As the small cave where the flying creatures nested is searched for valueables, Salla recovers from the effects of the poison. It is decided to press forward, and the group proceeds to the next cavern entrance marked on their crude map.
They find that the second cave entrance is much smaller, only 5 to 6 feet wide and tall. Plus it does not actually sit on the trail, instead it is about a 10 feet climb to get to the entrance of the cave. Jonl climbs up to the entrance to scout it out, but hears a low growl turn into something much more fierce. Morgan climbs up next and is immediately set upon by a small golden furred, six-legged, copper clawed, sharp-toothed beast. The creature deals massive damage to Morgan, who only lives through the encounter from Salla's constant healing attention.
After the creature is finally put down, Salla explains the creature is a "golden gorger". A deadly foe of the dwarves, it literally eats gold and other precious metals. It was custom for a dwarf to hunt such a creature before their wedding. The fur would be used as a wedding cape for the bride, or as a wedding bed fur. The teeth and claws would be used as jewelry in the ceremony. Hearing this, it is decided to skin the creature and take its claws and skull.
An exposed gold vein is found in the main cave. Salla picks away at it for a few, but believes that there is a few hundred gold worth of material just exposed that he can see that a properly outfitted crew could mine. Depending upon how far the vein continues, such a crew could mine many times this amount.
With no obvious exits out of the main cave, the party moves on to the next cave entrance. Out front of this entrance are a number of trees, where vultures have nested. Worried they may be some sort of alarm for the creatures in the cave, Salla throws a silence spell on a stone and hands it to Snake. Miming is had by all as Snake tries to figure out what Salla would like him to do with this stone.
The party moves forward into the cave under the silence. The cave tunnel is natural, carved by years of water action. An overwhelming stench fills the tunnel, the same stench of the dead lizard creature found in the kitchen at Whitefang. A short distance down the tunnel and Salla detects traps ahead, right near a number of smaller natural tunnels on their right wall. Jonl goes to check it out, discovering multiple traps. The most potentially dangerous one involves a net holding loose rock up above on the ceiling of the tunnel, a rope connects to the net and leads into one of the small tunnels. Jonl follows the rope and is greeted by an ugly small humanoid with large round nose who cackles gleefully as it pulls the rope bringing the rocks down on Jonl. But Jonl is just too quick for that, he jumps headlong into the tunnel with the creature, avoiding the rock fall, and stabs it. Its grin turning upside down as it dies.
Out in the hall, more of the creatures come out of the tunnels, including two in the back who attempt to steal a dagger of Snake's. The party quickly disposes of the attackers.
Further in a long fight is had with creatures who appear as stalagmites. They have a tough rock shell, with squishy bits under it.
East of this a small cave is found where eight feet of blue-green slime hides in the shadows of the ceiling. Salla uses his excellent ground rolling skills to evade...something. The mud covered Salla has Modisto use an unseen servant to collect some crystals under the slime. He gathers eight of these quartz crystals that Salla estimates to be worth a handful of gold each.
A second cave is found in this direction contaning only mushrooms and giant fire beetles. Nothing of real interest occurs here.
To the south they find a human skeleton clad in a velvety black cloak, with an old ratty backpack and boots still attached to it, and a sword in its hands, the blade resting on the ground. Using the unseen servant they gather the sword and backpack. The sword has a silver edge and detects as magic.
The party continues down the southwest tunnel, going deeper and deeper underground. They come to a crossroads, where a large mushroom-like plant is growing off to one tunnel. The party destroys the evil mushroom, sure that its evilness would have destroyed them had they gotten too close. Snake takes a few minutes to steady the intersection and determines man-sized lizard-like tracks see heavy traffic into and out of the west tunnel, some of the tracks going down the north tunnel, while some going down the south tunnel. The eastern tunnel is quickly investigated and appears to be a dead end.
The party decides to go south.
Further down they go, and come to a branch. They hear a male voice, in broken Common, pleading for help down the branch tunnel. This branch goes down at a steep grade, and they can see a dagger sheathed in leather, about 20 feet down the branch tunnel. Chul spider climbs down with Salla using the magical spool of rope to keep him on a tether. Chul picks up the dagger, and the tunnel continues down, twisting and turning, getting steeper ever few feet. It finally ends about 60 feet down, where it opens up into a small cave.
In the small cave Chull spots a man in full plate armor not moving. One of his legs is splayed out at an odd angle, and his torso is coated red with blood. He wears a white and blue surcoat over his body. His helm lies next to him, and a broken longsword not far away. Chul glances around the room a bit more, noting an oddly shaped and colored patch of rock in a corner near the entrance.
Chul gathers up his nerves and decides to make a dash for the injured man. He pounces into the room, jumping over to grab the man...but the man proves to just be an illusion. Chul quickly tugs at the rope to get pulled back up, but not before a number of viciously barbed tentacles slap across him, one of them manages to catch hold. Chul wrestles with the tentacles to pry it off his body, and with the help of the crew above, he manages to get the disgusting thing off of him and he shoots up into the chute.
After Chul explains what he saw to the group, it is decided to lower Modisto and Chul down. Modisto is lowered to a point where he can see into the room and he unleashes two fireballs. However, as the second one is cast, the creature (think an oval blob with a face on it and nine long barbed tentacles) comes down the wall and into the chute, attempting to wrap up Modisto. Modisto and Chul are quickly pulled up the chute, but Modisto comes up a bloody mess. Snake and Morgan prepare to confront the creature as it comes scrambling up the chute. Snake fires a bolt of ice through the thing as it crashes into Morgan. Morgan disappears from sight for a few seconds as he is engulfed by this creature and its long tentacles. The sword tip of Morgan's appears out its backside and drives out, splitting the creature apart as Morgan steps out of it.
It is decided that resting in this cave might not be such a bad idea. So the party scrambles down the chute, and find that where the man had been that Chul described, is now a large pile of refuse. Modisto throws a detect magic and gets some hits within the pile. The party spends an hour searching through the refuse and finds a metal flask with some bubbly liquid inside and a dusty rose colored, crystal shaped stone.
Saturday, June 30, 2007
Monday, June 25, 2007
Whitefang
Once back in Cauldron, the group takes a considerable amount of down time (almost a month). Modisto makes use of the time to gain access to spells through Weer by displaying some amazing academic knowledge in the area of alchemy and some suprising charisma.
The group decides to take up Maavu on a job offer. Maavu needs an group of individuals that will investigate locations and possibly "extract" artifacts for him. The deal is he provides all the details of a possible lead he has, the Crimson Tears attempt to locate and possess the item(s) he desires. Anything else they find is theirs to keep, with the understanding that if the group wants to sell anything they find, Maavu is the first buyer.
