3rd Frostflower
(Note: there is a dating conflict here, with other play reports you might find. I was cited dates in late Casking for our last adventures, and in one of Rick’s reports, he cites the siege beginning in the 4th week of Reaping… I don’t know what to make of this. If you want to take issue with anything, this was more than a year ago. I think we’re maybe around 3rd Frostflower, and the months were just screwed up… but who knows really.)
[After the Ninth Battle of Wyvern Rock]
We had traveled to Wyvern Keep after returning to Seaward’s mainland. Traveling across to Wyvern keep following on some rumors. There we found ourselves caught in the siege laid by the orc king.
The castellan made us apart of a conroi, and assigned us to its defense. During, did little writing during this time, as we considered what we would do if an assault came. Ultimately the enemy was broken, and we were paid for service.
On the way out of town an apple vendor woman appeared to have a vision, and trapped Soren to tell it. Telling of a great sword of power in Riverhearth. We discussed in brief, and then left following it, believing it would be reliable enough.
[A few days later]
We stop briefly in the Haunted Tower to check it hasn’t been messed with, and then carry on. Nothing serious to report. We carried on to the Four Counties.
Arguments had over a few days of what we would be going for. Chasing rumors of magic in the hills is fine, but what of the beavers? Molly after a time regaled tales of a mighty treasure beneath the lake… guarded by the giant beavers. I’d be up to fight them… but the rest of the party is far more hesitant. Another day perhaps.
[Raiding the Short Lord’s Domain]
We followed our tips to an abandoned manor. We were told by the locals this was often a place boys went here on dares and… yeah, it looks like it. Ruined, and there weren’t many threats. But… we certainly found evidence of evil. A huge raven, almost as big as an eagle, alerted us to a large silver trapdoor underneath one of the towers… but according to Bill that was an imp. Other dangers included an animated table, and some giant spiders. Some boys proved more brazen though… there was a pile of the dead around the animated table. We extracted them and carried them back to town for burial.
The map of the place was… a little nonsense. The walls did not align with it’s internal spaces, being far more spacious than this little place had the right to be. Perisanct reported an odd feeling when he stepped inside the kitchen, an uncanny feeling he described.
One of the towers held a trapdoor. It was warded with a Protection spell, but against what we weren’t sure until the end. We cleared the other towers first before opening that, and had lunch and a short discussion first.
Inside, there was a halfling in quite gaudy clothes… and remarkably well preserved. And dozens of glyphs of warding. A truly shocking amount really. In an instant the imp appeared and shouted about the halfling not able to escape him, and claimed… his soul? I think? And then it just… vanished.
There was a considerable number of traps in the space, the entire floor was a pressure plate, and what we suspect were poisoned needles. A few timbers later and that was disarmed.
A decent haul we pulled out, some coin, several magic items. I claimed first, and selected the utility spear for Molly. She was quite thankful for it.
But moreover… we discovered a map. That map points to a sword in Skull Mountain… Redeemer, sisterblade to Whitestaff. A fighter blade. We haven’t decided what to do with it yet… but we have kept it in our consideration. The instructions give us a path through the Deep. Precisely. Bill signed himself again.
There also was something about flying elves, a chimney, voiceless ones, an army of shadows, and the light haters being an alternate route. For the insane.
We collected everything of value--even the door--and left for Riverhearth. We were told a hedge mage in Weston would do business with us, and we stayed a week and got all the items IDed for 500 gold. Bill had first pick, but passed on it.
+3 Utility Spear. (It can transfer it to any sized Spear, or Pike or Lance) (claimed)
Monks Staff. Monks and Assassins can use it. It is a +4 Yawara and it can become a staff. (Bill, to monk henchman)
Rod of Fighters Skill. (It can only be used by fighters or clerics, and it is a +2 Mace, or +1 Flaming Long Sword, or +4 Battle Axe, or a +3 Spear or Lance of any weight. It can turn into a climbing pole up to 50 FT, and if it is planed it can open Doors with a STR of 18 100 (Perisanct)
4 Potions of Extra Healing (Dismas, Soren, Bill, Dismas)
Filter of Persuasiveness (Soren)
Ghast Salve, duration 2 hr +/- 1 hr (Perisanct)
[5gp each, 1250 xp per PC, 625 xp per hench]
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