Sunday, October 8, 2017

1493, Eleasis 9

The night passes quietly, though Viktor is plagued all night by an uneasy feeling that stems from the ruins. The adventurers prepare for the new day, their prisoners still bound to the wreckage. Dawnea hitches two horses to the road-worthy wagon, and the group loads the brigands' gear into it along with the remainder of the trade goods. She sets out South, toward the Garrison, as the rest of the group heads North.

The Northern trail, marked by fresh tracks from Callin's horse the night before, snakes through the wilderness. Laris, Derwood, and Viktor share a look of grim concern as they spot a dragon several miles distant in the East, winging its way South. They resolve to continue on, following the path as it curves from its Northerly track into a boggy peat and turns West and eventually more South West as it rises. Eventually, the group find themselves in a broad ravine, where the trail leads into a cave at the northern end.

Our heroes tie their mounts off in cover and move carefully toward the tunnel entrance. Once inside, they discover a very large crocodile lounging near a pool of water. The great reptile hisses ominously from amidst the gnawed upon bones scattered around the pool, but it does not pursue them as they move away to investigate in the other direction. Down the other way, they find more tunnels. Within one, they find parts from trade wagons. In the next, they are beset by three giant rats!

Derwood quickly dispatches the first of the rodents (of unusual size) as Viktor injures the second. Suddenly Laris is attacked from behind by the crocodile! Derwood rushes to Laris' assistance, forcing the toothy reptile back with his torch. As Laris recovers from the surprise attack, he and Derwood have at the croc and dispatch it, while Viktor puts an end to the rats in the other direction.

The battle over, for the moment, Viktor calls on the Light and Lays Hands on Laris' injuries and heals them. The groups has a brief look around, seeing some cast off armor and weapons, but nothing they feel warrants immediate attention. Soon after, the trio moves further into the tunnels once more.

Derwood and Laris use their skills to uncover a hidden door in the rocky wall, and Laris opens it. He slips into the passage beyond, finding it to be well-cut stone. The others join him and move forward to discover the lair of a large Ogre. The comrades don't hesitate to set upon the beast. Derwood peppers the creature with arrows as Laris lights him up with arcane attacks. Viktor charges into melee and fells the monster with one last blow from his greatsword.

The party searches the lair, finding a sack of sundries and detritus that they can only assume the Ogre considered his treasure. Within the sack is a small bag of actual valuables, including some 60 Silver coins, 45 Gold, 15 Electrum, and 5 Platinum, along with 3 rough Sapphires about an inch in diameter.

Moving back to the main hallway, and then West, the party finds a storeroom. Within, they find what appears to be goods taken from multiple merchants. Heading back East and then North, the group finds wide stairs heading down into a rough cut passage. As it slopes down into the darkness, they see the possible glow of firelight. As they investigate, they are attacked by two Orc sentries. The battle is joined, despite Derwood’s attempt to intimidate them into surrender. The orcs fumble their initial attacks, and Viktor strikes one with his greatsword while Derwood fells the other with multiple arrows. Viktor’s foe manages to score a heavy blow before Laris finishes him off with an icy spell.

Viktor calls upon the Light once more, Curing his Wounds, and the party moves on. They discover the orcs were guarding a cell that held the merchant, Galen, and his two guards, Matrellus and Daro. They free the guards and give them the orc sentries’ weapons. Galen warns that Orluk probably still has half a dozen more orcs in the tunnels.

The heroes lead Galen and his guards to the site of the rat ambush, where they can better equip themselves and buckle down to wait for the adventurers to be ready to leave. Daro decides, however, to join the group for its assault on Orluk and his remaining orcs.

