session 142

session 142

Session 142 – 29th of Tanrilden

00,000.04.16

Reaching the Top of Jagger’s Valley, the party discusses. their options. when they notice a group of riders appear from the Gate of the Tower Below.

Approx 15 men on horseback.

Axel using the spyglass sees they are both colonials and islanders,and the leader carries a spear with a white cloth on the end,a universal sign of truce.

As the riders make their approach up the winding trail through the jungle.

the keepers debate action. do we fight or do we parlay? Thorfus suggests we see what they want, and Ronan, suggests taking a defensive stance.

Thorfus steps forward with Ronan and Axel. with the spear men backing them up. the archers make a flanking stance to either side of the rough rocky trail.

Chuq and Edan move up into a stealth position,ready to strike or read the minds of the riders.

The riders approach stopping 50 feet from the party. the Leader a well defined Muscular man Calls out.

May i approach?

Thorfus agrees and the Lead rider moves forward.

with a commanding voice states their intentions.

“The Master of this Domain, Jagger the Hero of Zardan, has spied your trespass on his lands. He recognizes from your armaments and bearing that you are worthy adventurers and believes your mistake can be forgiven – indeed, that a beneficial arrangement can be reached. There is a terrible creature preying on his servants, a hydra of some sort; track this creature, destroy it, and recover its poison bladder. In exchange, Jagger offers freedom of movement through his lands and a boon either magical or scientific of your choice. Know that Jagger is Master of more than land, but also Magic and the ancient art of BioForging. He can reward you with items of power or even re-knit your very sinews to impart greater strength, stamina, or dexterity. If you are not swayed by this offer, our master asks that you depart his lands at once; if the offer pleases you, the path to his tower will open when you have the hydra’s bladder.”

Thorfus Responds with “and if we don’t agree”?

the Lead rider says i hope that will not be the case.either way then you will return the way you came and there will be no hostilities.

As they are speaking Chuq uses the nightcap to read into the leaders intent, and finds he is not looking for conflict.

Ronan asks What is your name sir.?

the lead rider reply’s my name is Ericus.

Thorfus and Ericus, talk for a bit about other ways around Jagger’s lands and Ericus assures him there is no easy path.

Knowing the creature Ericus talks about. Thorfus, Ronan and Axel, try to determine another way through. but cant seem to find another choice

the two parties discuss terms.of what exactly Jagger can do for them.

and decide since the choice isn’t and easy one they agree if they do kill the Hydra, they will return with the bladder. and if they don’t return Ericus understands.

At this point he states the party must go back the way they came.

on that note Ericus turns and the horsemen rid back down the rocky trail that leads to Jagger’s tower.

Ronan suggests that either way the chances are high that the party will come across the hydra. the party agrees, and sets of to find the beast.sending thier long lost friend Socrates to scout ahead. Edan casts invisibility on Socrates, this makes the Owl very happy.

The Party make their way back down the winding trail, to the location they spent the night in kels tower.

it is close to sunset when they arrive, and thorfus sets up the tower. while the others discuss a plan to trap and surprise the hydra.

The plan consists of creating a pungy trap with two sides that will snap shut like 2 wooden jaws, in hopes the hydra will be within. Edan produces a rumba(a bouncing betty of sorts) and sets it up near the pungy trap. Axel suggests they move all this

about 100 feet from the front of kels tower. Ronan thinking he knows something about trapping,and he doesn’t. suggests urinating around the trap to draw in the hydra. the party laughs and says if you gotta go you gotta go. the final step is hanging a lantern near the trap.

The rain hasn’t stopped since they party arrived in this jungle. so the party all enter the tower wet and uncomfortable. all archers and casters take the top tier.to get opportunity shots off if the trap works.

Night creeps in as most of the party trys to sleep. Thorfus takes first watch.it doesn’t

take long for him to hear the crashing and heavy foot falls of what must be the hydra.

Then a Blood curdling Roar that penetrates the souls of all within the tower, everyone is now awake.shaking with Adrenalin and anticipation of whats to come.

Everyone with infravsion atop the tower watches as the 8 headed beast stalks around the tower.with a low growl the hydra makes its way around as each head sniffs the ground and watches the tower. then the lantern catches the hydras attention. it moves slow and cautiously toward the trap.

the hydra stretches out one of its heads to inspect, what Ronan thinks must be the scent of the urine,and SNAP! the pungy trap goes off, barley catching the hydras head, it rears back and then Boom! the Bouncing Betty is set off. with a cloud of smoke it shoots up 6 feet in to the air, and a whizzing noise begins to pierce the ears of the onlookers as the pellets are sent flying right into the hydras Body.

Ronan Yells Fire!

a volley of arrows cascade down onto the hydra, some hitting their mark.

Edan steps up and his eyes Glow Bright as an arcane glow surrounds his hands as he mumbles something under his breath, and an impressive electrical Bolt Surges out of his hands and right into the body of the Beast, a Major lightning strike cracks down on the nearby mountain at the same time.

The Hydra Rears in pain and with a roar turns to face the tower.

Everyone inside starts to scramble, knowing for sure they are all dead.

it seems the tower is out of range. The hydra turns and Takes off Running at a speed none thought possible with the way it lumbered around before the attack.

30,80.200.400 yards, its going to escape Ronan yells. Chuq Creams Hang on. and Shadow steps with Thorfus edan and Ronan. out to the only shadow available the lantern that is now laying broken and burning the ground. They take off running.

Mean While Axel Grunts missing his ride,he leaps from the battlements. thinking bad idea, but as he goes over the wall his suit of armor seems to stretch him his feet touch the ground and then his head seems to swish to met his body as his stretched out form springs back to form. Axel Lands shakes off the effect and heads off down the trail after the rest of the group.

closing their distance. Edan Fumbling to try and get his want out of his

pouch.succeeds almost dropping it while in full sprint. he stops takes aim just in front of the beast that’s 200 feet away and casts Wall of ice. that appears right in front of the hydra, that is running at full speed. SMASH the Hydra Crashes through the ice wall stumbles and slides another 20 feet,Shards of ice and water scatter. the Hydra Lays still on the trail. Thorfus ,Chuq and Ronan Stop and look at Edan. Give a nod at each other in disbelief. Take off to the hydra laying motionless on the trail.Without hesitation Thorfus Goes to work Slashing and cutting at the heads and necks of the beast. Ronan and Chuq follow suit. severing all the heads from the hydras Body.

The group hears clanking and heavy breathing as they turn to see Axel Bring up the rear. Axel Stops sighs and with almost a pout, turns and heads back to the tower.

Upon examining the hydra corpse. the Party decides to wait until morning to finish the dissecting. Thorfus retrieves the tower and the rest of the group and makes his way back to Ronan and Chuq.

Thorfus Reanimates the Tower, Chuq Takes out the starchie Badge and hangs it over the tower wall.

Though the night. some Wild dogs or something to the like stalk around the tower and Hydra corpse hoping to get an easy meal. archers from the tower take pot shots to keep them at bay. On Axels watch he kills one of the dogs.

Morning comes and with the new day the Party begins to dissect the hydra looking for the bladder, the source of its acid.

Chuq sends Socrates. to scout out the path the hydra made hoping to find its layer.

Hours pass, the bladder is recovered, a section of the hydras neck is severs and

cleaned making a sturdy casing for the bladder.

Socrates returns With News of his findings and that he located finkelwurms tunnel where the hydra seemed to make its layer.

the Party debates a bit on what action to take. do they spend a day tracking down the hydras layer in hopes of some treasure. or do they head to Jagger’s tower. and complete the deal.

