Monday, 25 May 2026

Session 7 24-26/5/4726 AR

24/5/4726 AR Patrolling the log flume at night, fight and kill 3 hellhounds and a bugbear. Get striking shortsword.

26/5/4726 Deliver supplies to lumber camp, meet dwarf at Maunder bridge, camp attacked, kill 2 dwarves 2 hellhounds 6 giant rats. Attack Maunder castle, kill ooze and skeleton, defeated and flee. Surviving dwarves abandon the castle. 

Keshani Account 

  1. Vesper/Keshani (Judith)
  2. 27/05/2026, 08:50

    Corporate Raiders Following our successful mission for Magaloy, we meet up with Klorte Hengus at the lumber mill and prepare to stake out the area of the flume where the attacks had occurred. We do not have long to wait – Lurok the Bugbear and three hellhounds arrive and are quickly dealt with. Klorte tells us that the Korvosa Consortium has been trying to buy up lumber interests in the area and we wonder if this might be related. Oloria seeks us out and asks us to deliver supplies to the Ingleholtz Lumber Camp, offering us 25gp for the task. The size of the payment makes us think we’re going to be walking into significant trouble… On the road we meet with Kotgar the Dwarf and his pet leopard. Grognar chats companiably with him and we hear that Kotgar works for the Korvosa Consortium to keep things safe. He adds that they have taken over the previously abandoned Maunder Castle and names their group as the Leadbetter Lads. We bid him farewell and continue on our way. At the Ingleholtz Lumber Camp we meet up with the foreman Jollibin Urtpel and note that many of his men are injured and the camp is damaged. We start to make plans to set an ambush for any attackers that evening, but Grognar notices we are being observed. The scout notices that his presence has been spotted and he calls in reinforcements. Two dwarves lead the attack: Hargrist, a priest of Asmodeus, and Omblin, the rogue who had been watching us. They are backed up by hellhounds and brimstone rats.
  3. In the ensuing fight three of the loggers are killed but we are ultimately victorious, chasing down and killing Hargrist as he tries to flee. The grateful loggers pay us a bag of silver coins and present Keshani with a Bracelet of Dashing. With the supplies safely delivered to the camp, we turn our attention to Maunder Castle. In the undergrowth nearby we find the body of one of the loggers – the camp cook who had tried to escape and get help. Just outside Maunder Castle is a lean-to which seems to be the base for Kotgar and his leopard. The castle itself is small – little more than a tower and a courtyard. The entrance to the courtyard is barred by a portcullis so Keshani and Valeros easily scale the wall to enter. Although she had initially intended to search for the mechanism to open the portcullis, Keshani is distracted by a box wedged between the broken legs of a statue above what had been a fountain. She goes to investigate but the ooze creature living in the bowl of the fountain attacks her. Valeros tries to help but is attacked by a gargoyle that had detached itself from the structure above. The door of the tower opens and more enemies emerge: Kotgar and his leopard, and a dwarf necromancer with a group of skeletons. Grognar scales the walls to reinforce us while Kyra supports us by casting spells through the portcullis. The fight does not go in our favour… Despite the ooze, the leopard and the skeletons being defeated, and the gargoyle nearly shattered, all three of us bear serious injuries while the two dwarves are barely scratched. Relying on our agility we disengage, retreating back over the castle walls. The dwarves clearly had no illusions that they would be able to catch up with us on foot so we are able to make good our escape.
  4. Returning later with reinforcements from Otari we find they have abandoned the castle. The box that so interested Keshani proves to contain the Deed to Maunder Castle and a valuable signet ring, as well as a magical Climbing Bolt. With the Deed in hand and the castle having been abandoned for some time, Valeros decides that it would make a good home base.

Sunday, 17 May 2026

Session 6 17-18/5/4726 AR

 Oloria Gallentine of Gallentine Deliveries sends a message to invite you to visit her for an employment opportunity. At her large shop on Roseguard Road, the efficient and energetic Oloria welcomes you. Her eyes wide with anxiety, she speaks rapidly and breathlessly.

“Thank you so much for responding! I’m very concerned about one of my couriers—she’s long overdue. Her name is Narala and she’s a centaur. She’s extraordinarily fast, and she was supposed to come from Korvosa down the Granary Road two days ago. I hope she was just delayed, but it’s not like Narala to dawdle. I fear she might have been robbed, or worse, and in need of help. She has an aggressive streak and would be all too eager to fight. I need your help to find her, and her packages, and get everything back on track.”

