Wednesday 21 December 2016

Hook Mountain Regional Map



Whitewillow is the domain of the nymph Myriana corrupted by her undeath. Gnomes live in the Sanos forest. The main human settlements are Turtleback Ferry, Pendaka and Bitter Hollow. Ashwood is a dangerous forest with scattered human habitation. To the north is Shoanti territory, south of Pendaka the Skull River flows south to the town of Ilsurian on the shores of Lake Syrantula. From there the great Yondabakari river runs west to Magnimar

Sunday 18 December 2016

ep 35 29/11 to 4/12 4712 AR Ogres Victorious

29/11 Battle in Fort Rannick, Claw killed.
30/11 Survivors reach Turtleback Ferry. That night they sneak back to Fort Rannick and recover the heads of Claw & Jakadros Sorvak.
4/12 Quillax and the Mayor working together Reincarnate Claw in a new fresh body. Will take until 7/12 to have enough materiel to attempt the same with Jakardos.


Sephiria's Account

The Attack on Fort Rannick… continued
As we pause for breath, we hear the chaos outside in the courtyard as the barracks building that Sephiria had earlier fireballed collapses, trapping several ogres inside who are burned to death. There’s no time to rest as there are still two ogres ahead of us trapped by the door closed between them and their comrades in the rest of the fort. One is dissolved by an Acid Arrow from Sephiria while the other is slashed by Claw.
Rather than taking time to recover from the fight, we decide to push forwards, hoping that the ogres of the fort will still be in disarray from our attack. Quillax remains behind with Moncey to safeguard our exit. With a mighty kick Claw demolishes the door with such force that the ogre standing behind it is knocked to the ground. Between Claw’s axe and Neril’s martial arts, that ogre is quickly killed while Sephiria blasts Silas Kreeg, the ogre who had come up behind it. The spell staggers him but it takes a second scorching Ray then Claw’s axe before he too is defeated.
Neril rushes upstairs to get a clearer idea of the layout and spots a large room, apparently a chapel, from which he hears the deep voice of what is surely a large ogre giving orders to a smaller ogre. As we move up to support him it seems our luck has started to change as the ogres start to rally their defences. Within seconds the empty corridor we had been in fills with four ogres and we catch sight of a female ogre witch doctor.
The ogre in the chapel turns out to be Jaagrath, the leader of the ogres at Fort Rannick. The witch is another Kreeg ogre named Dorella. She blasts a lightning bolt down the corridor, heedless of the fact that she seriously injured on of her own soldiers. Vale ducked the worst of it; Neril dodges out of the way entirely; but Kib is almost killed.
Jarrick pushes into the chapel to take the fight to Jaagrath and is soon joined by Vale, Sehiria and then Claw. Sephiria blasts Jaagrath with the Wand of Scorching Ray pushed to its maximum, but the damage that would have obliterated any of us seems barely to faze the ogre chieftain. Outside the other ogres are continuing the fight and we hear the sounds of further reinforcements.
In seconds, with the ogres now fully on the alert, the fight has gone from a successful raid to a potential deathtrap. Neril reads the situation and urges retreat, so Sephiria grabs the person nearest to her – Jarrick – and Dimension Doors the tow of them to the tree line outside the fort. Neril slips into the shadows and evades the reinforcements as he races for the secret entrance to Lucretia’s chamber and the tunnel to the waterfall.
The ogres in the corridor manage to close of Jakadros and kill the archer. Kib’s last act is to attack his friend’s killer and that ogre will wear the scars from the cougar’s final attack. In the chapel Claw and Jaagrath are locked in a bitter death match as with each blow they both inch nearer death. Vale assists where he can but falls when even more ogres rush to their leader’s aid. In the end Jaagrath’s inhuman stamina wins out though he is reeling and near death when he finally manages to land the death blow on Claw.
Outside, tired and disheartened, we rendezvous with Quillax and return to Turtleback Ferry. On the way we hatch a plan to help Claw thinking that the ogre chieftain will likely want to display the head of so formidable an adversary as Claw, and that head is sufficient for Quillax to be able to reincarnate the Shoanti barbarian.
Using some of the gems we had put aside for Revivify spells, we pay the village Mayor to collect the unguents necessary for the spell while we return to Fort Rannick. In the meantime we continue to advise the villagers on constructing defences for the village against an ogre attack. Our plan is to reconnoitre the fort using Sephiria’s Arcane Eye to check if the coast is clear for a teleport. If a distraction is necessary to draw any ogres to the battlements, Quillax is standing by to create a diversion using Call Lightning should Moncey give her the pre-arranged signal to do so.
Not surprisingly the ogres are now on high alert and we spot a patrol of eight ogres led by one of the Kreegs leave the fort but we manage to avoid it. In the end the plan goes off without a hitch as Sephiria and Neril sneak in using Pass without Trace and then, once they’re close enough use dimension door to quickly get in to grab Claw’s skull before dimension dooring back out. It’s an unlooked for bonus that we manage to grab Jakadros’ skull as well and plan to reincarnate him if we can.
Back in Turtleback Ferry Quillax casts the spell, but even as she calls Claw’s spirit back to the body created for him, she senses three foul creatures trying to destroy his spirit. She relates what she sensed to Sephiria who links it to a Varisian story told before the Chelaxian invasion of four fey sisters, one of whom was Miriana (who we met in the Shimmerglens) and three others who were eaten up inside by their vanity. They became three annis hags, known as the Sisters of the Hook.
The stories give their names as Briselda, a hump back with huge talons; Gralthaga, tall, almost skeletal-looking with purple skin; and Larastine, with sagging breats and whose face is a mass of warts and weeping pustules. When each looks at her own reflection she sees inhuman beauty and laughs at the ugliness of her sisters… We think it’s likely that they, and not Lucretia, were the real power behind using the sihedron rune to drain the unsuspecting townsfolk.
Our current plan is to attack the ogres piecemeal, attacking their patrols when they leave the fort before once again risking an attack on the fort.

Sunday 11 December 2016

ep 34 27-29/11/4712 Attacking Fort Rannick

27/11: Return to Turtleback Ferry after dark, meet with the mayor and the Rangers. Suspicions of Kaven Windstrike
28/11: South to swamps, meet Myriana the undead nymph ex-lover of Captain Lamatar Bayden, & back.
29/11: Go with Rangers to Fort Rannick, attack after dark using caves under the keep to enter the dungeon. Kill Lucrecia and the traitor Kaven Windstrike.



