Session 14 – People & Places

Session 14 – People & Places

Hansel Bergfinn – Master of the barge, Lady Elspeth.

Lady Elspeth – Paddle Wheel barge powered by a brace of mules. Named for the wife of one of the previous thanes.

Harrald – old fisherman Waldemar hired with money from Zho ni to help him at the Urdjan Knight “safe spot” in the swamp.

Hilda – Evil Female Illisionist encountered in the swamp, camptured and executed by the party. She knew about a legendary item of power and was looking for it.

Imp familiar – Hilda’s familiar was an imp, slain by the party and bits taken for future use. Disguised as a goat when first encountred.

Urdjan Lamppost ring – Ring of Urdjan lamps on posts that form a protective barrier against undead. If moved, have to be “reset” by their creator.

Dwarven Ironclad – Old wrecked paddlewheel driven ironclad used as the safe place/base for Urdjan Kight forays into the swamp.

Vine creatures – Similar to the stick creatures we fought in the forest west of Djoside. Urman suspects a “good” druid used them to guard his home.

Session 14 – August 28, 2016

Session 14 – August 28, 2016

4th of Floranur

We went to the docks on the river at the appointed time and were met by a fancy paddlewheel driven barge, “Lady Elspeth”. It was named after the wife of a prior thane.

We learned that it is not magical, but powered by two mules, in a manner similar to large cranes. It is of dwarven design.

Waldemar, the Urdjan Knight, greeted us, he was to escort us and hold the base camp. Waldemar would wait a week for us to make it back to base camp. He described the base camp as a safe place used by the Urdjan knights in the periodic forays to reduce the numbers of undead in the swamp.

Also aboard was Hansel Bergfinn, the ship master and 3 assistants.

Zho ni was concerned that Waldemar would be alone, so he gave him gold to hire more men. Waldemar relented and found an old hand named Harrald to help him keep watch while we ventured into the center of the swamp.

We took the boat as far as we could go, basically to within an hour by canoe and an hour of portaging equipment to get to the Urdjan Knights safe spot. The river was deep enough for the barge, but not wide enough. We loaded our canoes and the barge went back upstream.

The camp is an old dwarven ironclad with a hole in the side forming a ridge in the swampy ground. It has a paddlewheel similar to the one on the barge we used. It was surrounded by 8 posts with lamps similar to the Urdjan spirit lamps. They form a protective zone that keeps out undead.

When we arrived, one of the posts was out of alignment and a large number of zombies, including goblins, dwarves, humans, and an ogre were in and around the old ship. We used the landscape, bowmen, and magic to quickly defeat the zombies. A lot of arrows and a couple magic missiles made the ogre easy to knock down. Urman cast web to guard our right blank and took 5 zombies out of the combat. There were minor wounds to some, and Frike was knocked unconscious, but was up before the combat was over due to Zhoni’s healing ability.

We righted the lamppost, Waldemar said a prayer, and the anti-undead shield was restored.

The party rested overnight and relearned spells for their foray into the swamp.

After a couple of hours of portaging/paddling we encountered a frazzled old woman leading a goat. We did not believe her story of being from a fishing village south of Manheim. She claimed her husband worked on a farm during the warm months and that she was heading north by herself, and the mist obscured the road, and she ended up lost in the swamp.

All of this was too much to believe. Urman attempted to charm her, but it had no effect. Zho ni said that we wold help her, but only if she submitted to being bound and blindfolded. We did not trust her to go off by herself to Waldemar. If she found him, we feared that she was not what she appeared. So we trekked back the two hours and Waldemar discerned that she and the goat were evil.

She then revealed herself and her imp familiar. She was of magical persuasion and was going into the swamp to seek the reputed source of power. This further raised our suspicions of her being in league with the ogres, specifically the Enchantress.

Urman would have none of this evil imp, and blasted it with his magic missile, but only did a little damage compared with the effectiveness of his bolts of pure energy. The imp waited to see what we would do, and Urman urged the others to defeat the imp. Zho ni managed to capture it with hold person, and we used a magic weapon to slay it. Appropriate magical trophies were taken for future use.

We then found her spellbook. Fearing it might be trapped, we saved it for later.

All we learned is that her name was Hilda and she sought power for her own ends, and cared neither for the side of the vale or the ogres, but wished to remain apart from that struggle.

As she would not cooperate, or persuade us that we could trust her, Zho ni gave Otiben the nod to put her out of our misery. Waldemar did not like what we did, but Zho ni pointed out that this is war and she told us she was after the item we seek. We could not trust her to not thwart our plans.

We found some silver and copper coins, a potion,a bit of food and water among her other possessions and a nice black robe. We recovered her items and burned the bodies of Hilda and the imp to prevent them becoming future undead foes.

Zho ni rested and then found no traps on the spell book. Urman was able to discern the intent (name) of the spells, but could not use them, as Hilda was an illusionist. We left the book and other loot in a large sack with Waldemar.

The next day, we set out again. Perhaps two hours travel past where we encountered Hilda we found a low hill with a tree on top and a round door facing us. Otiben approached to investigate and saw that there was an intertwined vine patter around the door. As he approached, 6 vine like forms rose up, similar to the wicked stick things we fought in the forest west of Djoside.

We quickly defeated the creatures, and as we approached the tree turned and had a face on the trunk, and the trunk said these words:

A siren’s call I sing to madmen,

And snarling beasts reply.

I cloak myself in ebony,

Laced with shining diamonds bright.

Thrice a season I lift my veil,

To lay bare in all my glory.

Zho ni said, “Moon”, and the door opened to a passage going down.

