Not everything, but here’s a few more people.

Not everything, but here’s a few more people.

Ferri – An old Elven Sage who drinks at the Cock and Bull. Will provide information for payment.

Tylic Eraclid – Blacksmith, though only really repairs existing items, Frequents the Cock and Bull.

Orsabet – Elven Blacksmith who set up shop next to one of the bridges near the paper bazaar. Seems to be a skilled armourer, and has currently crafted two sets of armour for the party.

Velten – A wizard who has set up a stall in the paper bazaar.

The Mad Dogs – A local crime syndicate that seem to be involved in the city’s drug trade.

Baswick – Man who works for harbor master. Met us on the ship that brought us to the island. Gave us the rules, etc.

Baswick – Man who works for harbor master. Met us on the ship that brought us to the island. Gave us the rules, etc.

Mortimer – Grizzled dwarf with a golden cap with built-in eye patch we met on the docks our first day. He hires tough adventurers for dangerous missions, but did not want us, just by our looks.

Efam – tar covered boy who led us into an ambush by his older brother, Gartric and Gartric’s friends. (We beat them. We took the wounded to an Ark Shrine. Sthorm later learned that it was good for him that we did this.)

Gartric – Older brother to Efam.

Silverthrone – Most well-known dwarven trading company. They take their name from an ancient dwarven family.

Desrick Three Horn – Dwarf who has given us two jobs. The first to get plans from a rival, the wizard, Talisin. The second to get a key from somewhere in the sewers under the city near the university.

Talisin – Human wizard. We did a job for him for ancient dwarven automatons that caused trouble. An overseer took control of some of the ones he built. One of his apprentices was killed.

Talisin’s Magical Emporium – Business in street front shop next to his tower.

Lucky Gam – The tavern across from Talisin’s that Talisin frequents.

Cock & Bull – The tavern across from Desric’s. 

Elspeth – Owner of the Cock & Bull.

Townhouse – Elspeth’s childhood home that she rents out to adventurers. Our party is currently renting it.

Eed Kyng – Owner of Kyng’s Lanterns. 

Galdor’s Free Company – Group of adventurers that Desric hired to get the key. They lost a man to a trap after fighting a bunch of goblins and quit. We found Galdor at the Flotsam & Jetsam Tavern. He warned us not to go.

Flotsam & Jetsam Tavern – Tavern down by the docks popular with adventurers.

Garvisso – Has maps of all sorts.

Alchemist – Past Desric’s place. Healing potion costs 450gp.

Sturloc & Kottar – Two crosbowmen we hired at the Flotsam & Jetsam.

Kilmar – Young boy we hired near the Flotsam & Jetsam as a lantern bearer.

Edvard – Bartender at the Flotsam & Jetsam.

Ermengarda – Half orc adventurer from party hired by Talisen to find more stone cubes.

Walteris – Gnome  adventurer from party hired by Talisen to find more stone cubes.

Jocassa – Older woman we rescued from the bullywugs.

Em – Girl we rescued from the bullywugs.

Kaitlyn – Girl/woman held prisoner by the bullywugs, we have not found yet.

David – Dead man held prisoner by bullywugs.

Session 5:

Session 5:

Wednesday, April 16, 2014

After healing up several of our intrepid adventurers purchased lock boxes and hid them about the rented townhouse, each to store his loot. (It was determined that a 12″ x 6″ x 6″ lock box can hold 3024 coins at 7/cubic inch.)

We then re-stocked oil and other supplies.

Sthorm stopped an old woman on the street and asked about crime, and learned of the Mad Dogs, the local crime syndicate. They sell drugs and the son of one of the lords of the city recently died of a drug overdose. She pointed out that a lot of seedy types hung around the general store nearby.

Sthorm made contact with a member of the thieves’ guild, a woman named Adwissa who along with her husband runs the general store near our town house. The store is called Wright’s Mercantile. Sthorm learned that it was a good thing that we spared the lives of those who attempted to rob us on our first day in the city.

The entire party then went looking for Efam’s brother, Gartric. He was still convalescing at the small Ark Shrine. Galron preached the way of righteousness to him and seemed to make him think. Galron then healed him. Galron did cure disease on an old man, so if he had a disease, he does not now.

We then went to the townhouse to rest for the return to adventure the next day.

We met up with Kottar and Sturloc the crossbowmen at the Flotsam and Jetsam, and located Kilmar the lantern bearer. Kilmar was all set to use his new trident to slay bullywugs, but Galron dissuaded him since he had no armor. Kottar and Sturloc wanted 5 gp for this day in the sewer instead of the normal 1gp. We made a deal of 1 gp now and 2 more gp each if we found treasure.