Once back in the cut-stone corridors, they group starts North, but is sidetracked by sounds of moaning to the East. They soon discover blood on the floor, which leads them to a stout door and even more blood. Laris sees signs of a trap, and then carefully unlocks the door as the other two check out the corridor to the East, where they find two dwarves restrained in a large chamber, surrounded by large wolves who are chained just out of reach of the dwarves. The party kills the largest wolf, the Alpha, and then rescues the dwarves, whom they send to join Galen and Marsellus in relative safety, while the heroes seek to put an end to Orluk.

As they pass through the Northern door, they discover a massive stone corridor that runs North and West. Following it West, they finally approach another chamber with firelight beyond the darkness. Creeping forward, they find 6 orcs slumbering in their common area. The archers prepare their sneak attack while Viktor positions himself to strike any orcs that approach them. The archers unleash their arrows and the battle begins.

Once the party has finally defeated the orcs, Derwood Cures his Wounds. The party searches the bodies and chamber and uncovers a few coins: 16 Silver, 8 Gold, and 25 Copper.

They move on to search for Orluk. To the North and West, they find what was once likely a consecrated shrine or temple chamber. It appears the altar has been recently defaced. Back to the West, they follow another large corridor as it widens to another chamber with the glow of fire within. Derwood creeps into the room, and voices are overheard. Further investigation reveals that Tavion is giving Orluk an ass-chewing in the company of 4 more orcs and a large hobgoblin. The party plots their ambush, which starts with an overturned brazier, and then sets to it! Three of the four orcs are quickly turned to worm food, Viktor steps around the corner, and the remaining enemies move at Tavion’s behest to “Kill him!”

The hobgoblin moves forward to stand in the fire! Laris and Daro attack him. Laris’ frost ray strikes home, but Daro’s arrow is blocked. The brute moves forward to attack Vitkor, but can’t penetrate his armour and shield.

...
Presumably the heroes win. I apparently kept shitty notes about the end of the battle :P And I also didn't note if Tavion was a human or humanoid?
...

After the battle, the party joins Galen and the rest. They learn that the dwarves, Helfner Halfaxe and his Uncle were hired by Tavion to investigate some catacombs. They came to the conclusion that they probably made up an old safehold for someone built by dwarves. (There is a collapsed tunnel in the catacombs, which surely leads some place interesting.)

...


Loots!

Tavion:
Chainmail
Mace
Snake Ring

Orluk:
Plate Armor
Great Axe

Balphonus:
Half-Plate
Great Sword
Ring with red stone (Fire Protection?)

Tavion’s Room:
1000GP
500SP
200EP
50PP
10x100GP gems
20x500GP gems
2x rough sapphires (twice d20 size)
Shipping manifest & schedule copies
Letter to return to Everbright

Dwarven Vault:
Longsword (silvered eagle with sapphires - Tempest Stormblade +1
2 Short swords for Derwood
Chest filled with Coin (5000GP)
4 Clay Jars
2 Small Wooden Ring Boxes:
     Gold band tiger’s eye
     Gold band spider web filigree Cloak
Plate Armor

...

We rebuild 2 wagons, and make arrangements to cart out what we’re taking. 3 days later we move out of the area and head back to the outpost. 2 weeks later we reach the green meadow area (Practice ground). We find the knights we rode out of Everbright piled up dead.

...

Sunday, August 13, 2017

1493, Eleasis 8

The next day, the party comes to the river on the map, which is wide and shallow and lined with river stone. That evening, they draw within sight of the ruins on the map. Laris notices there is smoke rising above the ruins. Dawnea changes into a wolf so that she can get the lay of the land through her enhanced senses. She senses the coppery scent of blood, amidst the other smells. After changing back to her human form, she relays that information. The party discusses the potential circumstances, mulling over possible actions.

The group decides to have Laris and Derwood scout the ruins, while Dawnea and Viktor wait at the river, ready to ride into the fray if need be. Laris and Derwood scout the castle and discover a group of armed men within, along with what could be the merchant’s wagon and some older wagons. They return to Dawnea and Viktor and report what they have seen. The party decides to approach the ruins so Dawnea can use her wild shape to search for any sign of the merchant. When they arrive at the castle, she transforms into a rat and searches the tower, but she finds no sign of the merchant.

