Session 25 December 11, 2016

Session 25 December 11, 2016

The party returns to Mannheim in the early evening of the 21st. Zho ni visits the church to procure scroll supplies before joining the rest of the party at the Freelancers guild to spend the night.

The next morning, as the party is traveling to the docks to purchase canoes for the portage through the Many Mouths, a small colony of bats bomb their path with several skulls that burst into augmented Skeletal Warriors as they land. The skeletons split into squads of skirmishers and archers and join the giant and swarming bats in assaulting the party. Most of the public flee the scuffle. Those that loiter witness Zho ni send all of the skeletons packing and the rest of the party slay the fearless bats.

The band pursue the skeleton’s wake through the city. The city guard dispatched a single skeleton and those guards mopping up joined our pursuit when we explained our intent. The surviving skirmishers are found with their backs to the river docs engaged with city guards who make way when the party rushes in. When the last skirmishers falls, the archers emerge from the water and fall to our blows. The defeated skeletons leave only the skulls, their bodies dissolve into nothing. Zho ni collects the skulls in a sack and crushes them to avoid further animation. Its hoped the shards might be useful later.

Otiben convinces the party to spend a week in Mannheim to train as a Hero. The night before he begins, we are summoned to appear before the Thane. He expresses his concern that it has been about a month since we were tasked to fix the Many Mouths and the recent attack gives a real sense of urgency. We explained the success of our first investigation and how we learned Vorigan was a greater threat than we could have handled. After explaining the steps we have taken to better overcome the challenge, we promise to set out as soon as Otiben is a hero. The Thane explains Randolph’s status as an independent when we try to coerce a sponsorship from him to augment Otiben’s skills.

On the night of the 27th, Embrek arrives at the Freelancer’s Guild. His good tidings are that the Mithril vane was excavated, secreted away and awaits smelting. Since the Yuletide is imminent, he and the other miners have left to celebrate. He begs leave to visit with old friends and families which Zho ni grants gladly. But his heart changes when Zho ni explains the Necropolis assault commences on the morrow. Embrek is geared for action the next morning.

Our trip down the River Dross passes easily. After a night at the Urdjan Knight Ironclad, the party sets off for the Necropolis. During our march, a giant slimy moss covered mound of moving plants lifts from the mire. It bears down on the party under a hail of arrows, flaming oil, bolts of pure energy and Urman’s fiery airburst. After its monstrous limbs yank Batukahn and Embrek off their feet and into its brambles, Otiben delivers a most skillful backstab, allowing us to save the two before they suffocate. We find a few trinkets in its remains then set off for the Necropolis again.

Session 24 – December 4, 2016

Session 24 – December 4, 2016

We decide to veriy that the wall built in the goblin cave the last time we were in the area is still intact. It is. Zho Ni’s dwarf henchman, Embrek checks it over and says it is well sealed.

We get back to the mining camp and set watches for the night. During Otiben’s watch, the first, he notices out the window that the moon is full and a mist is gathering around and descends and the next thing we know, all of us that were involved with the witch Alosha are in the middle of a rings of trees. Only Otiben, who was awake has he gear. The rest of us scramble for weapons as we hear the howl of a wolf.

Batukahn climgs a tree, and Otiben sneaks into the shadow of another tree. The rest of us make ready for something. It is a werewolf followed by three wolves. Zho Ni throws a silver hammer and hits the werewolf. Batukahn misses with silver arrows. Otiben backstabs it and kills it. Urman casts web to catch the 3 wolves.

We take parts from the werewolf and retrieve all of our gear. As the last of the 3 webbed wolves is slain, we reappear standing in the midst of the office.

Urman can make no significance of the moon or constellations, and their is no sign of dew from the mists. We suspect it was Alosha, since only those who faced her were affected.

The next morning, Urman casts continual light on two of the mining helmets. Embrek agrees to stay and keep an eye on things.

We then return to Manheim and find out that mithril and all other precious metal ingots are the same size as gold ingots. It weights 12.5 pounds and is worth 6,250 gp. We’d get cash most likely from foreign traders more common to Finnesheim.

In questioning Baruk, the deputy of the Freelancer’s Guild, we learn that the dwarf owner of the mine got it from the father of the current thane. The dwarf may have family in the dwarf land about two day’s sail. The thane could grant us the mine, or we can do what we want, who’s to say?