______

17/5:  Travel up Granary Road. Kill 2 hellhounds & 4 wolves attacking Shroon farm - Valeros is nearly killed. Find Narala petrified & partly eaten. Kill basilik, follow trail to ruined house in woods, kill 3 kobolds and recover satchel. Head back west, camping overnight at the Old Fishery.

18/5: Return to Otari, report to Oloria. Hand over packages, rescuing herbalist from stinkweed shamblers. Go north and explore an old Shoanti barrow, rescuing a half-orc mushroom collector from undead Shadow.

Keshani Account

  1. Special Delivery! We are asked by Oloria to investigate her missing courier, the centaur Narala. She was carrying 3 packages: chillies for the Tengu publican Magaloy; 6 sword-shaped pins (representing gladiator victories) for Klorte Hengus at the Lumber Mill; and some herbs for Abanye the Herbalist. Backtracking Narala’s route we head down the Granary Road as far as Varlin Farm where we chat with the farmer – Henk Varlin – who tells us that lots of farms have been damaged by strange fires, noting it’s too early in the year for them to be natural brush fires. Jala Highstepper, head of the Farmers’ Guild, says that Lavinia Shroon’s farm was burned along with her hogs. At the Shroon farm we find burned fences, two dead hogs and a dead horse. Examining the corpses Kyra observes that whatever killed them has flaming bile and suggests hellhounds. Even as she says this, two hellhounds and four wolves emerge from the barn and attack. The hellhounds’ flaming breath badly injures many of us. The wolves focus on Valeros and he falls before their onslaught, only saved by Kyra’s timely intercession. Despite this the wolves and hellhounds are defeated. We rest up awhile at the Shroon farm tended by Jala and Lavinia before continuing down the trail in search of Narala. Before long we come upon a statue of a centaur that matches our description of Narala. The hindquarters of the statue are badly damaged and there is no sign of the packages she was carrying. (The basilisk responsible attacks the party & is killed).
  2. As we search the area we instead find tracks from a small band of kobolds. Not far from Narala’s statue we catch up with them at a ruined farmhouse. After an abortive attempt at negotiations, the kobolds are killed and the packages recovered. Searching the ruined farm we also find some gold coins, a Marvellous Miniature Ladder, and a Potion of Leaping. Given how late in the day it is when we start back to Otari, we rest up overnight at the Old Fishery and get back to town mid morning. Oloria asks us to complete the deliveries and to keep the delivery fees. Magaloy pays us 10gp and tells us he needs some rare mushrooms for his next experimental brew and asks if we can get them for him from Slab Hill, said to be an ancient barrow mound. Klorte pays us 5gp and asks if we could investigate the possible arson attacks on the flume to the lumber mill offering us his magical hatchet as a reward if we do so. Our final delivery is to Abanye’s cottage – some way out of town – but as we approach we immediately spot that something is amiss. Valeros enters but triggers a trap that smashes a clay jug containing a viper into his head. The intruders in Abanye’s cottage are plant-like creatures called Stinkweed Shamblers. The shamblers are destroyed and Abanye released from the trunk where he had taken refuge. He pays us 5gp, a Scroll (Leaf) of Resist Fire and a Bird Feather Token.
  3. The next day we go to Slab Hill to seek out the mushrooms, but find a discarded basket containing the mushrooms outside the entrance of a barrow that glows with green occult energy similar to the energy we observed in the Gauntlight Tunnels. Crocus belives it may be ghostly in origin. We enter the barrow – believed to be Shoanti in origin - and confront five skeletons and a wight. Before they are destroyed the wight drains Valeros, but Kyra assures him that he will recover with rest. The next room has six columns bearing the symbol of Desna. Grognar believes the doors of this room look suspicious and might close behind us, so Keshani tries to wedge it open with a spike. We enter the room and discover Grognar was right to be concerned – the door overcomes the spike and slams closed as does the exit on the far side of the room. Then magical starknives made from force energy detach from the columns and start attacking us. Our attempts to batter down the far door are unsuccessful and most of us take serious injuries. Recalling Shoanti burial practices Kyra encourages us to break the symbols of Desna on the columns. Keshani manages to destry one while Valeros succeeds in forcing open the far door. Desperate to avoid the spinning starknives Crocus dashes through the door and into danger! It’s the final resting place of Starhand (now a Shadow) and her zombie followers. A half-orc mushroom collector huddles against the far wall, his hair turned white from the horror. After a challenging fight we defeat the undead and rescue the half-orc who is called Fillruk. Keshani loots the coffins and finds some gems, a Pyrite rat and a Belt of Good Health. We return to Otari where we are rewarded with two doses of Capsaicin tonic for our efforts.