The finnal decision is made to Track down the Layer of the hydra and so they se off.the Party makes their way down the trail to where they previously came across the broken kart and the body in the tree. and they follow the trail the hydra made through the jungle.

hours trekking through the dense jungle, someone notices a hissing sound. and before they know it Spiders come from all directions. these spiders are about a foot in diameter. and very aggressive. we must have walked right through their nest.the spiders attack biting several of the party members, killing the head Sailor.(embrek??)

The Party Kills off the Spiders one by one,the hirelings doing most of the work.

gathering around their fallen leaders body. it is decided to take him with them to fins a suitable resting place.

The Party makes their way to the Tunnel. That Funklewurm had made and the hydra used as its Layer.

Poking around through the refuse of the hydra the party finds 3,150 gp, 6,015cp

gold chain ,the copper pieces are left behind.

Smelling like Crap….. The party heads out in the direction of where the trap was set.making it about halfway they make camp setting up the tower and taking shelter.

All is quiet for most of the night. but during Axels watch he is surprised to see the dogs had made it to the tower unnoticed. Axel Shoots at the dogs hitting one as they scatter.

Morning comes the tower is packed away and the party makes their way back to

the trap site.

deciding this is a good spot to bury thier comrad……

Session #141 : Into the Heart of Darkness 2: Electric Boogaloo

Session #141 : Into the Heart of Darkness 2: Electric Boogaloo

27 Tan’Relden – 7:30pm

After successfully raising the Skiff, we head off towards the river – skimming about 60 fit off the water.

Max speed 40 miles/hour, 60ft ceiling.

We notice shattered trees – likely the result of the giant automaton towards the west the team partially uncovered.

We decided to fly towards where the automaton was and we fly-over Elessandro and his men who were spooked by our ship.

We spot the damage likely caused by the berserker automaton. It seems to be dragging itself as there are deep furrows in the ground.

We follow the furrows – and find a dead dragon – or what looks like a dead river dragon (based on descriptions). Looks like there was fight between it and some else big – likely the automaton.

The furrows continue towards the swamp. Thorfus tries to scan for the automaton but no luck.

Chuck wants to investigates and jumps down – Thorfus lowers himself by rope.

Chuck and Thorfus approach the “body” and speak with Captain Arnt – who explains that something attacked a festival dragon – a costume really – and two local kids were killed when the automaton (we think) pounded/crushed it to crap.

Guard was waiting on Cpt Elessandro to come back from investigating a hunch – likely the resting place of the Automaton.

Chuck and Thorfus tell the guard to give Cpt Elessandro their regards and climb on back aboard. Chuck scambles up easily, Edan tips barge as Thorfus climbs as if Thorfus was pulling the ship down.

We follow the furrow to the edge of the fields and into to swamp, but it’s direction is unclear.

We move further west in the hopes to get it into view – all the way to the river.

But we have no luck – nothing that we can pick out. So we decide to fly north over the swamp to wards the Greyflood/Vargwater.

2nd hour – As we fly, we pass nearby the Cultist’s camp – but we elect not to scare them. 😉

3d hour – still nothing to see, except towards the end of the hour we spot some lights- fires behind some kind of stockade around a small village. Use spyglass and see : 5 or 6 buildings – one definitely a smithy with a livestock pen. Many temporary dwellings – tents and shacks – most likely lizardmen, but are clothed and not obvious tails. Axel confirms they are the like the Lizardmen he encountered – can’t confirm they were friendly or not, they warned him away before they were all killed by lightning balls.

4th hour : Chuck has Sarathos adjust the parrot’s mindset to help us scan around the ship. Lights catch Thorfus’ eyes – lights that seem to be converging on the skiff. Blue-ish – white lights that fade in and out and are zig-zagging.Moving very quickly. Spyglass shows balls of lights with tails.

They are the same things that killed the Lizardmen Axel encountered. Everyone is awake except Edan. Thorfus turns west hoping to outrun them. Axel and Ronin prepare to fire – Axel with his suit, Ronin with an arbalest bolt. Axel misses – but Ronin hits and one seems to waver and break-off and we do so – leaving them behind as we outpace them. Axel and Ronin fire arrows for target practice taking one down. Chuq also fires and hits one, veers off and stops following.

5th hour: We approach the Vargwater and can see the Greyflood tributary. We follow the river – hoping to get to our destination quickly. We see some old docks, by a village – but no lights. Axel figures it could be the same village he stumbled upon on route back to us.

6th hour: we continue following – still easy going.

7th hour: we continue following – still easy going. Ronin spots a rather large lizard – a dinosaur, similar to a Pachycephalosaurus (head-butting dino).

8th hour: (3AM) sky lightening up – making it difficult to see. Ronin starts to keep an eye out for the landing and looks like he’s spotted the landing we were looking for. Edan wakes as do the others.

We dock. But everything looks eerie – so we decided to hide the barge further away at a tributary. We hide the ship. Edan hides his chest under the floor of the barge. We take out the batteries.

DAWN : 28th of Tan’ Relden

We bushwhack our way back to the landing. We investigate the smaller of the two building (small hut) – empty, simple residence. Nothing interesting.

We check out the barn – Edan hears nothing – Axel “door-kicker” murphy open the door. We find an empty barn.

Seems like the place has been abandoned for a while.

We begin to head up the northern path and it heads west – marching for 4 hours with not much issue.

Afternoon – about noon-ish. 20 minutes later we find a battle scene – crushed cart, blood on the ground – crushed/trampled ground. We find a body in a tree- obviously dead – we get him down. We don’t recognize him. We find a pouch of gold & platinum – peculiar stamp with a letter J (Jagger?) – the pouch is pocketed by Edan.

Ronin follow the path of the creature – but doesn’t see much other than more destruction. Chuck follows and they go in about 50 feet. We all hear a roar and decide best not stick around.

Chuck and Ronin rejoin the group and we continue up the path.

Occasionally we hear crashing to the north and get the feeling that we’re being watched.

As we go up (altitude) jungle and crashing sounds diminish.

Uneventful until 4PM – still nothing. Undergrowth not so thick.

As evening falls we look for a spot to deploy Thorfus’ portable fortress for the night. We find a pot a little north of the path and set up for the night and set up watch.

Ronin through most of his watch doesn’t spot anything special – except towards the end when he noticed a large heat signature with wavy tentacles. Chuck scans it – not intelligent, but hungry and in pain. 8 heads – possibly. Crap – a hydra. A Thesselhydra!

Next morning we head on. By mid-day we crest and look down into a closed valley – with a Tower in the middle. The tower is surrounded by walls and towers. A huge fortress – Jagger’s fortress.

As we watch – Socrates appears with news – after feeding & healing. He describes nightmare creatures – multi-armed apes, with human faces, half-spiders found throughout the valley. He also says that Finklemur is gone, taken by the Dark One’s forces (based on the owl’s description) and used to fight giants in & around some caves. The Owl has barely remained alive, thanks to a helpful mutated creature.

We stop to contemplate our next move. Chuck & Ronin would love to take on Jagger, but Thorfus/Axel seem reluctant – Edan thinks it would be a bad idea, besides, if we fail our greater mission it would be a moot point as we’d all be toast.

Session 140 January 25, 2017

Session 140 January 25, 2017

6am 27th Tanrilden

AD Clock reads 00.000.04.18

At 6:00 am the morning after the skiff assault, Thorfus and Almeric discuss the situation on the wreck of the Jolly Gorgon. There are Wall District watchmen ashore monitoring the dock, the man and dwarf and obviously the sky. Almeric reports that the Jolly Gorgon isn’t going anywhere anytime soon its current condition. Also, most of the crew no longer wish to serve Captain Thorfus. The only exception are himself and two others from Shelton, Astin and Ericus. The other hands have consented to help get the boat to where it may be repaired but refuse to stay on hand after that. Turning the conversation to actually repairing the Gorgon, Almeric speculates there might be someone in Vargen who can help but he knows for sure that Xenilum Khel has a dock that can fix the JG but of course the crew won’t be around for that trip.

