Friday, April 27, 2018

Session 14


Date: 4//2018
Attending: Jake, Dave, Wes, Joey, Aaron, Justin
Absent: None
Start Time: 7:50 p.m.

In the morning the party huddled and decided it was time for a frontal assault on the village. On Khalo’s suggestion Ostar was sent ahead to scout out the situation. Ostar did not return, and after two hours the party prepped for battle and went to Evershade.

The mercenaries were waiting for them in a large group in front of the village; 16 goblins, 4 humans, and 3 ogres. After a long battle the party triumphed, and headed into the village proper.

What they found was the troll and 2 humans waiting for them. The troll had Ostar firmly in his grasp with his other hand around Ostar’s head.  A few brief words were exchanged, a spell was cast and the troll snapped Ostar’s neck, killing him instantly.

The two groups engaged and Orenthal – having prepared with a see invisibility spell – was able to spot the ogre mage flying around. Khalo summoned a hippogriff to engage the ogre mage. 5 goblins burst out of one of the buildings and peppered the fight with arrows. The party persevered and slew them all.

Going to Ostar’s body Norris confirms that he is dead. Osbert searched the fallen gnome, looking for some indication of what spy organization he belonged to. On the heel of his foot Osbert finds a tattoo. It is the number 50 written in gnomish script.

End of Session
650 XP; 100 to Wes for blogging

Soromir's Journal - Entry 11

Death and loss are not new to me. As a former slave, its just a part of life and you learn not to become too attached to anything or anyone. The same was for me with Ostar. I enjoyed his company and he was of great help with our journey to date. He's in the ground now.

It has to be a defense mechanism, but with situations like these, I can make myself go numb and clinical. I will try to do what I can to carry on his mission and get the messages conveyed that need to be conveyed.

Now, moving back to slavery, Mola seems to be an interesting sort. He's a former fighting slave from Jethu. I was a salve from Jethu too but not a fighting kind - more run of the mill farming/all-around bitch boy. Mola can hit too. Holy hell, can he hit. And he's got the prowess to attack twice in a single action. That's impressive and something I want to become proficient in desperately.

I'm still weighing the pros and cons of having Norris in combat. He's gotten lucky of late with some of his attacks actually connecting, but he needs to be in the rear. He's our bandaid. Anything goes after Norris, I'm going to get in its way.

Session 13

Date: 4/8/2018
Attending: Jake, Dave, Wes, Joey, Aaron, Justin
Absent: None
Start Time: 7:40 p.m.

The party pow-wows on the best way to liberate Evershade, and decide to try and lure small groups of the mercenaries out and whittle their numbers down.

They stage an ambush on the road and send Jace to the village as bait. Their plan works well. Jace causes a ruckus and 5 goblins, 1 human, and 1 ogre are sent to investigate. They fall into the party’s trap and are dispatched after a quick bloody fight.

Our heroes pull off the road into the woods and set up camp with watches to recover from their first ambush. About halfway through their rest an exploratory group of mercs, looking for what happened to the first patrol, stumbles onto the party’s camp. A battle ensues – 4 goblins, 3 humans, and 2 ogres. Our heroes are victorious but wounded, and one of the human mercenaries surrenders on the terms that he will be released with his gear. The party adds the provision that he not return to Evershade and answer questions and the bargain is struck.

The mercenary reveals that they were all recruited about 3 weeks ago and were told to simply hold the town. The leader is an ogre mage named Lei Wu and he heard that they were “running interference for the shaman.” They let him go and rest again through the day and the night undisturbed.

End of Session
500 XP; 100 to Wes, 75 Joey, for blogging

No Session 4/1/18

We did not meet to play in observance of Easter Sunday.

Tuesday, April 24, 2018

Khalo's Journal: Mome Rath, Malo, and New Discoveries

After the battle, we stayed in Evershade for a couple of days. There were tasks to be done. Osbert handled the burial of Ostar, Orenthal interviewed the proprietor of the town's inn, to learn about the establishment's unseemly dwarven origins, and Soromir and Jace made the acquaintance of Herm, a man in town with the knowledge and skill to enchant weapons. The group as a whole met Malo, a dairy farmer. I was struck by the level of interest Somomir, Orenthal, and Jace took in Malo's physique, so much so that  I now feel badly for having discouraged their efforts to sex the innkeepers back in Riverwood. Perhaps were they not so frustrated, they would not be inclined to express homoerotic feelings towards this man who has already been through a stressful situation. In any event, Malo offered us room and board at his home, since the inn, having late been a hostage holding area, was presently in disrepair.