______

Session 5 3/5/4726 Keshani Account

 

  1. Deeper and Deeper… We return to the Gauntlight ruins and meet up with the Mitflits where we accidentally discover that mitflits reproduce through mitosis… The Mitflits guide us to a secret door beyond which are stairs down. Keshani descends first to scout around. Everything seems still, but she can hear the sound of hammering and engineering in the area. We start to explore and find a series of long, processional corridors, and though we hear sounds indicating inhabitants, for the time being we manage to avoid them. One door in particular exudes peculiarly powerful occult energies and a faint green glow. Crocus is able to translate the runes on the door as “WC”. While morbidly curious as to what could have happened in a toilet to cause this, for the time being we decide against trying to open the door. From behind another nearby door Keshani can just about hear sounds of natural disasters, but they sound weird and unnatural. Again we avoid that door. The corridor ends with a room in which is a substantial armoured pile of bones which, unsurprisingly, rises to attack but is soon defeated. It’s wearing ancient, but still serviceable bronze half-plate armour which we take with us. Around a corner we find stairs heading downwards to a small quayside that smells damp and mouldy. Grognar spots the patch of brown mould at the base of the stairs as easily sweeps it aside with his greataxe.
  2. However, our presence does not go unnoticed… From the murky water of the underground cave beyond emerges a draconic head – Freznelkesh the Swamp Dragon who the mitflits warned us of. Freznelkesh spits acid at the group. Grognar ducks and Valeros raises his shield to divert the spray, but unfortunately diverts it straight at Crocus! With the acid eating his skin, Crocus flees backwards to try to douse himself with the contents of his waterskin, assisted by Kyra. In the meantime Grognar, Valeros and Keshani manage to defeat Freznelkesh. With the acid still not nullified, we dunk Crocus in the underground lake, but it takes Grognar vigorously scrubbing Crocus with soap to finally get ride of the acid that was stuck to him. We cut off the drake’s head as proof we killed it, and Keshani goes swimming in search of the drake’s lair in case it had any treasure worth taking. She finds some gold (36gp), a Wayfinder, a Retribution Axe and a Wand of Force Barrage. On the far side of the lake we discover the Morlocks… a group of degenerate bug-eyed creatures led by Graulgust. Crocus sweet-talks him and he tells us that he is King of the Ghost Queen Morlocks who ousted the Mitflits from this level. When we reveal we’ve killed Freznelkesh he appears very pleased, takes possession of its head, and appoints us ‘Lackeys of the Ghost Queen’. He takes us on a tour of his domain, warning us of a trapped corridor and introducing us to his grothluts: flesh-warped pets who had apparently escaped from a cage below and were now bound to his service. He also advises us to beware of the Major-Domo, an undead creature in the crypt close by
  3. He then offers us a choice: remain as his lackeys, or descend to a lower level to confront his enemies: the Cult of the Canker – a group of heretic ghouls. He goes on to tell us that about a year ago something new appeared deep in the vaults below, and it was powerful enough that many other denizens were pushed from their original lairs. The Morlocks had once dwelled lower in the vaults, but were forced up here, and in turn pushed the weaker Mitflits to the surface ruins. One of the Morlocks shows us to the stairs leading down to the ghouls’ lair, but we demur, saying we have to ascend first to ‘seek the blessing of the Ghost Queen’. The Morlock finds this excuse totally reasonable and leaves us, so we re-cross Freznelkesh’s lake and start to retrace our steps, taking the drake’s talons as proof of its demise to show the Mitflits as Graulgust now has its head. At the top of the stairs Grognar spots a secret door in the wall which conceals another flight of stairs downwards, presumably also towards the ghouls’ domain depending on how extensive it is.
  4. We investigate a few nearby rooms and find Belcorra’s punishment chamber and also an odd, circular room bearing the skull and moss motif of Nhimbaloth. We decide after some further searching that this is some kind of elevator platform. In a large circular room nearby – which we decide is the foundation or basement of the Gauntlight Tower based on its size and shape – we find the giant, desiccated corpse of a purple worm. Knowing that such creatures swallow enemies whole, we decide to check if there’s anything valuable in its stomach and find the remains of a dwarf still holding a magical Warhammer. Back on the surface amongst the ruins Crocus tries to convince Boss Skrawng that we have defeated the Swamp Dragon, however this time his silver tongue fails him. Furious at Crocus’ apparent betrayal, he orders his Mitflits to attack. Despite the support of multiple giant maggots and even a sun spider, we defeat the Mitflits. Grognar takes the magical Morningstar that had been propping up a skeleton, and we return to Otari to rest.
  5. Total treasure from last session: 60gp (12gp each); Wand of Force Barrage (Crocus); Retribution Axe (Grognar); Wayfinder (worth up to 28gp - sell?); Warhammer +1 (Valeros); Morningstar +1 (Grognar); Bronze half-plate (Grognar).

