Tuesday, June 26, 2018

Khalo's Journal: Meetings, Greetings, and Eatings

We returned the children and their tutor home, but getting to know them did not endear them to me. Jericho, the tutor, he's fine, and the boy, Charles, has the makings of a survivor, but I was not fond of the teenager, Abigail, who, if I overheard correctly, is the one responsible for getting them into the mess they were in when we rescued them. It seemed like little matter once we dropped them off. More on that in a moment.

The Royal District had more caged trees and plants, but the soldiers and feather-hat men of Bornos acted like WE were the aberrations. I was glad to be out of there, though I would have taken every blade of grass with me if I could have. Of course, we had to go back the next day for lunch with the mayor - some arrangement made by the others. 

While passing through the Harbor District, we came across a shady fellow who struck up a conversation with Jace. We think he may be a member of the Topaz Syndicate, and he seemed interested in recruiting us. We told him no for now.

We were delighted to find Black Tom had made it to the Three Cups when we arrived back at the inn for the evening. We gave him Ostar's message, and learned a few things:

1. Black Tom is not a member of Ostar's organization, the FiftyGnomes. Tom is an Illrean Ranger. Apparently, these two organizations have worked together for a very long time. 
2. He mentioned another person in the FiftyGnomes, a fellow named Osgood.
3. He told us about two ways other than the caravans to get to the Domelands, one by air, riding flying beasts, and one below ground, following a lava tunnel. Both ways are considered very dangerous. The caravans are considered to be the common sense path, even though they are routinely harassed by bandits. 
4. There is something of a living dead problem in the Graveyard District, which we have resolved to investigate. Black Tom will stay in town an extra day to look into this with us.

Later that night, Tarv, the scallawag we first met at this bar, came in with another rapscallion, and pointed us out before leaving. We attempted to follow them, but Osbert's inability to decipher my hand gestures while I was in owl form resulted in us losing his trail.

The next day, we stopped by the house of the Blue Star Lore Seekers and beheld their bounty of sellable goods. Because they offer steep discounts to members, both Osbert and I joined. Their membership terms were fair, and the less desirable obligations seem easy enough to ignore. 

Then, it was back to the Royal District for lunch with the Mayor. The meal was simple and hearty, and they allowed Mome Rath to join us in the room (not at the table, but I am realistic about this expectation). My views on them softened a bit. Jace made his pitch for legal performative fighting, and we learned that Abigail wants us to accompany the caravan she and Charles take to the Domelands after the thaw to serve as their protectors. It seems the Condor has deemed it time to send for his family.The prospect of spending extended time in the company of these children does not excite me, but it could prove beneficial to our prospects going forward, so my opinion will be kept to myself.

As we left the grounds, some scoundrel - we seem to have caught the attention of many - made an attempt on us, but it was foiled before we could even counter it. Jericho witnessed the encounter, and noted that the arrow that killed our would-be assassin had Redcap fletching. He then speculated as to what might be trying to protect us. As much as we'd like it not to be true, memories of recent events suggest that it could be true. But why?

Entry concluded.

Sunday, June 24, 2018

Khalo's Journal: Tamers of Nature

Today, we visited the Temple District in Bornos. The purpose of our visit was two-fold: the first was to obtain information from the Temple of the Northern Wanderer regarding the next caravan to leave the city for the Domelands once the winter had passed. The temple's representative provided us with a small talisman to make it known to the city guards with their ridiculous feather hats (and anyone else who needs to know this information, I presume) that we are adventurers staying in the city with the intent to travel west, with all rights pertaining thereto, as the Condor, ruler of this city and the regions beyond, has specifically put out the call for adventurers to tame the Domelands on his behalf.

Although I have made my fair share of compromises and have been open to change and adaptation in my life, I have not wavered in my resolve to travel to the Domelands for the purpose of preventing its' taming. The dominion of the demi-races over this world is extensive enough, and some would say far too extensive already. Nowhere is that more apparent than in Bornos, and specifically, in the Temple District, where a shrine to the god Melios has not only "tamed," but neutered a rare patch of plant life found within this city's walls. It is pruned and scrubbed, and shaped into a form that no doubt pleases these rational beings a great deal.

The second purpose of our visit to the Temple District was so that Osbert might visit a fortress of his order. He did, and while the others went inside to pontificate about things that mattered little to me, I stayed outside and encouraged the shrine to Melios to grow. Alas, an enchantment was upon the patch, and I could only affect a small area. Still, I have hope that even this meager act of florrebellion will radicalize the squirrels and songbirds who visit it.