Journal 11-Dec
After resting in Razmus' cave, we started back towards town mid-morning. With the bad terrain and my lack of familiarity with the area, we ended up South West of where we meant to be, but luckily we had air support in the form of Sepheria and the broom and others with better geographical skills. We found the Willow River and followed that down to the lake but it was evening before we reached Turtleback Ferry.
We first spoke to the Mayor/Priest and after informing him of the entire situation with the Ogre-kin, the dam (and the remaining monsters), and the Giant, he in turn informed us about the rumour of underwater tunnels to the Fort; we assured him it Black Maga wasn't able to get through these tunnels as she was far too large to fit into any tunnel small enough to lead into the lake. In response to arranging the power necessary to activate the dam's controls, Jarrick came up with the brilliant solution to the lifeforce issue of using livestock in place of people - something like sheep as they could be carried down the stairs.
After finishing our discussion with the Mayor, we headed over to the Inn and found the Rangers, who were discussing tactics, including the possible employment of 'shocker lizards'. There was some subtle tension amongst the group, particularly towards Kaven, though they acted professionally still. Sepheria gave Jakadros a book on military tactics for the townspeople to implement some protection against any Ogres that may be driven out from the Fort once we attack it. Vale took it upon himself to discuss it with the Mayor as he had skills in this area.
Jakadros mentioned that his Commander had been acting most oddly in the proceeding months before the attack, not as if he had been charmed or replaced but distracted and somewhat neglectful with the defenses. He had been known to go 'walkabout' on long moonlit walks towards the Shimmerglens, which is a fair distance from the Fort. He had referred to it as 'Communing with Nature'. Most thought he had a female companion that he went to visit. Jakadros held out hope that his commander had been on a walkabout and may still be in the Shimmerglens.
Note: the Shimmerglens can be reached by way of WickerWalk, which is a path maintained by the gnomes. This leads to Sanos Trail, which in turn leads to the gnome village. The gnomes trade with a local town, not Turtleback Ferry, which is why they maintain the walk.
When the Rangers retired to bed, we continued to speak on the situation, and we spoke within our group on the possibility of the sehedron tattoo being a scrying or tracking device and the possibility of Kaven being a traitor or a thrall. I knocked on Jakadros' door and asked for admittance to discuss Kaven and the tension regarding him as well as the possibility of him being an enemy. Jakadros relayed that Kaven was conscripted into the Black Arrow Rangers following an incident where he beat a friend of his father's nearly to death.
With his permission, I called Sepheria into the room to discuss the tattoo and Neril stood by in the hall, waiting for us and keeping watch for spies. After some discussion, Jakadros revealed that Kaven had 'twisted' his ankle on the night the Fort had been attacked, keeping them from returning and causing them to be captured by the Ogre-kin. We sent Neril and Moncey to quickly check that Kaven was still in his room with Vale and that he had not slipped out to warn any master he might obey that we planned to go to the Shimmerglens to check for the Commander on the morrow.
Further discussion led to an agreement to keep Kaven with the group as long as his tattoo did not act as a scrying port or a tracking device. Sepheria stated she would subtly check in the morning at breakfast. We left Clank guarding the door and Moncey the window of Kaven's room to ensure that he did not leave without us knowing.
In the morning, Sepheria used her magics to check the tattoo but was not able to get an in-depth response other than knowing it was not active magic and was probably unlikely to be used against us. She was able to find the man we had spoken to before who also still had a tattoo and was able to read his tattoo more thoroughly. She highly recommended to him that he disfigure it to prevent his lifeforce and possibly soul from being pulled from him upon his death. He agreed and went to the blacksmith to do so.
Sepheria offered Kaven the same choice, explaining about the tattoo. He reluctantly agreed. Jarrick went with him to ensure he followed through and offered a healing potion as an excuse.
[650xp]
With the tattoo rendered inert, we then spoke with the Ferry Master, "Skull" (nicknamed such due to his ferry running Skull River) to take us to the Glens by Rowboat with the assistance of his first mate, "Bones".
About two-thirds of a mile from Turtleback Ferry, the rain suddenly stopped, forming an odd wall. This was not outside the realm of nature but it was extremely suspicious. If it was magic, there was no telling if it was the Shimmerglens keeping the rain away or Turtleback being engulfed.
The Shimmerglens forest was sick, poisoned with some darkness. This corruption of nature offended me and compelled me to find the cause. Neril was the first to spot a glowing figure, which turned out not to be a will-o-wisp but rather a distressed pixie, "Yap". He was crying that his mistress was ill and the land could not be saved while she was in distress. Yap informed us his Mistress' name was Miriana, the spirit of the woods, and she was upset because her lover had been stolen. We worked out that her lover was most likely Jakadros' commander.
We managed to get enough detail from Yap to work out that his Mistress was possibly a Dryad or some other forest guardian spirit. With the forest as corrupted as it was, we could only assume that she had also been corrupted. Dryads can be corrupted into a being like a Banshee (ban sidhe). We ensured our magic ear wax was to hand, just in case.
I enacted my Commune with Nature ritual and was able to sense a powerful thing about two miles away, both Fey and Undead. Sepheria sent out her Arcane Eye, scouting the forest in the direction I sensed the power.
She reported tall, dark robed figures in the peripheral vision but whenever she turned the eye, there was nothing there. She also reported about a bleeding tree and how the area was cursed. She came upon a pool of water with no life in or around it. It seemed very wrong to her a moments later she relayed the feeling of a magical/mental attack which she was able to cast off and guide the eye away. She spoke of ghostly, translucent forms dancing around and ghostly animals. She found a mangled body of a dryad, collapsed at the foot of a badly damaged tree; both dryad and tree were missing their limbs. The tree still lived and I knew I could save it and her with a touch of my nature magic, if I had time to prepare the spell and I could get to her.
Sepheria and I took the chance of splitting up from the group to approach Yap's Mistress. We followed him along a different and possibly safer path then the eye took, past ghostly figures and an old sailing ship far from water. He led us not to the Dryad as expected but to the pool of water, where a Nymph stepped out. She told us her lover was taken from her and stolen away by Ogres to Hook Mountain (Kreeg Hold), past the Fort. She begged us to find his remains as she had felt what they had done to him and bring what we could of him back to her. She told us he was undead but his soul was somehow locked away as she had tried to reincarnate him in a new body but his spirit could not come.
Sepheria asks how we would know him and the Nymph tells us he had a sword but she had also given him a beautiful blue flower. We promise to bring back whatever we could find of him so she could find her peace.
We returned to town for the evening.
[550xp]
Having prepared ourselves, we headed out to the Fort with the Rangers. We arrived at dusk, as planned, and could see Ogre guards on the battlements.
As planned, we split the party and all of us but Sepheria and Neril went through the secret tunnel behind the waterfall. We had Moncey so that Sepheria and Neril knew when to start their aerial attack. The tunnel was narrow and it lead into a small cave where we bumped into a pair of Shocker Lizards far earlier than expected but I convinced them not to attack us. I was unable to convince them to assist us as they are timid creatures and feeding them a bribe only made them sleepy.
Instead of the store room we expected, we stepped into some strange boudoir with pillows scattered about and silks draped about the room, and the smell of incense. A red-headed woman stepped out from behind a silk, and we knew her as Lucretia. She mockingly welcomed us and greeted Kaven with a pleased speech about how she never would have been able to take the Fort so easily without the details he had provided.
Upstairs Sepheria prepared to throw a fireball at the building we were told was the most flammable. Neril plinked an ogre on the back of the head trying to start a fight amongst the ogres just before Sepheria threw her spell; the building exploded and buried up to 12 ogres under flaming rubble as they were using the building as some sort of barracks. Neril continued to sling stones, striking Mintak Kreeg.
Meanwhile, Vale prepared to restrain Kaven while we attacked. I changed forms and when I confronted Lucretia, I noticed an intricate sehedron on her chest. As we started our attack on Lucretia, Sepheria and Neril teleported into the hall behind us.
Kaven kicked Vale into a pile of crates and ran into the hall past Neril and Sepheria, who struck at him in retaliation.
Lucretia called out for the ogres and changed shapes into her Lamia form. We could hear them coming down stairs behind us, so Clank blocked the door so we didn't have more enemies before we were ready. She tried to ensnare us using her Lamia charm-magics but only Vale was caught by her spell and he shook it off quickly enough. In response, we struck at her with concerted effort and Kibb ripped out her throat.
Sepheria cast Tasha's Hideous Laughter on Kaven to subdue him and I sent Clank to collect him as we needed Sepheria to help against the approaching Ogres. Jarrick and Claw and I readied ourselves by the door just as a Kreeg ogre burst in. He threw a corpse he was carrying at Jarrick, who dodged it, then tried to hook Jarrick with his weapon. He couldn't fit through the door easily and so stayed in the hall, which worked in our favour.
Vale decided we could handle the ogre and went after Kaven, forcing his way past Clank. Neril checked out the side room to ensure we would have no surprises from that side but it was empty cells and as such he ignored it.
Having seen the ogre hooks in action, I decided to relieve the Ogre of it and wrestled it from his hands. Jakadros pulled back to range attack and Kibb stayed with him as guard. Sepheria launched a barrage of Magic Missile and Claw and Jarrick ducked in, attacked, and darted back out of reach.
Seeing as he could not reach us, the Kreeg ogre turned and ran, shoving past the other ogres on the stairs but tripping over the second.
Neril gave chase. I dropped a flaming sphere in the upstairs doorway to prevent the ogres from escaping or more from getting in (at least without getting burned) then Sepheria dropped a fireball, killing the already injured Kreeg. Claw took out another Ogre leaving two on the top of the stairs and one trying to enter the landing.
Vale had executed Kaven and Clank forlornly brought me the body. Jarrick quickly searched the Lamia's body to see if there was anything useful and those not on the stairs regrouped while those on the stairs continued their attacks.
Claw was attacked by the ogres but was not badly injured.
The ogre trying to enter the room backed out and closed the door leaving two ogres in with us.
[xp for this fight unknown]

Image may contain: one or more people, table and shoes


Monday 28 November 2016

ep 33 26-27/11/4712 Floodgates opened

In dam chambers. Grazuul the Scrag killed, Scorpion construct evaded in control room. Meet a pit fiend. Thassilonian gate system recharged, pit fiend destroyed. Come out and see water pouring through three open gates, and a sight of Black Magga. Kill ettin in cave at west end of dam. Returning through the Valley of Broken Trees, get into a fight with hill giant Razmus & kill him too. Camp in his cave overnight (from ca 2am-10am).