Sunday, 3 May 2026

Session 5 3/5/4726 AR RL 4

Two weeks since the dead rose, and the roof of the Dawnflower Library is finally repaired by hardworking acolytes. The Mayor calls upon brave adventurers to investigate the Gauntlight and prevent further attacks on Otari...


3/5: Patrol swamp for monsters threatening Otari lumber crews, kill a crocodile and two giant frogs.

4/5: Keshani (Judith): We ventured down to the 2nd level and wandered around a bit.  We fought a giant skeleton, excavated the warhammer from the guts of a dessicated purple worm and met Graulgust, the Morlock King.
The Swamp Dragon turned out to be a River Drake (which we also killed)
Graulgust ordered us to attack the Cult of the Canker - a group of ghouls down on the 3rd level.  We delayed by claiming we needed to return to the surface to prepare, which was interpreted by our going to commune with the "Ghost Queen" - presumably Belcorra.
Returning to the Mitflit den, Crocus totally fluffed his negotiation with Boss Skrawng, so we ended up fighting and killing the mitflits, giant maggots and their pet spider.
Grognar did pretty well out of the day with a Retribution Greataxe as well as the Morningstar +1 that was holding up the skeleton in the mitflit den.
Keshani will be buying the potency rune from his old Greataxe to add to her Gakgung bow.

The River Drake


Graulgust the Morlock King
Word has reached Otari that Rune Emperor Karzoug is demanding a great increase in preserved food supplies from Korvosa, and Queen Sorshen's Gray Maidens have been visiting the townships to make the appropriate purchases, at reasonable rates. Tamily Tanderveil offers to buy the previously unwanted Fishery, now cleared of monsters, back from you for 20gp (4gp each) as well as paying the back taxes (not everyone paid the 1gp each for M4, and M5 tax of 1gp each is due by end of month).

17/5/4726 You're asked to investigate the mystery of delayed packages & a missing delivery-centaur...

Graulgust's Fleshwarp 'Gross Sluts' (Grothluts)


Sunday, 26 April 2026

Session 4 26/4/4726 AR RL 3

26/4/26 Party travel to the Old Fishery east of Otari, clear it of hostile monsters including 4 filth oozes, a Web Lurker, and 5 giant spiders. Lay to rest Blue Finley the ghost, and meet Olli, a very small Coatl. That night they sleep at Shroon Farm, after defeating a 17-strong Goblin raiding party. Valeros declines the seduction attempts of the strapping young lady farmer, Lavinia Shroon (22). Crocus knows her brother, Kraus Shroon (21), a fellow student at the Acadamae. According to the Coatl it was accidentally summoned by Kraus instead of an Imp at his graduation Viva, much to the annoyance of the instructor.

27/4 Return to Otari.

29/4/26  Tamily arranges the transfer of the Fishery, a clerk asks the party to attend the Mayor's Office to sign the documents. "The first instalment of property tax for the 26-27 tax year is due by the end of this month. 5 gold."

Keshani: "So, that's 1gp each."  She pulls a coin from her beltpouch, "here's my contribution."

