5500gp value

  • Matching iron crown and scepter 5k each: as set, worth 12000gp value

  • Rolled up rug (magic): Rug of Welcome, maxed size carpet of flying.  Can smother people, make a bridge, etc.  Can turn into handkerchief and fit in a pocket.

  • Scrollcase and scroll: Cursed oswit scroll (RESISTED: a good thing too, this thing is like a nuke of hungry rats).  100gp ivoryscroll case, and blank piece of scroll-ready vellum

  • Leather cloak (magic): Cloak of flying

No divisions this session, as we are still out in the bush!

=====
The feigned encounter with a far more deadly creature than we realized was quite a surprise. But by good fortune we avoided either a serious financial setback or dead PC. However the day is not over, and there is much more to come! 

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]