We also ask about a contract on the ghouls, and no active contract, so we don’t manage to get paid for it.

We sell the 3 gems we found in the ghast nest and the magic sword after getting is identified as a simple +1 weapon.

Zho Ni pays off his debt to his temple.

Urman buys training and acquires 3rd level spell ability. Urman inquires about the mist and Old Harriman suggests that it could be a curse since the only common thing is those who faces Alosha.

Zho Ni destroys the orange seeds, and Otiben retrieves the liquid from the seed soaked in oil.

Batukhan also gets training for 5th level fighter.

Otiben learns that the fight club only earned us a few gp and he questions whether it is worth it.

While Urman and Batukhan are training, Zho Ni and Otiben go check on the mine and they found some iron and a vein of Mithril that is behind 100′ of rock. Zho Ni gives Embrek some gold to get the mine ready to ramp up production.

After training, we go to Barton, the town near the barrier fort. Otiben gets two magic tattoos. The first, on his back takes and grants him +1 to AC. The second, on his chest, does not take, so he does not get healing from it.

Embrek inquires after supplies and more for the mine.

We ride back to Mannheim.

POSSIBLE NEXT ACTIONS FOR SESSION 25:

1) Arrangement with Tailors to harvest spider silk.

2) Finnesheim

3) Necropolis

4) Crossing (Over the lake, where the assassin went)

Session 23 – November 27, 2016

Session 23 – November 27, 2016

Zho Ni made a deal and trained for 4th level.

While Zho Ni trained, Urman did research and made a new Black Staff inlaid with silvered runes for control, repel, and binding undead. the adder skin is wrapped around it to prevent shape changes from changing shape, and the antler form the undead mount is attached to the top with a spot to hold Urman’s sun stone.

Otiben can’t make more deals for training, but has a lead on a place where there is potential for loot.

Otiben finds an underground fight, and takes out their best fighter with one punch. Our wager is more than bookie could cover, so we make a deal for 5% of all future profits.

Urman suggested going to the mine and dealing with the ghouls to test the staff and see if there is any loot.

We hire 6 miners and buy some tools.

We find 5 buildings and search them.

We find two ghouls and 4 ingots of mithril in a locked warehouse. We learn that the staff prevents the ghouls from approaching it. We drag out the bodies of the ghouls after slaying them and cut them up and burn them.

We enter the mine and slay a bunch of ghouls and an 8 foot tall ghast. The ghast is able to pass the 20′ influence of the staff.

We explore more of the mine and find the ghast nest and find some coin and 3 gems and a magic sword.

We drag out the bodies of the ghouls and ghast and cut them up and burn them.

The dwarf henchman and miners fix up the office building to make it living quarters.

We ended with a discussion of how to proceed, and Urman plans to wait a day and cast continual light on a couple of items so that the miners don’t need to use oil and torches to see in the mine.

Session 22 November 20, 2016

Session 22 November 20, 2016

Mid-Morning, 21st Floranur, Chief Librarian Maesica’s office, Port Finnesheim

Urman sells the Illusionist spell book to the Library. First we are offered money but when we ask for tools to use against Vorigan, another sun stone is added to the offer. We agree to the deal, Zho ni keeps the second sun stone. Then Urman asks after new spells but lacks the comprehension to learn his first choices: Stinking Cloud, Knock and Mirror Image. After our visit to the library, we exit the port and visit the Druid Garden not far from the city wall.

The party is greeted by two elves armed with bows that lead us to a small clearing then into a round hut. Within we meet a female and two mail elves sitting by the central fire pit. The eldest of the three, Kelzhan invites us to sit by the fire. He explains this group of druids have converged on the Vale to investigate the Vale’s resistance to a frosting that is sweeping over Alenostr. Besides the Vale, the Elvish Enclaves in the north west also effectively resist the frosting but both locals are slowly succumbing. They know the frosting commenced over a 100 years ago at about the same time the Enchantress emerged as a leader of the Ogres to the South. The effect moves across the land in waves starting from the south and sweeping to the north. The Thane and the Urdjan knights are cooperating with the Druids and as such they are willing to help the party with their mission to cleanse the Many Mouths.

