Session 161 : What goes up, must come down (Aug 1st, 2017)

Session 161 : What goes up, must come down (Aug 1st, 2017)

After some discussion in what is likely the control room we come up with a plan to tackle the bats in engineering – we believe the information reliquary is important.

Due to the inconsistent gravity, we decide to lower a rope down to retrieve Thorfus, Lambertus, Nash and Edan with Mariantaxsis pulling up on the rope and Bellasante guiding.

While getting this ready Chuq positions himself to cover Bellasante or anyone coming up. It’s as he gets into position that he realizes that the door to the other side where the bat-like creatures are is open, but there’s no movement.

Since they’re not being attack, Chuck decides to lower the rope to Edan who has moved up halfway up the corridor in order to guide the rope further below to Lambertus who ties himself to the rope and signals for ascent.

Seeing Edan’s signal, Bellasante yells to Mariantaxis to begin pulling. Just then, Bellasante seems to have been affected by the bat-like creatures and drops the rope and attacks Chuck – striking him by surprise.

It doesn’t take long for Chuck to grapple and overcome Bellasante, but the damage was done. As Lambertus reaches them he too is afflicted and runs away in fear (deftly dodging Laurene, Chuq and Axel’s attempts to grapple him), but Chuck and Edan are unaffected due to their ESP block abilities and magic.

Chuq bolts after Lambertus and again swiftly disables the Cleric. With Harb’s help he’s tied up, while Laurente and Axel drag a very angry Bellasante out.

In frustration Chuq grabs the Dwarven Flamethrower and fills the Engineering Room with fire as Thorfus makes his way up and Edan fires arrows.

In a combined effort the bat-creatures are defeated.

We retrieve the information reliquary (which Edan confirms is a more complete schematic of the ship), a pair of green crystals and a small “very sharp” knife.

Shortly thereafter- everyone regroups at the barge to discuss the next course of action.

Session 161 July 26, 2017

Session 161 July 26, 2017

Outside the temple of the Flesh God

Thorfus tests the golden circlet and he learns he can control a monkey up to 80 feet away. Edan has the nightcap. Serithaz can not scan into the ship but can past it. The golden circlet can not scan the clones. After an introduction by Thorfus, Nash interrogates Serithaz. Serithaz tells his entire tale from his emergence from Lysander. Nash believes him to be a false prophet. Nash rejects his testimony claiming him false but sees some value to his tales.

Session 162 August 8, 2017

Session 162 August 8, 2017

11:37 pm Debating our next move outside the Temple of the Flesh God

A visitor, Amadeous walks out of the jungle. Tells us his story after Merientaxis clears his identity as not being a dragon or inquisitor.

He tells a story of a cheating ass hole that stole his shiny star thing.

After drinks he agrees to join our band and we enter the temple to confront the AI in the cloning facility

Edan examines the green shard crystals and realizes he can memorize more spells when he possesses them.

At the mid ship ladder, we see a room above and a hallway below and decide to ascend to the top deck.

The top deck is swarmed with su-monsters, Chuq slides down to alert the party.

A starboard side hatch to the north opens, a swarm of mechanical roaches stampedes into the hallway. They are blocked as Chuq rushes to close the hatch via the wall panel.

The hatch opens and the lights flicker, su-monsters swarm into engine room from deck above

Ship gravity ends. Amadeous, Chuq and Thorfus resists some sort of mental attack by the Su-Monsters.

The party splits up to save from falling, combatting squads of mechanical bugs individually.

Amadeous fells many bugs with burning hands and blinds a su-monster that plummets to its death.

After the bugs are defeated, the Su-monsters flee to the upper deck. Thorfus follows, confronting a swarm of Su-monsters. After Amadeous webs the Su-monsters before Thorfus is dropped by those still mobile. Chuq fashions a way for those below to ascend towards the engines. He and Edan ascend to the engines where they take a ladder to the upper deck. Nash joins the two and they assault the Su-Monsters from behind. Axel rescues Thorfus and safe guards his body as ship gravity reverts.

SESSION 160 – JULY 12, 2017

SESSION 160 – JULY 12, 2017

8:20 PM, 22nd Masrilden Dwarven clock still at zeroes & 3.23.

Three Dragons will arrive at Dawn, c. 6 AM.

We moved the skiff with the back in front of the opening and Chuq and Axel stay behind to coordinate defenses. Myrientaxus stands guard at the front. Thorfus sets one monkey on front and one each side, and the fourth on patrol.

We go to opening and the rope is hanging against a different side of the hallway. Thorfus asks Edan to look for traps and he finds none.