Malo's hospitality allowed me to waste no time in the memorization of an Animal Messenger spell, which I used to summon a snow bunting. The songbird carries a note, written by Jace, to our captain, letting him know we are alive and still about the task of restoring the purity of the water in the river so that we may at last be on our way.

With that business completed, I decided it was time to summon a new companion, and have summoned the great Mome Rath, a dire badger of some five feet in length and four hundred pounds, to travel at my side. Mome Rath is furry, and warm, and grumpy, and in many ways we are much alike. Orenthal has also called a raven to his side, which is called Icarus, and possesses speech capabilities almost as articulate as my own. His devotion to Orenthal is complete, which is admirable. I do not think I will ask such fealty of Mome Rath, for indeed I am not convinced that he is not the superior being. Instead, I will hope to earn his trust, and likewise do my best to offer the best of myself to him freely.

After a couple of days of rest and recovery, we set out in search of this shaman who our investigation has indicated is the fouler of the water. Malo elected to accompany us, and we are grateful, for he seems to be quite the warrior. Upon this point, I stopped to reflect on the changes our retinue has undergone in these last few weeks. Ular, Ostar, and Blaine have all met their ends. Jerek is long departed, and Old Jarl, while he will remain a friend if I can keep him so, will not be a future part of our adventures, particularly once we get to Lemia. Osbert, Soromir, Jace, Orenthal, and Norris remain in addition to myself, and now we have added Icarus and Mome Rath, and though perhaps only for a short time, Malo. There is scarce time to get used to the way things are before they change.

On the third day of our journey, we found the above ground source of the river, and followed the water's trajectory underground for a spell. Then, Mome Rath, with his superior sense of smell, unearthed a hatch, leading to a ladder with more to explore below. I pause to write this as we are set to delve beneath the earth to learn more, but can tarry no longer.

Entry concluded.

Friday, April 20, 2018

Soromir's Journal - Entry 10

To the extent that I know how to mourn, I am in mourning. I really enjoyed Ostar's company and conversation. Though his allegiances were more firm than mine, I found no issue in that. He was an able fighter and rogue. I admired his dexterity and deftness. However, when it is your time, it is your time. Regardless of the fates and regardless of task, trolls are now a sworn enemy of mine and I will kill any I come across.

The urgency of conveying Ostar's message to Black Tom in Lemmia is apparent now. The events of the past week have made that clear. And with Ostar's passing, I feel that this torch passes to me. If Ostar's character and prowess are indicative of the general ilk of Ostar's group "Ichan", I should consider aligning myself with them. We'll see what the prospects are once we make it to Lemmia.

Regarding Ostar's remains: I am not a particularly religious or even spiritual person. However, some kind words from Osbert would be welcomed. I think Ostar would like to be buried where he worked - in the field. He understood the nature of his tasks. He also understood that nothing to unduly burden the delivery of the message to Black Tom.

Once in Lemmia, I will try to get word back to Gnomewood in some fashion that Blackbriar has returned.

To the extent I can call someone a friend, Ostar was a friend. He didn't go quietly into the night and I admire that.

Monday, April 16, 2018

Khalo's Journal: Liberation of Evershade


We sent Ostar ahead to scout the sentry situation between the road and Evershade. I made the initial suggestion. Had I not, I think it is likely that someone else would have, but still, I will carry this on my conscience, and will think of Ostar from time to time, hopefully before I suggest a similar course of action.

But Ostar was captured, and the villians made good on their threats to murder him if we did not abandon our efforts to deliver Evershade from their imposed and unwelcome rule. For our part, we dispatched a good many of them, including another troll, several ogres and men, and one ogre with the ability to cast spells. He took up his strategic position in the air, but once again, I called upon a trusty hippogriff to engage him in combat. The magical flying steed prevailed, as did we, with only a few remaining goblins and men left to flee. I have paused to record this entry prior to conducting a thorough investigation, but I presume that Evershade is now free to return to it's status quo.

I understand there to be an enchanter of goods here, and hopefully also an armor smith who would be willing to help me fashion the thick hide of this troll into a useful protective suit.