Keshani's Account

  1. Fishing for Trouble… Having agreed to accept Tamily Tanderveil’s offer of taking on ownership of her old out-of-town fishery in return for clearing the critters who had taken up residence there, we spend the rest of the evening chatting and relaxing. Tamily had warned us that she had heard some giant spiders had been seen there, and that there was a resident ghost – Blue Finlay – whom she described as harmless. She also mentioned that once we took ownership we would be liable for the property taxes. Crocus thought it might be a good investment as he had heard that Karzoug was gearing up for war, and large amounts of dried fish would be required to supply his forces. Kyra spends some of her time browsing a recently acquired map of the area to establish the location of the fishery relative to Otari. She notes the presence of two farms between Otari and the fishery: the Varlin Farm and the Shroon Farm. She also observes a ruined citadel called ‘The Scar’ lying off the Korvosa Road and recalls that she had read that the dungeon below had been thought to be the base for a cult of Lamashtu. The Mayor of Otari, Oseph Menhemes, is still offering 50gp per person for anyone who can stop the glow from the Gauntlight, but as we believe the magic of the light originates deep underground we don’t think we’ll be able to claim that anytime soon. Early the next day, having bought lightweight bivouac tents, we start out for the fishery. Passing the Shroon Farm we meet the owner Lavinia Shroon working in the fields. Local rumour has it that she’s on the look out for a potential husband and she seems to decide that Valeros might be a worthy candidate. Valeros seems less that excited at the prospect of returning to a farming lifestyle…
  2. She warns us that some wild boars have been seen in the area recently, but it’s with more concern that she points out a footprint of a goblin that Grognar confirms is only a day or two old.
    Shortly after leaving the farm we are startled by two boars which burst from a bush and charge at us. Both Valeros and Keshani are wounded but the boars are killed. Knowing the value of the meat we take the carcasses (minus one head) back to the Shroon Farm for Lavinia’s use. By mid afternoon we reach the fishery. It’s a large building with an annex linked by a timber walkway, with a few small, ancillary buildings and a drying rack nearby. Valeros spots multiple giant spider tracks in the surrounding sand.
    We investigate a smokehouse first. From a pile of fetid putrescence on the floor erupt four slime monsters. Despite their appalling stink they are easily dealt with. A pile of old fishing nets on the beach seems to host a giant centipede nest which we decide to avoid for the time being. Keshani sneaks up to the main buildings and decides to check the annex first. Parts of the walkway appear badly rotted so she points them out to the others to avoid. Going by the sounds the annex seems to be the lair of some very large rats. Again we decide to leave them for later and instead head towards the main building, one corner of which seems to be particularly heavily swathed in thick spiderwebs. We enter the building and start to look around. In the first room we search we find a well equipped medical kit including antivenom, healing potions and a top quality set of healer’s implements that is quickly claimed by Kyra.
  3. Unfortunately we make enough noise to alert the spiders that inhabit the building, not realising that they are directed by a Web Lurker. The Lurker directs the giant spiders to attack us from two directions. As the fight plays out the Lurker chitters abuse at us, claiming that the spider forces of Vshkh’k’kh are invincible. This proves not to be the case, but we are thankful for the protection offered against their venom by the potions we had so recently discovered. With the spiders defeated we are free to search the rest of the fishery. In various rooms we discover an Everlight Crystal, a Hand of the Mage (claimed by Crocus) and a pair of fine, if tarnished, silver goblets. In one room at the back we encounter Blue Finley who turns out to be the ghost of a teenage would-be adventurer who drowned at sea about forty years ago before he could use his aunt’s sword to fulfil his ambition to become an adventurer. We talk with him awhile and promise to use his aunt’s sword in our adventures. He smiles and points out where it is hidden under a loose floorboard – it’s a Cold Iron Sparkblade shortsword which Keshani takes.
  4. Near the kitchen we meet Olly, a small couatl who was accidentally summoned by an apprentice wizard named Kraus, a sometime colleague of Crocus from Korvosa. Olly decided she liked the fishery as it allows for easy snacking opportunities, so she announces that she intends to stay. As we have now cleared out the main building we return to the rats and centipedes to deal with them. Once they are dealt with we make a last sweep of the building to check we haven’t missed anything before starting back to spend the night at the Shroon Farm. While packing up to leave we note we are being observed by a goblin perched on the cliff behind the fishery. After about a half hour walk we get back to the Shroon Farm where the smell of stew meets us. Over supper we regale Lavinia with stories of our exploits, pointing out moments when Valeros was particularly heroic. Lavinia seems enamoured while Valeros squirms in embarrassment. That night we are woken by the sound of horses whinnying in the barn. We go to investigate and find three goblins hiding in the barn. Before we can deal with them two more groups of goblins emerge from the shadows – seventeen in total. The scattered nature of the goblin assault means we must divide our forces. Grognar takes on the three in the barn, Valeros hurries to block the front door of the farm from a group moving in from the south, while Kyra, Keshani and Crocus face the group attacking from the north.
  5. Initially we plan to hold the doorways and let the goblins come to us, but the presence of goblin archers and pyros makes that plan impractical, so we advance to fight them face to face. Crocus and Kyra’s magic prove particularly efficacious and mowing down the goblins. Keshani uses the Sparkblade to kill two from range before closing to attack them with her bo staff. Valeros proves nigh impervious to goblin arrows, so the tougher goblin commandoes try to fight him with dogslicers and horsechoppers. Soon skill wins out over numbers and the last goblin falls to Lavinia’s efficiently wielded pitchfork and Keshani’s bo staff. The loot carried by the goblins – 3 Shining Arrows, 2 Healing Potions, an Invisibility Potion and 40gp - proves a welcome addition to our supplies.
    The next morning Lavinia bids us farewell and we return to Otari.
Lavinia Shroon