In this case, Maavu wants a relic, a censer, that has been lost ever since the fall of the Splintershield clan. The last known location of the censer was in Whitefang stronghold. This hillside stronghold of the Splintershield clan wss perched on what was a high mountain road connecting Cauldron and Sasserine. It served as a way station and trading post for the clan. Along with two other strongholds, Lastever and Ordin, they kept the area clear of raiding humanoids and the roads in working condition for the caravans that passed through, paying a small toll at each stronghold.
The censer was being transported back from Cauldron to Sasserine after being used for a major ceremony by the church of Wee Jas. It was on loan from the church of Pelor, the actual owners of the censer. The loss of it caused a split between the two churches that never quite healed.
The party leaves for Whitefang, following the overgrown, old mountain road. After a day of travel they reach the ruins of Orden, the bottom of the mountain had slid out from under the stronghold. All that was left was some small ruins around a gaping hole. Here the party has a quick battle with a group of ogres. Modisto's barrage of spells takes out all but one of the ogres before it can reach the party. The last ogre flees for his life and manages to escape. Investigating the corpses, it is discovered that these ogres have all had an eye ripped out or mangled.
In the ruins of Orden, an enormous wooden chest banded with black iron is found. Inside are a number of dwarven crafted items.
Arriving at Whitefang, an invisible Jonl goes forward to scout. He finds the southern portcullis to be a mangled wreck, with a large hole in the middle to step through. The northern portcullis is intact and down. Inside the gatehouse some goblins stand guard. Moving up the the walls of the stronghold a general layout is determined.
After Jonl returns, a few members of the party go down to investigate a ruined camp below the stronghold. They find huge claw marks on the ruined tents and on the muddy ground. They also find a number of dead, mostly rotted, unrecognizable corpses, some are nothing more than blackened skeletongs. Salla decides to speak with one of the corpses, learning that the camp was a host of humanoid troops (mostly hobgoblins) planning to take over the stronghold. They were attacked by stinking frog-like humanoids and a large, dark flying shape.
Using invisibility and a silence spell the party ambushes the goblin guards dispatching them all before they can raise an alarm. They proceed to engage some large black wolves and bugbears, but a side room of goblins catches sight of group and raises the alarm. The party dispatches all foes on the first floor, but hear loud noises of defenses being setup upstairs.
The party ascends the stairs up the to the second floor but are blocked by a makeshift barricade of weapon racks. While pushing through two bugbears pour hot oil on Morgan, but not before Modisto unleashes a fireball into the room. The bugbears make a screaming retreat.
Once through the barricade, Morgan, Snake, and Chul rush a great hall area, where an ogre and over half a dozen goblins have set themselves up for battle. Once the battle starts, a half dozen bugbears rush out of a side room of the great hall, flanking the front-line fighters.
As the humanoids fall, a trio of bugbears come down the stairs and attempt to take out the squishy members of the party. But Modisto and Jonl manage to make a break into the great hall, hiding for their lives. As the tables turn completely for the humanoids, one of the bugbears barks out an order to hold the door. He flees. The remaining bugbears quickly follow. Two of the bugbears escape, including the presumed leader.
The rest of the stronghold is pillaged. They find a small chapel connected to the great hall that is untouched by the humanoids. Salla requests that the party not pillage the chapel and his request is honored. The chapel is to the honor of the dwarven god Thormyr, god of duty.
They also manage to stumble upon a nest of vicious birdes with blood-red barbed beaks. Modisto unleashes his remaining fireball on them, incinerating them all. Luckily for the party members caught in the blast they are offered some partial cover from the stairs they are on, and while they are hurt they (and their stuff) manage not to combust into flames.
The party rests two days in the stronghold.
They make a move for the mountainside caves they have learned of. They find a total of three cave entrances on the side of the mountain. A narrow dirt path on the side of the mountain leads up to the caves. An invisible Jonl splits from the party to recon the first cave entrance. He can hear something large inside the dark cave, breathing heavily.
At the same time the remaining party on the trail comes under attack from a giant brown and black flying lizard-like creature with a deadly stinger at the end of its tail. The creature lets out a scream as it attacks Morgan. Jonl hears the scream, and is buffeted by a stirring winds as a second of the flying creatures comes streaking out of the cave entrance he is at. During the battle Salla falls victim to the poisonous sting of the creature and falls to the ground stiff as a board. The party manages to dispatch both creatures before they can disengage with a tasty treat or two.
The group decides to take up Maavu on a job offer. Maavu needs an group of individuals that will investigate locations and possibly "extract" artifacts for him. The deal is he provides all the details of a possible lead he has, the Crimson Tears attempt to locate and possess the item(s) he desires. Anything else they find is theirs to keep, with the understanding that if the group wants to sell anything they find, Maavu is the first buyer.
In this case, Maavu wants a relic, a censer, that has been lost ever since the fall of the Splintershield clan. The last known location of the censer was in Whitefang stronghold. This hillside stronghold of the Splintershield clan wss perched on what was a high mountain road connecting Cauldron and Sasserine. It served as a way station and trading post for the clan. Along with two other strongholds, Lastever and Ordin, they kept the area clear of raiding humanoids and the roads in working condition for the caravans that passed through, paying a small toll at each stronghold.
The censer was being transported back from Cauldron to Sasserine after being used for a major ceremony by the church of Wee Jas. It was on loan from the church of Pelor, the actual owners of the censer. The loss of it caused a split between the two churches that never quite healed.
The party leaves for Whitefang, following the overgrown, old mountain road. After a day of travel they reach the ruins of Orden, the bottom of the mountain had slid out from under the stronghold. All that was left was some small ruins around a gaping hole. Here the party has a quick battle with a group of ogres. Modisto's barrage of spells takes out all but one of the ogres before it can reach the party. The last ogre flees for his life and manages to escape. Investigating the corpses, it is discovered that these ogres have all had an eye ripped out or mangled.
In the ruins of Orden, an enormous wooden chest banded with black iron is found. Inside are a number of dwarven crafted items.
Arriving at Whitefang, an invisible Jonl goes forward to scout. He finds the southern portcullis to be a mangled wreck, with a large hole in the middle to step through. The northern portcullis is intact and down. Inside the gatehouse some goblins stand guard. Moving up the the walls of the stronghold a general layout is determined.
After Jonl returns, a few members of the party go down to investigate a ruined camp below the stronghold. They find huge claw marks on the ruined tents and on the muddy ground. They also find a number of dead, mostly rotted, unrecognizable corpses, some are nothing more than blackened skeletongs. Salla decides to speak with one of the corpses, learning that the camp was a host of humanoid troops (mostly hobgoblins) planning to take over the stronghold. They were attacked by stinking frog-like humanoids and a large, dark flying shape.