Thorfus is surprised by falling on the bed when he steps in, the ship has a different “down”.

Thorfus helps Owen and Laurente in so they can help the others in while Thorfus peeks around the hallway, there are faint green lights on each door control.

Thorfus goes to an open door and see three hideous bat like creatures with human-like heads. He attacks and does a lot of damage. It fights back and the other two do nothing. It does a bit of damage to Thorfus. Thorfus hits hard and is helped by Nash. Thorfus hits hard and it still does not go down. thorfus hits again and drops it, the other two attack Nash mentally and he flees in panick, followed by his man servant.

Suddenly, down changes to the down we first encountered here. All fall, Owen is knocked unconscious, Laurente grabs the rope, and Lambertus and Thorfus fall to the first set of partially open double doors. Nash and his servant are already at the bottom. Thorfus managed to close the door before he falls, trapping the bat-like creatures. Before this sudden change, Thorfus noted the presence of an information reliquary (cube) and a gold circlet.

Lambertus heals Thorfus a bit, adn Laurente takes Owen outside, and Thorfus directs them to not bring Prix inside until we solve the changing gravity issue.

We open a door to try to get into a room that we hope has a door to the room on the other side of the glass at the bottom of the pit/end of the hall. Inside is a table fastened to the wall/floor and chairs, coins, bone dice, and an information cube (reliquary). Thorfus retrieves the reliquary and the power comes back changing down again. Thorfus opens the door to the “bridge”.

Edan learns that the cube is a flight simulator for the ship. Thorfus finds a gold circlet on the former captain and puts it on and is assaulted by what is something like another gold circlet. Thorfus asks Edan if he knows where the skull cap is to help fight the other circlet. Edan agrees. Serithaz fights off the other entity, but comes back begging me to take off the circlet as the other thing seems to surround us and is not locallized. He detects a monkey “north” and level unknown. He also detects a dwarven warrior that is down. Thorfus puts the ring back on to block Serithaz after telling him he is doing so, Serithaz thanks him for the courtesy. Before that Serithaz said that Edan better practice what’s on the cube before we try to fly the ship.

Thorfus also take the dragon armor with dwarven stone brooch and a magic longsword from the former captain. Nash takes a thick platinum armband from the captain. When Nash sits in the captain’s chair it comes alive and each are opens, one with a tablet with a menu listing a long string of items in a damage report. The other holds an information reliquary. Nash’s servant gathers up all the gold and platinum coins in the one room.

Thorfus cycles through the damage reports and gets back to the main menu:

Damage Report

Deck Plan

Review Flight Info

Pre Flight Check

Thorfus chooses deck plan and we learn that we are on the mid-deck and there is one deck above and one below. The engines occupy all three levels at the rear/top of the ship. Edan makes a record of the deck plans in common. We find the cloning chamber, two fighter launch bays, two beserker launch bays, medical bay, engineering, etc.

Edan reviews the cube and it is the final flight plan. The ship was re-commissioned to fight in the rebellion against the dwarves. It has the last known good authorization codes for Xeno Tel, with docking instructions. It appears that it was shot down, but couldn’t determine details.

It was at this moment that power went out and the gravity changed. Thorfus quickly checked with Serithaz and the lack of power did not affect the other gold-circlet level entity.

We left off and it was 10:03 PM with just under 8 hours until the dragons arrive.

Thorfus is wanting to find the monkey and take care of the gold-circlet level entity so we can safely make enough clones to restore Prixithalma, perhaps get control of a berserker and fighters to be able to deal with the approaching dragons…..

the shrine of the flesh god

the shrine of the flesh god

Session 158

3:28 pm

21st mesrilden

After The Islanders Lead us to what they call the Shrine of the flesh God.

we asked them some questions about the place.

it seems in reality They are all clones, Dating back to before the elders Can

remember.

up until recently babies would come from the shrine. and the islanders would take

them and raise them.

but now it seems the Shrine spits out full grown humanoids with no faces, and it

then finds a victim to kill and take on its persona

So we parked the barge a couple hundred yards from the shrine/cloning facility.

and had the Monkeys fix the damage From the crash.

During the Nights Watch Ronin , Heard and saw a Boar run across the open

ground into the Jungle.

Ronin being restless. he decided to go take a look.

30 yards from the barge he crested a hill and came face to face with 3 Very Large

Boars.

all Ronin could think of was Bacon!

so he took 2 shots with his Bow. and Hit with one.

just Pissing off the Boars.

