A D&D game of exploration and dark conspiracy. Set in the world of Andara, 800 years after the Knights of Mist Valley Game.
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.
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.
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.
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
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