Using invisibility and a silence spell the party ambushes the goblin guards dispatching them all before they can raise an alarm. They proceed to engage some large black wolves and bugbears, but a side room of goblins catches sight of group and raises the alarm. The party dispatches all foes on the first floor, but hear loud noises of defenses being setup upstairs.
The party ascends the stairs up the to the second floor but are blocked by a makeshift barricade of weapon racks. While pushing through two bugbears pour hot oil on Morgan, but not before Modisto unleashes a fireball into the room. The bugbears make a screaming retreat.
Once through the barricade, Morgan, Snake, and Chul rush a great hall area, where an ogre and over half a dozen goblins have set themselves up for battle. Once the battle starts, a half dozen bugbears rush out of a side room of the great hall, flanking the front-line fighters.
As the humanoids fall, a trio of bugbears come down the stairs and attempt to take out the squishy members of the party. But Modisto and Jonl manage to make a break into the great hall, hiding for their lives. As the tables turn completely for the humanoids, one of the bugbears barks out an order to hold the door. He flees. The remaining bugbears quickly follow. Two of the bugbears escape, including the presumed leader.
The rest of the stronghold is pillaged. They find a small chapel connected to the great hall that is untouched by the humanoids. Salla requests that the party not pillage the chapel and his request is honored. The chapel is to the honor of the dwarven god Thormyr, god of duty.
They also manage to stumble upon a nest of vicious birdes with blood-red barbed beaks. Modisto unleashes his remaining fireball on them, incinerating them all. Luckily for the party members caught in the blast they are offered some partial cover from the stairs they are on, and while they are hurt they (and their stuff) manage not to combust into flames.
The party rests two days in the stronghold.
They make a move for the mountainside caves they have learned of. They find a total of three cave entrances on the side of the mountain. A narrow dirt path on the side of the mountain leads up to the caves. An invisible Jonl splits from the party to recon the first cave entrance. He can hear something large inside the dark cave, breathing heavily.
At the same time the remaining party on the trail comes under attack from a giant brown and black flying lizard-like creature with a deadly stinger at the end of its tail. The creature lets out a scream as it attacks Morgan. Jonl hears the scream, and is buffeted by a stirring winds as a second of the flying creatures comes streaking out of the cave entrance he is at. During the battle Salla falls victim to the poisonous sting of the creature and falls to the ground stiff as a board. The party manages to dispatch both creatures before they can disengage with a tasty treat or two.
The Underdark
A decision is made to accompany Grimham back to Darkhome.
- They travel for three days through dark tunnels and caves.
- On the last day of travel the party is ambushed by a training patrol of drow warriors, not far from Darkhome.
- They also encounter a deep gnome miner. He is working alone with an elemental actually doing the mining. Grimham explains his people are very in tune with the earth and make use of its native creatures.
- Arriving at Darkhome, they are escorted to a small stone hut where they are expected to stay for the duration of the visit. They may leave, but only with an escort such as Grimham with them at all times.
- The city has no lights. Those who are gifted with the ability to see in the dark note the beauty of the underground city. The structures seem to be crafted from the very earth itself and decorated with gems and jewels all about to create intricate mosaics. It even appears that the natural formations of the main large cave the city rests in are used for housing (stalagmites, etc.).
- After doing some shopping, the party leaves Darkhome and Grimham.
- Kelley still owes a map they purchased at Darkhome of the surrounding area and some more details of Darkhome and the culture therein. Yea, I didnt forget.
- They travel for three days through dark tunnels and caves.
- On the last day of travel the party is ambushed by a training patrol of drow warriors, not far from Darkhome.
- They also encounter a deep gnome miner. He is working alone with an elemental actually doing the mining. Grimham explains his people are very in tune with the earth and make use of its native creatures.
- Arriving at Darkhome, they are escorted to a small stone hut where they are expected to stay for the duration of the visit. They may leave, but only with an escort such as Grimham with them at all times.
- The city has no lights. Those who are gifted with the ability to see in the dark note the beauty of the underground city. The structures seem to be crafted from the very earth itself and decorated with gems and jewels all about to create intricate mosaics. It even appears that the natural formations of the main large cave the city rests in are used for housing (stalagmites, etc.).
- After doing some shopping, the party leaves Darkhome and Grimham.
- Kelley still owes a map they purchased at Darkhome of the surrounding area and some more details of Darkhome and the culture therein. Yea, I didnt forget.
Sunday, June 24, 2007
The Slaughter of Morach Tor
After handing the spear over to Tyro, it is agreed that the next step of action should be to rescue Lorhin, Siril's son, if possible.
- Tyro explains that Lorhin is being held by an old tribe of lizardfolk called the Khoroshen. They live in a small swamp on a large rock outcropping called Morach Tor, located north of Kingfisher Hollow.
- The party leaves for Kingfisher Hollow, where they hire an old trapper to lead them to the swamp.
- Once at the swamp, the party is met by a large group of lizardfolk. They are massive creatures, powerfully muscled and wielding bone clubs and wooden shield with the emblem of a viper. These are the Viperkin, the warriors of the Khoroshen.
- A deal is struck to trade Lorhin for a number of mundane weapons and a magical spiked chain. Lorhin is taken back to Cauldron.
- After hearing what Lorhin has to say, Tyro urges the party to return and eradicate the Khoroshen.
- With a handy water breathing spell the party sneaks into the Khoroshen camp on the side of Morach Tor. Jonl manages to sneak all the way into on of the leader's huts and stabs him in the back. Battle ensues. Their opponents consist of a lizardfolk druid, many Viperkin, a few crocodiles, and one giant crocodile.
- In the Khoroshen camp they meet a black-skinned gnome named Grimham who speaks a very choppy gnomish. He says he comes from a city he calls Darkhome, the city of his people. He was captured by the Khoroshen and has been their slave for the last few years. The party agrees that he can tag along as they plan on venturing in Morach Tor. Grimham hopes to find the entrance back into the world below.
- After the long battle, the party ascends Morach Tor and decides to wait it out a night. The next morning they head into Morach Tor, battling a small group of crocodiles and Viperkin.
- They swim their way into an area with a whirlpool where sacrifices are made to the Khoroshen god, Kheshebik. A battle is fought in tight quarters with the priestess of the Khoroshen and her Viperkin guards. The party rests up in a small dry side room.
- The continue down the next day and battle a five-headed hydra. They learn through trial and error to kill the creature by lopping off its heads.