We then went to the street in front of the university. The street was more deserted than normal due to rain. It is a cool 80 degrees.

When we got into the sewer, we noticed that the first chalk mark we found now had a big X over it, and every chalk mark until we got to the wet slope where we tied off a rope to go down safely.

When we got to the big room with pillars where we met the goblins before, we say a pile of 6 dead bullywugs, and a dead half elf, gnome, and halfling. The goblins informed us that these new adventurers attacked them when the goblins asked if they were there to help fight bullywugs. The goblins thought they were us. The goblins killed three adventurers and captured two more. Then the bullywugs came, and the goblins did a number on them this time.

There is a shaman type with the tattoos that looked like the ones that glowed on the one goblin and we learned can cause a big boom.

We inquired after the two prisoners and learned that they were a half orc named Ermengarda and a gnome named Walteris, both fighters. These other adventurers were there at the behest of Talesin and were looking for stone blocks. They were reluctant to tell us what they were sent to find, but we told them we could not help them without information.

We convinced the two prisoners to help us kill bullywugs and the goblins reluctantly agreed, but they will not let any of us leave until the bullywug boss and the devil fish are dead.

The goody two-shoes detected evil and learned that the half orc is evil but the gnome is not.

We got their weapons and armor from the goblins and headed back to the balcony.

We went through the double doors into the big room and ran into two bullywugs that attacked, but we easily defeated them. During the fight, Sthorm attempted to hide in shadows and sneak behind them, but one of the bullywugs impaled him with a spear. Galron saved him before he expired and Ir’Alle healed him so that he is now under his own power.

There was a bullywug on the lower level between the stairs that the archers were shooting at, and one managed to hit it. Axel ran around to the north and came down the stairs and killed it. Axel lit a torch so that the crossbowmen can see to keep an eye on the double doors.

We searched the remaining rooms to the south on the upper level and learned that they are saunas.

We came down the southern stairs and worked our way around the south wall and found a door in the middle of the east wall and it opened to a room with some blocked stairs to the north, and a door to the south. There was a bullywug guard in the middle of the room. It was surprised and bolted to the door on the south and pounded on it. We swarmed it and Axel took it down.

We opened the door and met a bullywug. We slew him and discovered a key around his neck. There were four locked doors in this hallway. We opened them. One held a dead man, we later learned was David. Two were empty. The last room held an older woman and a girl, Jocassa and Em. One of the empty cells held another woman, Kaitlyn, but she must be with the bullywugs being tortured. Jocassa said that they were taken from the canals and had been there several days, but not weeks.

Jocassa told us of an opening in the NW corner of the lower level of the big room hidden behind some junk. She also told us of an idol that the big bullywug keeps with him. It is evil and spoke to her mind. It told her that all land dwellers must suffer the wrath of Lysander, the sea deity that embodies the fickle and violent nature of the sea. Usually worshiped by pirates, etc. She also said that the devil fish spoke to her mind in the same way.

We sent the women upstairs to one of the sauna rooms on the south with Walteris to guard them since the goblins won’t let us leave.

We then went to the opening behind the junk. Sthorm found a set of chimes set as an alarm, but easily removed them. We moved the junk, which was placed for ease of moving to cover or uncover a 5′ opening.

Thorfus lead the way and we found that it became a standard ten foot passageway, but it formed a ‘T’. To the east and west were doors. To the north is what could be a room.

We elected to go to the door to the west and found a lone bullywug with a glaive guarding a junk filled stairway going up and a flooded stairway going down. Axel and Thorfus charged in but failed to hit it. Ir’Alle stepped into block the water filled stairway. After much thrashing about, the bullywug wounded Thorfus, but Thorfus cleaved it’s skull in twain.

We then heard the sound of approaching bulluwugs from the norther passage of the junction.

Will our adventurers prevail? Will the bullywugs bully their way to supremacy? Tune in next week for more of the exciting adventures of our heroes.

So far, we have killed six bullywugs, rescued two adventurers, rescued two women, and only two party members have been wounded. One of the wounded was knocked down, but has been healed enough to be mobile.