Session 14 Summary and Experience

Session 14 Summary and Experience

Having entered the deep marshland of the Many Mouths, the party have made thier way to the reststop and beyond, finding themselves at the entrance to a barrow.

– Breakfast King: Zho Ni Apolsede

– Bit off more than she could chew: Hilda the Hag

Experience from Monsters:

– The Undead 13 and their Ogre, 740XP

– A Hag and her goat-Imp, 566XP

– The Half-dozen Hot-rock Hurlers, 361XP

# of Party Members: 8

Total XP: 1666XP

PC Share: 208XP

Items/Money:

– HIlda’s Spellbook

– 2 Throwing Daggers (I forgot these, they were in her robes.)

– Hilda’s Robes

– 23SP, 60CP

– Waterskin and day of Iron Rations

– Unknown Potion

– Imp’s Fangs, Horns, Wings and Tail (inc. Barb)

Experience Roundup

Total Experience: 208XP

With 10% Bonus: 229XP

Otiben: Fighter-114XP Assassin-104XP

Session 13 August 9, 2016

Session 13 August 9, 2016

23rd of Eostnur as the party rides into Mannheim.

Thori RedBeard excuses himself, mentioning he will speaks with the Thane about the battle of Kurzak Hizram. Left to ourselves, the party returns to the Freelancer’s to secure our war dogs. Rocco is tending the bar when we arrive. He advises that dog trainers can be found at the town market. After the dogs are kenneled, the party spends the rest of the day at the market. The spoils from our adventures catch a good deal of coin, especially after Urman enchants a local jeweler with his wit and personal magnetism. We retire to the Freelancer’s guild for the night.

The next morning, 24th of Eostnur, Thori Redbeard collects the party at the guild then escorts us to the northeastern quarter of Mannheim where we have an audience with Thane Efstein Valesborn. The Thane is attending by Urdjan Academy Headmaster Andros Ashwind on one side, Thori takes position at the Thanes other side before we are addressed. The Thane opines that where armies fail, small groups may succeed. He explains that from the Many Mouths delta, the locale of an ancient battle ground is now mostly a dangerous sprawling swamp teeming with more than murdering ghosts. Spilling out of the ruins of Necropolis, undead monster threaten the drier lands adjacent to the Many Mouths. The root cause of the undead is thought to be a cursed artifact likely hidden in the ruins of the Necropolis. An artifact desired by the Enchantress. She wants this weapon to subdue the Vale.

Thori and Headmaster Andros have testified to our exceptional successes in battle, aiding Vale-folk and lifting mysterious curses. Even the Church and Urman’s Master Kerriman have spoken of our personal qualities. The Thane has decided are the best candidates to seek out the truth of the Many Mouths Necropolis curse. After we have committed to the quest, we are gifted this gear: a dozen runed arrows; 6 healing potions; healing salves; a large hoop that will teleport all holding it directly to the Urdjan Academy; 2 scroll’s, one with shield and the other with feather fall; a letter addressed to Urman from Kerriman; a crewed barge & an Urdjan knight faery lamp.

When we explain our need to train before setting off, the Thane arranges mentors to advance Batukahn, Brin, Urman and Zho ni. During the next week, Headmaster Ashwind trains Urman, Thori trains Batukahn and Brin and Father Hubertsson trains Zho ni. Batukan hasn’t mentioned which new weapon he has mastered. Brin now can wield a long sword and spear like a veteran. Ashwind explains enchanting faeri lamps and Urdja scythes to Urman. Urman reviews his magical hoard with Ashwind. Zho ni was taught Eostaria’s Blessed Meal and gifts his copy of Turning Undead Spirits to the church. Otiben confers with the spymaster but didn’t return with much about our next mission. He fills most of his time preparing for our mission, so that on the 8th day, the party can set off via barge for the Many Mouths.

Session 13 Summary and Experience

Session 13 Summary and Experience

Having sufficiently provisioned, the party boards a boat to travel to the Many Mouths and the Necropolis within.

– Oh, he’s a charming fellow: Urman the Blackstaff

– Feeding the 5,000: Zho Ni Apolsede

– Shopping Spree: Everyone!

– Level Up!: Zho Ni, Urman, Batukhan, Bryn

Items/Money:

– Many things!

– Thane’s Gifts: 6 Healing Potions, 2 Jars of Healing Salve, 2 Scrolls (Featherfall and Shield), 12 Arrows (Flame Rune), Steel and Gold Teleport Hoop (Single Use), Faerie Lamp

Total Money Gained Each: 591GP, 15SP

Knowledge Gained

– Magical Item Enchantment (Urman)

– Eostaria’s Blessed Meal (Zho Ni)

Experience Roundup

Total Experience: 742XP each.

Thori Redbeard – Guildmaster of Freelancer’s Guild

Thori Redbeard – Guildmaster of Freelancer’s Guild

Freelancer’s Guild – Adventurers and others work on jobs for the benefit of Mannheim & The Vale.

Mannheim – Capitol of The Vale

The Vale – Area of mainly human habitation granted to the Thane’s of The Vale by the Dwarves.

Djoside – Village with a lot of troubles.

Aloisha – Witch of renown who seems to have an active cycle of 50 years, driven off from the forest west of Djoside.

Spiders – The spiders of the forest south of Manheim allow the men of Manheim to harvest spider silk in return for goats and other animals.

Lady Ironwood – Wife of the last Lord Ironwood who was a low level mage who investigated druidical magic in an attempt to deal with Aloisha. Urman has her spellbook.

Lord Ironwood – Died many years ago and his reanimated corpse was in the service of Aloisha.

Andros Ashwind – Headmaster of the Academy

Efstein Valesborn – Thane of the Vale

Randolph – Spymaster (assassin) for the Thane

Old Harriman – Urman’s master