Herein, I would also like to record a reminder to myself - when I am able to rememorize spells, I should obtain an animal messenger to deliver a note to our ship captain, so that he knows we are alive and continuing to work on the fresh water problem. I will aim to have Osbert or Jace assist me with the note, as they are both charismatic and articulate individuals. I do not wish to accidentally offend our ride to Lemia, which, I must state again, is still our intended destination.

Finally, having notched another significant combat under my belt, I feel I am growing and developing more skill as a fighter and a team player. Having long been absent an animal companion following the passing of Daisy, I believe I am now ready to recruit a new beast to journey at my side. This time, as the animal's friendship is not bound by familiar ties, I shall endeavor to find one more suited to my personality.

Entry concluded.

Monday, April 9, 2018

Soromir's Journal - Entry 9

So far the strategy of drawing out the group holding Evershade seems to be working. I was impressed with how well it went, frankly. That being said, and I don't know if anyone else in the party noticed this, but I am leary of what lies ahead. My general silence during the combat was because of this. I am very focused on the task at hand and don't have the patience right now for small talk.

The revelation by the mercenary that there is an Ogre Mage to contend with immediately and a Shaman to handle later is also troubling. We have dispatched approximately half of the group holding the town. Dispatching the other half will prove more problematic, especially with the Ogre Mage. This worries me. I do not know if we are ready for an Ogre Mage.

We learned that the water contamination is being caused by this Shaman. Orrenthal suggested we intercept the Shaman first. I think this may be the most prudent course of action if for the only reason that it would solve the water issue. We do not know what kind of reinforcements the Shaman will have though. Nor do we know the origins of the Shaman (Ogre, Human, etc.). This is fog of war I guess.

Right now I am of the mind to pursue the Shaman and handle the remainder in Evershade on the way back. This does put the residents of Evershade at some risk but our mission isn't Evershade, our mission is the water. I like the idea of visiting Herm to get some stuff enchanted but there will be other enchanters on our journey....

This brings up another idea. We could use the residents of Evershade as reinforcements. If Herm is able to enchant items, he might have some skill in casting. I'm also sure there are people capable of holding their own for a while in a fight (especially if the residents of Evershade are as hardy as the people of Riverwood). The variable here would be finding the people of Evershade and they being willing to fight.

This doesn't change my original thinking in line with Orrenthal's but its something to consider.

Regardless of the decision, we have another, larger fight coming. The party members need to have their tactics in order.

Saturday, April 7, 2018

Khalo's Journal: It's Only Going to Get Colder

I am sworn to keep the location of my enclave a secret, and therefore dare not to write it down even in the journal I keep for myself, lest it be stolen from me. However, I am not giving anything away by writing that I grew up in a land further south from here. Indeed, MOST places in this realm are south of Jethu, including Lemia, our eventual intended destination.

I have known the cold, but where I come from, it does not arrive so soon. Furthermore, this cold is more akin to the winters I have experienced, and yet it is only fall, which leads me to believe more, and worse, is yet to come.

But I am a druid, and druids prepare for the weather. I took note when Old Jarl said that the Forbidden Isles enjoyed unusually warm weather due to the volcanic activity in the region, so when we prepared to leave that area, I took it upon myself to procure survival gear for a more frigid climate. Perhaps it was a mistake to think that the others would be so attentive to such details. Maybe the fact of Lemia being farther south than Jethu led them to the conclusion that they could provision later, but this is a dangerous assumption.

It was only a couple of days following our arrival in Riverwood when the snow began to fall. Fortunately, Norris was able to magically protect the party from the worst of the weather, but it severely depleted his spells. On the second night, the cold was so acute that we were forced to retreat back to the town so that the others could purchase appropriate gear. More's to my fortune that I already had what I required, since the general store clerk was a vile dwarf.

And so we left Riverwood once again (but not without Orenthal and Soromir starting a fracas with the mayor, which is a conflict that I hope fizzles out) in the direction of Evershade. Before we could reach the town, however, we encountered a wounded man, and learned he served at the behest of the Witches of Jethu. We exchanged information - we gave him intelligence about the redcaps in the area, and he let us know that Evershade was being held hostage by more of the types we fought along the way here - trolls, ogres, goblins, and some ne'er do well men. It seems engaging these villains may be important to decontaminating the river, although I do not yet fully understand the connection that the others suspect. Perhaps I will later. In the meantime, we prepare.

