November 5, 2017 (yes, late, being busy sucks)
A Long Journey
From my left:
Nicholas playing Merrick the 7th
level human fighter
Evan playing Lyagia the 3rd
level human mystic
Mikey playing Ivan Lok'tar the 5th
level dwarven fighter
Zack playing LaVeya the 6th/3rd
level human druid/magic-user
New Connor playing Iloxiron the 3rd
level half-elven spellsword
and the DM playing Ydee the 6th
level half-elf thief for the absent Catherine
The return to Ruinheath was as
expected, with little or no difficulty making the jaunt. Once back
in town the adventurers take some time to take care of some business.
LaVeya has earned enough experience to train to her next level as a
druid (4th level spells! Woohoo!) while Ivan has decided
that he wants a little more variety in his life and begins the basic
work of learning to be a member of the clergy.
While this training was going on, some
time was spent in other activities, including going to the Curio Shop
every few days to see if there was anything interesting there. In
the second week on return there was a smoking ruin where the Curio
Shop had been, and several guards standing watch over the site. A
fire had suddenly broken out and engulfed the storefront, killing the
assistant and critically injuring the shopkeeper. This leaves a
concern in the mind of Merrick, and so an effort is made to contact
the Council of Eleven to pass on information about the thing known
only as Legin the Scarred. Gregor (not Gordon. My mistake in memory
at the game) the White is the closest member who lives an hour or two
out of town, so Merrick, Ydee, and Lyagia go to talk to him.
Gregor has heard of the attack, which
he has assumed to have been a fireball detonated within the store by
persons unknown. Merrick tells him about Legin the skeletal faced
and glowing eyed “mystic” they had encountered, and the result of
their refusal to complete his mission for him and his pet
doppelganger. Gregor is very concerned and suggests that the
adventurers sleep in the empty bunks in the apprentices' barrack room
and they can all leave the next day to go and investigate. This is
agreed on, and the party bunks down for the night.
During the night Merrick is startled
awake by a sound from somewhere in the house. He carefully checks to
see if Ydee is awake, which she is, and fails to wake up Lyagia, so
the two of them do their best to sneak downstairs and see who made
the noise. They follow the faint sounds until they come to a door
which has a broken handle. Carefully opening the door they find that
they are in a small study lined with bookshelves, and a hooded figure
is searching through the books on the shelves. While Ydee sneaks
around to be in a position to possibly cosh the potential intruder,
Merrick stands in the door and says “Hey!” when Ydee is as close
as she can get. The intruder turns and sees Ydee and Merrick and
tells them that he is a member of the Council come to retrieve a book
from Gregor's study. Merrick doesn't believe this for a minute, so
the intruder throws a book at the fighter then snaps his fingers and
vanishes. Attacks are made where the intruder was but is no longer
as neither of the attacks hit. While Ydee watches for the intruder's
return, and they both suspect the intruder was Torbek the
doppelganger by this point, Merrick goes to wake an apprentice to
fetch Gregor and tell him of the break in. Gregor returns and finds
nothing missing, so apparently the intruder did not find what they
were looking for. There is quite a bit of concern over this, and
Gregor decides to increase the house's defenses in case the intruder
returns.
After an uneventful and relatively
sleepless rest of the night, the small group plus Gregor head back
towards town in Gregor's carriage. Meanwhile Iloxiron heads out to
Gregor's house on his riding horse trying to both catch up with his
fellow adventurers and to ask Gregor some questions of his own.
Unaware of the manner in which the adventurers are traveling, he
passes by Gregor's carriage without a second thought and reaches
Gregor's house to be told that the people he was looking for have
left already. Sighing in mild frustration he mounts his horse and
rides back to town.
Meanwhile the others have arrived at
Ruinheath and have begun to explore the ruins of the Curio Shop
before Gregor goes to the church to try to talk with Golmar the
shopkeeper. Golmar is able to tell Gregor that he surprised someone
who was looking through the hidden books in Golmar's study,
specifically looking through the book that was a summary of a
supposedly connected logic chain in the ancient Tomes of Prophecy,
copies of which have been lost for hundreds if not thousands of
years. With this information, and an idea of what the intruder has
been looking for, the party leaves the wounded man to his rest and
gathers to talk to Gregor. After some conversation the decision is
made for the party to volunteer to go in search of these Tomes of
Prophecy, and that a mage who isn't a member of the council, but who
is loosely affiliated with them, may have information on where the
tomes can be found. So once the training is done and the adventurers
have gathered the party is teleported to a place near where Sylax the
Grey's tower is in the northern wilderness of the coastal side of the
Trade Confederation.