Thorfus learns from the Wall District guardsmen that the nearest dock to ours in Hightown harbor has a crane that is owned by the barge men’s guild. After triaging the injured mercenaries, Thorfus visits Edde who operates the punter’s crane dock. Almeric organizes the crew to tow the Jolly Gorgon to Edde’s dock while the party goes in town to shop.

Our first stop is a local Ark Temple shrine on Wall Street. Brother Feskin, a fan of the Em/Talon pulps, cures light wounds for most of us for our signatures on a copy and a discounted price. Next we return Tericius the armorer’s cart then invite him to the Gorgon wreck to estimate the skiff/barge job. While visiting Jaharis at the burnt down 12th knight, Chuq sends a message via Wall District watchmen to Captain Ellisondro telling him of our intent to depart and asking for alerts of any questionable going-ons at the High Town/Wall District gates. We return to the Jolly Gorgon after Thorfus gifts a large (1K gp) gem to Jaharis. There, a man delivers a message after introducing himself as a grey cloak.

The message is a hand written note from Jardin ordering the Keepers of the Council to cease all operations against the Bargemen’s guild leadership. Other options are being arranged instead. The grey cloak leaves shortly after handing the note over, explaining the need not to be seen with us. Thorfus bargains with Edde negotiating on price for the barge, dock use and crane operation. Now awake, Edan hires Tericius agreeing on a bonus rate if the armorer can finish the job to Edan’s satisfaction in less than 6 hours. Actually, Tericius doesn’t earn the bonus. The job takes the 12 hours he originally estimated.

Thorfus stays at the punter’s dock to supervise. During this time, Edde tells a rumor of a riot in Far Harbor last night. Human rioters assaulted the Brotherhood of the World Forge, even killing a few dwarves.

Axel, Chuq and Ronan visit High Town to outfit for our trip north. Axel acquires provisions and equipment while Chuq and Ronan negotiate a healing mission with the Ark Temple. Father Pradays, the dog frother, arranges a mission after a tip of froth from Ronan. He leads Sisverto, Cuerte, Finkelheal and a bevy of acolytes to the punter dock to treat our injured. The clerics get everyone back on their feet. Before they return to the temple, Thorfus purchases a small fortune of healing potions and holy water from Pradays, who isn’t interested in giving a volume discount. Edan convinces Priest Finkelheal to enlist as his henchman to the relief of Father Pradays. Seems the two were not overly fond of each other.

Once the skiff is affixed to the barge and it is obvious we plan to set off without the Jolly Gorgon, Edde asks Thorfus the ship’s fate. Thorfus suggest letting her go for a very good price which prompts Edde to dash off into the night. He returns some time later with Merrick the Punter leader. Merrick is very happy, seems the future is so bright he can afford a fixer upper yacht for the easy days ahead. He pays Thorfus enough in cash that the party almost comes up even after today’s shopping spree.

The barge quietly gets under way, floating eastward until we are well beyond any Vargen eyes. With confidence, Edan handles the skiff’s pilot controls causing the whole cobbled contraption to silently lift out of the water and into the sky. Moving at a hurried walking pace, the Keeper Skiffle rises no more than 60 feet above the surface and slowly turns northerly. To port, we can see the copse outside of the Wall District has been calamitously been disturbed. To investigate means nearing Vargen. Edan keeps her steady as Ronan suggests someone fetch a spyglass for a better look.

Session 139 January 18, 2017

Session 139 January 18, 2017

11:20pm 26th of Tanrilden on the dock watching the burning Jolly Gorgon

AD Clock reads 00.000.04.19

Through his rapport with the battling monkey autonotoms, Thorfus hears the following from the now vacant modern power armor suits: “You have served the hidden ones admiralty. May Xeno Tel preserve you. Suits 2, 4, 5, and 6 critical count down command authority.” Moments later the power armors explode, the flames erupting from the suits on the top deck the midship cabin’s windows exploding outward followed by rolling jets of flame.

The plumes on the deck unfurl into wing shapes. Through the smoke and waving hazy air those still standing witness the wings are attached to small scaled skinned humanoid shapes. The creatures’ heads are horned and their wings are leathery and bat like. Their dramatic arrival spurs the gawking Wall District guardsman to flee with reckless abandon. The tumult caused by their flight draws Thorfus’ attention, he sees on the northern horizon a burning fire to the north east somewhere in or beyond the Wall District. Perhaps as far away as where the partially excavated berserker autonotom rests. Ronan joins the guardsman as far as the building where the unconscious Axel lies comatose. Followed by Chuq, Ronan rushes to Axel’s aid with healing potions in hand.

The winged creatures fly towards shore with murder in their minds, as divined by the night cap. As they pass, Thorfus lets loose with a bolt of lightning from his Axe. Unlike before, the grip of the axe vibrates violently in Thorfus’ grasp as the lighting lances towards the flyers. Following Ronan’s example, one of the mercenaries helps the unconscious Bellisonte gingerly drink a healing potion. Awakened, she helps the injured on the dock after confirming Sturloc is alive if not completely well. Two healing potions later, Axel takes to peppering the burning Jolly Gorgon with arrows.

Chuq and Ronan shadow step onto the dock to help Thorfus combat two of the winged devils. Eventually Thorfus downs both. During the melee, a power armored Dwarf battling two devils on the Jolly Gorgon and dodging Axel’s arrows, turns to flee. He leaps from the conflagrating ship to the dock but slips on the landing, plunging into the dark waters below. The flying skiff had returned during this fracas, and was struck once by Edan’s lightning and then again by a fusillade of the elf’s magic missiles. Edan ignores Chuq and Thorfus invitation to board the passing skiff so they are only joined by Ronan after it had turned and was making another approach to the dock.

Using the shadows cast by the crew, the three shadow step from the dock onto the flying skiff, surprising the three Dwarfs on board. Ronan occupies one while Chuq and Thorfus slay another. As Thorfus charges the pilot of the skiff, Edan strikes it’s hull with another volley of magic missiles. This brings the skiff crashing down onto the Jolly Gorgon. The impact stuns Chuq, Ronan falls as if he was run through and by an act of sheer will power, Thorfus survives only to be laid low by the pilot’s battle axe shortly thereafter. The devils on board the Jolly Gorgon are crushed.

The wrecks are about to sink but are saved by an ice wall from Edan’s Merendur Wand. As the ice solidifies, Axel leaps onto the sheet to confront the pilot. The pilot charges across the downwardly sloped ice, misses Axel and drops into the water. This allows Axel to aid Ronan and Thorfus. Thorfus regains his feet but Ronan, much like Axel before him remains comatose.  Axel yells to the mercenaries on shore to recover the Keeper’s loot in the Jolly Gorgon. Edan organizes the crew to repair the ship before the ice melts.

Edan then searches the skiff, paying intense attention to the engines and it’s structural integrity. Unfortunately, the skiff is broke in twain by the crash. He does learn the skiff’s flat keel is composed of reliquary/portal gate metal. This puzzles Kalgun since the metal needs a flame as hot as dragon fire to mold. Writing is discovered on the gunwale near the bow, the word “Suttung” is below an etching of an anvil with crossed hammers. This also puzzle Kalgun since it is obviously a maker mark but one he doesn’t recognize. Edan then studies the pilot’s helm and through fiddling almost raises one half of the broken skill from the other.  The skiff appears to be powered by a bank of 8 modern style triangle batteries, three of which are still powered showing a total of 9 charges.