Entry concluded.

Thursday, April 5, 2018

Soromir's Journal - Entry 8

The odds of taking Evershade do not appear to be in our favor. Based on what the Agent of the Witches of Jethu told us, the town and townspeople appear to be intact though. This may be an advantage to us if we can plan it out. I would imagine some of the captured would be willing to assist us in the fight. This is their village, afterall.

The interaction with the Agent was interesting. I've never encountered a secret agent before but he was obviously formiddable. He made it through the village alive, though he required some healing. He was loaded with magic stuff. And he was rescued by a giant eagle. That was bitchin'. I gotta think that now that the witches know the redcaps are in Jethu (which apparently they shouldn't be) and given that we saved that agent's life, that has to buy us some credibility and possibly assistance from the Witches. I'm sure Osbert will have some problem with that, but whatever. The saying "there are no atheists in a foxhole" has a parallel - when you're about to die, alignment of the person rendering aid doesn't matter.

My affinity for taking tokens from felled combatants may have a place here, if we are planning on taking the village. I have to get the head back from Orrenthal though. If he's butchered it in his studies, that may be even better. I know that fear works on the goblins, and it will probably work on the humans too. I'm not sure about the trolls and the ogres though.

To me it seems the best course of action is to draw the group holding Evershade out in manageable groups. We should also try to get some intelligence on where the townspeople are being held. The more distractions, the better.

In closing - if you can't give them hell, give them (a) head.

Wednesday, April 4, 2018

Session 12


Date: 3/25/2018
Attending: Jake, Dave, Wes, Joey, Aaron, Justin
Absent: None
Start Time: 7:26 p.m.

Picking up immediately after the fight, the party loots the bodies while Soromir beheads the human in blacked armor. The party backtracks to the side trail, and follows it about a 1/3 of a mile before making camp in the early afternoon.  Spells are depleted and wounds need to be healed, so they hunker down for the rest of the day and the entire night.

The temperature continues to drop, and snow continues to fall. One of the water skins pops when it freezes solid. Norris passes out endure elements spells which gets the party through the night. A few hours after sunset, a pack of 10 wolves attacks the camp. The party fights them off and returns to resting.

In the morning, as Norris’ spells wear off, the party has a quick huddle and decides that they are not prepared for cold weather traveling. They choose to head back to Riverwood for supplies. They return to the road and retrace their steps east, arriving at the village close to midnight.

Pounding on the door of the Pine Bough Inn, Elsa lets them in. They note that she is armed with a heavy crossbow as is her sister – they are the inn’s only protection. Orenthal is curious about what is in his opinion a lack of security for the village. The party turns in for the night.

Khalo gets up and leaves to examine the tree in the center of town (a large but otherwise unremarkable yew tree). Soromir swings by the smithy and speaks with Lodo the town smith. He finds out that in Evershade is a man named Old Herm who can enchant weapons for a price. Orenthal quizzes Elsa on several matters, generally being dissatisfied with her answers. The whole party winds up at the general store which is run by a dwarf named Nels. Khalo refuses to go in because the proprietor is a dwarf, but the rest of the team gears up for a winter journey.

After a quick pow-wow the group decides to head back to the bridge area. Orenthal asked Elsa to sketch out a rough map of the immediate region, and they head out of town. On the way the Mayor, ever talkative half-orc Meridoc, stops to say hi and Orenthal tries to question him about village security. Frustrated with Meridoc’s personality Orenthal casts a spell on him which the half-orc resists. Angered by being targeted by magic, Meridoc calls out an alarm and various villagers come out to see what is happening. Jace is able to calm the crowd, and the party beats a hasty retreat for the road.

Taking a day’s journey to return to the bridge, the party decides to press on for Evershade and investigate what is happening there. As they cross the bridge, Osbert see a vision of a femine figure made of water rising from the river and struggling with chains that bind her. It is over in a blink, and the rest of the group does not see the same vision. Jace casts detect magic on the water, and sees that there is a faint magical aura at work on the water.

The party presses onward to the north side of the river. The road continues. Half a mile down it they hear a weak voice cry out for help. Orenthal cast light on a copper piece and flings it on the side of the road. He demands whoever it is come out and pick up the coin so they can be seen.