So They charged Doing 26 damage leaving Ronin with 3hp

so he used his shield and Retreated.

getting back to the Barge where the rest of the party dispatched the Boars.

and we had a Great Breakfast.

Ronin got a few heals and the clerics rested another 4 hours.

Then we headed to the Shrine

Ronin , Thorfus, Bellisente and Lambertus

thorfus also took along the 5 Monkeys.

Reaching the Shrine/cloning facility we saw a very old Twisted Tree that seemed to

be its own forest that all grew together

Thorfus sent one monkey 60 feet up in the tree

the door in front of us seemed to have been torn open.and inside we see a 10×10

room with a bed and a lock box.

what was weird was the bed and box were bolted to the wall,

then it became obvious. this facility was on its side.

When Thorfus sent in the first Monkey. it moved in 5 feet, and stopped.

Thorfus lost vision, then the monkey turned its head,

and bolted for the inside door and Down from what we could make out, over the edge to

some kind of drop off.

immediately Ronin tied a rope to the bed and threw it over the edge, Thorfus quickly descended.

Ronin Follow quickly after. looking down what seems to be a hallway on its end,

doors on both sides staggered all the way down

We see the monkey waiting at one of the lower doors.

We descend after it. lowering the rope we come to an open door , like a platform.

Again we need 40 more feet of rope. Thorfus and Ronin attach the rope.

Thorfus starts to descend, and the water below begins to churn,

Thorfus quickly climbs back up out of reach, then he decides to go for it

tentacles lash out at Thorfus Making him loose his grip from the paralyzing Stings.

Ronin thinks good thing he has that ring.

after a few moments, thorfus doesn’t surface, Ronin decides to go in after him/

sliding half way down the rope then Jumps. aiming his sword Down towards whatever is in the water.

Ronin hits the water Hard, he feels his sword hit the monster, but it seemed to be too hard and scrapes down the side of it.

Holding his breath Ronin trys to get his bearings,

Ronin sees thorfus, and the net.

THE NET he thinks,

just as Ronin moves towards Thorfus. he sees his eyes open.

somethings not right, and then…………

Thorfus attacks using his battery powered sword. Ronin is in shock at what is

happening as Thorfus Cuts Ronin into Peices………………

as Ronin dies his thoughts turn to the Last year, and All the Great adventures he has had……………………………………..

Session 157 – May 31, 2017 – : Westward Ho!

Session 157 – May 31, 2017 – : Westward Ho!

We decided to head west and try to find the cloning facility rather than try to kidnap people or convince kobolds to sacrifice themselves.

6AM 21st of MazRelden 00.00.00.00.03.24

Kotar and Prix will travel on the Barge rather than on the skiff, while Mariantaxis will fly – he says that touching the carbon material is painful to dragons – likely the reason their cages were effective in keeping them in check.

Edan takes control of the skiff and guides the ship – about 45ft up – and travels along the valley towards where we think the Cloning Lab is.

Thorfus speaks to Sarathos using the broachie-talkie – confronting him about the “insanity” he caused. Thorfus wants to know if he can reverse the damage – apparently Sarathos can, but by individual. Sarathos doesn’t seem to think reviving prix is a bad idea – considers her wiser than her “mate” … he wouldn’t mind speaking with her should we be successful. Alone – of course.

We suspect that someone else may be listening in through the talkie-broachie, but Sarathos says he can’t detect anyone else listening in on our devices. Putting on ESP circlet or ring dampens the buzzing sound, but it isn’t eliminated.

We place the skull cap, broachie-talkies and the scrying mask in Edan’s Strong Box for it’s “blocking” ability just in case. NOTE: It’s just a plain waterproof foot locker, not sure where they got this idea, but if it makes them feel better then who am I to argue – at least it’s wizard locked.

The Valley between the mountains heading westward is fairly barren – but we can see jungle in the distance.

About 40 minutes in – we begin to reach the jungle – and then suddenly we feel like we’ve just been attacked. An explosion happens – the skiff’s batteries explode (Stissa is blown away) and we fall to our doom. Edan attempts to slow the impact with Levitate while Chuck and Harb shadow step to safety. The rest of the crew scramble to the back of the ship to avoid the brunt of the hit.

Mariantaxis attempted to catch the ship, or at least Prix, but was unsuccessful even with Ronan’s attempt to throw him a line.

Despite the efforts – the damage is bad – we lost Stissa, Adrelle, Fyarin and Eva – and we’ve all taken a beating.

Thorfus has the monkeys retrieve our chests and cas while Edan attempts to asses the damage to the engine.

As we recover – 5 creatures come out the ground, Vilstrak, the stone-like insects that immediately attack the Mechanical Monkeys.