During the mop up, shortly after midnight, Caesar the cat familiar returns. His arrival coincides with a intense light show in the far eastern sky.  The fixed star over Lonely Isle bursts into sun like brilliance. Calling for the spy glass, Edan’s body coruscates with creeping arcs of pure energy. Oblivious to those around him keeping their distance, Edan lifts the tossed spy glass to see a fiery jet erupting from a cylinder streaming down. Eventually the jet of flame fades and then goes out, masking the cylinder in the darkened sky. The Fixed Star over Lonely Ilse is now gone completely. Kalgunn comments that the cloaking device must still works.

Through his scrying mask, Thorfus views both the Lonely Isle and Xen Khel. Each are quiet night time landscapes. No longer arcing with energy, Edan listens to Caesar’s report. The familiar expects trouble. Synnove’s henchman was followed to a fortified tenement block in High Town where he was next seen dead by the hands of a very angry man that must have received Synnove’s message. The same very angry man told a nearby boy that the Dwarves have to pay for their naked aggression. Caesar left as he saw many men arming for battle.

Then runners arrive, seeking Captain Ellisondro. Their report is that the Twelfth Knight has been destroyed by walking armored things that burst into the inn and torched the whole place. Captain Ellisondro tells Edan that he heard rumors to the effect that the Triad leaders meet at the castle of the three guilds in High Town.

While Ronan still lies unconscious, Thorfus borrows his swimming Ring to search for the Power Armored dwarves that sunk during the fight.  His pal Gronsk, the devil fish arrives and after a short negotiation, agrees to help find the pilot on the bottom of the bay floor. In return Thorfus promises to deliver the message in a few days. After a rebreather at the surface, Gronsk swims Thorfus to a suit of armor standing on the bay floor. Tying a line then recovering it to the surface, he finds different kind of magic battle axe and a bouncing betty mine.

Thorfus searches below again for the other missing dwarf. He and Gronks have another negotiation to learn that just a half hour ago Merrick the Punter returned with a deal from Lord Thorton. He and the other Punter’s guild leaders now have an agreement that makes them subordinate to the Triad but since they are still wanted in Midmark, the embargo of Vargen would continue.

Session 138 January 11, 2017

Session 138 January 11, 2017

9:00 pm, the 26th of Tanrilden on board the Jolly Gorgon

AD Cloak reads 00.000.04.19

Thorfus watches on the top deck as Edan studies below. Everyone else is resting, specifically, Chuq is napping before he and Ronan plan to swim across the Vargen Harbor to plant memories into the remaining Punters. After pacing the deck for over an hour, Thorfus spies a heat source floating over the buildings of the harbor district. It moves from the north in an almost straight horizontal line to the southern docks and is soon lost among the masts of the ships moored in the Triad held docks. Wanting a quick way to investigate, Thorfus rushes below decks but can not rouse the sleeping monk. Seems the previous sleepless day was more than Chuq could bear. Next Thorfus informs the invisible Edan of what he has seen. Kalgunn deduces the mysterious flyer must be an ancient dwarven flying skiff. Casting invisibility on Thorfus, the two disembark the Jolly Gorgon to investigate. Axel is assigned deck watch while Ronan is left to sleep below.

When they reach the Jolly Gorgon’s previous berth, they notice a new ship flying an ensign from Crescent Isle lashed to our previous locale. They notice Synnove the Triad harbor master pacing nervously. Shortly after, Synnove tells one of his lackeys “Need you to get a message to the bosses, we some people from upriver are here looking for those Midmark… just tell the bosses we have visitors from upriver.” Then Synnove sends the rest of his night time crew for drinks in doors. Edan ask Boris to follow the first lackey but they decide to keep watch near Synnnove.

Meanwhile at the Jolly Gorgon (read in your best Ted Knight), Axel gets his first look at the flying skiff as it skirts the docks from the bay side moving west to east. As the Jolly Gorgon comes into the skiff’s view, it’s course straightens directly for the Jolly Gorgon and steadily rises above the waves. Higher and higher it rises until it passes directly over the deck where a spout of flame ignites the top of the central mast. Barking orders to Bellisonte and Sturloc, Axel rushes to the ships moorings.

As Sturloc and Bellisonte raise the alarm and rally the crew and Mercs, Axel prepares to engage the skiff as it turns about to assault the Jolly Gorgon once again. The battle is mostly one sided as the skiff makes three more passes over our ship. After the central, the aft then forward masts are set ablaze as crew emerge from below and attempt to control the fire. Axel attempts to grapple the skiff with a line but fails twice. Ronan carries the comatose Chuq to the shore when he fails to wake the monk. Sturloc sends the missile armed mercs to help Axel return fire to the skiff then tasks the melee armed mercenaries to help him save first Edan’s work then the party’s three large chest of magical weapons and treasure. Bellisonte renders aid where she can but the skiffs fiery attacks and dropped bombs kill an alarming number of the crew. Most flee ashore leaving the Sturloc’s team below and Axel’s team on deck to stand and fight among the flames.

The first relief was a small band of Wall District watch that quickly disappears once they take in the plight we are facing. If they had stayed, they would have seen six shapes drop to the deck after all three masts are burning beyond control. Those on the deck are then beset by three dwarves in modern Dwarven Power Armor sporting Silver Throne badges on their cuirasses. The other three power armored dwarves plunge through the top deck, landing among Sturloc’s team laden with the large chest. Taking a quick measure of the threat, Sturloc commands his crew to abandon the chests and escape to the top deck, planning to seal the deck hatch behind them. Their exit is barred by two Dwarves forcing a fierce melee that butchers most of our men. Ronan and Axel eventually stand off against one Dwarf brandishing a lightning axe that mirrors Thorfus’.

The three assailants below decks ignore Sturloc’s team and are heard smashing the contents below decks, no doubt looking for Kalgunn. Too many minutes too late, Chuq suddenly gains consciousness on shore and takes in the catastrophe. A nearby crew man is handed a large purse of gold and told to rush to the Wall District guard house to alert Captain Ellisondro of our plight. The gold is meant to grease as many palms as necessary to reach Ellisondro. Yelling to the others on shore to care for the wounded, Chuq shadow steps on the fore deck. Eventually only a heavily wounded Chuq and Ronan are facing five power armored Dwarves. Lunging for the unconscious Axel slumped on the deck and Ronan’s hand, Chuq shadow steps the three onto a nearby roof. Preparing to defend the injured on the dock and ashore, they see the power armored dwarves return below deck. Supposedly to search some more before the burning ship sinks. Chuq commands the crew on the dock to remove the gangplank and cut the moorings so that the Jolly Gorgon could be shoved off the dock.

Then Captain Elissondro arrives with a sizeable force of guards men. Knowing Axel is OK, Chuq and Ronan shadow step back to the street and give Ellisondro a quick report. Ellisondro agrees to tend to our wounded and help release and push the Jolly Gorgon away from the dock. As we are working on the dock, Edan and Thorfus arrive. Understandably, the invisible Thorfus demands and explanation which Chuq gives albeit only what he witnessed since waking. Thorfus isn’t terribly happy Chuq planned to scuttle his ship if only to drown the boarders.

Thorfus dons his control circlet and sets the monkey autonatoms on board to assault the Silver Throne Dwarves. Two dwarves are quickly trapped within their power less armor when the monkeys extract their suit’s batteries. This prompts the leader to send a lightning bolt straight up into the sky. No doubt as a signal to the skiff. Thorfus sees in the monkey’s eyes that the other dwarves are preparing to fight ….

Session 137 – January 4, 2017

Session 137 – January 4, 2017

The afternoon of the 25th of Tanrilden in the library of Parnel Folet

AD clock reads 00.000.04.19

Chuq and Edan spend the afternoon researching Dragons until evening. Before taking leave, we discuss Folet’s lifelong fascination with Dragons. Chuq and Edan intimate they could introduce Folet to an actual Dragon for a face to face interview. When we determine from further questioning that Folet can’t help our party with money, services or outright enlistment, Edan decides to compare notes about the recent spike in trans spatial energy which Kalgunn deduces is Xeno Tel preparing for the Return. Edan confirms the relationship between modern magic and the ancient texts’ reference to trans spatial energy. He also explains that for some, their deepest desires are manifested physically due to the abundance of trans spatial energy. This is how he explains Folet’s patch of scales growing on his arm. The two wizards swap spells, then the party returns to the Wall District for the night.