The Web Lurker


We Be Goblins, You Be Food!




Sunday, 19 April 2026

Session 3 19/4/4726

Party enters the ruins of Gauntlight Keep; Crocus the Wizard establishes friendly relations with the Midflits and their leader Boss Skrawng, paying the mighty lord of the Midflits due submission. Encounter a fey called Tangletop in the Apprentice building, and a painting of Belcorra Haruvex, mistress of the Keep. Find a sinister temple and manage to gain access to the eerie Gauntlight cupola itself.

That evening after nightfall, the party are talking with Wrin Sivinxi when the Gauntlight shines on Otari graveyard. Dozens of skeletons and corpses tear free from the ground; most throw themselves off the cliff onto the roof of the Temple below, but eight tough ones head for town. The party deal with them, as the guards cheer a hideous monster - a Scalathrax - is teleported in by the Gauntlight. The weary party defeat this too. 

20/9 The worried Mayor offers 50gp each to those who will end the Gauntlight menace. Meanwhile Tamily Tanderveil wants to offload her old fishery, two hours east of town.

Keshani's Account (+20 XP)

Session 3: To the Gauntlight!

It takes us a few weeks to fully recover from our travails beneath the tavern, and things seem to have returned largely to normal – except for the occasional flares of blue-green light from the top of the Gauntlight.

In Otari, Wrin Sivinxi, the proprietor of the curio shop  “Wrin’s Wonders”, approaches us to ask us to investigate the lighthouse as she has a presentiment of doom.  Blocked from going in person by her crippling claustrophobia, she has apparently decided that asking us to go is the next best option…

Having become rather bored by the mundanity of daily life in Otari, we agree, though I think we all admit that the lighthouse’s odd return to activity after so long is a bit strange.

Wrin reminds us of a nursery rhyme from Otari that warns of Belcorra who comes for naughty children to eats them, and the dangers of the light from the Gauntlight.  We know the name of Belcorra Haruvex as a powerful witch or sorceress who was defeated some 200 years ago by the Roseguard.  One of the Roseguard – a rogue named Otari who died in the fight – gave his name to the village.

We start the 20 minute hike up to the lighthouse, passing a stone circle sacred to Gozreh on the way.  The chat briefly to the group of devotees there.  Some 30 years ago Jaul Mezmin, who was one of their number, was shown to be a werewolf who had killed several villagers in Otari.  The werewolf was forced over a cliff and believed slain, but no body was ever found.  Worlywin, a gnome druid of Gozreh, seems unconvinced of the werewolf’s demise and has spent more than twenty years wandering the woods searching for signs of him.

Reaching the moor, we approach the ruins of the keep which is located on the edge of the Fogfen mire.  Only the Gauntlight tower is intact – everything else is crumbling stonework.

We head towards the old barbican where we encounter a trio of mitflits, vicious little fey, who we kill before they can alert the others in the ruins.  The moat proves to be the lair of a slurk, but it’s daytime torpor allows us to pass without disturbing it.  At the edge of the moat is a corpse – we briefly consider looting it by decide against it as it’s too close to the slurk.

Inside the ruins we encounter more mitflits.  Crocus, who speaks Sakvroth, the common language of many creatures who dwell beneath the ground, talks with them and convinces them we are friends.  They take us to see their leader, Boss Skrawng, who says he plans to attack Otari as the return of the light from the Gauntlight was a sign that he should do so.  He tells us we should kill the Swamp Dragon that lives beneath the Boat House, and once we’ve done that, we should descend into the caves below to fight and kill the ‘bug-eyed people’,.

Outside Boss Skrawng’s chamber we note a large statue being propped up by a finely made Morningstar.  With a somewhat bemused audience of a few mitflits, we explore the ruins of the keep.  Crocus has managed to quickly sneak away to dispose of the three mitflit corpses from the gatehouse in the moat.