Viktor uses his Divine Sense to discover that most of the group is evil, but Derwood wants confirmation that they have some involvement with the merchant, so he sneaks around to listen in on the camp. He overhears some grumbling within about other parties the presumed bandits have been involved with:

One of the brigands is overheard complaining about things going awry. In response, the large Half-orc says “he didn’t want to sell out the group to Orluk or Teryss.” This doesn’t seem to assuage the first man, but the man who appears to be their leader calmed the group down. During the conversation, a few details are picked out. It sounds like this Orluk is some kind of tribal leader, and he as his followers murdered 4 people and dragged bodies off. Someone named Callin is mentioned as having left with the merchant and guards. 

Once Derwood returns to the party, they plan their attack. Dawnea starts things off with Entanglement, while Derwood and Laris set upon the brigands at range. Viktor charges into the camp, originally planning to attack Vardin, but turning his attentions on Marduk instead, when the hapless leader remains trapped by the Druid’s magic for the entire battle.

After several of their number, including the half-orc, are felled, the rest surrender. The party gathers them and disarms them, and then interrogate Vardin.

Just as the man begins to tell his tale, the sound of hoofbeats is heard and Derwood calls out that a horseman is approaching. A headless one! The horse wanders into the ruins, and a headless body can be seen strapped to the saddle. Vardin just shakes his head, seemingly dejected. He later identifies the man as Callin.

Vardin explains that he was a career highwayman. Some six months ago they met up with Marduk and started working with him. About three months after that, he talked them into meeting up with his blood’s orc tribe in order to get involved in even bigger jobs near Daggerford and Waterdeep. Not long after that, the chieftain, Orluk, takes an active interest and role in what they are up to, and claims that Teryss wanted him to take charge so the group could take higher profile victims for a larger haul. That was when they targeted the merchant. Everything originally went well enough, and they captured the merchant, his guards, and his wagons and wagon masters. Then one of the highwayman got stupid and killed one of the wagon horses. They finally managed to get back to keep, and Orluk showed up. The orc leader and butchered two of the guards and the two wagon masters and had their bloody bodies hauled off. (This must have been what Dawnea smelled as a wolf.) Orluk then took the merchant, whom Vardin names as Galen, and his remaining guards off to be ransomed. Apparently one of the highwaymen, Callin, went with them on the behalf of Vardin’s crew. It would appear that Orluk has decided that he no longer has any interest in working with Vardin and his men.

The party elects to truss up the prisoners, binding them to the old, broken wagons. They then set watch and get what rest they can.

1493, Eleasis 1-7

After a solid night’s rest at the watch tower, our heroes gear up and head out. They are directed to start NNE, and they head out that way. When they ask about anything they might need to know about the area, they are advised to beware a Green Dragon that may be lurking in the moors.

Around the same time, back in Everbright, a local ranger scout who works with the human and elven ranger corps in the area, named Derwood, headed into the High Moor to look for an over-eager merchant who went missing in the moor while trying to trailblaze a new trade route to Evereska - across the moors. The merchant was reported missing by his wife, who had been trying to get anyone to investigate his whereabouts.

A little less than a mile into their trek,Viktor, Dawnea, and Laris discover a large depression in the area, which is carpeted by some kind of green lichen. Dawnea investigates the lichen, and Viktor notice some lances standing against the peat wall of the depression. Upon investigation, they realize this is probably an area the local knights use to practice and train. The party continues along the depression, following it back up.

Meanwhile, Derwood is a little surprised to find that the week-old wagon tracks he has been following turn more Northward, veering away from the presumed destination of Evereska, which makes little sense. Later, he comes across a dead horse, slain by arrows that look to be elven made. He continues tracking the wagon, which is still nowhere to be found. At least there’s no sign of the merchant’s body - so far.