Quillax's Journal

Journal (27-Nov)
Sepheria had started some reading while we were resting and she couldn't be parted from her studies as she was on the verge on a discovery so she sent us ahead with Moncey. We continued down without her and eventually found the stairs opened into a room about half way down the dam. We judged ourselves to be roughly the level of the giant skulls that decorated the front of the dam.
We paused outside the room as it had a large pool of stagnant, slime coated water. Having previously encountered ooze and such hidden in water, we were cautious, as slime and the nearby pile of skull did not indicate it was a safe room.
Neril threw a copper coin into the water as a test. We watched the water expectantly but nothing happened. Claw then poked at the pool with the end of his staff, disturbing the surface layer long enough to see something move under the water. He was able to jump back and avoid the first lunge of a Troll as it rose partly out of the water. It bore a club studded with adamantium shards.
I recognized it as a large aquatic troll known as a Scrag, which can regenerate itself while in contact with water.
Jarrick stepped forward and attacked but was unable to knock it prone. I threw a spell from the stairs but missed, so I shifted to my animal form and moved into the room.
The Scrag struck at me and left painful injuries even as the water healed it some. Claw raged and struck the troll, followed quickly by Neril and Jarrick. Clockwork was unable to land a blow. I tried to pull it from the water so it could not regenerate but I was not able. The Scrag caught me with its claws again as I tried to retreat to free up some fighting space. With my animal form as damaged as it was, I was forced back to human form but I quickly summoned my form again.
The Scrag attacked Neril even as the water continued to heal its injuries. Claw was able to yank the troll out of the water and Neril then managed to stun him. Clockwork came to my side and stood guard over me. Jarrick maneuvered into a position and attacked. I stepped forward, attacked, and retreated to keep from crowding the others. Neril's stun held for a moment more and Claw, Neril, Jarrick, and I were able to land attacks. The Scrag shook off the stun and struck me again as it tried to retreat into the water. Claw failed to drag it out of the water a second time but Jarrick struck a heavy blow and killed the troll before it could recover. He dragged the Scrag's foot from the water before it could regenerate.
Jarrick pried the adamantium from the maul as we watched the body to ensure it did not return to life.
Once we were certain it was staying dead, I cast water breathing as a ritual and Claw, Neril, and I descended into the filthy water to investigate while Jarrick and Claw watched the body and the doors. There were two tunnels, East and West. Claw went East while Neril went West and I waited in the middle to play backup to whichever might need me. When both returned, we surfaced and spoke. Both East and West tunnels ended at small pools within larger rooms. Both rooms seemed empty at first glance but Neril had been able to locate a hidden door. Jarrick joined us in the water and helped pry it open with his crowbar. Neril swam down the tube which led North (Kraken side). It ended with another door that he examined; the damage indicated that the Scrag entered the dam here and closed the door behind itself. We decided to leave it alone.
We headed East next. There was a control panel set atop a set of stairs on a dais. I looked but it was too complex for me. We assumed the skulls with the jeweled eyes on the control panel represented the skulls on the dam. All the lights were off, so we believed the power was off.
We relayed the situation through Moncey back to Sepheria, who confirmed our assumptions. We turned on three skulls so that when we got the power working, it would open three sluices, not all five which would potentially be a disaster for anything along the river as it would certainly flood.
There was a noise above us and Neril and Claw spotted a skull-covered, scorpion-shaped construct crawling across the ceiling above us. I recognized it as a Skull Ripper. It would be immune to lightning, fire, and so much more as it was neither metal nor alive. Claw attacked, Neril moved in and attacked before he retreated to open the nearest door. Their attacks proved the existence of golem resistance.
The Construct lashed out at Claw and managed to grab him, moving as if to cut off his head. Jarrick tried to free Claw with the crowbar but could not, so he retreated back to open the other door so the barbarian had a quick exit route on either side of the room. I took a constrictor form and tried to bind up the construct so that it could not kill our teammate. I was not able to control it but Claw freed himself and jumped into the water. Neril darted in to attack and draw attention away as he called for us to retreat. I was grabbed by the construct but Jarrick was able to free me with the crowbar. I took owl form and hurried to safety before I summoned animals to distract the construct for Jarrick to escape.
We slammed the doors and waited to see if it would give chase. After a period of silence, we decided it was safe. We headed across the room and pushed open the double doors. There were two chambers in this room. One contained a pile of red dust of sorts; the other a large but weak looking demon/pit-fiend, Avaxial. It told us that if not freed the system would drain the last of its energy.
It tried to bribe us for its freedom, but we were not willing to let it loose on our plane. If we could have banished it, that would have been my choice as it had been trapped there with a second one for centuries powering the dam. After some discussion, we agree that it could not be released but we had no way to dismiss it. As our goal was to fix the dam, we were forced to make use of it to power the dam. I summoned an animal inside the other circle and the dam rumbled into life. The demon was destroyed and I banished my summoned creature as it was in pain. Without anything to power it, the dam stopped but the power was on long enough to activate the sluice gates.
We collected Sepheria as we left the dam and she deduced that two healthy adults would be able to power the dam's mechanisms long enough to change the gates without dying, so there are still options available to the local area.
We peered out over the dam and could see that on one side the water had dropped and on the other, the river had risen but not to dangerous levels. The Kraken popped up momentarily to look at us before it disappeared back into the water.
The only safe route down was the cave system which we bypassed previously. We prepared ourselves to take on the Ettin, with Claw raging and charging in. Jarrick and Neril and Clank all followed while I threw magic from the stairs. The Ettin landed several blows to Claw, but not enough to knock him down. Clank managed to land the fatal blow by cutting the Ettin's femoral artery. Claw beheaded the Ettin, just in case, and Jarrick took the skull necklace it was wearing.
Despite my reservations, we headed back towards town by way of the Valley, avoiding the Fort for the moment, where we ran into the Giant Razmus.
Though we could not understand the Giant-speech, it was quickly apparently that Claw failed at his diplomacy attempt as he bore the Troll head aloft. Neril attacked and retreated a safe distance away while I called down lightning. Jarrick tried to persuade the Giant we meant no harm, but Claw had truly angered him. We were forced to fight and as injured and exhausted as we were, we were ill prepared. Claw was forced to retreat and hide around the corner while Clank attacked. Neril kept his distance and went to the Giant's cave to look for anything to use in our favour. Jarrick was forced into the fight but his heart was not in it as he hoped still to stop the fight and he tried simply to knock the Giant prone.
When the Giant struck Clank hard enough to send sparks up and not long after also struck me, I was quite done. I called Clank to me and I called for a retreat as I prepared to shift and carry him away. Neril and Jarrick were already placed to run and Claw could outdistance the Giant given enough time.
Neril, from his spot outside the Giant's range, struck with some sling-stones and the Giant staggered. The sign that the Giant was so weakened heartened us and we regrouped and struck hard. I lashed out with lightning and claws while the others bore down on the Giant with steel. Jarrick and Claw struck hard but it was Clank who, once again, landed the fatal blow.
We settled into the Giant's cave, despite the smell, under Sepheria's dome of protection for a well deserved (long) rest.

Treasure:
- 1053 gp
- 1240 sp
- velvet pouch containing 6 large pearls worth 100gp each (keep for spells!) and a box with leather inset which we recognize as a phylactery
-- Phylactery of Channeling (positive channeling) needs to be worn on wrist or forehead and any positive energy is channeled ((to Jarrick))
--- channel against undead - 2d8 more damage
--- channel for healing - double the effectiveness
- ivory scroll tube set with jade (worth 300gp) which contains 3 separate spell scrolls (Cone of Cold, Hold Monster, Telekinesis)
- Ring of spell turning - resizes to wearer.
- Earthbreaker mace [+1 maul] 2d6 ((to Claw))

Tuesday 22 November 2016

Claw, Shoanti Goliath Barbarian Background

Ursal Claw-Born Arcus

Born in a small village in the northern mountains, Claw's tribe (Arcus) and the local Great White Bear's (Polar bear's I've heard people call them) co-existed in peace, on the day that his mother waters broke she was attacked by one of the bulls under some sort of malady of the mind. Even though she was about to give birth she attempted to help the beast, as is the way of the tribe. It lashed out and Clawed at her abdomen, expediting the birth as Claw's father fought off the beast the tribal heal pulled pulled his mother into a nearby tent and as the icy howling winds swept around, Claw was born. Given the events of the birth the tribal leader named the child Claw-Born (a fitting name). Years passed, Claw grew up trained by his father and his people to hunt and survive in the harsh environment.
14 years passed...
One day Claw set out, saying that he had located the cave of beast and would return victorious or not at all. The journey was long, but recalling his years of training with his father and the tribe he eventually found the cave and descending down the creature’s lair. After a few hours he heard the sound of heavy footsteps entering the cave…
It was no ordinary bear, over twice the size of even the largest ones back with the tribe this huge beast its shoulder height over 3 meters, this would be a battle to remember. Claw attacked; the battle was brutal but eventually, Claw was able mount the bear back and bring his axe down upon his head. Roaring in pain the creature fell with a thunderous sound. Victorious, Claw cut off front paws of the bear as a trophy and returned home.
Months passed by and the story of Claw and the great bear spread among his people. One morning the tribe leader called Claw to his tent. Claw has now come of age and is preparing for his tribal right of manhood, which will require him to journey to the south to experience what the other lands have to offer before returning home. Returning from his last hunt the day before his journey was to begin, he finds his village destroyed and tracks that do not match a Goliath's heading south…