After appearing and orienting
themselves, the adventurers see a small tower nearby. Upon approach
they discover no obvious front door but do discern the secret door
where they carefully knock. The door is opened by what must be a
flesh golem who bids them enter with a wave of its hand and leads
them down a hallway and into a room larger than the exterior
dimensions of the tower where a grumpy looking mage sits half slumped
behind a desk, one hand to his face, and watches them approach.
After some minor repartee, grumpiness,
and polymorphing someone into a ferret, Sylax agrees to teleport the
party the many hundreds of miles to the south of the Stormteeth
Mountains so they can begin their quest for the tomes.
The following morning the adventurers
and Sylax teleport to a rise above a beach and a bay. Sylax orients
them to their new location and gives the party some basic
information. He points to a city visible at the far end of the bay
to the west and tells them that it is called Safeport. Their journey
lies to the east. They will follow the curve of Dolphin Bay until
they reach the saltwater marsh and swampy areas. From that point
they will see the town Swamptown to the south of them, but their
journey will be to the north along the edge of the swamp. The party
will follow the swamp until it merges with and is replaced by an old
growth forest. Continue north until they reach the ancient road that
cuts through the forest and follow it until a path cuts off to the
north from the road. Follow that path until you reach the tower.
Get into the tower, find the tomes, escape, and then return to be
collected. Sylax points to the river mouth a mile away to the west
and says that when they are done they should return here and then
they will be teleported back when Sylax notices that they are ready.
Sylax waits for a moment to see what intelligent questions the party
will ask, but when none are asked he simply teleports out again.
The first day's travel towards the
swamp is uneventful. Some small fishing boats can be seen out on the
bay, and some birds, squirrels, and typical wildlife can be heard or
seen, but little else and nothing of real interest. The next day the
adventurers reach the edge of the swampy area and can see the town at
the swamp's edge a few miles to the south. Some movement can be
seen, and a few lazy streamers of smoke rise from chimneys before
being caught and scattered by the winds coming off of the Stormsea to
the south. The adventurers camp for the night. During the night the
party is attacked by four sahuagin. Much of the party sleeps through
the ensuing carnage with Merrick and Ivan quickly hacking the
attackers to bits before using the now-looted corpses to chum the
waters.
The next day the adventurers continue
north along the solid ground beside the swamp. At a little after
highnoon on the second day they come to a place where the hills have
risen above the swamp leaving a sloping cliff edge down to the swamp.
A small spit off land juts out into the swamp with an ancient stone
bridge spanning the gap between the hills and the raised spit of
land. A small ruin of a keep is clearly seen on the spit of land and
there is the momentary desire to explore it, but Merrick helps keep
the party focused on the main mission of the tomes. He also points
out that since they will be back this way, they can explore it on
their return.
During the subsequent night Ivan, who
is on watch, is surprised when a wyvern swoops down on him and
latches on with both claws before stinging him and paralyzing him
with its tail stinger. (Among questions not asked of Sylax: “Does
the swamp have a name?” “Yes, it is called Wyvern Swamp since the
swamp is lousy with the bastards.” Oh well, live and learn.)
Merrick is awakened by Ivan's half voiced dwarven curses before the
poison paralyzes him and leaps to his defense awakening the rest of
the party except for LaVeya because comfy bedroll is extra comfy.
The wyvern is having a hard time getting off the ground with its
hard-shelled morsel, but after a couple of solid hits from Merrick
and others it does start to fly away. Anti-aircraft fire from
Merrick and Ydee manage to bring it crashing down into the camp which
should have done more damage than it did to those impacted. Everyone
goes back to sleep eventually and awakens the next morning to bicker
over scavenging parts from the corpse to carry with them, in spite of
the fact that doing so would overburden the party significantly. The
decision is made to leave the majority of the wyvern, which has been
semi-dissected by this point, here to be scavenged upon the return
from getting the tomes. Ivan insists on taking the stinger, and
there is a reason why “dwarf-stubborn” is a term. :-p
By the late afternoon of the next day
the forest can be seen ahead and the party makes camp for the night
where the two meet. The next day the party reaches what must be the
ancient road mentioned by Sylax and turn to head into the forest
along it. The night is fairly uneventful though the swamp intrudes
into the forest near here as a faint and flickering light can be seen
through the trees off to the south. Merrick carefully moves to
investigate but halts where the ground gets soft, deciding that the
flickering lantern further out is a will o' the wisp waiting to draw
fools to their doom. And yet he does not follow it. Okay, Merrick
is no fool, but still... Merrick warns Ivan to ignore the light to
the south when he wakes the dwarf up for his watch, and the night
passes uneventfully.