After about 6 days of meandering through the moors, Dawnea, Laris, and Vitkor have grown increasingly annoyed by their fruitless search. Fortunately, Derwood happens upon them, and introduces himself and offers assistance. As they all compare notes. Derwood identifies a likely location for the site on the map, after turning it 180 degrees, and they all decide to travel together.

At dusk that evening, they party sees something large on the moor in the distance. They press ahead, and soon reach a large, ancient stone henge. Dawnea casts Detect Magic and discovers the echoes of nature magic lingering in the area. Derwood observes that despite having been in the area before, he has no recollection of these standing stones. He seems concerned that there is “something fell about the place,” and suggests moving on to find a good place to camp. Dawnea assures him she detected nothing evil, and they decide to make camp in the henge while Derwood scouts the area.

Monday, July 24, 2017

1493, Midsummer

The party reports in to find that rather than being sent out on a regular scouting mission, they are being directed to report to an Lieutenant named Lief Redhelm for assignment. Apparently someone assumed that Viktor was a local Knight of the Light, and should be put into rotation at an outpost, and the rest of the party just got sent along with. One of the regulars assigned to travel with the party to the outpost, a warrior named Uther Dagon, seems put out by what he considers to be a babysitting mission, but he doesn’t make a fuss when everyone assures him they are prepared for danger.

The party, along with Uther and three other regulars (Aurther Bladeson, Lance Bowguard, and Alaster Stormhead) ride out onto the moor, eventually reaching the outpost. When they arrive, they meet with the Seargent on duty, Merth Kirman, who takes in the add assortment grouped before him with some curiosity. Kirman isn't going to put the extra manpower to waste, however, and informs the group he has an task ready for them as soon as they are prepared to leave...

1493, Flamerule 30

The party meets up in the common room of the Gryphon Roost in the morning, though Laris does have to go rouse Gonad. Once gathered, they make their way to the Brightspire to find someone to ask about the scouting Laris originally mentioned. Once at Brightspire, they see scores of individuals going about their routines, with a large, snow white Minotaur seemingly acting in a position of authority. Viktor approaches the Minotaur, whom they later learn is named Benton el Mintern, who directs them to the Quartermaster for scouting duty. The party meets with the grizzled old Quartermaster, Halthor Darkhold, and signs up for scouting duty. Halthir instructs the party to return the following day and report for assignments.

The group spends the afternoon seeing a few sights or relaxing, and turns in early in order to be up to arrive for duty near dawn.

1493, Flamerule 29

The party meets up, and the rest arrange to rent mounts when Viktor shows up on his horse. That evening they arrive in Brightspire. The striking differences between Gryphon Keep and surrounds drum up some conversations, which lead to learning that stories exist that Gryphon Keep and the surrounding cityscape appeared overnight a century ago.

Eventually the party arrives in Brightspire and heads to The Den to return the rented mounts and stable Viktor’s.

The Den is full, thanks to Midsummer being in two days. Viktor inquires with the Drow Elven mistress at the bar, who directs them to the Green Apple. The party clashes with the snobby innkeeper there, who wants the exorbitant fee of 2 gold per night at his Inn. Viktor’s attempts to wrangle the price down to 2 gold for all four rooms gets him down to 1 gold per night per room, but they pass on the expense. Laris leads them to an establishment near the Gryphon Keep named the Gryphon Roost.

1493, Flamerule 28

Our party meets at The Way In. Dawnea and Viktor enter the tavern and discover Laris and Gonad are discussing The High Moor. Viktor’s interest is piqued and inserts himself into the conversation, looking for an excuse to travel that way… hoping that he could continue his journey’s with Dawnea. Laris soon shares that agents of Brightspire are looking for scouts to head into the High Moor to investigate incursions from the Moor. To Viktor, this sounded like innocents could be in danger, which was plenty of reason to travel that way alone, even if not for his designs to spend more time with the Druid.