A grievously wounded figure crawls into the light on its belly, using one arm, leaving a bloody trail behind it. It is a human man, dressed for traveling. Osbert lays on hands while Orenthal casts detect magic on him. The figure notices and tells Orenthal to “take a long look.” Much of his gear is magical.

The traveler says his name is Barath, and that Evershade has been captured by goblins, ogres, and warriors. He claims to have been attacked by the same as he escaped and fled into the woods. They party begins interrogating him, asking him where he was from, what his business was, etc…  Barath gives vague answers and seems irritated by the questions, although grateful for the healing. He tells them that there are 30 goblins, 8 ogres, 8 human warriors, and 1 troll holding Evershade. He doesn’t think any of them are spell casters.

The party asks if he has seen and redcaps, and – while knowing what recaps are – he seems confused by the questions and redcaps do not enter the area. They in turn tell him that they saw a redcap s few days ago, spying on them while they camped in the woods. Barath immediately reacts, stepping back to put a little distance between he and the party and pulling out a round crystal orb. Ostar hisses, and tells the group that the orb is an Eye of Jethu and that it identifies Barath as an agent of the Witches of Jethu. Barath communicates through the orb, and tells the party that the Witches and the redcaps have an understanding, and if a redcap is in the area that understanding is broken. He was sent to investigate the poisoned river, but this new information takes priority. He hopes that the party is able to free Evershade and resolve the river poisoning. Before further discussion can be had a giant eagle swoops down and carries him off – a ride he was expecting. The party resolves to carry on to Evershade.

End of Session
350 XP; 75 to Wes, Joey, and Justin for blogging

Session 11


Date: 3/18/2018
Attending: Jake, Dave, Wes, Joey, Aaron, Justin
Absent: None
Start Time: 8:00 p.m.

The session began with initiative, having ended session 10 with a confrontation with a troll and his accompanying 6 goblins. The party defeated the monsters, but found the troll to be a difficult threat. After the fight they decided to camp to heal and re-memorize. Moving away from the road into the woods about 600 feet they set up camp, even though it was only 1 in the afternoon.

The troll they killed was wearing a crude necklace with a symbol marked on a flat wooden disk. Around the camp fire Osbert examines it and is certain that it is a simple depiction of the Throne of the God King, a symbol he saw in a religious survey book during training. It is a high-backed chair with a crown above it, and has cult relevance for those who revere the God King of the Giants.

Khalo warns them that the weather is going to turn, and sure enough it starts sleeting, then snowing. Osbert, Orenthal, and Soromir are able to construct a crude but servicale lean-to. Norris cast a spell on each member that keeps the cold from being too uncomfortable.

They camp through the rest of the day and the entire night, resolving to press forward in the morning. While on watch in the night, Orenthal catches a redcap observing from the trees. It disappears once it is spotted. Orenthal wakes Osbert, and they discuss if any action is needed. They decide to continue watches as normal, passing the info along as each member is woken for watch.

In the morning the party discusses the redcap visit. Orenthal is convinced that this means the Tainted Ones are behind the poisoning of the river. Norris is fatalistically depressed, convinced that this means that they are doomed to die for witnessing the conversation in the caverns on Demos. Ostar and Soromir are instead curious, feeling that id the redcap (or for that matter Blackbriar) wished them harm ample opportunity was present.

They return to the road and continue heading west. Sometime after lunch they see the bridge up ahead, presumably the bridge that leads to Evershade. They also note an old path that branches off of the road to the south but choose to keep going to the bridge.  As they close the distance a group of 6 goblins, 3 ogres, and a single figure dressed in all black appears to be loitering in front of the bridge.  Sensing the coming fight, the party quietly cast prep spells as they approached. They opened with a question, but the figure in black simply said “Kill them” and the fight was on. It was a long brutal battle, but our heroes prevailed – but not before Osbert was bull rushed into the river by an ogre. Khalo summoned a porpoise and they were able to retrieve the party paladin from the tainted river.

End of Session
500 XP; 75 to Wes, Joey, and Justin for blogging

Session 10


Date: 3/11/2018
Attending: Jake, Dave, Wes, Joey, Aaron
Absent: Justin - Vacation
Start Time: 8:00 p.m.