The next day the party continues down
the winding road further into the forest. The weather is cloudy and
there is an occasional drizzle as the day goes along. Midday Merrick
sees a double line of slim humanoids in all-concealing white hooded
robes like those of pilgrims* coming toward the party. Merrick
speaks to the leader as it comes near, but the figure holds up its
extra-long-sleeves arm as if putting a hand over its mouth, which
Merrick intuits means that these figures have taken a vow of silence.
He suggests that the party not interfere with their passage and they
step to the side except for the spellsword who moves in front of the
lead figure and tries to peek under the hood to see what is
underneath. He catches a glimpse of two very large eyes over a
wrapping across the figure's nose and mouth before the figure swings
its staff and knocks him out of the way to land on his butt as the
double line of a dozen troops past. Iloxiron the Paranoid does not
trust these figures** and wants to go and attack them unless they
explain themselves, and possibly even if they do, but the rest of the
party overrules him and they continue.
With an uneventful rest of the day the
party settles down for the night. During second watch the party is
attacked by what seem to be overly muscled wolves wearing the filthy
and tattered remnants of what look to have been pilgrim's robes. The
rainy conditions allow LaVeya to do something she has wanted to do
forever, and she calls down lightning killing two of the werewolves
and slightly damaging a fellow party member or two. One of the
werewolves manages to hit Merrick with three of its slavering,
drooling bite attacks doing significant damage and possibly infecting
the fighter with lycanthropy.**** LaVeya casts her newly obtained
remove curse spell just to be certain-sure that the mighty fighter
does not kill and eat the party in a lycanthropic rage. Over several
minutes after their demise the werewolves gradually change back into
their natural forms that look like the glimpse Iloxiron had under the
hood of the pilgrims earlier, and after Iloxiron's “I TOLD YOU WE
SHOULD HAVE KILLED THOSE THINGS!” the party goes back to sleep.
The next day the party rolls a
wandering monster, and the result the party gets is the worst
possible result. The DM has Mikey reroll his result which results in
only the third worst possible result, which the DM sighs and runs
with. The dark-greenish skinned giant is (or should be since it
wasn't familiar) familiar to the adventurers as it looms out of the
trees by the road. The party moves to attack it and the poison giant
breathes out its deadly poison breath weapon damaging the party and
severely damaging some of them. Remembering what this thing is now,
the party spreads out and attacks with all they have to try to kill
it before it can breathe its caustic poison again. In this they are
successful, if badly damaged in the process. After looting the
corpse and providing some healing, the party lurches on.
Later that day the party finds an old
overgrown trail heading north from the road.***** They follow the
trail north and after a while enter a clearing with a large tower in
the center of it and several copses of trees and some small ruined
outbuildings scattered around. Oddly, the top dome of the tower
seems to glow faintly with a ghostly light making the adventurers
wonder what they will encounter inside...
And there we ended for the evening.
Experience points for the adventure
Merrick – 1717
Lyagia – 1717
Ivan – 1717
LaVeya – 1717
Iloxiron – 1717
Ydee – you don't need to know about
my life.
Footnotes:
* Blanchlings. Means nothing to you?
Good. Since I made 'em up and haven't used them in a couple of
decades it shouldn't.
** And for once this actually is
paranoia since these*** blanchlings have no interest in the
party.
*** See the following night.
**** Though lycanthropy might have been cathartic for Merrick. Who can say?
***** The stone trail marker that Sylax would have told them about if they had asked ANY questions is easily found in the brush nearby, but since the party didn't ask and the DM didn't want the abuse from them following EVERY SINGLE PREVIOUS TRAIL between the edge of the forest and the trail they were SUPPOSED to take, the DM just decided to make this the first trail they found.
*** See the following night.
**** Though lycanthropy might have been cathartic for Merrick. Who can say?
***** The stone trail marker that Sylax would have told them about if they had asked ANY questions is easily found in the brush nearby, but since the party didn't ask and the DM didn't want the abuse from them following EVERY SINGLE PREVIOUS TRAIL between the edge of the forest and the trail they were SUPPOSED to take, the DM just decided to make this the first trail they found.
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