Kymil of the 6th Circle is selected to join our next foray. He arranges to meet us at the Necropolis via his own path, we only have to send word as to when we expect to arrive there. Next we negotiate the sale of the various Druidic scrolls we have. Though Kelzhan is somewhat disinterested, we sell the lot for a good deal of coin. Then the conversation moves the various item we have collected and our encounter with Alosha the witch.

Kelzhan is repulsed by our tainted seeds stating they are allied with dark spirits. We learn Nisalia, a druid that abandoned the order to study with Alosha was the druid we defeated. Seems Alosha is an foe of the southern Ogres as well as the Enchantress. Before we depart, Kelzhan warns of Alosha, he feels we should expect her to exact revenge against us for chasing her northward.

Then we retrieve our mounts from Finnesheim and head out on the western road after having a serving of blessed meal. At Just Call It Home, a small fishing village, we meet a man repairing a door. He greets us friendly and explains the door was smashed by Ogres looting the food kept within two days ago. He didn’t witness the crime but his injured son did. Zho ni heals the lad’s wounds before we follow the obvious Ogre tracks leading to the west.

Eventually we find wreckage littering a beach. Searching about the wreckage for clues, Otiben notices a cave further west in the cliff face at the edge of the shore. We collect about the cave mouth, then Otiben springs a stone trap by the cave mouth. This precipitates a deadly altercation with four shipwrecked Ogres. Half of them fall quickly and the last two yield after they are caught in Urman’s web. Before they are euthanized, they tell us they were deckhands captained by Garam Thul’Mashka (Thul – sailor). Captain Garam was commissioned by the Enchantress to raid shipping and villages in the north.

The sailors of Just Call It Home are happy to hear of our success. After a celebratory fresh fish dinner, we return to Port Finneshiem and spend the night at the Bawdy Bachelor. The next morning we visit Lady Grim at the Mariners Fort to collect a bounty for the slain Ogres. There are no other bounties or odd jobs so we follow Otiben to the market place where he asks after the costs to fashion a silk balloon. The cost is too rich for our purses so we decide to pack it up and return to Mannheim.

On our return, Otiben confers with Randolph who is pleased with Otiben’s success. The surprising death of Solbergsson-Annel has caused a mass desertion of his crew leaving he first officer stranded in Port Finnesheim. Otiben is hoping to continue his training with Randolph but is disappointed Randolph doesn’t have any assignments at this time. While arranges his things, Urman notice the messenger ring has a response. It is “Orkarhest Help”. Orkarhest is an abandoned ruin, the former capital of the Orcs that ruled all of Alonestr in the ancient past. It is believed to be in the lands of the Northmen.

We decide our next step will be another confrontation with Vorigan after Otiben completes his training.

Session 21 November 6, 2016

Session 21 November 6, 2016

Freelancer’s Guild, Mannheim

There are two candidates for Zho ni’s call for henchmen, Zacharius the herbalist and Embrek Fobolsom a matured Dwarven Warrior. Embrek’s fire and spirit impresses Zho ni, the dwarf is his latest lackey. Though Otiben is intriqued by Embrek’s skills and abilities, we pass on him thinking Urman would bump heads with Zach’s agenda. We take note of his location, hoping to tap him in the future.

Before leaving Mannheim for Port Finnesheim, Batukahn helps us purchase the best Pony, Riding, light and two heavy war horses to be had. This allows us to return several on loan mounts from the Udrjan Academy. The ride to Finneshein takes most of the day so that we arrive at the city gates late in the afternoon.

In addition to our search for a method to defeat Vorigan the Vampire, Otiben has been commissioned by Randolph to meet am Odagard merchant ship captain by the name of Drahsen Solbergsson-Annel. Otiben explains to Batukahn and Zho ni that Randolph accuses Solbergsson-Annel of sealing advanced weaponry to the invading Nothmen that threaten the Vale while the Ogres are raiding from the south. Knowing only that the captain should be in Finnesheim, we first visit the piers to ascertain if his ship the Golden Griffon is present. It is and can’t be missed since it is easily the largest ship docked.