Sunday 20 November 2016

ep 32 25-26/11/4712 To the Dam





Quillax's Journal

Journal (20-Nov)
We were just fixing ourselves up when we heard footsteps from the house above. We were wary, expecting either one of the rangers or possibly another ogrekin, and so a little surprised to see a new face.
He introduced himself as "Claw", a Goliath Barbarian who's encampment had been attacked when he had been out hunting. He had tracked the trail back to the Ogrekin's home, and with us slaying the last one, found himself without revenge. We explained our purpose and he agreed it was a worthy cause and as it would allow him to fight such creatures that attacked him camp, he decided to join our group.
With our new companion in tow, we checked the final door of the three. It opened into a storage room, filled with useless junk and another doorway set in the far wall. We searched through the junk anyway – in case some of the Rangers' gear was mixed in – then continued through the door. It opened into a small corridor and led to another door, this one rife with rot and moss, with a puddle under the door. We all agreed that this likely led to the Shambling Mound's room.
Claw charged in first and attacked immediately. I followed behind and squeezed in between the monstrosity and the wall, then shoved it, managing to topple it over.
Sepheria was not able to get a clear line of sight with all of us in the way but Neril darted in and was able to land his attacks. The Shambling Mound struck out at Claw and I but missed us both. Jarrick entered and struck the enemy repeatedly. Claw and I attacked and Sepheria then landed the fatal blow.
There was a door in the far wall, which Claw ripped open, revealing a chest. After checking it for traps, we opened it and found some treasure as well as the Black Arrow Rangers' gear.
We decided the best thing for this cursed land was to destroy the house and barn so that nothing else could live there and after we all evacutated the premises, I called forth a localised storm and blasted the two buildings with lighting, burning them down.
As we prepared to part with the Black Arrow Rangers, Jakadros warned us of the following:
If we travelled too close to Fort Rannick on the way to the dam, we would have to watch out for the Ogres, both scouting parties and those watching from the Fort as the road would be visible.
If we detoured through the Valley of Broken Trees to the West of the Fort, we needed to watch out for Erasmus, a supersized hill giant.
Jakadros told us that if we were able, the better option would be to negotiate with the Giant as some rangers were able to do this successfully.
At our request, they drew us a map of the Fort, including the Eyries of the Eagles, where the Giant Eagles nested. None of the Giant Eagles had been seen since the attack, so it was assumed they were all killed. He also pointed out where a secret passage was placed.
We sent the Black Arrow Rangers and Kibb back to the town with their gear to rest and recouperate and we continued on our original quest to the dam.
We rested overnight in Sepheria's magical hut and when we woke, it was to even heavier rain. A quick ritual of water walk allowed us to step over the growing puddles of standing water, though Sepheria chose to use the broom.
Claw informed us that he spoke Giantish and so we decided to take our chances with the Hill Giant and headed for the Valley.
As we progressed through the Valley, there was a growl to our right and a very large Giant stepped close, growling in his language. Claw conversed with him, then informed us of the Giant's request for payment. We offered the Ogre Hook. Some more conversation and a further demand was made. We offered the head of the King Ogre in the Fort once we killed him. Our offer was accepted and we moved on to the dam.
We reached the end of the Valley (approx 4:30pm) as the sun started to set. Some of the party were able to see Ogres and Trolls fighting on the dam, and much damage to one part of the structure. We decided we needed to move quickly. While we watched, the Trolls drove the Ogres away from the damaged area and then they went into the bastion.
Both groups of monsters seemed unusually organised. After some discussion, we agreed that there were probably 5 ogres and 4 trolls. Jarrick mentioned he had seen the Trolls crawling out of Storval Deep (a body of water) and so they were probably aquatic based Trolls, so water walk was no longer the best option. We decided to go through the trees up the far side of the dam.
Looking at the dam, we could see that there used to be a floodgate system where water was regulated through the eyes of the giant carved skulls on the dam. It appeared that the system had either stopped working or been purposefully damaged and we would need to get it started before the dam simply flooded over. There were also several stakes along the stairway we were climbing that were marked with skulls in a Karzoug/runelord symbol.
Sepheria sent her arcane eye ahead of us through the cave, across the wall, to the bastion. We found an Ettin chewing on a bone in the caves, and a ledge 15 foot in height that we would have to scale if we proceeded that way but little else of interest. The top of the dam had a series of damaged areas and 5 ogres, one of whom was obviously their leader. They were injured still, with one of them having a badly damaged arm. Inside the Bastion, Sepheria scouted out the best she was able, finding the four trolls hiding inside dark, mossy corners in one room, and another more interesting room with a sign written on the door. With some effort, she translated it to "Below dwells Wet Papa Grazoul" or something to that effect.
With a little ingenuity, we were able to get the entirety of the party onto the far side of the dam without being seen by the Ogres. (About 8:30pm). The dark aided our movements. As we landed, an enormous horse-like head, at least 15 feet in size rose out of the water of the Storval Deep then disappeared back under a heartbeat later.
We all agreed that was a Kraken and Black Maga was not just a myth. We also agreed that it was very important we did not fall into the water.
Examining the crumbling damage, I was able to fix the bridge with a large outpouring of magic, shaping the stone back into a proper structure. It would hold against normal wear and tear but not against systematic destruction so we needed to stop the Ogres from doing further damage.
We were able to get over the Bastion before our spells wore off but we had to leave Clank behind, which I do dislike but it was necessary.
From there, we went after the Ogres, who were damaging this side of the bridge but had not done enough to destabilise it. We threw stones and javelins at them as we ran towards them. Sepheria was able to ensnare 3 of the 5 with hypnotic pattern and we systematically killed them one by one. Claw landed the fatal blows on two, Jarrick also claimed two (shoving one off the side of the dam, not the Black Maga side), and Sepheria killed the last with her magics.
We headed towards the Bastion, with the hope of avoiding the Trolls while we looked for the mechanisms and to fetch Clank from the other side of the dam. We opened the "Papa" doors and revealed a long staircase. We started down, pausing to catch our breath part way down.
[2800 xp total, each. None for Clank]

Saturday 19 November 2016

Jarrick, Paladin of Iomedae Background

For the Temple of Iomedae, Magnimar. An Explanation and a Request.

I have come so far...
It seems like a lifetime ago that my family and our caravan of travellers made our way to start a new life on the frontier. Even the Paladin of Iomedae laying down his life for mine as we were torn asunder by an Orc raid is vague. It's so distant it feels almost a dream and yet the voice I heard in that moment, a female voice, steely and absolute, urging me to find my strength and embrace my anger reverberates as powerfully as ever.
It made me persist on my journey through the academy at Lastwall and find new solutions. When I was physically less able to cope with the bulky armours, heavy weapons and large shields it forced me to match my peers through speed and grace. I forwent their style in favour of lighter more manoeuvrable armour, dexterous precise strikes and deflecting blows with a lighter shield – the broken remains of the shield of my saviour all that time ago.
It drove me to learn the tongue and read the words of my enemy even though I had little interest in academic pursuits. Anything for an advantage while hunting Orcs.
It lead me on many missions from Lastwall for my Brother and Sisters in the Knights of Ozem and ultimately it led me to the Pathfinders.
But, most of all, it allowed me to understand that the strength of a character is not measured in might but conviction.
There is a darkness creeping at the edges of this world, I can feel it. With the Pathfinders I am sure we have seen glimpses of it out in the remote places but also here, in this city (and I am sure many others). So far we have prevailed and I feel my companions are trustworthy folk. They have their own reasons for action but I believe they are willing to face and vanquish whatever perils we ultimately seek.
We have, I believe, bought death to numerous evils along our journeys but death itself is always at my heels. I am under no illusions, we walk a dark path but in those shadows of darkness I stand for the light and I wish to leave a testament of that light shining when I am gone.
To that end I have negotiated a 99 year lease on the old Shadow Clock in Underbridge. It was until recently home to some unpleasant individuals and has been in a state of disrepair for too long. Renovations are likely to take some time but I have paid for them in advance. My intention is to create a beacon of Iomedae for the city and people there who endure much hardship and an angel in the shadows is more than apt. The ground floor is to be converted into a functioning soup kitchen for the poor while I intend to use the upper levels as a home if and when I can. I would like you to oversee these efforts when I am not around.
The lease is in the name of your temple should I not return. I would ask that you continue to honour my plans in that scenario. I will, of course, continue to make donations as and when I can.
The nature of my work means I try to keep a low profile and, ultimately, if this is all that is ever known about me then it is enough. These few words of The Inheritor should give all the insight that is needed: "Justice and honour are a heavy burden for the righteous. We carry this weight so that the weak may grow strong and the meek grow brave."
I have come so far yet there is so far left to go...