The party was a bit smaller today at least in terms of minds. We started off going further into Kermit the killer…

The party was a bit smaller today at least in terms of minds. We started off going further into Kermit the killer Frogs lair. (our light source dimmed) Kilmar holds the lantern. The party notices a balcony that has sewage fallling from it and there seems to be further croaking coming from further in the darkness. Werid thing against the wall of a hallway . Galron charges attacking  the frog ,joined swiftly by Thorfus in the battle who lands a hit. Galron fails constantly Axel valintaly attacks with his battle axe. More frogs are coming towards the party Ir’alle puts down a frog but soon we will be outnumbered …HOWEVER GALRONS FIRST KILL HAPPENS MOMENTS LATER! Thorfus murders a frog man aswell .. After  Axel cuts down another two Ir’alle scares them off with his  preaching of his faith! Sthorm suffered a permanent injury… sorry… Thorfus kicks in a door a bit scares some goblins and then he finds out about the goblin chief room the party goes in search of loot . The party finds a large amount of loot thanks to Thorfus  and is his stone cunning he finds a wonderful amount of silver and a beautiful blue gem… Thorfus beats the stuffing ou of a ape but, THEN GALRON DEALS THE KILLING BLOW TO THE  CARNVIROUS APE HIS 2ND KILL!!!!!THORFUS WAS KNOCKED DOWN… WE traveled got a bit lost and then found the ladder galron and Axel went to retrieve the loot but, they  saw some guys in rags messing with our coin , they easily scared them off and Galron and Axel take the monkey as well as the loot. We lifted the unconscious bodies to safety from the sewer. Sold a monkey for 300gp to Talasein . Ir’alle confronts a rambling old man…he asks about the Grey watch and pays him 2 silver to keep his mouth shut then the party retires. in total 580 split among 5 both in xp and  gold

It’s my turn to recap, so here we go!

It’s my turn to recap, so here we go!

We continue where we left off, outside of Desric’s shop after collecting the reward for handing him the plans to Talessin’s automatons. He told the party to go and see Elspeth a the Cock and Bull.

Before head over to the Inn, Galron stops an older man, hoping to procure a map of the city. The man, Eed Kyng, tells us that we are currently in the Adventurer’s Quarter, and that we can basically find anything we need along the main road here, West Copper St. A paper market and a bazaar are back towards the harbour, and Treehorn Way, an alleyway next to Desric’s shop has an Alchemist’s.

Kyng, the proprietor of ‘Kyng’s Lanterns’, also urges Galron to try his shop as the Paladin is looking for a custom lamp. Further conversation reveals Talessin’s supposed involvement with foreign contacts, strongly hinted to be elves and perhaps not a good thing.

After this, the party enters the Cock and Bull, where we find Elspeth, the landlady. She doesn’t seem to think much of us, apparently having seen many a group in the employ of Desric, but offers us the townhouse behind the Inn, which we can rent for 30 Gold a month. The house, though sparsely decorated, is often used by adventurers helping Desric.

After some discussion, the party decides to trial it for a single night, paying a single gold, though Axel elects to stay in the Inn due to a lack of beds.

After a quick tour, Axel and Galron head out to run some errands, whilst the rest of the party stays at the Inn.

In this time, Ir’Alle approaches an elder elf, a sage called Ferry. He learns the location of a House of the Brotherhood, down at the harbour. In asking for person’s of importance in Midmark, he learns that Ferry is not a friend of Desric’s and suspects the Dwarf may be a supporter of the unease in the city towards it’s authorities.

Outside, Axel and Galron head first to the Alchemist’s. The shop is closed, but the owner, a rather attractive halfling lady, humours us. Axel enquires after healing potions, but they are too expensive for the party to currently buy (450g each). The Alchemist begins to get annoyed, but calms down when we reveal our naivete of such things, being new adventurers.

We then head to the local Ark, whereby Galron donates a portion of his earnings to a friendly female cleric, hoping to secure discounted healing for the future. Axel matches the donation as a show of goodwill.

Back at the Inn, Thorfus asks a blacksmith about acquiring better armour. The smith, Tylic Eraclid, admits he can only really do repairs, but recommends an elven armourer, Orsabet, down by the bridge.

Sthorm also approaches Ferry, asking the Sage to appraise the book and wand he ‘acquired’ in secret from Talessin’s tower. He is unable to identify the wand, guessing that it could be defensive in nature. The book, he identifies for 70g, and cautiously reveals it to be a basic spell book, and offers to buy it for 270g. Sthorm keeps it for now.

The next morning, Axel ribs Galron about his actions towards the various women the previous day. Although he claims he is just trying to haggle and charm, we all know the young Paladin is a horny teenager. Axel offers to take him to a brothel, but he declines.

The party returns to Desric, where he offers us a job. After some bad luck, a party he sent to Xen’Khel half a year ago went missing. They had been on a mission to open a previously locked up area, but their disappearance destroyed any hope of finding it, as they had the only known key. Desric’s research turned up a second though, and several weeks ago, he sent Galdor’s Free Company to collect it from a tomb deep beneath the University in Midmark.

The tomb, a remnant of the ancient Dwarven city Midmark is built upon is supposedly that of a high-ranking family. Galdor’s men managed to locate it, but turned back after they lost a man to trap.