A local street youth informs us about the Griffon, her captain and crew and of other frequenters of the port. Solbergsson-Annel is an unfriendly opulent man who spends his time in the richer side of town while his crew can be found haunting the salty taverns closer to the docks. There is only a skeleton crew on the Griffon currently. Solbergsson-Annel would likely be found at the White Lilly tavern but the kids on the block never visit that part of town. Captain Vincentius Lurio of the Javelin gets an unsolicited mention, if only because he is friendlier to the local youths than the arrogant Sobergsson-Annel.

Next up is checking in at the Baudy Sailor, our former hostel. Marcus the keeper greets us and suggests we visit the White Lilly if we want to speak with ship captains. After settling the henchmen’s for a night of drink, food and carousing, Batukahn and Zho ni join Otiben to the White Lilly. The cleric and fighter have drinks at the front of the White Lilly while Otiben checks out the servant’s entrance. The staff is mostly attractive human women scantily clad. Otiben doesn’t rightly fit in with this bunch. He does hear that Solbergsson-Annel is currently being entertained by several house harlots.

While Batukahn and Zho ni have met Captain Vincentius Lurio in the bar and began speaking about getting on board the Golden Griffen the next day, Otiben has hired a room and Half-Orc harlot. His escort tells him about Sobergsson-Annel excesses, masochistic perversion and general loathing by the staff. Tipping her for her time, he slips out of his room despite her regret they weren’t more intimate. In an unoccupied room, Otiben stages a distraction by setting a bed alight then returns to the half-orc harlot to await the general alarm. In the pandemonium that ensues, Solbergsson-Annel is caught in Otiben’s grasp from behind. A phial of poison is emptied into his mouth before the drunkard knows what is happening to him. Slipping into the shadows, Otiben makes his escape out another empty room and down the wall under its window.

The three adventurers share one last drink before leaving the White Lilly for the night. Knowing Otiben has fulfilled his obligation and likely saved many Valemen fighting in the northern front, we decide to visit the Finnesheim library the next day. Marcus greets us in the morning before we visit the library. He tells of three different rumors: a Dwarven Ironside has sunken an Ogre galleon found in the local waters, some have said people and things on board it have been found on the shore north west of Finneshiem; an elven noble has gone missing months ago, putting the local elves on edge; since the Mariners are North fighting the war, burglars and cutpurses are becoming a bigger problem.

At the Library, we are introduced to Librarian Maescia a drow, who is familiar with Vampire Lore. We share what we have learned of Vorigan and the Necropolis. She cautions over reliance on mirrors and holy symbols and explains she recognizes Vorigan as a name for an ancient magician thought dead long ago. She agrees to research the Vorigan problem in the library for the sake of the Vale. She also will investigate more about the unholy statue that blinded Bryn, all she can say at this time is that it must be a symbol of a primordial deity of Death. When we speak of the rumors told by Marcus, Maescia explains the missing elf is Lady Azaria who visited Maescia a few days before her disappearance. Lady Azaria was an ambassador of the druids and her disappearance is bad news for the guards responsible for her safety. This is how we learn that Druids can be found north of the city walls, perhaps we can enlist their aid against Vorigan? She also told us that Greymantle’s Wrath was the Ironside that sunk the Ogre Galleon.

It is hoped that we can meet with the Druids and investigate the shore to the north west while Maescia conducts her research.

Session 18 September 25, 2016

Session 18 September 25, 2016

Alfbrande’s suite after midnight.

Batukan and Otiben decide to explore the unknown caves along the south wall of the canyon while Urhman and Zho Ni are resting to recover their magic. Their first discovery is a large circular cave closest to Alfbrande’s abode. There is a roughly circular pool of foul stagnate water about knee high deep in the cave. Practically in the pool’s center is a stone sarcophagus. Before they can investigate further, Otiben is overcome with an uncomfortable feeling prompting him to beg the two leave the place.

They move further east along the southern wall and take a swim in the lake to explore another cave. The cave is a mostly north-south tunnel that appears hewn not natural. It ends transversed by a metal grate that is littered with debris and moss. Beyond the grate can be heard thunderous rushing water. His courage returned, Otiben swims down the tunnel to the grate to inspect what lies beyond. Batukan secures him via a life line from the cave mouth. Beyond the grate is a whirl pool draining the water away. Wanting a possible future escape route, Otiben attempts to bend the bars of the grate but fails. The two slink back to Alfbrande’s to share their findings. When we are all ready, the party returns to the Sarcophagus cave with Otiben watching from without. Lifting the lid we find inside a very old Orc corpse with a shield, mace, dagger, copper war god holy symbol and a death shroud. The corpse grabs Zho ni’s hand as he lifts the dagger then drops back in a final rest.