Jarrick, 

Brother of the Knights of Ozem, Servant of Iomedae.

Monday 14 November 2016

ep 31 25/11/4712 Killing Grauls

Three Black Arrow Rangers rescued from Graul barn. Mammy Graul and several Graul Ogrekin killed. Party clears farmstead ground floor and attic, explores basement.

Quillax's Journal

Journal (13-Nov)
We snuck along the perimeter of the farm, keeping an eye out for additional scouts, trying not to draw attention. Unfortunately, the barn was over-engineered to cope with the bad construction, so we couldn't simply rip out a few planks to get to the prisoners and the roof was too high for us to easily climb and test the shingles.
We edged along the side of the barn nearest to the woods, aided by the onset of heavier rain. Despite the additional natural cover, we needed to leave Clank in the tree line to await the signal to come help as he was a bit too noisy and may further alert our enemies in the barn.
Our plan required that we get the door open quietly as to not draw attention from the house or send the OgreKin in the barn to kill the remaining prisoners. After a quick discussion, Jarrick agreed to employ his scarf of disguise and appear as the last OgreKin we killed with extra facial injuries.
He pounded on the door and demanded entrance and was able to bluff his way inside and surprise the OgreKin with an attack. As soon as the doors were open, the rest of us moved to join him in the fight.
Jarrick knocked one of teh OgreKin down, damaging it, then moved to the centre of the room to prevent them from dashing towards the back.
Sepheria stepped inside and cast hypnotic pattern, enthralling two, then moved to distract the last OgreKin who had been out of the range of the spell so it would not run to kill the captives.
I took an animal form and killed the one Jarrick had knocked over. Behind me, the non-spelled OgreKin swung at Sepheria but she dodged. Neril ran in and attacked the one Sepheria was distracting.
Kibb followed the Monk, mauling the bespelled OgreKin. Jarrick moved to assist Kibb. Their attacks allowed my passing swipe to finish it off as I moved to assist Sepheria and Neril. My large form drew the OgreKin's next attack but Neril finished it off immediately after.
Clank, Moncey, and Neril watched the house to ensure our fight hadn't drawn attention while Sepheria moved immediately up one catwalk, cracking open the unlocked door to peer inside the next room. She reported back a huge floor-to-ceiling structure of spiderwebs (like an upward funnel) as well as cages.
Jarrick went up the other catwalk and opened the other door, though it was far less used. After some consideration, we threw one of the dead OgreKin into the door on Jarrick's side and closed both doors. We waited for a few minutes, then Sepheria opened her door again and saw a giant spider enjoying its provided meal. We threw the other two bodies in then Jarrick ensured his door was tightly closed before he got off the catwalk and kept Kibb under control while Neril and Sepheria crept past the spider to unlock the chains and assist the three survivors out. The door was closed behind them while Kibb was happily reunited with his human companion, Jakadros Sovark.
Jakadros was the stepfather of Shelelu, the Elven Ranger mentioned in the previous journal entry. He was second in command of Fort Rannick under Commander Lemata Baydon, who was in the Fort at the time of its capture by Kreeg Ogres and was to be presumed dead, though Jakadros thought that his Commander might still be alive despite the odds.
Also rescued were Kaven Windstrike and Vale Temros. All 3 were Rangers at Fort Rannick who were part of the party captured and were the only non-eaten survivors.
As all the survivors were wearing very little, Neril spotted a tattoo on Kaven's wrist - a Sehedron. Kaven tried to hide it, claiming it was old and he had gotten it at Riddleport where the symbol was a fashionable tattoo to get and it was in honour of his love of the stars. We convinced him to let us look at it and from my examination, I could tell it was new, only a few months old. We warned him to be careful as nearly everyone else wearing that symbol was dead.
He seemed surprised to hear that the Paradise had sunk and showed great concern for the proprietress, who we are fairly certain was behind the sinking of the barge and the murder of all those people.
We healed them up a little and shared out our extra gear and took them with us as we went to kill the remaining OgreKin in the house and fetch back their gear.
Neril darted across the yard, keeping to the shadows and peered into each window around the 'toy room' until he spotted the two OgreKin we expected to be there. He then waved us over. Sepheria teleported into the room first and attacked the more deformed one. Neril teleported in after her and assisted her. Jarrick followed them in and killed that one. Sepheria then turned to the second one and attacked, followed by both Neril and Jarrick, who finished off that one also.
The rest of us then carefully pried the boards from the window and climbed inside, trying to be quiet. We all headed towards "Mammy's" room, leaving the injured Rangers with Kibb in the dining room on guard for the eighth mobile OgreKin, which we suspected to still be in the house. Jarrick crept up and threw open the door.
Unfortunately, our fights had not been as quiet as we had hoped and Mammy OgreKin was prepared with Mirror image and a fly spell. Before we could react, three undead OgreKin lurched out of the coffins in the walls of her room. As one of nature, it is a disturbing thought that she slept with undead in her room.
I cast a quick burst of flame at one zombie while Neril worked his Silence spell. Sepheria then cast Fireball into the room. Fire filled the room and backwashed into the hall somewhat but Jarrick and Neril avoided the blowback. The floorboards rippled lifting Jarrick slightly onto his toes and he let us know that the fly spell had been interrupted.
A moment later, he stumbled back as a barrage of magic missile struck him, doing him a fair chunk of damage. Despite that, he still managed to dodge all three of the OgreKin zombies' attacks. I moved forward and worked a touch of healing magic on Jarrick while Neril got out of the way to focus on keeping the Silence spell working. Sepheria dropped another fireball into the room. Jarrick and I backed up, luring one zombie into the hall, but the door closed behind it.
I could hear the crack of wood being broken through in the room next door and I left Jarrick to fight the OgreKin zombie, half-squeezing and half-climbing over the others to see what the noise was. One of the zombies had broken through the wall of Mammy's room into a closet and was in the process of breaking the closet door. Both of us were somewhat surprised by the other but we stuck simultaneously.
I looked up to see Mammy glaring at me from where she had moved off the bed before she wielded the black wand in her hand and struck me with the same Magic Missile spell as Jarrick. It hurt but I was just able to retain my animal form.
I could hear Jarrick and Neril as they struck the other zombie in the hall before Clank moved in beside me and attacked the zombie also. He tried to grapple it but failed and was knocked a few steps back.
Sepheria stepped in beside us and threw another fireball into Mammy's room. There was a quiver of floorboards as something hit them, later determined to be the third zombie and my enemy also fell. Mammy attacked Sepheria with the wand but Sepheria blocked the missiles.
I moved into the room and attacked a nearby enemy, but got a mouthful of air as I dispelled one of the mirror images. Jarrick threw open the door and attacked, dispelling another image, leaving only the real OgreKin behind. He then shield bashed her and managed to knock her over.
Clank followed me in and Neril teleported in and attacked. At Sepheria's signal, Neril dispelled the Silence spell and Sepheria used her own Magic Missile.
Mammy threw more Magic Missile at Neril, striking him painfully. I attacked her in response and Jarrick lunged forward and struck the final blow.
A little toad hopped from her body and under the bed but at her death, it started to fade. Once the familiar was gone, we quickly searched the room with Sepheria finding the spell book. From there, we searched the rest of the floor, finding the remains of many baby girl- OgreKin bodies as well as other disgusting things.
The living room had a trapped couch. In the pit trap beneath it, a mutated plant-looking OgreKin which called to mind a Shambling Mound snatched at our ankles. We left it along as it could not get out, then double backed with the two dead OgreKin from the toy room, pushing them in to distract it. Jarrick informed us that he heard something from the kitchen door leading down to the basement. We left that for the moment also.
Upstairs, a trapped chest nearly poisoned me but the rusted blade was too slow. There was little else of interest upstairs so we moved to the basement. The first room was some sort of Skin-removing room. The second room, Jarrick was surprised by an OgreKin and badly struck and yanked to the floor. He was badly hurt and then to add insult to injury, two enormous donkey rats attacked him also.
Neril went after the rats immediately while Sepheria used Tasha's hideous laughter to distract the OgreKin. I followed in animal form to attack the rats, killing one. Jarrick got to his feet and managed to kill the other before backing into the corner of the room, very bloodied. We then all focused on the OgreKin, who still went after Jarrick, knocking him unconscious. We all struck the Ogrekin hard, with Neril managing a stunning blow and I finished it off.
I managed to stabilize Jarrick and then we poured a healing potion down his throat.
Assured he was safe for the moment, we checked over the body and I tucked away the armour to remove the disgusting bits and resize for myself as it was stronger than my own.
We have one door remaining in the basement, which may contain the Shambling Mound, and we still have not found the Rangers' armour and weapons. If it's not there, we will need to recheck the house and barn as there may be a hidden room.