During our walk, Thorfus and Chuq debate the merits of assassinating the Punter’s since we know their hideout. Thorfus wants to finish the job as promised; Chuq refuses to actively participate in Jardin’s political coup d’etat. Deciding not to decide just yet; the party escorts Edan to a haberdashery that is closed for business. On the way, a tail is noticed following us. Ronan ducks into an alley, then waylays the obviously homeless beggar. Sinnove the Triad dock master hired the man to follow and report on us. Ronan grapples the man and chokes him until he slumps unconscious to the ground.

Using an overly complicated knock to get the haberdashery’s attention, Edan somehow convinces the store owner, Andrea Shyrwud,  to service him after hours. Our half-elf wizard asks everyone to wait outside while he conducts his business. Chuq follow Thorfus into the alley where the beggar is sleeping. Realizing our leader means to kill the man, Chuq convinces him not to kill some sap who’s death would tell Sinnove as much about us as the beggar telling the story himself. After Chuq consults with the Night Court, Thorfus agrees changing the beggar’s memories of the day suits our needs as well.

When asked, Serithas claims he can influence the dreams of a sleeper by pulling their mind into the Night Cap like he had done to the soul/mind of Brice Bissel. Knowing Devil fish’s proclivity for devilry, Chuq suggests planting the fantasy of a day spent feasting, boozing and womanizing with several beauties on the Keeper’s coin in the beggar’s mind. Serithas reluctantly agrees to do so and after asking permission to use the night cap proceeds. After Serithas claims the deed is done, we join Ronan out on the street to wait for Edan. Problem is, we never see Edan. His disembodied voice informs us he is ready to go, seems he’s keeping his movements secret from those hired by Marchmain Sithis looking for Kalgunn.

At the Wall District/High Town gate, we meet Captain Ellisondro of the watchman. He catches up with Chuq and tells of the hardship throughout all of Vargen due to the Midmark Trade embargo. This sways Chuq so that when the party returns to the Jolly Gorgon, he suggests using the newly discovered power of Serithas on the punter’s. Everyone agrees (and decides to sleep with their ESP blocking rings from now on), so shortly after, Chuq and Ronan swim across Vargen harbor to search out the Punter’s ship. Keeping low in the water amid ship, Serithas reports he discovered the minds of our targets. The swimmers have to wade for some time before all three fall asleep. When they do, Chuq ask Serithas to plant memories of a letter from Lord Thornton promising money and men to use against the Harbor Triad since they have kept their Dog Froth prophets to themselves. To formalize the deal, all three are invited to Midmark to take possession of the money and troops. The mission was a partial success, the next day we learn one of the punters was sent to Midmark to meet with Thornton.

Captain Ellisondro also told of the half buried metal statue in the Quickling Copse. His men tasked with trimming the underbrush and deadfalls in the copse claim the statue’s pose has changed from one of supplication to lowered arms braced against the ground as if to lift itself. His entreat for us to investigate is obvious but we don’t commit. The following morning, the prospect of Thorfus commanding a giant autonatom moves us all to visit the copse.

Thorfus’ control circlet offers only the slight glimmer of a mechanical mind in the construct. The urge to respond to his bidding is felt but the force to act is insufficient. The two monkeys in a sack he brought along are eager to repair the autonatom but before they are released, Chuq confers with Serithas. Serithas calls the giant is a Berserker which is a weapon introduced late in the rebellion. If it’s mind was right, he claims it was once his specialty to coopt berserkers to the rebellion’s side but since this one is damaged he can not influence it. Hoping repairs might change this, Thofus lets loose the monkeys. While he supervises, Axel, Chuq and Ronan return to the Vargen for supplies and the other monkeys.

At the city gate, the watch men suggest Chuq visit Tericius the armorer for metal. The three split, Ronan heads to the Jolly Gorgon while Axel with Chuq shop at Tericius’s shop. Ronan is accosted by several street thugs but intimidates them down. He reports the incident to the watchmen at the gate. They respond quickly to investigate. Axel and Chuq secure two suits of armor and a rented cart from Tericius. The rest of the day is spent watching the monkey’s make their repairs then begin excavating the berserker. Unfortunately, the repairs don’t awaken the berserker’s mind. The berserker is left partially excavated.

At the Jolly Gorgon, Axel, Ronan and Thorfus telepath with Gronsk. He has Masculus the Merman Prince’s reply:

” To the Devil Fish Drayz, from Shakihel Gazarine of Shegarra, Chief Advisor to the Rightful Heir to the Merpeople Crown, the Exalted Prince Masculus. Please be advised that the Exalted Prince Masculus accepts his estranged brother’s request for an audience to discuss the discovery of the ancient device of great power known as the Sword of Dagon. Whether this is a sign that the Great Powers have smiled upon the Blessed Merpeople or not is debatable but perhaps an agreement regarding this weapon could mark the beginning of a healthy and cooperative relationship between all factions of our nation. The Exalted Prince Masculus, per the terms of the parley offer, designates the Fields of Smoke as the meeting place to discuss this and other matters, at the Middle Dark when the Short Moon is Complete, the Long Moon Just Past, and the Waters Deepest. As per ancient custom, the Exalted Prince Masculus and Prince Narusth are entitled to bring with them a small company of no greater than ten schools of ten warriors and this sacred rule of parley is assumed to be in full force. With my greatest respect and kindest regards, Shakihel Gazarine of Shegarra, Chief Advisor to the Rightful Heir to the Merpeople Crown, the Exalted Prince Masculus.”

Thorfus promises to deliver the reply to Drayz in Midmark, especially after Gronsk pressing him. In exchange for our sightings of the Ghost Ship, Gronsk agrees to investigate the bargem’s ship and learns Flowerrnave sent Merrick to Midmark to investigate the deal with acting Lord Mayor Thornton. Gronsk then leaves, expects us to return to Midmark to deliver the Merman message.

To finish the job, we plan to visit the punter hideout once again tonight to plant the memory of a positive reply from Merrick.

Session #136 or “Vargen Intrigues Redux Redux”

Session #136 or “Vargen Intrigues Redux Redux”

Journal Entry – 25th of Tel-Relden

Aunt Fel had a nice way to describe our situation, “poor foresight leads to a tangled web” – and boy did we get some things wrong.

Last night (around 7PM on the 24th) we arrived at the 12th Night Inn in Vergen in the hopes of not attracting as much attention had we gone to the company’s usual haunts.

It looked promisingly empty (due to the embargo no doubt) but it was not to last – even after we purchased all the remaining rooms. It seems that our profile has become too high.

Not long after we settle down for a drink and some planning that a group of 10 mercenary types burst into the room – hands on their hilts. Had Axel not waved us down a battle would have likely ensued – it seemed that men were lead by an acquaintance – Adelard.

Adelard ushered in two merchant types who immediately recognized the other members in introduced themselves to me as Phyllis Birie (Mercers Guild Mistress) and Odarg Bervermann a local council member. Both seemed politically concerned with our presence and Chuq’s actions earlier today in the streets seems to have only confused matters. It seems our arrival has been noticed by many parties – and not in a good way.

Thorfus proposed we move to a more private room to continue our delicate conversation.

Odarg explains that the city is a shambles, hanging by a thread with people straving, even fighting in the streets over scraps to feed themselves. The turf-war between the Bargemen and Triad has to end one way or the other – obviously they’d prefer that the Bargemen win so that they’ll be the senior partner. They fear that if the Triad wins (they are imperially backed) they’ll be relegated to a more junior position.