Having captured the ship and slain Captain Sharkneck, the party has the crate that was stolen from Captain Swanson brought out of the hold and lowered onto the longboat. They row back to Swanson’s ship and return the goods. After a quick meeting in Swanson’s cabin, the decision is made to head back to Raider’s Retreat for supplies, and then to head out to Lemia as soon as possible. They also ask what the intentions of the three party NPCs are once Lemia is reached. Ostar needs to report in to Black Tom and perhaps report in to a leader of his organization, an older gnome named Osgood. Old Jarl plans to buy his own ship with a small crew with his share of the money they have collected so far on various adventures (which is far more coin than Old Jarl has ever seen or had before). Norris is not sure.

Arriving at Raider’s Rest, Swanson’s crew goes about prepping the ship for the voyage. A lone figure suddenly appears and attacks Soromir. The party quickly slays the assassin who is apparently a member of the Cult of the Serpent. Realizing that someone told the cult that Soromir had sold the cult marked armor, the party immediately assumes it was Big Jemma (who Soromir sold the armor to) and head into town to confront her. She denies ratting the party out, but Soromir – not believing her – uses his abilities to curse her as they leave the shop.

They return to Swanson’s ship and the voyage begins.  After a day or so Swanson tells them that they are being followed. The following ship pulls up alongside Swanson’s – it is Captain Salsbur. He hails Swanson and tells him that Big Jemma has put a price on Soromir’s head. If Swanson hands him over Salsbur will split the reward with him. Instead of dealing Swanson uses an enchanted heavy crossbow to blow a hole in the bow of Salsbur’s ship, and Swanson and the party make good their escape.

They sail uninterrupted for 2 weeks. During that time they study, practice, and repair gear. Soromir tries to be helpful and study the sailor’s art. Osbert takes up wood carving, but each night Khalo uses a woodshape spell to return Osbert’s efforts to their original form.

At the beginning of the third week a large storm rises up and blows them wildly off course.  They finish out the week and put in at Riverwood, a small village at the southern border of Jethu. Lemia is still some weeks journey away, but now they need to reprovision.

As they come into the river to dock at Riverwood, they see that the water is brackish and foul, even though it is running freely. Leaving the ship under the command of Swanson’s first mate Henry Tobit, the party and Swanson head into the village.  It is a small community, with only one inn/tavern – the Pine Bough. They meet a few people: Elsa owns the Pine Bough and her sister Susan is the cook, Meridoc is a half-orc who is the town mayor, and the only general store is run by a dwarf named Nels. The Pine Bough is a pleasant establishment which serves berry schnapps and cider.

Questioning the people they find out that the river has been foul for a month and a half or so. They sent several groups of men west to see what is causing it, and they have not returned. Riverwood has one church – a Regian one, and Osbert stops by to tithe and check in. The Priest, Father Clovisson, is convinced that Osbert’s arrival is the work of Regius, and that the party will set the river aright. Asking around they find that there is much differing speculation on what is causing the river’s pollution. Some think it is the neighboring village of Evershade, which Riverwood has had recent conflict over fishing rights. Some think it is related to the old Temple of Nerull in the woods, which was cleaned out by townspeople a generation ago.

Recognizing that they need fresh water to stock up the ship for the voyage to Lemia, and that Osbert feels an obligation to clean the river, they resolve to investigate on behalf of the village. The next morning the party sets out, following the road that runs west along the river. Shortly after lunch they come upon a troll who steps out of the woods suddenly. Jace tries to speak with the troll but accidently insults him instead (1 on a diplomacy check). The troll orders an attack and 6 goblins rise out of the bushes.

End of Session
XP;  75 to Wes for blogging

Session 9


Date: 3/4/2018
Attending: Jake, Dave, Wes, Joey, Aaron, Justin
Absent: None
Start Time: 7:34 p.m.

Action picks up on the dinghy, the party having calmed Osbert down after his attempt to kill Ostar. Peace is eventually made but Osbert is still uneasy and distrustful of Ostar. Ostar, dying of poison tells Soromir that if he doesn’t make it to deliver his message to Black Tom in Lemia – the giants are readying to march.

The party returns to Raider’s Retreat, and purchase a cure for Ostar’s poisoning. Old Jarl tells them that he has found another captain who could take them to Lemia. They return to the Offkey Shanty and meet with Captain Swanson. Swanson’s cargo, a sealed crate of precious silks, has been stolen by a pirate named Captain Sharkneck. Sharkneck has a hidden cove on the island, and Swanson will take them to the entrance. If they recover the cargo for him he will only charge 500 gp each for the voyage to Lemia. The party agrees.