- Tyro explains that Lorhin is being held by an old tribe of lizardfolk called the Khoroshen. They live in a small swamp on a large rock outcropping called Morach Tor, located north of Kingfisher Hollow.
- The party leaves for Kingfisher Hollow, where they hire an old trapper to lead them to the swamp.
- Once at the swamp, the party is met by a large group of lizardfolk. They are massive creatures, powerfully muscled and wielding bone clubs and wooden shield with the emblem of a viper. These are the Viperkin, the warriors of the Khoroshen.
- A deal is struck to trade Lorhin for a number of mundane weapons and a magical spiked chain. Lorhin is taken back to Cauldron.
- After hearing what Lorhin has to say, Tyro urges the party to return and eradicate the Khoroshen.
- With a handy water breathing spell the party sneaks into the Khoroshen camp on the side of Morach Tor. Jonl manages to sneak all the way into on of the leader's huts and stabs him in the back. Battle ensues. Their opponents consist of a lizardfolk druid, many Viperkin, a few crocodiles, and one giant crocodile.
- In the Khoroshen camp they meet a black-skinned gnome named Grimham who speaks a very choppy gnomish. He says he comes from a city he calls Darkhome, the city of his people. He was captured by the Khoroshen and has been their slave for the last few years. The party agrees that he can tag along as they plan on venturing in Morach Tor. Grimham hopes to find the entrance back into the world below.
- After the long battle, the party ascends Morach Tor and decides to wait it out a night. The next morning they head into Morach Tor, battling a small group of crocodiles and Viperkin.
- They swim their way into an area with a whirlpool where sacrifices are made to the Khoroshen god, Kheshebik. A battle is fought in tight quarters with the priestess of the Khoroshen and her Viperkin guards. The party rests up in a small dry side room.
- The continue down the next day and battle a five-headed hydra. They learn through trial and error to kill the creature by lopping off its heads.
Hunt for Vorlok
Returning to Cauldron, the party provides a report to Tyro and plans are made to hunt down Vorlok and take the spear.
- The party finds the abandoned mine easily with Siril's directions. It is indeed full of kobolds.
- Much planning is had, and the party enters the mines, making it a short way inside before raising a general alarm.
- The party is attacked by a pack of giant weasels, shot at with bows from the darkness, abused by traps throughout the mine, and stabbed by the occasional lucky kobold.
- They push forward into the main chamber, where they see the ogre they believe to be Vorlok. Snake's boots come in handy as Salla throws a silence on Snake and he jumps over next to the ogre. A game of fox and chicken is played out as the ogre attempts to make distance between himself and Snake. Meanwhile, a small horde of kobolds runs about the room led by a single heavily armored kobold who manages to work his way to the rear of the party and do damage to some of the more squishy members. The few kobolds that the party identifies as possible caster types are quickly eliminated.
- When the ogre finally does make it out of range of the Silence spell cast on Snake, it flies up through a chimney in the ceiling.
- The party breaks up at this point, Chul and Jonl move up the chimney while the rest of the party finishes off the remaining kobolds.
- Unfortunately for Chul and Jonl the ogre still has a few tricks up his sleeve and catches them by surpise in the chimney, sending a bolt of lightning crashing down on them. Jonl is brought to the brink of death and begins to slowly roll down the chimney (thanks to his ring of feather fall). Chul is still on his feet, but the ogre quickly closes the gap between them and begins to melee with Chul. Chul connects with a stunning blow on the ogre and flees, scooping up Jonl's lifeless body.
- The rest of the party arrives back at the main chamber to find a dead Jonl and a beat up Chul. A discussion is had about what to do next. Modisto gets the idea that the ogre may be invisible, so he casts a spell to see through it. Sure enough, the ogre is in an adjacant room rummaging through a large pile of dead leaves and refuse. Without a word Modisto tosses a fireball at the ogre. Still barely standing the ogre flees immediately, flying back through the chimney.
- The party gives chase up the chimney to find themselves on a rock shelf a short way up the mountainside. However, they find no trace of the ogre. He gets away.
- The spear is found amidst the rubbish the ogre was going through, along with other valuable items.
- On the return trip to Cauldron the party hides from a Redgorge patrol on the road leading from Cauldron to Redgorge. The patrol consists of 14 human footmen, 2 half-orc warriors, a female human (warrior?), and a male half-elf leader the patrol. Salla detects that the female human and male half-elf leader are "evil".
- The spear is given to Tyro for safe keeping.
- The church of Wee Jas raises Jonl from the dead. The Crimson Tears owe the church a favor, to be called upon at the church's behest.
- The party finds the abandoned mine easily with Siril's directions. It is indeed full of kobolds.
- Much planning is had, and the party enters the mines, making it a short way inside before raising a general alarm.
- The party is attacked by a pack of giant weasels, shot at with bows from the darkness, abused by traps throughout the mine, and stabbed by the occasional lucky kobold.
- They push forward into the main chamber, where they see the ogre they believe to be Vorlok. Snake's boots come in handy as Salla throws a silence on Snake and he jumps over next to the ogre. A game of fox and chicken is played out as the ogre attempts to make distance between himself and Snake. Meanwhile, a small horde of kobolds runs about the room led by a single heavily armored kobold who manages to work his way to the rear of the party and do damage to some of the more squishy members. The few kobolds that the party identifies as possible caster types are quickly eliminated.
- When the ogre finally does make it out of range of the Silence spell cast on Snake, it flies up through a chimney in the ceiling.
- The party breaks up at this point, Chul and Jonl move up the chimney while the rest of the party finishes off the remaining kobolds.
- Unfortunately for Chul and Jonl the ogre still has a few tricks up his sleeve and catches them by surpise in the chimney, sending a bolt of lightning crashing down on them. Jonl is brought to the brink of death and begins to slowly roll down the chimney (thanks to his ring of feather fall). Chul is still on his feet, but the ogre quickly closes the gap between them and begins to melee with Chul. Chul connects with a stunning blow on the ogre and flees, scooping up Jonl's lifeless body.
- The rest of the party arrives back at the main chamber to find a dead Jonl and a beat up Chul. A discussion is had about what to do next. Modisto gets the idea that the ogre may be invisible, so he casts a spell to see through it. Sure enough, the ogre is in an adjacant room rummaging through a large pile of dead leaves and refuse. Without a word Modisto tosses a fireball at the ogre. Still barely standing the ogre flees immediately, flying back through the chimney.
- The party gives chase up the chimney to find themselves on a rock shelf a short way up the mountainside. However, they find no trace of the ogre. He gets away.