The Triad have the upper hand – having taken control of the old Bargemen compound and the prison on Eye Island (an old Imperial fortification used as a prison). They’ve even managed to steal the Bargemen’s Dragon Hoard.

They implore that we take action, even offering us facilities and materials we could use – but Thorfus and Chuq commit to nothing, but do take their offer to move our ship to a more secure mooring near the Inn.

We go to the docks and Chuq, Thorfus and Axel “step” back to the ship and to have it move to the new mooring. After bribing the guide to shut their mouth, Ronin and I decide to head back to the Inn rather than wait here – but Ronin, to his credit, noticed that we were being followed – by a rank amature to boot. It didn’t take long for use to corner the poor sod and find out that he’d been hired by the Silver Throne to follow me, or rather Kalgunn. With that we returned to wait for the ship – this time I was invisible.

As we waited we spotted other terrible spies.

When the ship arrived we boarded and related to he others what we discovered.

However – our luck – we’re interrupted by Gronsk (so I’m told) who is waiting for Thorfus to deliver his message from Dreys – which he does. He then offers to trade the Bargemen’s location in exchange for the reason we’re back in Vargen – Thorfus tells him we’re here to deal with the Bargemen. The Bargemen leaders are holed-up on-board a ship – a ship that was moored next to the Jolly Gorgan only a short while earlier – ???????

NOTE: Gronsk did not mentally communicate with Chuq. It seems that he’s wary of the Monk – could it be because of the “Night Court”?

Being late, we decided to sleep on board rather than attempt a return to the INN, I remain invisible in the hopes to confuse potential spies.

While my companions slept, I decided to pen a letter to my guild-mates back home. It may spell my doom, but if they can delay or hamper the Imperials and/or the Silver Throne the risk will be worth it. I noticed a haberdashery not far from here – with some luck I could get the message out without the others noticing.

We woke earlier today and headed out on the trail of Kottar – hitting up Benedictus Sherston, the sage we know he consulted with.

He was resistant to tell us anything, but a rather large gem (which I promptly swapped for one of much lower quality – Thorfus needs to negotiate a little more frugally) quickly changed his mind and he told us that he sent Kottar to consult with Parnell Thorett in High Town. It seems Kottar knew we’d come looking for him.

We made our way to High Town but Thorfus could remember where Parnell lived – so we asked a local to guide us – for a price of course.

From the Haberdashery in High Town: 4 blocks in, turn left, 4 more blocks, we see the “Lonely Barely” inn to the right, then right for 2 blocks then left 2 blocks that way, then right 2 blocks, and he points to a building on the left.

Parnell’s mansion is finely built, but in disrepair. We knock and are met with resistance, telling us that all the expedition positions have been filled. But Chuq insists and eventually lets us in and admits to knowing who we are and what happened in Xen’Kel with Prix. He continues to let us know that Prix is alive, but cannot wake, and the expedition went to Nickel Peaks in order to find the brass dragon and ask it for some blood in order to help her.

It seems that Dragons are immortal – that, like some Dwarves we know, their spirits go into the “dark” and can return with the proper ritual. It seems that the blood of three dragons can revive Prix.

The brass dragon, Myrientaxus, has been around for a very long time and has avoided the Imperials. He was last spotted near Glavnone (a ancient Dwarven Mine). Parnell doesn’t know why it avoided the imperials.

The expedition set out on the 1st of tel-relden (2 weeks ago). Kottar thinks the Brass Dragon would help him find blood of 2 other dragons.

Parnell then showed us on the map the path they took – up the Vargwater, then north through the Jungle.

Parnell’s library is vast and intriguing – Chuq and I have decided to explore the library for answers to some of our questions with Parnell’s help while the others prepare for our trip up the Vargwater.

I hope to find some indication where the council hid after the fall, what the “dark” really is, while Chuq wants to study the anatomical drawings of the dragons in order to find a way to kill them more efficiently.

Parnell is back with some tea – I’ll resume later.

Session 135 December 14, 2016

Session 135 December 14, 2016

24th of Tanrelden on the JG to Vargen

AD Clock 00.000.04.21

In response to a note Chuq sends to Adhemar at the Ark Cathedral, Alaric Winterbegh visits the Jolly Gorgon early in the morning. After Thorfus welcomes Alaric aboard, he reports that Grand Master Langstom’ return to Curabel is not expected soon and he is there to remove any curses we suspect afflict us. Alaric blesses the Jolly Gorgon, removes any curses from Edan and Thorfus and takes possession of the rusty sword found at the Keepers’ Estate that burned Edan as he held it. Before leaving, Alaric interviews the party concerning their possessions and fearful flights by the Grell Ghosts.

With his exit, the Jolly Gorgon sets sail. A couple of hours on the trip to Kaligan, we pass a squat boathouse at anchor, someone is fishing on the deck but can’t see Chuq’s wave as we slip by. Eventually we enter the cove at Kaligan and go ashore with Bellisonte and Sturloc attending. As we search the deserted village, we notice smoke from a fire in the old imperial fort. This prompts us to investigate. The fort is occupied by a small force of Midmark Militia. A sortie challenges the party until they learn our identities. After that they are hospitable and escort us on a tour of the keep showing us their efforts to improve it. During the meet and greet, they mention seeing a mysterious ship that matches Chuq and Ronan’s ghost ship excursion and of the occasional undead wandering from Newton. After a bit of food and toast, we excuse ourselves then return to the abandoned Kaligan to experiment with the adamantine cube Thorfus keeps with his kit.

As suspected, once Thorfus (and it seems only Thorfus) says “Kehl” in ancient dwarven, the cube quickly expands with a dance of shifting shapes and rotating surfaces into a 30 foot tall metal tower about 20′ foot square on each side. There is a single door without handles or hinges that swings open when Thorufs says “open” in ancient dwarven, a ceiling trap door inside responds the same way allowing egress to the battlements on the roof. To close either he has to speak the word “Close” in ancient dwarven. After exploring the small interior, we exit, stand clear and watch as “Khel” for a second time reverses the process and the fortress is now a cube again. The cube/tower’s metal material seems very tough indeed. Edan suspects that with a lot of effort, the metal could be removed and repurposed into armor, weapons or tools.

We board the Jolly Gorgon and continue our trip to Vargen. Before berthing in a western berth, most of the party assumes rather minimal disguises like Thorfus braiding his hair and Chuq changing his shorts for trousers and a waist coat. Captain Thorfus is greeted by Sinnove the dock master who charges 7sp a day for his berth. Synnove is very solicitous, suggesting we visit the Winking Swordsman tavern or hiring his boys for errands or repairs. He also explains the deep water docks are bare because of Thorton’s (Jardin’s) trade embargo and that most adventuring types have moved upriver to Xen Khel since the SilverThrone is paying.

We decide to spend the night at the Twelth Knight in the wall district. Planning to visit the Ark Temple on the way so that Chuq can check in. During our walk, Chuq speaks with one or many flagellates publicly whipping themselves and chanting prayers in the street. He invites us to talk to Fishwick at his retreat north of the city. We learn Fishwick preaches of a fiery end to the world from above the sky among the stars. Seems Fishwick’s former favorite drinking hole was the Starving Dragon not far from where we are speaking with the flagellate. Ale was Fishwick’s favorite libation.

As we approach the High Town square, shouts and screams as weapons are drawn can be heard. The night cap warns of mortal violence ahead, people want to kill each other. We can see a commotion by the north east corner of the square. Two gangs are brawling. By standing worshippers, pilgrims and clerics are fleeing the battle. The combatants are indistinct from each other. A man in chainmail with a long sword seems familiar to Chuq. This spurns the monk to get involved with Ronan charging into help. The other side breaks ranks, chattering in some cant as they flee. The man in chainmail survived and we learn he is Captain Leafrick of the Bargemen. After a brief discussion, Leafrick joins his dispersing bargemen, imploring us to look him up to help out the Bargemen.