We defeat the Vilstrak and have one of the monkeys remove the battery and place it far away. It’s smoking and we then bury it, stopping the smoke. Ronan manages to loot some gems from the Vilstrak lair we landed on.

Edan determines that one of the power chambers was damaged, but the others seem to be fine. As a test, we place the spare battery in the powercell and the barge lifts a foot, enough to inspect the damage – we also notice that the battery rattles much like the previous one so we assume it’s also sabotaged in some way. The barge is sound, but it won’t float. After a short discussion we decide to move the ship closer to the jungle so that the monkey can affect repairs in order to make it water worthy incase we need to make a landing again.

While we prepare – Stissa wakes up and we hear distant colonial drums approaching from the east. Lambertus checks her wounds and he’s amazed she’s not really injured. She’s really alive and doesn’t seem to be freaked out. She doesn’t know how she survived. Very suspicious as this is the 2nd major “incident” she has survived without injury.

We ask Mariantaxis if he’s noticed anything about her. He tells us that he hasn’t really looked at our camp followers, but after hearing what has happened agree to inspect her. As he approaches her, he immediately finds out she’s not what she seems – and before he can swat her she shadow steps away towards the jungle (we assume).

We discover that the mirror is magical, and likely was being used to track and listen to our conversation. Mariantaxis is worried, if the Emperor knows we have Prix – he’ll come to claim her, likely with a horde of other dragons. BBQ Anyone?

Ronin plans to misdirect our pursuers by faking a change of plan and then get a bird to fly around with the mirror.

We lure a bird and with whom Chuck tries to negotiate to have it carry it away. After some cajoling he manages to convince the little guy to take it away.

We head west towards our goal as low as we can, and quickly come across a fight. We listen and it seems to be two or more people fighting – we hear “face-stealer” so we figure it’s our Stissa.

We quickly turn around and head towards the fight.

Title

Session 156 May 24, 2017

Early hours of the morning, 20th Masrilden

AD clock reads 00.00.03.25

Once the party is once again on the deck of the Keeper Barge, Edan and Lambertus confirm the location of our ancient dwarven submersible. They find a shadowed quiet alley among the warehouses were Lambertus can Locate the Object in privacy. Before he calls on the powers of long dead dragons, Edan suggest Caesar the invisible cat slink into the Merendur warehouse to have a look see. On his return, in his own loveable way, Caesar informs Edan that the submersible is actually in the warehouse. It is set unceremoniously on the floor, obviously not a position that can be launched easily in the water. The cats certain tactical assessment was that both Edan and Lambertus can easily take on the guards present if necessary.

The three return to the Keeper Barge to report their findings, which includes an ongoing exodus of several Midmark Navy ships heading out into the night. The Keepers decide not to move against the Merendur clergy just yet, since the submersible is secure in their possession and we don’t have a secure locale to keep it, we all agree it is safe where it currently is. Several keepers express their fervent desire to give the Merendurs a bloody nose, especially the Matriarch. Next we interrogate the dock workers about the navy’s mobilization.

Lord Thorton and the council have ordered the admiralty to tighten the blockade of the now diseased Vargen. It’s is hoped the sick people of the city and their Dwarven invaders can be contained by sea power. We later learn that the militia is also mobilized to secure Midhaven and the former Bargemen’s ferry across the Vargwater. Having to move across land means it will take another day or two for the militia to arrive at their posts. The keepers decide another conference with Jardin (Thorton) is not necessary before we ship out at dawn. It is our intent not to get involved with the Vargen situation. Our mission to save the world takes precedence.

Our departure from the floating island is without incident. Once clear of the harbor proper and any curious eyes, the barge is lifted above the ways by Captain Thorfus who sets our course for east of Vargen to skirt the harbor. Axel spends the day training Chuq. It appears old Saw Tooth’s house boat is anchored close to where it was before our scuffle. Thorfus keeps us well clear of the house boat, ignoring Ronan’s desire to rain acid on the domicile.

Edan sits down to read Saw Tooth’s journal. It tells a tale of his schism with other clerical authorities in his home city. The following persecution for his beliefs which prompts his flight from home when he realizes refuge could be found near Midmark. In those waters, sympathetic Mermen give sanctuary allowing him to live in peace and cooperation with both Mermen and the people of Midmark. His musing are suspicious of Devil Fish, noting their various plots and schemes over the years. His latest entries suggest he realized the Devil Fish are plotting against the Mermen and he intends to warn the Mermen before it’s too late. Edan shares this last bit with the party. We can’t take the time to either make peace with Saw Tooth and help with contacting the Mermen or alert the Merman ourselves using the journal as independent corroboration. Perhaps if we have uncommon luck in our mission up north, but this is unlikely.