- The spear is found amidst the rubbish the ogre was going through, along with other valuable items.
- On the return trip to Cauldron the party hides from a Redgorge patrol on the road leading from Cauldron to Redgorge. The patrol consists of 14 human footmen, 2 half-orc warriors, a female human (warrior?), and a male half-elf leader the patrol. Salla detects that the female human and male half-elf leader are "evil".
- The spear is given to Tyro for safe keeping.
- The church of Wee Jas raises Jonl from the dead. The Crimson Tears owe the church a favor, to be called upon at the church's behest.
Wednesday, June 20, 2007
Haunted Village
It was long enough ago that a detailed chain of events is impossible for me to recall. So here are some of the more interesting bits I have noted or can remember.
- Shensen contacts the Crimson Tears in regards to a proposal for work. The group travels to the Lucky Monkey where she explains that some sort of magical infection has tainted the waters that travel through the Redgorge area. Shensen had attempted to contact an old elf caretaker of an even older elven shrine at one of the lakes that feeds into the river that passes through Redgorge, but the elf has been unresponsive to communications. She believes that these two events may have some relation and requests that the party investigate. Their mission would be first to find out what has happened to the old elf, and secondly to stop the corruption of the waters. Payment is in the form of magical potions and scrolls, handed over up front.
- Shensen gives the party two names. Siril is the old elf caretaker of the shrine. Lorhin is his son, a ranger who helps protect the shrine when required.
- Shensen explains to Snake that the party has piqued the interest of the Striders, and this mission is a screening of sorts. This is the first involvement the larger party has with the organization known as the Striders, a group of individuals with interest in the welfare of the common man.
- Shensen provides the group with a contact in Cauldron, Tyro Amberhelm. Tyro is a dwarven merchant with a room at the Drunken Morkoth Inn. He is Shensen's superior in the Striders organization.
- A map of the area is bought from Westkey's Map Emporium.
- As the group leaves the road from Cauldron to Redgorge, they come upon a battle between two giant eagles and three giant crows with riders. In the end, both giant eagles are killed by the crows. However, the crows and riders are in turn all slain. The riders of the crows have dark skin and are decorated with tribal tattoos, they are definitely not from the Cauldron area. After the battle, Snake explains to the party that few of the giant eagles remain and they are considered allies of the elves.
- The group finds two men at the shrine. Neither of them speak the common tongue of the Cauldron area, marking them as outsiders. They are slain.
- The group finds a stash of canoes near the shrine, hidden in a dug out cave near the stream flowing from the lake (that eventually becomes the river through Redgorge).
- The group spends the night near the shrine. During the night more of the large crows fly overhead.
- The next morning Jonl is sent to scout a trail that leads from the shrine to the southeast, towards what is known by locals as the "haunted village". During his scouting a dozen riders pass him by, heading for the shrine. The rest of the party ends up fighting these dozen riders, some escape.
- The party heads to the east, where they set up camp and send out a scouting party the next day to the haunted village. The ones left at camp encounter a "giant" who decides to carry off the corpses of the men that the party has dragged with them. An encoutner with a woman with snake-like features happens at night with Salla. Salla finds the woman to be friendly and has a short discussion with her of the group's motives in the area. Snake shares that the yaun-ti infest the area. Near the haunted village is a former elven settlement, Hearthglen, now occupied by the yaun-ti.
- The scouting party finds a number of interesting landmarks surveying the village froma distance.
- A small army has set up camp to the west of town. They have used a raised area that was once festival grounds to set up their fortifications. While investigating further, the camp has dozens of armed men like the riders they fought earlier. A ring of dragon's teeth and a crude palisade and towers are the fortifications. A ring of smaller tents surrounds a larger tent in the middle of the camp, making it difficult to see what goes on. More of the tattooed men are seen about the area, mostly handling dogs. A disgustingly obese man with a large side of ham as his chosen weapon is spied. As is a beautiful thin woman, dressed in plate and chain armor with a number of blades to accompany.
- An intact manor on the east edge of the village. The manor is in better condition than any of the other structures in the village. The map tags this as Lidu's manor.
- A burning pyre in the middle of the village. The pyre seems to constently burn, even though there is no obvious feeding of the fire taking place. When the party takes a closer look as they are running by, they see skeletons of people that have been consumed by the flames. The party does not stop to investigate and continues running.
- A large castle sitting in a lake. The map tags this as Barov Castle. Snake shares what little he knows of this landmark, explaining this land in the center of the lake was once considered sacred to the elves, potent in arcane energy. However, the elves discovered that the area was tainted and that an ancient kopru necroplis sat under the land feeding the area its greater arcane energy. When Liduton was built, the Barov family was tasked to protect the area, and they chose the small island in the middle of the lake to build their castle.
- A large graveyard...everyone decides that pink is their favorite color and to not investigate the graveyard further.
- The manor is investigated more closely. Using his divine favors, Salla determines that the root cellar has an undead presence, so it is avoided. The first floor of the manor is found to be completely empty. The second floor proves more interesting.
A long hallway contains statues and paintings of a number of important and prestigious figures in Cauldron's past. This includes Surabar Spellmason, Kozomagon Lidu (lion crest), Lord Alexi Barov (twin eagle heads), Lady Jandice Barov, Lord Blackwood (rose), Lord Blackpool (pheonix), Lord Taskerhill, Lord Knowlern, Lord Tercival, Lord Rhiavadi, Lord Simrath (anchor wrapped in ivory), and an unnamed statue of a male elf (Ferrix notes the features bear strong resemblence to Ophelia Knowlern). Lord Simrath's statue is the only object that shows any visible signs of damage, long gouges and cuts have been left across it. Ferrix also notes that the statue and painting of Lidu shows her as an elf, which he findes odd since all the tales and stories he knows present her as a human.
A nursery where "baby ghosts" attempt to cling on to the explorers.
A room with a bloody circle drawn on the floor, and an altar in the rear. A demonuic creature of darkness is fended off while some objects are stolen from the room.
At this point the party departs the manor, leaving the other areas unexpored.
- An initial attempt is made to investigate the castle. Inside the castle a conversation is overheard where a "doctor" is told that "Bonesworn" desires results quickly. Searching the upper area of the inner keep only uncovers a room where materials are gathered from some bloody ritual (a large blood-stained bowl, blood-stained dagger, candles, etc.). Moving down into the lower dungeons of the keep, they do not get very far. They find that the area is swarming with the walking dead and Jonl stops his scouting venture when he accidently lets off a trap. The group leaves the castle, but not before making out a female elf dressed in robes, and hear a short speech from the fat man who they saw earlier in the fortified camp.