During the night, Alfbrande tells of his party’s caper. Over a century ago, they entered the crypt and explored down to the first level. They discovered a throne room where they were attacked by spirits. Loosing this fight, Alfbrande was the only survivor with his wife and their companions all reanimated undead. Whereas his cooperation was coerced by the promise of his wife’s heart, the other adventurers were cursed to guard within Vorigan’s crypt ever since.

Feeling little can be gained by anything else, we decide to assault Vorigan’s crypt at dawn. After dodging the patrolling giant skeleton golems, we face the elite skeleton guards posted at the crypt entrance. The fight goes mostly well but takes too long. As a giant golem nears, we rush through the crypt doors and slam it shut to avoid an unnecessary altercation.

The darkness holds many secrets. The first of note was a towering grotesque statue of some nether creature whose visage misses an eye. Bryn clambers up the statue to poor holy water in the missing orbit only to have his sight removed in his same eye. After caring to the poor lad, the statue is defiled further by adorning it with Eostaria’s blessed springs. Next we are beset by a horde of shadows in a throne room. All but two flee from Zho ni’s rebuke and are quickly felled. Feeling bold, Otiben sits upon the central throne which promptly summons an undead servant willing to do as Otiben bids. It is tasked to find items of value in the crypt. As it lumbers off, we decide to press further south…

Session 20

Session 20

October 30, 2016

We went off to meet the vampire after resting overnight, healing, and memorizing new spells.

As we approached, Zho Ni turned the 6 skeletons, and then the tomb doors opened and then a large group of skeletons, followed by the undead Ogre and group of zombies. Zho Ni turned about half the skeletons, and then the vampire, Voragin, cast sleep and dropped some of us.

Urman quickly acted to wake them, and Voragin shouted stop, and the skeletons, zombies, ogre, and the bone golem behind us stopped.

Voragin tried to get us to do something, but we decided that leaving to get word of this place back to The Vale would be better than us dying and becoming unwilling undead pawns of this beast. So we used the hoop to return to the academy.

We relayed our findings about this city of undead.

We had items we found identified, then we agreed to head to Manheim in the morning.

We road to Mannheim, and after a long all day journey, we entered the gates, and went to the Thane’s castle, and repeated what we learned. All the thane can do to help is pay for our training, and direct us in ways that will help The Vale deal with its myriad enemies.

Otiben met with the spymaster and agreed to deliver some sort of message to Port Finnesheim.

Other business leads us there, such as a message that appears to be written in Elvish, we found in the tomb, learning more about the removal of the heart of the elf’s wife. Also perhaps to find more magic or others to join us to go fight the vampire and remove one threat that is so close to home.

While we trained, we sent a courier to retrieve the plate mail the dwarves made for us in thanks of our aid in lifting the siege by the northmen.

We sold the few gems we found, and Zho Ni traded his magical mace for a magical flail, a weapon he knows how to use.

After training, we made final preparations to go to Port Finnesheim.

SESSION 19 October 9, 2016

SESSION 19 October 9, 2016

After a bit of exploring and finding rooms of stationary undead, we find a room of 5 undead adventurers and hear the taunting of what we believe to be Voragen, the vampire lord of this undead city.

We pulled back, thinking they would not leave the room, but they attacked us. It was a near fought thing, and Otiben was dropped twice and Xhoni once, but we managed to prevail. We retrieved their gear, including several powerful magic items that were used against us.

We pulled back to heal and rest and re-learn spells.

The shadows returned to the throne room, and the throne room servant returned with a jar with the heart of the elf’s wife. We decide to rest & re-learn spells so that we are all mobile before attempting to leave in the morning.

We leave and running through the throne room prevents the shadows room affecting us.

We get to the entrance and find the full complement of skeletons renewed. Xhoni turns them all so that we do not hve to fight them to leave.

We return to the elf’s residence and the zombies guards are replenished, but do not face us.

