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.
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.
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