That afternoon, the barge skirts Vargen harbor. The dwarven colossus is undoubtedly one of the bridge autonotoms from Xen Khel. It still has a section of the bridge held in its hands! Remembering our exploration within one of the bridge colossus, we debate the merits of assaulting it at this time. Realizing the Keeper Barge lacks the elevation to avoid direct contact with the colossus, we determine the best tactic against it would be with a silver control circlet. The barge continues north, we watch from our decks the blockade and burning Vargen.

Amelia helps us locate her community north of Vargen. Alighting among the humble homes, we are greeted by the locals. At first Thorfus and Axel cause a stir but Amelia ameliorates the situation by testifying to the dwarves heroism and past alliance with her husband Cannis. Accepting the two as not invaders, we are told of Cannis unending bender. We are directed to where our erstwhile Druid is lost in another bottle bemoaning the loss of his wife. Cannis is not convinced he is confronted by Amelia and his former colleagues. It take some persuasion but eventually he realizes we aren’t figments of his imagination. Though the day hasn’t ended in cheers, the party is gladdened to have put the two back together. We depart somewhat disappointed when both refuse to journey with us away from the disease and war just a short walk away from their home. Thorfus gifts a sizeable jewel and some coin to the couple before we launch the barge and continue flying north.

The flight north is with little incident. Upon reaching the Vargwater, the barge is turned westward and follows the river to Jagger dock. Setting down into the water, the barge is lashed to the dock for the night. During his shift Ronan notices an uncommon silence from Jaggers warehouses. Drawing closer to investigate, he narrowly dodges arrows flying out of the darkness. His yells alert the sleepers. During the scuffle Thorfus is magically held in place and an arrow causes Ronan to fall down paralyzed. While Edan spits jets of flame at the warehouses, the barge is released so we can escape upriver. As the jungle begins to blaze, Edan pilots the barge into the air and he flies us the rest of the night to our destination.

The wounded are tended to by Belisonte and Lambertus. All are awake and alert as we approach Meriantaxis’ mountain lair. The sun is rising to the east as we are guided by Araquille to their new hideout via the broachie talkies. Meriantaxis is pleased we acquired another dragon’s blood but notes that we have less men than last time. Explaining the archers were loss with the Salty Leprechaun, the conversation turns to the last reagent for Prixalthalmus’ resurrection.

Who and where to find 12 thinking sacrifices whose blood Prixalthalmus will have to be bathed in is hotly debated. Chuq suggests Meriantaxis could awe the kobold east of Vargen to willingly sacrifice themselves to resurrect their Queen mother. Meriantaxis resist this plan since it means being closer to the dwarves assaulting Vargen. Dwarves he knows have designs against him. Thorfus agrees since the way east is beyond the range of the barge and whether the kobolds still lair in the mountains is uncertain. The argument to search west wins the day. It is hoped the local Islander communities can be found quickly or perhaps the fabled cloning machines could be discovered so that a little bit of all of us could resurrect Prixalthalmus. The thought of enslaving more Islanders makes the former monk want to sick up.

Session 155 May 17, 2017

Session 155 May 17, 2017

6:00 am 19th of Masrilden on board the Keeper Barge moored to the Floating Island, harbor of the City of Gulls.

AD clock reads 00:00:00:03:27

Chuq sends Harb the Hunter to the nearest alter on the Island to be delved for lycanthrope. It just so happens the nearest clerical help is a small Merendur chapel on the floating shipyard. He returns later that morning reporting he has a clean bill of health. The talk at the Merendur chapel is of a plaque outbreak in Vargen newly returned Vargen blockade ship men are reporting. Harb’s good luck last the whole day, he survives the party’s antics later on.

Ronan investigates the Midmark Navy engineers either connecting our tiny steam engine to propel the barge or upscaling the design for the same purpose. The engineers report the smaller engine isn’t capable of moving the barge and upscaling would take about 10 days of fabricating before trials could begin. We decide to abandon both possibilities.

Ronan hires the Salty Leprechaun for a three hour tour out to the bay. We’ll visit the Saw Tooth the fisherman’s house boat for a bit of fresh fish and lore. Before we set off, Vernold of the Midmark navy reports our barge will be repaired and ready to ship by nightfall today. While sailing to Saw Tooth’s, a human sailing ship not flying any ensigns is bearing on the Salty Leprechaun. Using the spy glass, we don’t witness any crew on her decks. She is watched for close to an hour until, she turns towards the city of Gulls.