Guardsmen arrive and interrogate us. They understand we wanted to help make the streets safe. With a warning to be safe, they allow us to part and visit the Fellowship Grove. Asking a druid about Orion, a former Starchie Boy, we learn that he left the grove after getting word from his home village and has returned there to investigate. Next stop was the Ark Temple, where Chuq learns form an dog frothed cleric that Chuq was the last monk to check in and that Master of Spring Archembald was checked in on the 4th of Foreldon.

At the wall street gate, the guards eventually recognize Axel, Chuq and Thorfus and allows us through after they were bureaucratically making our passage difficult. As we part, Chuq asks the guards to invite Captain Elisondro to the Twelth Knight for a round of drinks on the party. Checking in on Phillip Vigore the jewel dealer, we are initially barred entry until Ronan has a one to one with Phillip. Phillip decides to forgive us for Finkelmur’s crimes, especially since we might be the only source of commerce he has in the foreseeable future. Next we patronize Jaharis Fraunk of the Twelth Knight.

After Chuq rents all the empty rooms for the night and paying for meals and drinks for everyone, including any visiting wall district guardsman, Jaharis’ loose tongue relates all he can remember of Kottar’s last visit. Kottar arrived with an odd group of men and elves that mostly kept to themselves. He asked for a sage to learn more about rumors of a Bronze Dragon lurking in the northern mountains. Benedictus Sharesen, located a bit past the Wall District watch house, researched for Kotar and likely knows where to look next. Chuq learns via the Night Cap that Kotar had Jaharis promise not to tell Kotar’s friends (Axel, Chuq (especially Chuq) & Thorfus) about his business. Seems Kotar’s patronage wasn’t as lucrative as Chuq’s.

Session #134

Session #134

Journal Entry: 22nd Of Tel’Renden – Evening.

We’re returning from the quaint resort town of Seabreeze (yes, terribly original) where we successfully recovered the body of the elder Grell despite the fairly vague description and map provided to us by Goldenbollocks.

Before I relate the rest, I must make note of a strange occurrence from the day before. On our way to Seabreeze we found ourselves being shadowed by another ship – a ship without an apparent crew. Suspicious (as we tend to be these days) Chuck and Ronin shadow-step (or should we start calling it conduit-step?) over to investigate after the crew tells us the ship, “The Flaming Princess” ports out of Kaligun and was believed to be involved in the slave trade. We saw little (even through a looking-glass) from our vantage point but Ronin and Chuq told us upon their return that they found no one aboard, no signs of battle, impossible to steer and it was strangely cold on board. Ronin described it as the same chill we encountered in the Grell estate. They cautiously left as crashings sounds were heard below decks. Soon afterwards the ship simply dove under the waves.

Odd, but considering recent events I may have to re-think my belief in ghosts – perhaps – as Kalgunn once hinted add – there may be people trapped within the conduit system or other “in-between” he’s not aware of. One more thing to research should we survive.

Also – during the trip – I managed to investigate the magical items my colleagues recently “acquired” and made good headway on the ship design . For reference: the Jug can create any liquid it is requested to, but I was not able to decipher more I’ll have to try again another day. The net on the other hand was easy to identify (the tag helped) as a Net of Snaring. A rather powerful underwater item obviously meant to be used in conjunction with Chuq’s cloak.

We arrived at Seabreeze earlier this morning and were quickly approached by the harbour-master, Nicoli Snawe, a talkative fellow you quickly lets us know who now own the old Grell vacation home and it’s location. He also warns us that we may not be welcome by many – it seem the younger Grell raided the town leaving survivors to remember that we were to blame for or.

Chuq was more irritable than usual and was quite terse with the man – insisting we not pay for docking fees – frustrated with the delay I payed the man and went on shore.

We followed the directions to the home given to us without incident, passing white sandy beaches we eventually made it to the home.

We were met by the head caretaker (the current owner, a Midmark Admiral I vaguely remember meeting) Lambin de Pontibus. He and Chuq did not get off to a good start – the tension between the two escalated quickly as Chuq tried first to convince Lambin to search the premise, then switched to threats and when he arrested the man and threatened to arrest his family that’s when I had to intervene. I calmed things down, playing the, “we’ve been travelling” card to put Lambin at ease and separate him from Chuq, who was being unreasonable. I know he has a hatred from slavery and although the man did work for a now acknowledged slaver, he was interviewed by the authorities and no charges were laid – that’s no excuse for poor manners.

So as Lambin and I chatted over some tea – where he told me he had sent his son to fetch the authorities. The others managed to locate the coffin as indicated, by a waterfall underneath a marble bench. Within the hour the hole was refilled, sod replaced and marble bench back where it belonged.

With feathers now unruffled and satisfied with our landscaping Lambin extended an invitation to myself to return for a visit – provided we’re alive in a few months, I might take him up on that.

With coffin in tow were head back to the ship and cross the Harbour Master with Lambin’s son and small contingent of security. I quickly stepped in before Chuq (still a little irritable) had a chance to speak and cleared up the obvious misunderstanding and got an answer regarding the strange practice of removing the seaweed from the beach – seems that the wives and mistresses don’t like seeing seaweed on the beach.

After loading the cargo onto the ship we set sail back to Midmark where we’ll be docking in a little while. I imagine we’ll hurry to bring the cargo back to the house in order to exorcise it.

I must prepare – I’ll continue later.

———————————

It’s now evening and I’m ready to retire. Well – where to begin?

I guess I’ll begin after we picked up Goldenbollock, and the keys to the estate, and headed towards the home to get this over and done with.

You could feel something strange was in the air that night and we were not disappointed.

Moments after we arrived and Thorfus’ monkeys began to bring Grell’s coffin and Cale’s head into the home, Thorfus loses control of the monkeys and the do is slammed in my face before I can enter.

We followed the procession, looking through the windows, as it travelled through the house and eventually into the basement. That’s when the winds picked up and were able to enter the house.

We all quickly made our way to the basement’s torture room where the grisly procession ended – Grell’s coffin smashed and bones piled in the middle of the room. The monkeys prevented me from moving Grells’ bones, but I was able to pick up and examine the poor girl’s skull, which had a pair of lips burned into its forehead – a mother’s last embrace perhaps?

We quickly decide to bury the skull by the tree and consecrated land on the grounds. I find a foot locker and fill it with some bed stuffing. The monkeys then carry it out to the garden where Ronin and I dig a hole for the poor girl.

After a few words were spoken by each of us we buried Cale in the pouring rain and once done the rain stopped and the monkey’s returned to Thorfus’ control.

We then surveyed the home and secured it, deciding that we’d need someone to manage the place while we continue our work. I have some ideas for that – but we’ll wait for morning.

23’d of Tel’Renden.

My suggestion worked out. I seems the map-maker’s family we rescued during the riots were more than happy to help us.

They’ve agreed to take care of EM and their son has agreed to be hired on as our Steward and get the home back in order for us. We’ve left him with some instructions – particularly the sealing of the torture chamber… we told him to have the wall with the secret entrance to be reinforced/doubled with masonry.

Session 133 November 30, 2016

Session 133 November 30, 2016

6:00 pm, 20th of Tanrilden, returning to the Jolly Gorgon.