Later, on our way out of the Temple District, we saved some children who were set upon by members of the Quickblade gang. It turns out their parents are nobles, and I think we may be in line for some sort of reward or recognition. For my part, I was merely pleased to have manifested my ability to summon lightning from the sky to strike an intended target. I continue to be pleased with the growth of my skill set.

Entry concluded.

Saturday, June 16, 2018

Khalo's Journal: Dwarves

I have of late found myself in situations wherein I am required to confront my genetic heritage.

The first of these situations occurred before we left Evershade, when, at Orenthal's suggestion, we investigated the wall with runes in the basement of the inn and tavern. What we found below was a well-guarded tomb for a dwarf by the name of Havram, in addition to some of his family or retinue.  We were forced to engage with and defeat mephits. Fortunately, we have had many opportunities to develop and hone our skills, and we were able to best them. For the first time, I was unable to unlock my transformation powers, which is an ability I was not certain I would acquire. Needless to say, I am quite glad to have unlocked it, for it came in quite handy in the fight.

Once that battle was complete, we investigated the tomb itself, which contained a few guardians that we were able to release from their service. Inside, there were treasures, but we were not all unanimous about whether or not to take these things for ourselves. Osbert attempted to appeal to my nature as a dwarf, thinking I would feel some kinship to these cadavers. To his great dismay, he learned that I was of the belief that life and its trappings are for the living, and useful items aren't doing any good laying around next to their former owners.

And so it was that soon after we left the Evershade, Riverwood, and the Jethu coast. We re-boarded Captain Swanson's ship, and made our way to Lemia. This time, the journey was uneventful.

We parted ways from Swanson in Bornos, the capital city of Lemia, and easily the largest metropolis in which I had ever found myself. It is not my favorite place, but the reality of it is that more than likely, we are stuck here until the spring, with no caravans to the Domelands scheduled until after winter. I believe that Mome Rath and I could find our way ably on foot, but the rest of our group lacks the temperament for such a journey. So we wait.

While we find ourselves here, there are a few bits of business to attend to. Soromir is intent on locating Black Tom, whom Ostar had intended to meet, and I support this endeavor. Jace has ambitions to somehow change the Condor's laws and establish fighting for entertainment in the city. I am ambivalent about this as long as it does not negatively affect me.

For my part, I am interested in having armor made for myself and Mome Rath, and so I got a recommendation for an armorer in the Graveyard district, and made my way there. The armorer was a dwarf named Kenneth. Kenneth works primarily in metal, but he was able to source out my job request. The curious part of our encounter, though, came when Kenneth mistook me for a different dwarf. I record his name here - Sherek of Clan Foambeard, that I might attempt to learn more about him.

I have enough self-awareness to realize I may be a blood relative of this Sherek. The question I now face is, do I want anything to do with him or Clan Foambeard? They made their choice to remove me from their lives over forty years ago. Why should I initiate a reunion now?

Entry concluded.

Friday, June 8, 2018

Soromir's Journal - Entry 15

We are finally on our way to Lemmia. I was considering returning to Riverwood to build a home when this is all done but Elsa is a cold, bitter woman. But damn, she's fine. Anyways...

One the first things I need to accomplish when I get to Lemmia is find Black Tom. I have to get Ostar's message to him. I hope he won't be too upset with the loss of Ostar. I would like to help Black Tom continue the group's work. I can't offer the same skill-set as Ostar, but I can wreck-shop on some baddies. Maybe if I relay some of my story to Black Tom, he will be welcoming of my addition to this group. I hate all things Giant and Giant-Like. Bunch of lumbering morons.

Aside from that, I am looking forward to finally getting to Lemmia. All sorts of action in that place.

Later, bitches.

House Rule: Carousing


The character spends the evening going from bar to bar and tavern to tavern, buying drinks, swapping stories, and listening to what is being said. Carousing costs 1d12 gp per night. At the end of the evening the character stumbles home, perhaps a little tipsy, and mentally shuffles through everything they heard that night.

Rumor Check: The character makes a gather information check. Bards can add their class level as a modifier. Check the below table for results:

15 – One rumor
20 – two rumors (total)
30 – three rumors (total)
40 – four rumors (total)

Because the character is swapping tales, he is also giving out information to the public. This could potentially increase the party’s local notoriety. The character can make a Disguise check DC 18 to avoid this, but it accrues a -5 penalty to the Rumor Check.

Reputation Check: The character makes a charisma check or a perform check. If he beats a DC of 20 he shifts the reputation of the subject – typically the party – one step. If he is not the subject or is not a part of the group that is the subject the DC is 25. This can only be done once a month. Failure with a check result of 10 or less harms the subject’s reputation one step.