Saw Tooth welcomes us aboard his humble house boat after the Salty Leprechaun is anchored about 50 yards away. Chuq, Edan, Harb, Lambertus, Ronan and Thorfus take a 8 man launch from the Leprechaun to Saw Tooth’s. Ronan and Saw Tooth negotiates two weeks of fresh catch for the Salty Leprechaun’s captain while the invisible Edan slips into Saw Tooth’s shack to search his effects. The elf finds an altar, hidden chest below the floor boards and several scrolls. After small talk and further fish purchases for the Keepers, Bellisonte and Sturloc’s overdue  wedding diner feast and more pedestrian choices for Thorfus’ men at arms, Chuq leans into Saw Tooth’s more seedy secrets.

As Saw Tooth is fussily collecting our groceries, he comments on Devil Fish, Mermen, the Sons of Dagon, Sahuagin and his dim dark past. Realizing our heavily armed band knows more than the average sea man, his mood gets very dark when he absented mindedly replies to Chuq uttering a few questions in shark speak. It’s hard to say what exactly called Saw Tooth to arms. Perhaps it was Chuq insistence we are looking for sunken treasure or the revelation that Saw Tooth is a religious refugee with ideological foes in the Church of Dagon (which we might be connected to since Chuq reveals a tribe of Sahuagin are recently settled at Angmar’s Folley) or Ronan’s insinuation that shark should be on the menu for dinner. Whatever it might have been exactly, the old fisherman decides to attack.

As most of the party maneuvers around Saw Tooth, Thorfus charges and engages the now obvious high level cleric hand to hand. After landing two solid blows with his axe, Saw Tooth disappears leaving the party swinging at empty air. Our foe must have teleported away, not turned invisible.

As we are looting the place, a giant plume of water where the Salty Leprechaun once floated draws all of our attention. The ships previous location is now a large whole in the ocean, absent of any water or the ship, her crew or Thorfus’ archers. Ronan’s yelps as he sees fish swimming out of the ocean and plunging into the open air pit. Knowing our own business well, we hasten the looting until Stissa is noticed floundering in the surf. Ronan rescues her. On board the house boat, she reports the ship falling from the surface of the ocean and breaking below. In the water she saw large sharks eating members of the crew.

Edan and Ronan devise a plan to move us away quickly. Lashing the Leprechaun’s launch with a small boat from Saw Tooth’s, Edan uses the Merendur wand to create a wall of ice under the keels. This allows Ronan to magically swim faster than a shark and tug the whole bunch along. Chuq keeps an eye behind by drafting under the water while Thorfus and Edan look on the waves from the boats. Our flight is shadowed by large shark shapes in the water. As we open the distance from the slower sharks, a large depression in the ocean opens before Ronan. Edan lifts the Merendur wand and creates another wall of ice to steer Ronan and his tug back to the surface.

About 30 minutes later, we close on the floating island. Ronan and Chuq climb aboard the boats and we report our return to the dock master. The news of the Devil Fish attack on Saw Tooth’s is met with reluctant acceptance. A distinct local flavor will definitely be missed….

Returning to the barge, we examine the haul: 6,450 coins of gold; 370 imperial platinum coins; 3,200 ancient dwarven coins; a silver bracelet with translucent green gems; a platinum broach decorated with a diamond; a bit of scrimshaw; a magical

bauble shaped like a bird feather; two scrolls; two potions; and Saw Tooth’s altar statue (a shark headed man made of electrum with translucent green stones as highlights.

Despite the late hour, we take a trip across the harbor to Roland’s in high town. He and Thorfus have very easy negotiations over drinks for our haul of jewelry and dwarven coins. Next we visit Jardin who exchanges the imperial coins for midmark gold coins. The talk returns to upscaling the steam engine since Chuq can now advance to a Warrior and what to do about our purloined submarine. Lambertus has a locate object spell prepared, we need to return to the floating island and determine if the sub is actually located where we suspsect.

Session 154 – Interlude

Session 154 – Interlude

12:30PM 18th Maz-Relden, Clock readsL 00:00:00:03:27

After meeting with Jardin and making our demands, we head to our estate to wait for his answer.

On our way we stop by the Mapmakers to pick up the key, Cutty hands us the key and returns to his mourning.

At the estate we settle-in and discover that progress was made, yet there’s more to do. As we take a look around Ronin grabs a couple of bottle of wine and Thorfus’ monkey goes to the “burial” tree and whistles for a while (keans).