AD Clock reads 00.00.04.26

We notice two cloaked men loitering by the Jolly Gorgon’s dock. The night cap tells Chuq that the two are looking for the Starchie Boys – Ashton, Axel, Chuq, Finkelmur, Orion or Thorfus. Leaving everyone else in the shadows, Thorfus approaches the two alone. The pair, Chik Rasorer and Rowley Feiffer, are militia the Starchie Boyz rescued from Grimtooth’s Gnoll pack. Along with all the other captives, we safely escorted the two to Vargen where we booked their passage to Midmark so they could report for duty and deliver Thorfus’ first report to Lord Thorton. Now that their enlistment is finished, they want to sign on with Thorfus. At the Jolly Gorgon, Thorfus assigns them to Kotar’s mercenary squad. Kotar is pleased to see familiar and friendly faces.

Ronan suggests we acquired the last two items we left at the Merendur temple poison cabinet tonight. It’s hoped they will help when dealing with the Mermen and Devil Fish. Before we make the attempt, he runs a personal errand at the Marlborough gambling house. Rolf tells Ronan that the streets have no rumors about Ronan’s first heist at the Merendur Temple. Ronan purchases some dog froth before leaving to meet the party by the Merendur temple.

Edan decides to stay on board the Jolly Gorgan to continue his research, so it is only Axel, Chuq, Ronan and Thorfus that collect near the Salty Judge later that night. Axel and Thorfus enter via the front gate asking for help to deal with the Keeper Estate hauntings while Chuq and Ronan swim in the Tarwater to the tower proper. The plan is for Chuq to shadow step the swimmers via Thorfus’ or Axel’s view of the interior using the night cap. The plan is put on hold as Chief Librarian Chartain Beltram, the cleric Calle poisoned during our last infiltration, is introduced to the dwarves and proceeds to escort the two to his office, enthused to research ancient lore about ghostly hauntings.

In his office, outside of the ink room, Beltram excuses himself to collect some text. Axel and Thorfus position themselves so that as Beltram returns through the door Chuq can shadow step behind him into the ink room. His infravision allows Ronan to lead Chuq across the ink black room to the poison cabinet door. At the door, Chuq uses the continual light Starchie badge to examine the door for traps. Then Ronan uses his key to unlock the door and the two enter the cabinet as the Starchie badge is stowed away making the room dark again.

During this time, Beltram explains that imperial text tells of a place in between places where sometime souls can be trapped there due to injustice at death or unrealized ambition in life. There is mention of a banishment ritual, a little ceremony of the bell, book and candle. A cleric arrange candles in a petragram within the locus of the haunting, but a missing text needs to be chanted as a golden bell is told. The spirits will likely fight during this ritual. To discover the missing text, he suggests a cleric of the Dragon Emperor or a sage with knowledge of religious customs. Beltram doesn’t fully comprehend the passage that says the spirits are trapped in the realm of transpatial energy. Edan would definitely like to learn this! Thorfus beseechs the librarian for more help, Chartain promises to continue his research during the night. He records Axel’s and Thorfus’ names so that he may send word to the Jolly Gorgon by midday day hence.

Before they leave the office, Thorfus asks Beltram what he knows of the Mad King. Surprisingly there was a Champion of Lysander known as the Mad King during the ancient dwarven rebellion. Beltram promises to research this further during the night.

Within the poison cabinet, Chuq fails to pick the display case lock so Ronan has to yank it off. The net and jug are snatched. Ronan pauses to examine some scrolls but none seem worth stealing. As the two cross the doorway with the Starchie badge aloft, a massive tendril of ink slams into Ronan’s chest. He feels himself slipping away but by force of will resists. Looking over his shoulder, Chuq step the pair across the room. This allow him to contact the stalling bungling Thorfus’ mind. Asking for a quick exit, Thorfus shows Chuq a view over the water between the temple tower and the harbor. The thieves step 10 feet above the water and plunge into the surf. Ronan swims away with their loot as Chuq loiters under the covered causeway to support Axel and Thorfus if necessary. The dwarves are escorted out without incident though they can hear a commotion occurring within the temple behind them.

Axel and Thorfus walk to the Jolly Gorgon while Chuq and Ronan swim to the mill house, where they spend the night. On route, Thorfus alerts Edan of the nights events via the broachie talkie. Edan cast invisibility with the Merendur wand in his possession.  A short while after the dwarves are on board the Jolly Gorgon, Almeric wakes Thorfus because the Harbor Master is calling for the Captain.

The harbor master is accompanied by several acolytes of Merendur and Chartain Beltram. Thorfus greets the crowd from the gunwale. Thorfus resistance to the ship being boarded or searched spurns the harbor master to seize the ship. The crew and all their possessions are searched as they disembark. Since they are looking for a cloak, everyone, including the captain, are forced to relinquish theirs. Thorfus sends the crew and mercenaries to drink the night away as he keeps an eye on the ship from the dock. Eventually the harbor master retires with his lackeys left onboard searching. As he leaves, Chartain tells Thorfus that he and all his companions are banned and are anathema. He hopes we don’t take any sea voyages.

After dawn, 21st of Tanrilden.

AD Clock reads 00.00.04.25

Acolyte Cicily Hands over a rolled up parchment from Father Gyldenbollicks:

To the Keepers of the Council: First, let me offer my most sincere apologies for failing you at the Grell Estate yesterday. After the recent miracle with Patriarch Darvo, I had become overconfident in Evenkeel’s favor and too quick to forget how little we know of the realms beyond this one we call home. Second, let me apologize for not sharing some key information with you immediately: Arden Grell was not consigned to the lye pits outside of the city, but rather taken in secrecy to the family estate in Seabreeze and interred there by friends in the admiralty. I have spoken with a young cleric involved in these irregular proceedings and he has provided the enclosed sketch of the grounds showing the location of the unmarked grave. Perhaps this would appease the restless spirits of the house? If not, I have been discussing the issue all night with the Patriarch and his closest advisors and there may be a way to forcibly eject the spirits – apparently the ritual in question is imperial in origin! The mainland seems to have (correctly) held onto what the Ark has labeled superstition in error. If you would like to try that route instead, I should be prepared by tomorrow afternoon. With my sincerest apologies and condolences for your deceased comrade, Father Habreham Gyldenbollockes.

Thorfus sends the still invisible Edan to warn Chuq and Ronan to stay hidden since the search continues. Edan takes the broachie talkie with him. When Edan joins Chuq and Ronan at the mill, Ronan’s mind is touched by Drays the Devil Fish. Drays wants the repair for the Sword of Dagon and offers to examine Ronan’s mind for the same tampering he sensed in several city guardsman and his lackey Owen. Ronan refuses the examination politely then excuses himself to confer with Chuq and Edan. They leave the mill beyond Drays influence and discuss their options. Edan has already written false found research of the repair. No one, including Serithas, is interested in Chuq’s plan to confront Drays in the canal or to force an violent encounter right now.

Returning to the mill, Ronan invites Drays into the Mill claiming he wants to see who he is dealing with. Drays agrees only if Chuq leaves. The monk acquiesces. After Drays enters the Mill, Ronan reads the repair sporadically so that he can prompt Drays to answer some questions. Drays tells that the “Mad King” was a hero of the DevilFish during the ancient dwarven rebellion, also known as the !!Lord of the Night Court!! that had disappeared. Drays also agrees to collect the skull of Calle since Ronan is willing to negotiate without being so forceful and rigid like others. After Drays departs, Edan and Ronan decide to keep their Mad King revelation secret from Chuq and by extension, the Night Court.

Edan returns to the docks to tell Axel and Thorfus of the Drayz meeting. Since we have the skull, and know the location of Grell’s body, we decide to visit Sea Breeze. Later, the harbor master clears the Jolly Gorgon allowing Thorfus to set sail. Although the harbor master offered to waive our dock fees because his searchers ruinously soiled Thorfus’ most fancy cloak, we leave too soon for any real recompense. As the Jolly Gorgon crosses the Tarwater, the swimming Chuq and Ronan shadow step aboard.