[XP total 3811 each]

Sephiria's Account

Letters that will never be sent…
My dear Sister, it was so good to have been able to spend time with you recently. I was extremely gratified by the degree to which you managed to conceal your boredom when I presented my initial findings on the research I’m presently carrying out regarding Sorshen and the Lady’s Light. Your presence was much appreciated and I’m sure lent gravitas to the proceedings.
As you know we have been asked to investigate matters around our distant outpost: Fort Rannick. The journey upstream by barge to Turtleback Ferry was not the most pleasant given the increasingly incessant rain. I fear I shall never be dry again.
Turtleback Ferry was everything you would imagine from a small, provincial settlement: poor quality, overpriced lodgings, sour wine and inquisitive locals. Given that we are on an investigative mission, the latter has actually proven quite useful. Certain of the locals were garrulous enough to tell us all about a pleasure barge (if such a thing can truly exist) that recently sunk on the lake with great loss of life. We have spotted more than one Sihedron tattoo amongst the populace and think this may be the “more elegant” means of marking victims that was described in the letter to the lamia, Xanesha, that we salvaged from her tower.
The description of the mistress of the pleasure barge, presumed to have gone down with the vessel, sounds particularly suspect with the term “otherworldly” used to describe her. I think this is almost certainly Xanesha’s smarter (and notably arrogant) sister, Lucretia.
So enabled by Quillax’s mastery of all things soggy, we walked out across the lake to the place where the barge went down and then descended into the dark and unpleasantly cold water to investigate. We found the wreck and moments later we found an enormous fish – I’m sure Quillax will be able to tell you the taxonomy if asked. The druid decided to chat with it but evidently the fish had small regard for her conversation and instead decided she should be dinner. I’m sure I don’t need to go into what happened next, but suffice it to say if we ever decide to open a fish restaurant we have significant stock…
Now able to study the wreck it was clear that the barge had been deliberately scuttled, and with the doors onto the deck barred from above, it was evident that the intent was the maximum loss of life. The cold eventually got the better of me and I’m afraid that I spent the next few days recovering in bed.
My colleagues continued gathering rumours from around the area and aside from the lack of communication with Fort Rannick’s rangers, they heard tell of a group of inbred woodsmen – the Graul family - who had in effect made the Kreegwood a no-go area for the folk of Turtleback Ferry (inasmuch people who did go into the Kreegwood tended not to come back).
Being the bold, intrepid sorts that we are, we naturally decided to investigate. On our way we encountered an enormously ugly man – definitely a fair amount of ogre somewhere down the family tree – along with a pack of hounds hunting a wounded cougar. Quillax decided that the cougar was some ranger’s animal companion which implied that the huntsman was likely up to no good. He then made a bad judgement all and ordered the hounds to attack at which point I fireballed them all. My allies made equally short work of the huntsman.
After a few miles we came upon the Graul homestead and I sent in my Arcane Eye to scout it. I spotted three rangers – presumably from Fort Rannick – imprisoned in the barn, while the house itself was an education in the grotesque depths to which some people can sink to which end I will not append any further details as they were uniformly disgusting and unutterably repulsive. The Graul matriarch was apparently a wizard of some description, though due to extraordinary obesity, a not particularly mobile threat.
Having got the terrain mapped out, we attacked the barn first with Jarrick managing to con his way past the locked door with the aid of his scarf of disguise. Killing three Graul guards and bypassing a giant spider by dint of giving it ogrekin to feed on, we manage to rescue the three rangers: Jakardros (the cougar’s master), Vale Temros (a warrior) and Kaven (whose explanations for possessing a sihedron tattoo were notably unsatisfactory).
We attacked the main house with a view to leaving the matriarch until last. Our earlier reconnaissance proved most satisfactory as Neril was able to hamstring her spellcasting capability with a Silence spell, and neither she nor her zombie kin proved at all adept at dodging fireballs. In the end Jarrick struck the telling blow, though how his dagger managed to find a vital organ beneath all that blubber, I cannot begin to guess.
The last member of the Graul family ambushed us in the cellar and nearly killed Jarrick before we defeated him. We continue to explore the house, but hopefully we have seen the last of the disgustingly inbred Graul clan. I think that once we are finished, Quillax will want to take advantage of the foul weather to lightning bolt this appalling house into oblivion.

Monday 7 November 2016

ep 30 to 25/11/4712 Hook Mountain Massacre #1

Image result for hook mountain massacre

Quillax's Journal

Character Update:

- Jarrick spent his break securing a 99 year lease for the Tower for 1gp, thus forming a contract with the Mayor/City in the name of his religion. He plans to renovate it (contractors already secured and paid) and turn the bottom level into a soup kitchen and the upper levels into personal quarters.
- Sepheria spent her break studying at the university, and preparing a draft to publish her knowledge on Sorshen. The break was not enough time to complete a paper, so instead she published her research notes and is well on her way to being renown for her knowledge of the Lust RuneLord/Lady.
- Quillax spent her break working and training with Clank, helping him adjust to his processor upgrade and practicing his new skills.
- ? Elwin went off to study with a high level cleric from his Temple.
- ? Neril was working with his students at his dojo.


Additional Notes:

- It's been about 1 month since anyone last heard from Fort Rannick (or the Black Arrow Rangers). Magnimar has loose control in the area, mostly since the people there don't want Korvosa as their rulers. The area around Fort Rannick is controlled by Magnimar, further East is controlled by Korvosa, and further West and North are under Shoaunti and other tribal rule.
- Ferry travels about 20-25 miles per day upstream. The distances are as follows: 182miles to Wardol, 113 miles from Wardol to Whistledown, 64 miles from Whistledown to Isle Cyrian, and then 82 miles from there to Turtleback Ferry. Approximate travel time, 20 days.
- Turtleback Ferry on the edge of Claybottom Lake
- Pendakka - tiny village across the lake from Turtleback Ferry.
- Paradise barge anchors about 2.5 miles away from Turtleback Ferry.
- Fort Rannick is reachable by travelling up Skull River


Quillax's Journal

We secured transport on the Ferry, watching people get on and off at each Ferry port, until we eventually reached our destination of Turtleback Ferry. The Ferry master told us that the "Turtle's Parlour" was the place where the Black Arrow Rangers would stay. Beside the Parlour is another Inn, the "Bottom's Up", owned and run by a pair of halflings, where hunters, farmers, and fishermen tended to stay. The Ferry master also mentioned a barge stationed in the middle of the lake, the "Paradise", which from what we gathered was a little like a brothel, though we were not able to spot the Paradise as we docked.

We decided to split the party and increase our chances of finding further information by staying at both Inns. Neril and I secured lodgings at the Bottom's Up while Sepheria and Jarrick secured lodgings at the Turtle's Parlour.

The Bottom's Up was very lively, with drinking and dice games. Neril spotted a hunter with an odd tattoo - a Sehedron - on his wrist, partly hidden by his sleeve and brought it to my attention.

Upon speaking to the Landlord, Yads Kesker, who knew of me through my association with the Andusanna Elven Ranger, Shallalu, who had been lost at Sandpoint, betrayed by Orrick. Her adopted father - human - was a Ranger at Fort Rannick and no one had heard from him or any of the Rangers for the last month. Aside from that, we found out that the little frontier town had seen some troubles of late, including the inexplicable sinking of the Paradise, where all hands - about 20 people - perished. This had happened about 1 week after the loss of communication from the Fort. From all reports, the weather was calm, so it was suspected that a Giant Gar sank it. He gave us some general directions to get to Fort Rannick, also.

We met up with the others at the Parlour and shared our findings.

Sepheria and Jarrick reported that their Landlord was less friendly to start but spoke with Sepheria about the troubles in the town also. They were also introduced to Maelin Shreed, the town's Priest and Mayor, who managed both the church and the small hospital hosted inside it. He told them of the nasty things out in the woods, "Grauls", which were said to be ogre-kin. They hunted on the far side of the river (in Kreegwood) but had yet to cross it. As long as people remained on the Ashwood side of Skull River, the ogre-kin did not hunt them. Although, despite the disappearance of the Rangers, there appeared to be no more ogre activity than before, though several hunters had disappeared going to investigate the lack of communication from the Fort. The last ones disappeared about 1 week previous to our arrival.