Four hours later, Jardin arrives with news. He agrees to provide us with the blood and tries to discover whom we’re trying to revive (he consulted with empire sages and found out). We didn’t tell him. He also brings a mini steam engine for Ronin and more power cells.

We try negotiating for the skiff plans, but Jardin wants more than we’re willing to give.

We also get our stipend of 250 gp each – or 1250 gp – which we place in the house fund.

We go to the Ark Temple – to see our friends that were affected by Sarathos’ shenanigans. We find them in the dungeon. The militia gave us trouble until a Grey Cloak (Larens), who works with the clerics attending the afflicted, cleared it all up once he recognized us.

When we ask about the afflicted he explains that despite treatments (magical & non-magical) there have been no improvements… he finds it odd.

The clerics look tired and worn, but one, Iscipio (a jr. acolyte), agrees to take us to see our friends. He explains that they take care the physical needs of the afflicted and read to them.

We see Em first – she’s restrained for her own and the baby’s safety.

She speaks of magic flying fish (Dreys?) – says the fish wants the girl dead (looks down to belly) – Magic Fish keeps his promises. Mentions the Frogs that abducted her, and then some other parts of her past veiled in metaphors and lunacy. Chuck and the others believe the she’s referring to Sarathos – Edan, not so much, but he never liked the devilfish anyways. She mumbles : 1 Fish, 2 Fish, Red Fish, Blue Fish. Seems that she’s aware of her history.

Admiral Dykenson – believes everyone is Grel in disguise.

Admiral Duffeld – naming fishes and dishes – recipes.

Aardman – gives his aliases, says he’s been everyone – rather everyone is an alias of him.

Aleric Winterberg – stories about tunnels – tiny little elves with dark skin live in them (drow?).

Shartaine (Merindor’s Librarian) – talks about people poisoning him, believes we’re here to poison him.

The other afflicted we less interesting or no one we know directly.

We return to the clerics, they tell us that they’re discussing moving them to more comfortable accomodations in the palace – Thorton seems to be agreeable to that but hasn’t given his go-ahead. (What about our estate?)

We go to the ruined cathedral – still barely together – services are suspended and the statue of our former henchman still together – surprisingly.

We go in regardless of the signs telling us to stay away and we find Chuck’s order’s master is using the Patriarch’s old room. He recognizes Chuck who introduces Ronan and Thorfus and Edan (still invisible) after he noticed Edan despite it. (Should have moved silently)

He knows about the coming invasion – he knows that we know.

He explains how he was abducted, and how he was convinced by their evidence, some that we provided.

Chuck explains our experience – and he counters that he plans to try to retake Lonely Island . Chuck maintains that it would not be wise.

Not many dragons in the empire apparently – especially those from the beginning, and the younger generation are few likely from a low birthrate.

Chuck explains shadow stepping, DBLs and deamons. His master has already observed shadow stepping and is ready to experiment with it, though more cautiously after having been told about DBLs and deamons.

Chuck tell his master that he’s left the order to become a fighter. He’s disappointed and hopes that he’ll continue working towards the same goals.

Chuck reminds him not to trust the Devilfish – they may be gone, but they’re still around.

We leave to go to the “gambling House” where Ronin has some contacts.

We’re followed by Owayne – Wants to know what we’re up to so that he can report back to Dreys – we tell him that we’re looking for the sub. Tells us they carried it out – but not sure where – likely the main temple or the smaller one on the floating shipyard. He tells us they’re heading south towards the Serpent’s Tooth, where exactly or why he doesn’t know. He’s following Drey’s orders.

At the G.House – Ronin speaks with his buddy and we find out the Sub is next to the small temple of Merendor in a warehouse.

Edan followed Ronin invisibly and noticed references to Scarnwode Camp – lots of expensive mercs and “food for the plants” – likely where they’re making Dog Froth.

Next step? Druid compound – find out where Canis is.

Session 153

Session 153

27th masrilden

Landing in Midmark. we scanned the waters below. looking for the ware shark. with no lights in sight.

we found out way to the port. and were sent to the island port for repairs.

as we came into port at Midmark, we saw the roof of the cathedral was collapsed

dock worker Terric shows up and mentions the dragon attack, and how half the town went mad

two grey cloaks show up Saerus and Bardol with clipboard in hand. to see where we came from and to inform us of

the city lock down.