The first room we find contains a half-eaten giant frog from which burst two giant maggots.  Despite their propensity to vomit filth and semi-digested frog, they are killed.  The adjacent tower houses two giant flies which we leave undisturbed.

In a ruined dining room we are assailed by the ghosts of a group of Stonescle kobolds, likely killed by a collapsing roof when Otari was retaken from the kobolds some 120 years ago.  Unable to fight such ghosts, we dig their skeletons clear of the rubble and lay them to rest.

We find the base of the Gauntlight tower.  In the centre of the floor is a pool of what appears to be freshly spilled blood as it shows no sign of coagulation.  Climbing the iron stairway to the top of the tower our was is blocked by a sturdy trapdoor that we cannot open.

Exploring outside we find a good-sized hole next to the boathouse that could be used by a small dragon.  There’s a distinct acid tang in the vicinity of the hole.  A campfire in the boathouse is only a couple of days old, and a rowboat moored at the jetty outside is similarly new.

Opposite the boathouse is an island known as Apprentice Island.  We cross the bridge to it and encounter an odd fey creature called ‘Tangletop’ who tries to convince us he is a powerful ghost called ‘Spooky Wisp’.  He offers us a bargain: he covets a ‘shiny’ that is guarded by a beak-faced doll – called ‘Mr Beak’.  If we can get that for him, he will give us information about the keep.

We agree and head forwards.  On the way we find a large silver key (marked B2).  A hall of portraits contains four notable images: A landscape of Korvosa in flames with the inscription “so shall the fools suffer”; An image of Gauntlight Keep in its prime, its light blazing with ghostly faces visible in its beam, “let the light shine forever”; a totally shredded portrait entitled “the Artist at Work”; and a smirking woman, “The Lady of the Light” below which is scribbled, “I serve you still.  You will be avenged!”.

In the next room we find Mr Beak.  He enquires after ‘Master Azrinae’, but when Keshani asks for a description of him, Mr Beak goes berserk and attacks her.  She’s badly injured by him by the time the others manage to destroy the doll.  Keshani recovers the Soul Gem from his back.  The ‘shiny’ is a jewelled spyglass which we deliver to Tangletop.

Fulfilling his part of the bargain, he tells us that this building belonged to Volluk Azrinae as he read the notes that had been left, written in the language of Cavern Elves.  Azrinae was apprentice to Belcorra, and his books relate largely to the study of necromancy.  He tells us the beam of the lighthouse is full of ghosts and can raise undead.  He also tells us that the Swamp Dragon only comes out at night and lives down the hole next to the boathouse.

We return to the main building and continue exploring.  In one room we find a desk in which are hidden three alchemical elixirs and a bunch of keys including two marked A25 (with a lighthouse symbol) and C27 (with a book symbol).  In the side wall of the room is a partly open secret door, held open by the hand of a corpse.  On the corpse we find a magic rapier, a silver rings and two potion bottles.

The room beyond is large, cold and damp.  To the left are four huge stained glass windows topped with an orange star: the sign of Nhimbaloth, a god of the outer dark.  Apparently the room still contains some of his power and dark, ghostly energy starts to gather.  Deciding discretion to be very much the better part of valour, we duck back through the scret door and close it behind us.

Having what we believe is the key to the lighthouse trapdoor we once again climb the iron staircase.  The key fits perfectly and we climb into the light room.  Rather than glass the room is surrounded by a magical forcefield, and the light itself seems resistant to any attack.  Kyra tells us the light emanates overwhelming necromantic and conjuration magic.  Unable to affect it, we descend and return to Otari.

That evening the light pulses and a beam shoots out from it toward’s Otari’s graveyard.  We hasten to the site, calling for support from any who can fight.  A small group of guards armed with crossbows and spears hurry to muster.

A large group of undead have pulled themselves free from graves.  Most stumble towards the cliff edge where they tumble down and land on the roof of Sarenrae’s temple, but a group of eight zombies and skeletons turn to confront us.

Recalling our tactics from the crypt below the tavern where we had previous encountered skeletons and a zombie, we try to match our weapons to those who will be best affected by them: bludgeoning weapons for the skeletons, and slashing weapons against the zombies.

As we cut down the last of them, the guards arrive and start to celebrate our victory.  Then the light pulses again, and as the beam fades we see a scalathrax, a large creature somewhere between a spider and a grease-covered scorpion, appear.  This proves to be a greater threat than the undead, but even against this foe we are victorious!