Session 21


Date: 6/3/2018
Attending: Jake, Wes, Aaron, Justin, Joey
Absent: None
Start Time: 7:50 p.m.

Initiative is rolled, the battle roars, and mephits fight the party on a stone bridge spanning a lava filled ravine. The mephits prove more annoying that threatening and the party prevailed. This battle also marks the first time Khalo has shapeshifted, this time into a dire bat.

Crossing to the other side they see another stone door, and Orenthal is able to translate the writing on it, which says “Havram’s Tomb.” The party forces the door with a combination of magic and muscle. Osbert pushes it open, only to have a scything blade gouge deep into his fore-arms. He walks into the revealed room and another trap goes off as a section of floor pistons up crushing him against the ceiling and then letting him fall the twenty feet to the floor. The party rests for 8 hours to allow him to recover.

The room is rectangular, with three archways on either side wall and a single large arch on the far wall. Each side arch opens into a small burial chamber with a sarcophagus and two statues of dwarves. One sarcophagus is open and empty. The large arch across the way leads to a much larger burial chamber, with a huge statue of a dwarf on the back wall, a raised section of floor in the center, and an ornate sarcophagus on the raised portion.

Orenthal and Osbert discuss what is seen and know that this is a family tomb, Havram presumably being a dwarf of note and buried in the large chamber. Other family members would have been interred later as they passed, the most likely reason for the smaller chambers. The larger center room would have been used for the funeral and burial ceremony.

Orenthal uses an unseen servant spell to circle the large chamber, setting off some sort of mist trap to no ill effect. They enter and examine the ornate sarcophagus which sure enough is labeled “Havram.” Moving the heavy stone lid off they peer in, seeing a wooden coffin, but are unable to do much more as the large statue comes to life and engages the party.

At first their blows seem uneffective, but Orenthal is able to identify it as not a golem but a dwarven ancestor spirit, summoned to stand guard over the tomb. Armed with this knowledge Osbert uses his ability to dismiss outsiders and succeeds in banishing the dwarven ancestor, rendering the statue inert.

Within the wooden coffin they find a dwarven skeleton laid in state, wearing his armor and weapons. The mace is of fine quality as is the armor, but most impressive is Havram’s Helm, a magical helmet on some power.

The party then argues about the morality and risk associated with looting the other 5 tombs. Evventually they call for votes with Norris, Khalo, and Orenthal voted for looting and Osbert, Jace, and Soromir voting for leaving them alone (for different reasons). Realizing they are in a stalemate and tired of the discussion Soromir switches his vote for no other reason than to put the argument to rest. They find some usable items in the other tombs, but one – a dwarven spellcaster named Salsnar – proves to be defended by two earth elementals (within the statues of his burial chamber). The party defeats the elementals and returns to the Last Wood Inn to rest and identify.

In the morning Osbert picks up his sword from Old Herm, and the party journeys back to Riverwood. They spend the night at the now familiar campsite by the bridge, and continue on the next day, arriving back at the Pine Bough Inn that evening.

In the morning they took a boat out to Swanson’s ship, where the long suffering and epically patient captain gave the order to hoist sail and head to Lemia.

End of Session

575 XP

Thursday, June 7, 2018

Session 20


Date: 5/28/2018
Attending: Jake, Wes, Aaron, Justin, Joey
Absent: None
Start Time: 8:35 p.m. – the DM was very late

The party leaves the worship hall and continues exploring the underground ruins of the Temple of Thorns. They find a kitchen and eating area, long since out of use. Finding nothing of note they move on, eventually coming to a room, empty except for a pedestal in the center with a small cloth sack on top.

After searching to the best of their ability, and lamenting the loss of Ostar who was skilled at such things, they open the sack to find a set of augury bones – small bone tiles engraved with runes and symbols used in divination. They do not seem to be magical, so the party pockets them.

Jace uses his wand of Detect Secret Doors and discovers a hidden door in the room. Opening it they find what appears to be the last stand of some warrior. Now a skeleton, he is against the wall of the small hidden room surrounded by other skeletons and with a broken sword in his hand. Next to him is an empty wooden chest, its lid open and its hinges slack.

A quick detect magic determines that the broken sword is magical, and is identified as the legendary Darkblade. Or what’s left of it. Even in its broken state it is still a powerful weapon and Soromir offers to wield it in service to the party.

Exiting the room the party travels on before realizing that they are covering ground that they have tread before – the complex is circulatory in a box design. Assessing that they have thoroughly explored the Temple of Thorns the party exits the ruins.