The elf is amazed that we have his wife’s heart, in wonder asking if we defeated the vampire.

His hopes of restoring his wife are within reach, but he will need magical assistance to restore her.

The elf fears that Voragen will still have some influence over her, so he agrees to help us in the morning.

We divvied up the gear to best improve our chances to one last attempt to defeat the vampire. The inability of the throne servant to bring us the source of power tells us that the only way to get it is to face Voragen.

We hope that with more sleep and a full complement of spells and the additional protections from our loot, and the magical meal from Xhoni, we may actually stand a chance.

The elf thinks Voragen may somehow be weaker than in the past.

The elf binds his wife so that we can sleep unmolested. He further explains that the skeletons now guarding the entrance are not the tough ones we faced the first time, so we should have a much easier time gaining the entrance again if we have to fight again.

Session 17 – September 18, 2016

Session 17 – September 18, 2016

The elf is Alfbrande and the undead woman is his wife, Elyana, whose heart is kept by his master, who has promised to restore her. He has been there 100 years waiting for the master to fulfill the promise.

We don’t like what we have heard, and we attack. Zhoni tried to turn the undead elf and failed. We nearly knock down the elf, and slightly wound the undead elf, and the zombies from the other side of the room, the top of the other set of stairs. Urman cast web to trap them, and all but one zombie and the elf were trapped. Zhoni was trapped in the web.

The elf drinks a potion of gaseous form and tries to run, but we shut the doors and block the gaps with cloths and threaten his trapped wife and he surrenders.

Alfbrande tells us of another party of adventurers, of whom only the evil cleric Enok and a “small” flesh golem who have been there 20 years. Enok posses a key that opens the door to the catacombs of the “master”. Enok came to serve the “master” and the golem came with him and he betrayed his party to join the “master”.

The master, Vorigan is a vampire.

We rest up and learn new spells and go after Enok and the golem to get the key.

Enok is in charge of patching up the damaged undead. Boils “dead” zombies to either boil off sin to become skeletons or to strengthen skin to make them tougher.

People in “village” are slaves and some have been there for generations. They roam the swamps looking for new bodies living or dead. Urdjan knights who are killed have their armor animated, etc.

Otiben climbed up and blocked two of the chimneys to make it even more murky inside.

Otiben snuck inside wearing an elven cloak from Alfbrande, and his noisy footsteps draw the attention of the golem. Otiben notices the sleeping cleric and charges in and slays him. The golem turns and charges him, and we fire a few magic fire arrows at the golem, and then Batukhan and others charge in and help Otiben defeat the golem.

We find an iron key that opens a lock box in a chest. The lock box contained a key with a twisted version of the symbol of the Urdjan knights. This will open the door that is guarded by skeletons that are more than ordinary skeletons, according to Alfbrande. Also inside is a book about making golems.

Enok had an evil staff that turned into a poisonous snake when Urman grabbed it and he nearly died from its poison’s damaging effects, but Zhoni healed him.

There are various other items we found and we decided to rest, heal up, and renew our full complement of spells before going into the catacombs.

Session 16 – September 11, 2016

Session 16 – September 11, 2016

After healing up and resting the night, we set off the next day.

We encounter a suit of Urdjan armor riding a spectral horse. We defeat them, but the touch of the horse weakens the constitution of Frike until the next day.

We continue on after defeating the rider and horse and come upon a depression that has waterfalls over a cliff. This is the necropolis. We observe the short time left before dark. We see giant skeletons on patrol. We notice a stairway from above.

We decide on a plan to rest overnight, and then proceed to the stairs.

We find the stairs and proceed down. We sneak past the closest giant skeleton. The giant skeletons are actually bundles of the bones of man sized creatures.

We check out a building that exits steam, and see cauldrons and a lab in the back. Our observations from the rim showed that bodies were delivered and then undead walk out.

Zhoni tries augury and what we seek is not there.

We move the the building where we saw light at night. We find a door and enter. We find two stags kept in a room converted to a stable. Xoni turns one and after slaying it, the other is killed.

We go up stairs and find several zombies guarding a room.

We slay the zombies after some are turned. We enter the room they guarded, and find an elf and a desicated lady elf. The elf says, “Ah, it’s been some time since we’ve had any adventurer’s here.”