- A second attempt is made to sneak into the lower keep of the castle and rescue the old elf. A large battle takes place. A monstrous undead creature consisting of tons of blood and meat is hacked to pieces. The elven wizard is taken out, along with the human "doctor". It is also discovered that the lower dungeons of the keep continue on to areas unexplored. The party decides to venture down and they come to an area with several burial chambers in it. They enter one of the burial chambers and battle the spectre of Lord Alexai Barov. Many in the party suffer from the attacks of the creatures, losing their very soul to the creatures attacks. The Barov family sword and armor is looted and the group flees the castle. The leave a couple burial chambers unexplored and an ornate door that they dont seem to have the right key for.
- The old elf, Siril, is mutilated badly. He cautions the group to not head to Cauldron, but insead to the south where he directs them to a safer place for him to recover.
- The group leaves Siril in the care of a giant eagle in a secluded vale. Not before Siril answers some questions, and gives them their next task.
Q: Who were your captors we slew?
A: The older man was called Doctor Krastinov, he was the one who stole pieces of my natural body, and introduced poisons to keep me sedated. The elf you slew, her name was Malicia and she has betrayed her brethren in pursuit of powers she can not have. It was her that allowed the Necrocants to capture me unawares, and to be so well prepared against my magics.
Q: How were you captured?
A: I had unexpected visitors, horsemen led by a fat man, Harrak, with the support of a wizard, someone who I was unable to identify. They were prepared for my defenses, later I was to find out this was the betrayal of Malicia at work.
Q: Where is your son?
A: I was told he was taken by the Khoroshen, a tribe of lizard people near the Spire of Long Shadows, in exchange for something more important. The lizard people mean to ransom him back once the Necrocants are done. His situation can wait, there is a greater matter to attend to now.
Q: Who are the Necrocants?
A group of like-minded individuals, all evil, and all have sworn to follow the orders of Khyron Bonesworn. Khyron is a powerful warrior of Nerull, it would be best to avoid him. From what I could gather they believe that gaining entrance to the necropolis would further their agenda.
Of the Necrocants themselves, other than the Doctor and Malicia, I know little more than what you have seen. Harrok is some champion of evil, specifically of whom I do not know. There is an additional wizard, but I know few details of him, other than he is powerful. If he had not been prepared beforehand with Malicia's knowledge when they ambushed me, he would not have been my match. But even so, there are not many humans I have encountered who have his degree of power. The dark-skinned, tattooed people have some sort of relation with the evil crows and hounds they employ, I do not know their origins. I am sure this is just a small subset of the organization as well, references to others were made in front of me, but with all the toxins in my system I remember little.
Q: What did they want from you?
A: Information, they are attempting to enter the necropolis, and to do so they must gather certain relics of the elves. Relics dating back from before Surabar, when the elves ruled these lands. Most are lost to us now, but a few remain in the hands of others. I told them little they did not already know, enough to prevent the loss of my limbs all together.
Q: How do we stop the corruption in Redgorge?
A: It stems from beneath the lake that Barov Castle sits on, the necropolis where Lidu summoned forth the doom of the village so long ago. Lidu's last act was to seal the necropolis to prevent what was inside from coming out, trapping herself in the process. The Necrocants have slowly penetrated the magical barrier, as it weakens, it seems that the vile energies of the necropolis taint the waters around it. The areas near Redgorge are just beginning to feel the effects.
Facing the Necrocants directly seems the least pleasant option, and most likely to fail, they are a powerful group, from all walks of evil. I have managed to find out some things from my captors during my imprisonment. An ogre, Vorlok, is attempting to barter a deal with the Necrocants, he wants membership in exchange for an item they could use to further their progression into the necropolis.
The ogre's den is not far from the sacred site I was protecting. He is a dangerous foe, practiced in the ways of his tribes magic, a vile necromantic practice. Expect anything, I am sure he has many tricks to employ. He lives in a small cave system, they once were mines, worked by the humans of the region, but long abandoned. He rules over a tribe of small lizard-like creatures that live in the same caves, they are crafty evil creatures, dont let their small stature fool you. The item you are after is an elven spear, the silver tip shaped like a leaf with three points and it sheds light when none is available. Find the spear, keep it safe, return to Tyro in Cauldron and tell him of what you have done.
Q: What is the "danger" you spoke of in Cauldron?
A: During my imprisonment, the doctor spoke of an official in "town" who they had bribed. I do not know specific details, but attempting to find safety in Cauldron would have been difficult with this unknown factor, and my ignorance of the city. Here, I can protect myself in many ways, including against scrying attempts, which I believe the Necrocants have the power to employ.
Q: Do we have time to return to Cauldron?
A: At any time Vorlok could reach a deal with the Necrocants, you must hurry to take the spear. Do not tarry in Cauldron, if that is the route you choose.
- On the journey back to Cauldron the party has a scuffle with some ogres. The ogres have scarred hands, where they appear to have smashed their hands into boulders repeatedly.
- Shensen contacts the Crimson Tears in regards to a proposal for work. The group travels to the Lucky Monkey where she explains that some sort of magical infection has tainted the waters that travel through the Redgorge area. Shensen had attempted to contact an old elf caretaker of an even older elven shrine at one of the lakes that feeds into the river that passes through Redgorge, but the elf has been unresponsive to communications. She believes that these two events may have some relation and requests that the party investigate. Their mission would be first to find out what has happened to the old elf, and secondly to stop the corruption of the waters. Payment is in the form of magical potions and scrolls, handed over up front.
- Shensen gives the party two names. Siril is the old elf caretaker of the shrine. Lorhin is his son, a ranger who helps protect the shrine when required.
- Shensen explains to Snake that the party has piqued the interest of the Striders, and this mission is a screening of sorts. This is the first involvement the larger party has with the organization known as the Striders, a group of individuals with interest in the welfare of the common man.
- Shensen provides the group with a contact in Cauldron, Tyro Amberhelm. Tyro is a dwarven merchant with a room at the Drunken Morkoth Inn. He is Shensen's superior in the Striders organization.
- A map of the area is bought from Westkey's Map Emporium.
- As the group leaves the road from Cauldron to Redgorge, they come upon a battle between two giant eagles and three giant crows with riders. In the end, both giant eagles are killed by the crows. However, the crows and riders are in turn all slain. The riders of the crows have dark skin and are decorated with tribal tattoos, they are definitely not from the Cauldron area. After the battle, Snake explains to the party that few of the giant eagles remain and they are considered allies of the elves.
- The group finds two men at the shrine. Neither of them speak the common tongue of the Cauldron area, marking them as outsiders. They are slain.