It is late afternoon, and they head back to the road and camp next to the bridge, in what is now a regular camping spot. They party splits the night up into 2 man watches, as their habit when traveling or exploring.

That night, while on watch, Soromir pulled out the Augury Bones found in the Temple of Thorns and tried to use them, casting them to get a foretelling from Bajol the Maimed. Osbert notices and takes away the stones, telling Soromir that they are not toys.

When their watch is over Osbert has the following dream:

He is in a small rowboat on a still black ocean that runs as far as can be seen in every direction. It is night above. The oars slip into the waters before he can grab them (he is moving very slowly). As he peers over the side to watch the oars sink, bone augury tiles rise up, lit by a pale yellowish light and just under the surface of the water. They arrange themselves into words that read, “We have been activated.”

Suddenly Osbert is standing in a hall dominated by fire, fierce orange, red, and black flames all around. A figure towers before him – horned, winged, red skinned, holding a flaming sword in one hand and a nine tailed whip in the other. It peers down at him and in a mocking voice says, “You seek to avoid your destiny worshipper of Set. You cannot escape the fate that has been chosen for you. The power is yours when you are ready to use it, my dear newest Thumb.”

Osbert wakes up in the morning, drenched in sweat, and relays his dream to the party. They break camp and head to Evenshade, arriving at the Last Wood Inn an hour after sundown.

Knarls lets them in and makes them supper. While dining, Orenthal and Jace head down to the basement to see if Jace’s wand of Detect Secret Doors reveals anything about the mysterious wall Knarls showed Orenthal a week or so back. Orenthal duplicates trick with the iron tacks and the section of wall and Jace uses the wand. It reveals a hidden door in the floor, and a pattern of tapping on the wall to open it.

Orenthal fetches the party and Jace opens the door, revealing a metal ladder leading down. The party descends into a well-crafted hall made of stone. Magical script runs along the top of the walls which lights up when the party enters the hallway. It runs a short 20 feet before ending in a stone door. They approach and a mouth magically forms out of the stone of the door and says things that no one can understand, though they can identify the language as dwarven (which no one speaks).

Orenthal uses his magic to unlock the door, and the party forces it open. The other side leads to a balcony over a huge underground ravine filled with lava, heat radiating up and baking the skin. A stone bridge extends across the ravine, some 200 feet to another balcony on the other side.

The party enters and the door slams shut behind them. The magic mouth forms again and says a single word in a firm harsh tone. Orenthal, who has been studying the dwarven language with the intent to become fluent, recognizes the word as “Thieves.”

The party begins to cross the bridge, but magma and fire mephitis rise from the lava below and attack.

End of Session

1,000 XP

Session 19


Date: 5/20/2018
Attending: Jake, Wes, Aaron, Justin
Absent: Joey – Sudden family issue
Start Time: 7:30 p.m.

Mome Rath bolts, and a distraught Khalo (ok, annoyed Khalo) chases after him as the party begins attacking the mass of ghouls (25 and a ghoul priest) in the worship hall underground in the ruins of the Temple of Thorns. Instead of charging in they hold the door way, and the ghouls crowd and press around them.

The ghoul priest in the back begins throwing spells, curses and enchantments of the foulest sort. Orenthal returns magic of his own, but due to the bottle neck at the door way and the priest’s maneuverings in the room found it difficult to target the undead cleric.

Meanwhile Soromir and Osbert do their best to ward off the sea of claws and biting teeth, going about the grim business of returning the creatures to the silence of death. Jace and Norris swapped in and out with Soromir as he fell victim to and recovered from either the paralyzing touch of the ghouls or the dark magics of the priest.

Orenthal darts down the hall, checking for additional threats, and sees two dwarven mummies shambling down the damp corridor – soon to join the fray. He falls back and warns his fellow warriors.

In the room half of the ghouls had been destroyed due to the efforts of the party coupled with a grease spell from Jace and Osbert’s nigh-impenetrable armor. Much of the party’s spells and resources where exhausted however and with wounds all around the party was pushed back into the hallway, giving ground one step at a time. Slowly the remaining undead began to fall, with the priest and the mummies falling at the last.

Completely out of spells, healing, and wounded the party sees the beginning stages of mummy rot forming in the wounds of Soromir and Orenthal. They hole up in the worship hall, barricading the door with the remains of the wooden pews, and rest for 16 hours until Norris was able to successfully cure Soromir and Orenthal. During this time Osbert smashes the altar and tears down the holy symbol of Nerull. Finally restored they clear the barricade away and open the doors to see Khalo and Mome Rath returning. “What did I miss?” Khalo asks blandly.

End of Session

550 XP