The Landlord had also pointed out a person with a Sehedron medallion to them. Additionally, he spoke of a Lucreita, who ran the Paradise barge; she was a red-headed woman that stood out and seemed very peculiar, apparently she seemed a touch inhuman.

We decided to go check out the Paradise's wreck to see what clues were left behind. We noticed that all the locals locked their doors at night, uncommon, but it indicated they were afraid. Additionally, we had been informed that it had rained almost continuously for many days previously, though it had mostly stopped now.

To prevent drawing suspicion or notice from our enemies, we decided to slip out of town to investigate the wreck. We employed a variety of spells and rituals and Water Walked out to the general location of where the barge was said to have anchored, using the cover of the church to hide our exit.

Moncey went ahead and dove around looking for the sunken ship but could not find it. We decided to cancel Water Walk and made use of the Water Breathing to look around. Clank sank immediately and we held on to him, getting pulled down to the bottom of the lake without expending any effort. After a few hours, we managed to find the wreck. A large tail fin flicked into the wreck, and I judged it to be a 25-30' long Gar.

We kept our distance as we examined the remains of the Paradise. The barge itself was about 60' long and had many gaping holes in the sides of the ship. From the shapes of the destroyed areas we were quite certain that the ship was attacked from the inside, possibly explosives but certainly not a fish, even a huge one.

A side note: Gar have a very good sense of smell but are aggressive only when hungry or threatened. Considering it did not come to attack us, it was unlikely to be hungry and would very likely just hide. We decided to leave it alone and swam up to the deck to start from there.

The doors were barred, another indication of a pre-planned attack and not a fish, but once we got the doors open, we were able to see a number of bodies, all of them missing most of their flesh leaving white skeletons scattered around. Wary of them getting up and attacking like some underwater ghoul, we watched them carefully as I spoke with the little fish that had scattered at our entrance into the dark corners.

They weren't able to tell us much more than the skeletons had never moved around them, they were tasty meals, and there was the big scary fish nearby. Getting nothing more, I went to talk to the large Gar. It bubbled that it was uncomfortable with me. I backed up and tried to speak to it again, but it felt threatened enough to attack.

I switched to a shark form and bit at it, hoping to chase it away. Instead, it lunged at me, though I dodged. The rest of the party, who had stayed up on deck, jumped off the side of the ship and swam down towards the fight. Sepheria cast magic missile, which fizzled through the water striking the Gar. Clank moved to my side immediately and had to wait for the fish to move into his reach. Neril teleported on top of the fish and struck it with his spear, also stunning it. I managed to bite it once more as Jarrick swam closer. He aimed his crossbow but the thrashing in the water blew his arrow off course. Neril caught it and tucked it away to return later.

Sepheria attacked, followed by Clank and Neril - all doing damage. I landed the killing blow.

While Clank dragged the fish back into the boat to prevent it from rising to the surface and revealing we had disturbed the barge, we looked around. The bodies were dressed for a night out in a manner of dress consistent with the style of the townspeople.

All we could find were bodies and a couple of small denomination coins, which indicated the boat had been cleaned out before it was sunk and everyone killed. This was not a random robbery or accident, but rather the work of a plan, done by someone professional. Very professional. There was not a single scrap of paper or out of place object. More proof of attack was the ballast in the hold was made up of many more rocks than reasonable.

We checked the corpses but found no red-heads, so despite what the townspeople thought, Lucreita did not go down with her ship.

Jarrick looked around for any belongings which we could use to identify people. All he could find was a single ring with "Tomen" carved inside. He later gave it to the Mayor to give to the family.

Just to be sure, we gutted the large Gar to ensure there was nothing accidentally swallowed, then swam a couple of widening circles in case something had landed nearby.

I informed the small fish that they were safe and where they could find a fresh meal. Their reaction dance caused Sepheria some hard to identify emotion, possibly bewilderment, but honestly, dancing fish are far from the weirdest thing that happens around druids.

We swam back and the air seems ten times colder than when we walked out as our clothes were soaked. While most of us are better suited for dealing with harsh climates, Sepheria did not fair well and quickly fell ill from the cold. We hurried back to the Parlour and I took a furry form to act as a hot blanket. She recovered successfully in a few days.

While Sepheria recovered, the others asked around the town. We found someone, a hunter, who had seen the Paradise sink, although from a distance. He said he thought he heard screams but admitted it could have only been his imagination. He saw the lights wink out one by one. He did not mention the sound of an explosion.

We also found a man called Clayton, who bore the Sehedron tattoo. According to him, it was the equivalent of a club membership, allowing the bearers to enter the Paradise without paying the usual entry fee; the tattoo had been provided completely free. He had managed to win rather often at the Paradise, being 12gp up. The night it sank, there had been some special offer, which lured all the regulars there. He had been sick and unable to go. The dead included the servant wenches, most hired from outside of Turtleback. Only one woman known to be from the town.

Further discussion with the Mayor revealed that there was a large dam situated up the Skull River. Sepheria expressed a worry that someone would destroy it and wipe out the rest of the town. We headed immediately towards the dam, via the bridge.

As we walked, we could hear the yowl of pain from a large cat off to the South West then the chorus of hunting hounds. Neril reported that he could also hear a guttural voice singing about eating kittens. We headed towards the sounds.

As we crossed the bridge, a cougar burst out of the woods, running on three legs. It had obviously had his paw caught in a trap but had managed to get out. I called out to it in Animal Speak and moved to examine it. I found a broken leg and bad lacerations. I managed to cast a Cure Wounds on the cougar before five dogs leapt out of the woods and bear form was more suitable.

Sepheria dropped a fireball on the dogs and two died immediately. The others should have run if they were normal but they appeared to be insane. They lunged at Sepheria but she twisted out of the way of their jaws and Neril darted in and struck one down.

We could hear the hunter approaching and Jarrick moved up and looked around for it. The Cougar ran a bit further away, obviously still afraid. Clank killed a dog and I finished off the last dog.

Sepheria spotted the hideous humanoid first, which was a horrid, unnatural creature. From its words, we knew it to be the dogs' huntmaster. It moved far more quickly than expected through the rough terrain and attacked Jarrick. Neril moved to help Jarrick, landing 3 solid blows to the huntmaster, giving Jarrick time to regroup and ready his shield. He bashed the huntmaster, knocked it down, then struck it in a weak spot with his dagger. I finished it off.

I returned to sort out the cougar's injuries while the others investigated the body. On the ragged blanket acting as a cloak, there were 5 Black Arrow patches amongst other patches, including a WheatSheaf that seems familiar but none of us could place, although the patches were obviously trophies.

The cougar was named Kibb, companion animal of the Ranger Jakadros. His friend/master was most probably a Fort Rannick based Ranger, who was captured by the ogre-kin. Kibb was able to explain that they had been out on patrol and were returning to the Fort when they were ambushed. Some Rangers died in the fight but the survivors had been captured. Some of those survivors were eaten. Kibb had managed to escape and had been running from the ogre-kin while trying to rescue his human for the last three weeks, until he caught his foot in a trap and eventually stumbled into us.

He asked us to assist him in helping rescue his companion. He knew there were many ogre-kin but could not give us an accurate count. We agreed and followed Kibb back to the where the people were being held. The area was decorated with creepy little fetishes designed to ward off people, though for us it meant we were headed in the correct direction.

We could see a barn to the right and a house to the left, both in bad repair; the surrounding land was diseased. We settled a distance away and Sepheria called up her arcane eye while we guarded her.

She described the barn - split into two sections, with a double door in the partition. There were catwalks along each side of the barn and kennels. Three ogre-kin were squatting in guard, playing some sort of game using bones as pieces. All three, she reported, were grotesquely mutated, though each unique in their mutation.

Neril pointed out an ogre-kin that tried to sneak up behind us and all of us were quick to spot it, save Sepheria who was otherwise distracted. It had a rather pumpkin shaped head, though this was no construct. It smelled far too horrible.

I tried Hold Person to keep it from making noise, but the spell did not take. The Ogre-kin attacked Neril with a hook-like weapon, landed a blow but Neril managed to slip out from the hook before he could be pulled forward. The ogre-kin was fast and managed to hit Neril with the hook again, and pulled him off his feet and struck him with the butt of his weapon which knocked him unconscious.

Jarrick was swift to give Neril a Hand and provided much needed healing. Kibb leapt forward and struck three times, anger in his growls. Neril teleported out but immediately turned to attack again. Clank joined the fight as did I.

The ogre-kin ignored us and continued to target Neril. It struck Neril hard enough to knock him out once more. Kibb attacked while Jarrick used the last of his power to bring Neril back to his feet. Neril attacked then darted to a safe distance.