- The group finds a stash of canoes near the shrine, hidden in a dug out cave near the stream flowing from the lake (that eventually becomes the river through Redgorge).
- The group spends the night near the shrine. During the night more of the large crows fly overhead.
- The next morning Jonl is sent to scout a trail that leads from the shrine to the southeast, towards what is known by locals as the "haunted village". During his scouting a dozen riders pass him by, heading for the shrine. The rest of the party ends up fighting these dozen riders, some escape.
- The party heads to the east, where they set up camp and send out a scouting party the next day to the haunted village. The ones left at camp encounter a "giant" who decides to carry off the corpses of the men that the party has dragged with them. An encoutner with a woman with snake-like features happens at night with Salla. Salla finds the woman to be friendly and has a short discussion with her of the group's motives in the area. Snake shares that the yaun-ti infest the area. Near the haunted village is a former elven settlement, Hearthglen, now occupied by the yaun-ti.
- The scouting party finds a number of interesting landmarks surveying the village froma distance.
- A small army has set up camp to the west of town. They have used a raised area that was once festival grounds to set up their fortifications. While investigating further, the camp has dozens of armed men like the riders they fought earlier. A ring of dragon's teeth and a crude palisade and towers are the fortifications. A ring of smaller tents surrounds a larger tent in the middle of the camp, making it difficult to see what goes on. More of the tattooed men are seen about the area, mostly handling dogs. A disgustingly obese man with a large side of ham as his chosen weapon is spied. As is a beautiful thin woman, dressed in plate and chain armor with a number of blades to accompany.
- An intact manor on the east edge of the village. The manor is in better condition than any of the other structures in the village. The map tags this as Lidu's manor.
- A burning pyre in the middle of the village. The pyre seems to constently burn, even though there is no obvious feeding of the fire taking place. When the party takes a closer look as they are running by, they see skeletons of people that have been consumed by the flames. The party does not stop to investigate and continues running.
- A large castle sitting in a lake. The map tags this as Barov Castle. Snake shares what little he knows of this landmark, explaining this land in the center of the lake was once considered sacred to the elves, potent in arcane energy. However, the elves discovered that the area was tainted and that an ancient kopru necroplis sat under the land feeding the area its greater arcane energy. When Liduton was built, the Barov family was tasked to protect the area, and they chose the small island in the middle of the lake to build their castle.
- A large graveyard...everyone decides that pink is their favorite color and to not investigate the graveyard further.
- The manor is investigated more closely. Using his divine favors, Salla determines that the root cellar has an undead presence, so it is avoided. The first floor of the manor is found to be completely empty. The second floor proves more interesting.
A long hallway contains statues and paintings of a number of important and prestigious figures in Cauldron's past. This includes Surabar Spellmason, Kozomagon Lidu (lion crest), Lord Alexi Barov (twin eagle heads), Lady Jandice Barov, Lord Blackwood (rose), Lord Blackpool (pheonix), Lord Taskerhill, Lord Knowlern, Lord Tercival, Lord Rhiavadi, Lord Simrath (anchor wrapped in ivory), and an unnamed statue of a male elf (Ferrix notes the features bear strong resemblence to Ophelia Knowlern). Lord Simrath's statue is the only object that shows any visible signs of damage, long gouges and cuts have been left across it. Ferrix also notes that the statue and painting of Lidu shows her as an elf, which he findes odd since all the tales and stories he knows present her as a human.
A nursery where "baby ghosts" attempt to cling on to the explorers.
A room with a bloody circle drawn on the floor, and an altar in the rear. A demonuic creature of darkness is fended off while some objects are stolen from the room.
At this point the party departs the manor, leaving the other areas unexpored.
- An initial attempt is made to investigate the castle. Inside the castle a conversation is overheard where a "doctor" is told that "Bonesworn" desires results quickly. Searching the upper area of the inner keep only uncovers a room where materials are gathered from some bloody ritual (a large blood-stained bowl, blood-stained dagger, candles, etc.). Moving down into the lower dungeons of the keep, they do not get very far. They find that the area is swarming with the walking dead and Jonl stops his scouting venture when he accidently lets off a trap. The group leaves the castle, but not before making out a female elf dressed in robes, and hear a short speech from the fat man who they saw earlier in the fortified camp.
- A second attempt is made to sneak into the lower keep of the castle and rescue the old elf. A large battle takes place. A monstrous undead creature consisting of tons of blood and meat is hacked to pieces. The elven wizard is taken out, along with the human "doctor". It is also discovered that the lower dungeons of the keep continue on to areas unexplored. The party decides to venture down and they come to an area with several burial chambers in it. They enter one of the burial chambers and battle the spectre of Lord Alexai Barov. Many in the party suffer from the attacks of the creatures, losing their very soul to the creatures attacks. The Barov family sword and armor is looted and the group flees the castle. The leave a couple burial chambers unexplored and an ornate door that they dont seem to have the right key for.
- The old elf, Siril, is mutilated badly. He cautions the group to not head to Cauldron, but insead to the south where he directs them to a safer place for him to recover.
- The group leaves Siril in the care of a giant eagle in a secluded vale. Not before Siril answers some questions, and gives them their next task.
Q: Who were your captors we slew?
A: The older man was called Doctor Krastinov, he was the one who stole pieces of my natural body, and introduced poisons to keep me sedated. The elf you slew, her name was Malicia and she has betrayed her brethren in pursuit of powers she can not have. It was her that allowed the Necrocants to capture me unawares, and to be so well prepared against my magics.
Q: How were you captured?
A: I had unexpected visitors, horsemen led by a fat man, Harrak, with the support of a wizard, someone who I was unable to identify. They were prepared for my defenses, later I was to find out this was the betrayal of Malicia at work.
Q: Where is your son?
A: I was told he was taken by the Khoroshen, a tribe of lizard people near the Spire of Long Shadows, in exchange for something more important. The lizard people mean to ransom him back once the Necrocants are done. His situation can wait, there is a greater matter to attend to now.
Q: Who are the Necrocants?
A group of like-minded individuals, all evil, and all have sworn to follow the orders of Khyron Bonesworn. Khyron is a powerful warrior of Nerull, it would be best to avoid him. From what I could gather they believe that gaining entrance to the necropolis would further their agenda.
Of the Necrocants themselves, other than the Doctor and Malicia, I know little more than what you have seen. Harrok is some champion of evil, specifically of whom I do not know. There is an additional wizard, but I know few details of him, other than he is powerful. If he had not been prepared beforehand with Malicia's knowledge when they ambushed me, he would not have been my match. But even so, there are not many humans I have encountered who have his degree of power. The dark-skinned, tattooed people have some sort of relation with the evil crows and hounds they employ, I do not know their origins. I am sure this is just a small subset of the organization as well, references to others were made in front of me, but with all the toxins in my system I remember little.