Thorfus produces the Keepers of the counsel letter. and they changed their tune. letting us know,

we can come and go as we please. but to be careful about going out at night.

we also talked to Saerus and Bardol about getting the barge fixed, and they assured us we had the Midmark navy’s

engineers at our disposal.

then Thorfus asks them about the possible use of a forge for the night. they think about and decide to take Thorfus and

invisible Edan to the forge on the island owned by Khalida.

once there, Khalida agrees to let Thorfus use the forge for the next 12 hours. Thorfus pays her in gems.

While the grey cloaks and the dock workers were off getting favors done, Chuq and Ronin, slip off the side of the ship

into the lovely tar-water. they make their way across the bay, noticing that there is no buzzing to be heard. a little

strange considering we usualy cant get a mile from Midmark without the devil fish contacting us.

as Chuq and Ronin make their way up the canal to the Mill Ronin rented, they stop and notice, the main doors to the mill are boarded up.

Ronin panics and swims through the cave into the basement of the mill. as they surface his fear is realized, the Sub is Gone!.

Chuq and Ronin climb out of the water to investigate. slipped under the side door is a note. Chuq reads it, it says.

“To the Keepers of the Council: Our master has decreed it time to leave Midmark, but he wanted you to know that the

High Priestess Dracul the Merenderite has your missing property (taken before the holiday week unpleasantness). He wishes you luck in its recovery and – speaking of recent events – asks that you pass along his greetings to his

elderly relation. Safe travels until the world cracks and cities flood,

Owayne “

Ronin instantly thinks of the Nosy Neighbor. and head over to his house to question him.

Ronin checks the door but its locked. so he Knocks. after a few times they hear movement on the other side.

the neighbor on the other side of the door says i have nothing of value go away.

Ronin says please open the door its your neighbor. finally coaxing him to open the door. Ronin questions him about

having seen anything happen next door. he tells Chuq and Ronin about the mill owner going mad and his wife having to kill him.

but he hasn’t seen any other strange things next door. Ronin takes his word for it and they leave. Chuq says do you really believe him. and Ronin says well do you want to go rough him up. Chuq and Ronin decide to wait until later to

quest the neighbor again.

Thorfus Locks the door to the forge and lets out the one Monkey, dumps the Parts on the floor and tells the monkey to

Rebuild one Monkey. over the course of the night a total of 4 monkeys are complete with the forging needed for the last monkey.

Khalida knocks on the door at sunrise and asks if they are done and thorfus says a few more hours.

While Thorfus and the monkeys worked. Edan Transcribed parts of the Blueprints in case they need to trade the information. Edan copied the Schematics for the flying ship.

Chuq and Ronin make their way to the gambling house to talk to Garthrum.

Rolph at the bar Greets Ronin, and Ronin has Chuq stay with Rolph,

as Ronin meets with Garthrum, he tells him of his problem and asks fr any info he might have

Garthrum has none. so Ronin proposes a deal information on the trade embargo st on Vargen.

in turn Garthrum will find out what warehouses the temple might own.

Ronin heads downstairs to grab Chuq and be on there way, when Chuq mentions a drink he invented called.

{i forget what it was called}

Ronin takes a quick shot, and the two head out.

Making their way to the Mansion.

The mansion looks good grass mowed vines and bushes cut back.

So Chuq and Ronin head over to Thortons mansion,

and notice it is heavily guarded, so they decide to head back to the barge,

after they arrive Thorus and Edan show up. with 4 monkeys.

The Group Finds the Skiff they were offered and take it across the bay. during that time Chuq and Ronin

Tell them what they found out.

the group lands the skiff at a small Dock on the western side of Midmark. have some small talk with some fishermen they previously met.

Then head over to the armorer. to check on the diving suits that Ronin left with them.

the suits are finished and the conversation leads to all the deaths in the neighborhood.

the Clothes maker and the clock Maker and his wife to name a few. the group hails a carriage and heads over to

Thortons fathers house. to talk about what he knows of the plague.

He didn’t know much. but he did inform us about the map maker and Em.

so we make our way to the map makers house.

Young Lanlith opens the door. and tells us about his father. and that Em had gotten the sickness.

and she was taken to the Keepers Castle.

we give our condolences and let him know, he can go back yo work when he feels better.

So we all jump back into a carriage and head to Thortons Estate.

Stopped by the Grey cloaks. we show our papers and are let right through. and escorted to the front door.

We are called up to Thortons Office.

Where Thorton hastily cleared his desk, He greets us,

Jarden then accuses us of the Plague.witch we quickly turn around .

assuring him we had nothing to do with it.

We make a deal with Jarden for his blood we will trade him Blue prints for the flying ship.

he has to think on this and has us wait at the Old Grell estate, that we have yet to Rename….