Swanson takes them to the hidden cove and they take a longboat, rowed by some of Swanson’s crew, into the cove and alongside Sharkneck’s ship. Climbing the anchor chain they attack and defeat Sharkneck and his crew. Sharkneck is slain. One member of his crew, a formidable cannibal tribesman, escapes over the side before the fight ends.

End of Session
??? XP;  to Wes for blogging


Session 8


Date: 2/25/2018
Attending: All present
Absent: None
Start Time: 7:30 pm

The session begins with initiative. A brutal fight ensues with the party victorious but wounded. The chest proves to be an illusion. The group then sends back to the dinghy for Norris, forces him through the tunnel, and rests in the chest room. From there they go back to the room with the body in the robes. Entering the room triggers another undead attack which the party handles. Behind the body a secret door is found. They loot the body and proceed through the door. It leads to a small room where the loot is kept in a chest (real this time). Ostar is poisoned by a trap while opening the chest. Khalo and Norris rest and use magic to delay the effects of the poison, temporarily.

Making a quick assessment (and noting the various magic items in the loot) they search the small room and find another secret door – this one not opened in a very long time. They open it and go in finding another tunnel complex. At Clovis’ insistence they forego exploring the new system and begin making plans to recover the loot and return to Raider’s Retreat.

During the laborious process of hauling themselves and the loot out of the underwater caves, Clovis disappears while travelling through the tunnel. There being no other exits and Ostar being in the tunnel at the same time, they confront him on the dinghy in the cove.

Ostar admits to killing Clovis in the tunnel, saying that he is part of an organization and he has a message that must be delivered in Lemia – his original reason for the voyage. Since their separate shares of the treasure would not be enough to pay Captain Browning’s fee and Clovis is a pirate anyway Ostar did what he did to ensure they can afford the passage.

Osbert draw his sword and goes to kill Ostar “for slaying an innocent man.” The party restrains Osbert.

End of Session
400 XP; 75 to Wes for blogging


Session 7


Date: 2/18/2018
Attending: All present
Absent: None
Start Time: 7:30 p.m.

The party goes to a whore house and spends the night. From there they go about investigating Jerek’s fate and location, sell the ship, and try to find passage to Lemia.

Investigating Jerek gets a similar tale retold. Finally inquiring at the Cracked Flagon they discover that he left Sebastian’s Cove as a crew member of Captain Bear, a notorious pirate who reputably works with and occasionally for dark powers. It seems the hellcat when with him in some manner. Bear runs a bearded skull flag.

They sell the ship they sailed from Demos to a man named Bert who bought it for 1,800 gp. During the exchange Jace gave Bert his real name.

In a tavern named the Off-Key Shanty they find two Captains who are sailing for Lemia. The first is an obvious pirate named Captain Salsbur, who seems interested in their money and their morality. The second appears to be an honest, if cautious, merchant named Captain Browning. He is willing to take them to Lemia when he goes, but Jace bungles the negotiations (1 on Diplomacy check) and the price is 1,100 a person. Nonplussed, the party leaves to discuss how such a large sum can be raised.

Old Jarl reconnects with the group (having been sent to network among his fellow sailors as it were) and tells them there is a sailor (pirate) who is looking to hire men-at-arms for a quick job. They head to yet a third tavern, the Loose Skull, where they meet Clovis.

Clovis had crewed with a pirate captain who was now dead. Clovis knew where said captain had hidden his loot, but needed men to help fight past guards, traps, etc… The party agrees to help. The next morning they set out in a small dinghy.

Clovis takes them to a cliff facing the Cove, and tells them the entrance is underwater. They each take turns diving down and swimming through a dark underwater tunnel about 3 feet in diameter. There are air pockets here and there but many of them find it frightening. Norris is too scared to make the journey.

They surface in an underground cave. The water shallows out on to a sand beach which has a tunnel behind it. Exploring they are surprised by skeletons which spring out of the sand. The undead are quickly dispatched. Continuing on they find a door which leads to a small room with a body on the floor against the far wall. Orenthal takes not of the fine robes, but the party opts to continue on down the tunnel, leaving the room for later. The tunnel ends in a large cave where a chest is sitting in the back. Entering the room more skeletons spring out of the ground, 4 archers and 4 swordsmen. The party readies for battle yet again.

End of Session
??? XP; 75 to Wes for blogging