Q: What did they want from you?
A: Information, they are attempting to enter the necropolis, and to do so they must gather certain relics of the elves. Relics dating back from before Surabar, when the elves ruled these lands. Most are lost to us now, but a few remain in the hands of others. I told them little they did not already know, enough to prevent the loss of my limbs all together.
Q: How do we stop the corruption in Redgorge?
A: It stems from beneath the lake that Barov Castle sits on, the necropolis where Lidu summoned forth the doom of the village so long ago. Lidu's last act was to seal the necropolis to prevent what was inside from coming out, trapping herself in the process. The Necrocants have slowly penetrated the magical barrier, as it weakens, it seems that the vile energies of the necropolis taint the waters around it. The areas near Redgorge are just beginning to feel the effects.
Facing the Necrocants directly seems the least pleasant option, and most likely to fail, they are a powerful group, from all walks of evil. I have managed to find out some things from my captors during my imprisonment. An ogre, Vorlok, is attempting to barter a deal with the Necrocants, he wants membership in exchange for an item they could use to further their progression into the necropolis.
The ogre's den is not far from the sacred site I was protecting. He is a dangerous foe, practiced in the ways of his tribes magic, a vile necromantic practice. Expect anything, I am sure he has many tricks to employ. He lives in a small cave system, they once were mines, worked by the humans of the region, but long abandoned. He rules over a tribe of small lizard-like creatures that live in the same caves, they are crafty evil creatures, dont let their small stature fool you. The item you are after is an elven spear, the silver tip shaped like a leaf with three points and it sheds light when none is available. Find the spear, keep it safe, return to Tyro in Cauldron and tell him of what you have done.
Q: What is the "danger" you spoke of in Cauldron?
A: During my imprisonment, the doctor spoke of an official in "town" who they had bribed. I do not know specific details, but attempting to find safety in Cauldron would have been difficult with this unknown factor, and my ignorance of the city. Here, I can protect myself in many ways, including against scrying attempts, which I believe the Necrocants have the power to employ.
Q: Do we have time to return to Cauldron?
A: At any time Vorlok could reach a deal with the Necrocants, you must hurry to take the spear. Do not tarry in Cauldron, if that is the route you choose.
- On the journey back to Cauldron the party has a scuffle with some ogres. The ogres have scarred hands, where they appear to have smashed their hands into boulders repeatedly.
Demonskar Ball
At the Demonskar Ball the party finally gets to rub elbows with the people running Cauldron.
- At the reception on the deck they get to briefly talk with Lord Vhalantru and a strikingly beautiful lady by the name of Celeste, an out of town noble. They mingle with a few other ball attendees, including the Stormblades.
- At the start of the ball, the party is greeted by the Aslaxins, the Lord Mayor, the high priestess Embril, the high priest Asfelkir, and Alek Tercival. The Lord Mayor makes an attempt at dicussing the future possibility of the Crimson Tears leaving Cauldron for an area more in need, like say Sasserine or such. Embril is polite, but Ferrix believes that this is just a facade, her thin words hiding a dislike for the party or individuals in the party. Asfelkir is gruff and to the point, a bit gruff for some. Alek is happy to finally meet the party, and takes the time to catch up with Ferrix for a bit. Alek stands out in the ball, as he has decided to come dressed not in a costume but in full armor and sword, proudly wearing them with a fine white cloak and giant ruby clasp.
- The Song of Heaven competition is won by Ferrix, who gracefully declines and passes it on to second place, Annah.
- Kozomagon's Folly is held, a dance to remember the disastrous creation of the haunted village and the tragedy surrounding the event.
- The party moves into the dining area where the party is seated at one of many large round tables. They are seated wit:
Dalam, a half orc ex-bodyguard of the Aslaxins.
Weer, the cranky old man who owns the high priced alchemy shop.
Bolar, the gnomish map-maker and friend to Keygan.
Bradly-Dipinshires, two extremely pompous nobles.
- Dinner proves to full of entertainment. An incident occurs where Alek Tercival display an amazing feat of strength, beyond anything even the strongest man is capable of. This is something that Ferrix has not seen before from his childhood friend.
- The clash of the armies dance follows dinner, in turn followed by the Demonskar Dance. Ferrix, or should we say Nabthataron, manages to barely make it through the dance without fumbling it up too badly before he is unmasked.
- The members of the Crimson Tears are presented with the Star of Valour for their assistance to Cauldron in times of need and crisis.
- At the reception on the deck they get to briefly talk with Lord Vhalantru and a strikingly beautiful lady by the name of Celeste, an out of town noble. They mingle with a few other ball attendees, including the Stormblades.
- At the start of the ball, the party is greeted by the Aslaxins, the Lord Mayor, the high priestess Embril, the high priest Asfelkir, and Alek Tercival. The Lord Mayor makes an attempt at dicussing the future possibility of the Crimson Tears leaving Cauldron for an area more in need, like say Sasserine or such. Embril is polite, but Ferrix believes that this is just a facade, her thin words hiding a dislike for the party or individuals in the party. Asfelkir is gruff and to the point, a bit gruff for some. Alek is happy to finally meet the party, and takes the time to catch up with Ferrix for a bit. Alek stands out in the ball, as he has decided to come dressed not in a costume but in full armor and sword, proudly wearing them with a fine white cloak and giant ruby clasp.
- The Song of Heaven competition is won by Ferrix, who gracefully declines and passes it on to second place, Annah.
- Kozomagon's Folly is held, a dance to remember the disastrous creation of the haunted village and the tragedy surrounding the event.
- The party moves into the dining area where the party is seated at one of many large round tables. They are seated wit:
Dalam, a half orc ex-bodyguard of the Aslaxins.
Weer, the cranky old man who owns the high priced alchemy shop.
Bolar, the gnomish map-maker and friend to Keygan.
Bradly-Dipinshires, two extremely pompous nobles.
- Dinner proves to full of entertainment. An incident occurs where Alek Tercival display an amazing feat of strength, beyond anything even the strongest man is capable of. This is something that Ferrix has not seen before from his childhood friend.
- The clash of the armies dance follows dinner, in turn followed by the Demonskar Dance. Ferrix, or should we say Nabthataron, manages to barely make it through the dance without fumbling it up too badly before he is unmasked.
- The members of the Crimson Tears are presented with the Star of Valour for their assistance to Cauldron in times of need and crisis.
Tuesday, June 19, 2007
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