Desric says that if we can finish the job, he would pay us 200g for the key, giving us looting rights to anything else we may find. The key is a gold or silver disc, roughly 5″ in diameter, engraved with Ancient Dwarven runes representing the Silver Throne. It is likely buried with the family matriarch. He gives us directions to the tomb, and also tells us that Galdor is staying at the Flotsam and Jetsam, near the harbour, should we need any more information.

Sthorm privately asks Desric as we leave if he wants the book or wand, but the dwarf can only offer 50g for the unappraised wand.

Following the main road towards the harbour, we stop of at Orsabet’s, where Thorfus commissions some chainmail, to be ready later that evening.

At Kyng’s Lanterns, Galron purchases a hooded lantern, made to hang from a pole, and several flasks of oil.

Next, the paper market, where Sthorm seeks out a mage called Velten. He exchanges the spell book in order to get the wand appraised, which to mage identifies as a Wand of Magic Detection, and despite having minimal remaining charges, is probably worth 1000g or so.

The rest of the party find Garviso, who sells maps, from which we purchase a maps of the city and the island of Curmidden.

Ir’Alle takes us then to the House of the Brotherhood to pay his respects. The dwarven cleric he speaks to seems to have heard of him, as a human in a dwarven religion is a bit of an oddity. When asked if Ir’Alle can offer any assistance, the dwarf asks that we see if we can uncover a missing group of surveyors, patrons of the House,  lost in a swamp near the city of Varg.

After asking for further directions, we reach the Flotsam and Jetsam. Enquiring after Galdor, the man is brought to us. When asked about the tomb, he tells us it is dangerous, and it is probably better not to go at all. His group, although used to lighter work, are veterans, but they still lost a man to a revolving floor trap.

Further questioning reveals that they also had to drive out a Goblin settlement in order to get to the tomb, and that their path was marked in chalk, donated by the initials, GFC. He also claims the tomb was weird, full of odd stains and strange noises.

The party decides to spend the rest of the day preparing. We hire a pair of crossbowmen on Galdor’s recommendation, Sturloc and Kottar. The barkeep also points us towards an eager young boy, Kilmar, who we hire to be a torchbearer. Galron promises to buy the boy a proper weapon after the mission.

Returning to Desric, the dwarf admits the tomb possibly could have automated guardians and strong magical protections and traps. In this time, Sthorm sells Desric the wand for a large sum. After Thorfus collects his armour, the party stays again at the Cock and Bull, finally deciding to rent the house for a month.

The next day, we meet the hired help at the sewer entrance, supplying Kilmar with a lantern and a backpack. Entering the sewer, the party finds itself in a chamber housing the remnants of Galdor’s camp, denoted by GFC C1/30.09 written on the wall. Following the only tunnel in single file, we head roughly south, following further chalked signs and descending deeper until we find a cave-in mentioned by Galdor.

Climbing down a steep incline, we see the beginning of the ruins, what looks to be the mosaic walls of a dwarven bathhouse. The party notes the smell of salt water and something else more foul. Entering a large chamber, we can hear the sound of falling water, and momentarily the keen of what could be a wounded animal. Opening a door, Goblins suddenly appear behind the group, brandishing weapons and calling for us to leave.

The goblin speaking members manage to talk to the Goblin leader, discovering that we were thought to be Galron’s men returned to finish killing them off. Because of this, and the loss of several warriors, the goblin tribe had lost its home to the a band of ‘Frogs’, led by the ‘Bad Fish’.

After some discussion, the Goblins agree to let us into the tomb, but only if we help them retake their home from the Frogs. Following the leader into a smaller chamber, a second band appears from the room we tried to enter, effectively surrounding us.

The Goblin tells us how they have blocked the passages after several skirmishes, trying to force the Frogs into attacking from only a single direction. If we attack the Frogs, the Goblins we unblock the passages and ambush them from behind. In this time, we see another room with mosaic’s depicting the place of humans in the ancient dwarven kingdoms, that of possibly slaves and servants.

We decide to assist the Goblins, and the leader takes us to a set of double doors to the East, following the flow of water. At the door, Galron sense evil beyond, and we push them open to reveal a balcony from which the water falls. Upon it, a rather crude and disgusting statue made from the body parts of slain Goblins sits, and also a Frog.

We attack it instantly, and after a few seconds, the Goblin leader caves it’s head in with his Morningstar. During the scuffle, Galron is able to detect the Goblins alignment. The Goblin turns out to be evil, rendering him unable to assist it in any way, for fear of losing his powers.

We end the session stuck with that dilemma, hearing a final croak from the darkness in the room beyond.