The light from the Gauntlight tower fades, and we return to the tavern for a well deserved drink.

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Boss Skrawng

   

Sunday, 5 April 2026

Session 2 30-31/3/4726 RL 2

30/3: Party explore the second level of the dungeon below the fishery; defeat kobolds & xulgath, finally slaying the kobold queen. Reach level 2.

31/3: Party return and in a terrible battle slay a horned dragon, turning its corpse into crafting components.

19/4: A few weeks later, the 'Tiefling' half-elf shopowner Wrin Sivinxi of Wrin's Wonders is worried about the light from the Gauntlight ruins' and asks the party to investigate. She promises great deals on magic items in return!

Session 2 Player Account - Keshani (+20 XP)

  1. Return to the Caves 30/3
  2. Rested and rejuvenated we return to the caves and descend to the lower level. In the room at the base of the stairs some kobolds have attempted to lay an ambush, but they are easily detected and we charge in to attack. Initially things go poorly for us as both Kyra and Valeros are injured, but then Kyra turns the tide of battle with her Fire Breath spell and the last kobolds flee, calling for aid from some Xulgath. Before they can reach their allies they are killed, but the Xulgath have been alerted. Grognar takes the lead, crosses a flooded tunnel, and confronts the first Xulgath who is slain by a single mighty blow from his greataxe, but then is downed by three others who combine their attacks against him. Kyra’s intercession and the power of Sarenrae saves the dwarven warrior from certain death, and the remaining three Xulgath are soon defeated. In a nearby cave we discover a weird room with elemental orbs in its corners. The orb of water seems to have broken which caused the flooding. Other orbs of earth, fire and air appear intact. However as we approach the fire orbs shatters and from the shards emerges a rat seemingly made from fire and ash. Noting the rat’s aversion to the flooded part of the room, we attack it from range while standing in the water and it is soon destroyed. Crocus investigates the remaining orbs and discovers that they grant boons from their respective elemental planes – air grants a brief moment of flight while earth grants a moment of greater strength.
  3. The next room contains a water fountain that is in fact a trap, designed to blast torrents of water at an unwary explorer. Keshani tries to defuse the trap but fails, so instead we default to brute force to break it. Unfortunately the amount of noise we made has allowed the kobolds in the next room to prepare an ambush, and when Grognar opens the door to the room he is skewered by multiple spears. After some debate – including the possibility of using a sturdy table as a mobile barricade – we decide on a two pronged attack having discovered a second, blocked up entrance to this room. Grognar and Valeros plan to enter through the main door, while Keshani, Kyra and Crocus will unblock the other entrance and go that way. There is some misunderstanding regarding timings, but in the end we go in at roughly the same time…
    The room beyond is the kobolds’ home base. Using the fly ability from the orb or air Grognar soars to directly confront the kobold’s chief, but her followers rush to her aid and soon the warrior is in trouble. The rest of us deal with the kobold scouts and hunters, and try to get to Grognar in time to support him. He kills the kobold chief but is himself downed by her guards. Luckily Kyra’s timely intervention and the arrival of the rest of the party is enough to give us victory. Having put the clues together – and hearing the rumble from the adjacent cave – we conclude that the kobolds have indeed allied with a dragon hatchling, and knowing that confronting any dragon, regardless of its age, is a risky venture we head back to the tavern to recover our strength.
  4. 31/3
  5. The intervening time has not calmed the dragon’s wrath at the loss of its minions. We venture into the cave, trying to stay scattered as a precaution against the dragon’s breath. It attacks mainly from the air and the weaknesses of our group when it comes to ranged attacks are quickly made clear. Crocus remains sheltered in the entrance of the cave to cast spells at it, but the rest of us take the fight to the dragon. Over the course of the melee, Kyra, Valeros, Keshani and Grognar are all knocked unconscious by the dragon’s attacks, but the dragon too is sorely wounded. Eventually it retreats to a high ledge at the back of the room where it hunkers down out of sight of any ranged attacks. Valeros and Grognar manage to climb the ledge and are even joined by Crocus, but the critically wounded dragon lashes out at them and they all fall bleeding to the ground. Badly wounded herself Keshani climbs a mushroom to gain sufficient height to see the dragon and attacks it with her sling. On top of all its previous injuries, that one sling bullet it sufficient to slay the dragon. Kyra is able to rescue the unconscious trio before they can succumb, and we slowly make our way back to the tavern to celebrate our victory, and more importantly our survival.