Sepheria summoned her magicks and destroyed the ogre-kin. Assured it was now dead, she turned back to her arcane eye while we checked over the body and tended injuries.

She muttered to us that the ogres inside the barn had changed positions so that they were hidden in the shadows by the entrance, ready to trap any who entered. It was obvious that they had heard the sounds of fighting.

She continued forward with her eye and found three badly injured prisoners. We could not determine if any were Kibb's human Ranger, but they were likely from the same party. They looked in a bad way, she informed us, so they would be our priority.

She continued to guide her spell over to the house, her face twisted into a moue of disgust and gagging occasionally at what she saw. She tried to investigate as much of the area as possible, despite her discomfort. She mentioned "toys" or at least carved figurines of a Leviathan type monster the maid in town had mentioned: Black Maga. It was considered a folktale, but many stories have origin in truth.

There were 8 chairs in the dining room. We knew of two dead, three in the barn, two in the toyroom, and one in the bedroom, so perhaps all were accounted for. Unfortunately, that last one was a mage and sensed Sepheria's eye and dismissed it. She would be the most dangerous, despite her reported size being so large that movement would be difficult if not assisted by magicks.

With her eye dismissed, Sepheria sketched out a map of what she had seen in the house.

[2178 xp each, including explorer bonus]

Sunday 23 October 2016

ep 29 to 1/11/4712 AR Xanesha's End - SM#9

Xanesha the Lamia Noble & Scarecrow destroyed with aid of Sir Jereth Rogare. PCs are invited to a grand ball at the Lord Mayor's mansion. Hellknights destroy Cult of Norgorber,but Hellknight Signifer mind-blasted when he attempts to reverse scry via Xanesha's Sihedreon medallion.

1/11/4712: Contact with the Black Arrow Rangers at Fort Rannick has been lost. Magnimar suspects ogre activity - the Pathfinders have their own suspicions... Sheila suggests heading that way might help reveal the location of the next Sihedron Shard.

Quillax's Account

Journal

Jarrick expressed a great concern that the Tower will fall if we get into a fight inside it. Neril and Elwin volunteered to convince all the inhabitants within about 200 feet in all directions to be elsewhere for some hours while we investigate. They agreed to meet up with us after they had completed their task.

I carried Jarrick up the Tower in one of my forms while Sepheria cast Fly on herself and Rogare and they flew to the top.

As soon as we reached the landing, Rogare charged in and attacked, catching the Lamia off-guard and not wearing the Medusa mask. Sepheria cast Mirror Image so there seemed to suddenly be four of her and used the Guisarme to shock the Lamia with a lightning bolt.

Jarrick cast Vow of Indemnity whereas I was unable to catch the Lamia in a web. Rogare landed another series of strong blows, Sepheria followed that up with Scorching Ray, Jarrick attacked and landed most of his strikes.

The Lamia muttered a spell and vanished - none of us were able to spot her. Sepheria cast Web on a large chunk of the room but it remained undisturbed. Deciding to block her in, I spread my body out in the door way. I sensed her a moment before she bull rushed into my thorax, knocking me off the scaffolding. Luckily, I was able to land on the level below - only about 20 feet from where I fell.

By the time I righted myself and was able to look around, the Lamia was another level below me, 40 feet from where we started and Rogare was already giving chase.

Sepheria leaned over the broken railing, targeted the Lamia and struck her with another Scorching Ray. The Lamia slipped from the roof and fell to her death.

As I leaned over to see if she had survived, which seemed unlikely considering the height, the scaffolding gave way under my weight and I fell another 30 feet before I managed to catch myself again, now about a quarter of the way down the tower.

I did not want the Golem "Pumpkin Head" to get his hands on that Medusa Mask, so I quickly descended down the outside of the Tower and snatched up what I could from the Lamia, including the Mask, the Sehedron Medallion, a key chain, and her weapon "The Impaler of Thorns". Wrapping it up in a little web, I quickly scaled back to the top to lay out the bounty before the rest of the group.

The others had been busy in my absence: Jarrick cracking open some of the chests and Sepheria sorting through papers. The keys unlocked the chests Jarrick had not opened and we collected all the contents that we could make use of and threw the contents of a chest - a lot of copper coins - off the side of the Tower for the local residents to collect and make use of. The fact that no one appeared to collect them immediately showed that Neril and Elwin had successfully cleared the nearby area.

We had a short rest then I carried Rogare while the other two Misty Stepped across the dangerous and broken stairs to the Bell level where we knew at least 3 Faceless Stalkers might be residing. There turned out to be 4 of them and they appeared to be in conference atop one of the bells.

Rogare entered the room first and I followed, climbing up onto the rafters that supported the bells and arranged myself atop one where I would be safe enough but also draw attention away from the others.

One of the Stalkers moved to attack me. Sepheria cast Hypnotic Pattern which ensnared all but one of them. Jarrick moved down the stairs to get a better shot with his crossbow and was able to shoot the one not caught in Sepheria's spell. That Stalker shook awake another, breaking the spell, and the newly awoken one went after Jarrick, striking him.

Rogare moved in to help Jarrick, whilst I webbed the other non-bespelled one in hopes of keeping it from waking the others. Sepheria followed up my web with Tasha's Hideous Laughter, which I personally found vastly amusing to watch it fall prone with uncontrollable laughter. Jarrick killed the Stalker that attacked him with his knife and I tipped the one beside me off the beam, watching it fall the approximately 140 feet to the ground. Surprisingly, it did not die. Rogare and Sepheria both started down the stairs, unable to do much more as the stairs were unstable and they could not reach the remaining Stalkers.

Sepheria moved forwards while Jarrick reminded Rogare that he was wearing my Feather Fall ring and if he wanted to get to the bottom quickly, he could simply jump. Rogare did and as he approached the ground, drifted towards the Pumpkin Head as it appeared below us, landing a solid strike before his feet hit the ground.

I tipped another Stalker off the beam, watching it hit the ground. This one also did not die, unfortunately. Sepheria continued down the stairs and was soon followed by Jarrick. I could see Rogare engaged in a fight with the golem and one of the Stalkers. Sepheria attacks the Stalker as soon as she was within range, giving Rogare room to kill the Stalker and focus back on the Golem.

Earlier, Jarrick had mentioned that he had hoped to cut the trap bell free and arrange it to land on an enemy if possible. I had the opportunity as my party was at a safe enough distance and there was a Stalker directly below me. It squished the Stalker as it slammed into the ground with enough force to split in half.

The Stalker remaining, after failing to land a blow, turned and ran. I secured a web and descended as quickly as I could.

Sepheria attacks with a knife, while Jarrick casts Bane. Finally, Rogare kills the Golem. I swung and landed on the retreating Stalker, knocking it prone. It stabs me but Sepheria hurried over and struck it down. I ensured it was dead and as there were no more enemies, I resumed human form for our walk outside of the Tower to try to find the rest of our team.

Rogare revealed that the Hellknights had gotten Clerics in to talk to the Spirits at the Saw Mill and were able to find out some information which he was going to report to the Mayor.

[2825xp]

The Hellknights did report to the Mayor. Sheila later told us that they rounded up 26 Cultists to put on trial - perhaps not all of them but enough to break the Cult's hold on the City for the moment. We were invited to the Lord Mayor's home for a ball where we were awarded hero of Magnimar tokens, shaped like little angels. The Church of Abadar rewarded us for our success and the Hellknights wrote a nice letter to Sheila requesting further cooperation in the future.

While we were investigating where to go next, I took the time to arrange for Clank to be improved. Word came to us that the heads of the Scarnetti family in Magnimar were recruiting mercenaries - the Black Dogs - to clear out Sandpoint. These mercs are known to be frontier fighters and Shounti fighters.

The Scarnetti family in Magnimar contains Titus (cousin of Greydon in Sandpoint) and his mother Attilia (?), amongst others.

There was a request for us to investigate Storval Rise where they had lost contact with Fort Rannick, which gave credence to the Lamia's letter. The area is known for human-eating ogres. We would need to go by way of Turtleback Ferry, which is a frontier town also referenced in the letter.

Rogare sent word that the Signifor of the Hellknights had tried to reverse engineer the Sehedron's scrying charm and it drove him mad. He was said to have been babbling about Eyes, the Eye of Oblivion, Leng (a known alternate universe) and gems. It was feared he had made contact with a RuneLord.

We started preparing our packs for travel to Storval Rise.

[Quest completion of 1000xp for everyone]
[3489gp for each]

ep 28 Seven's Sawmill

Quillax's Account

We were breakfasting with Sheila in the Lodge when she mentioned there were interesting lectures being given, particularly by a self-named expert on the Runelord of Lust. Despite strong interest in the Pathfinder lecture and a desire to set the record straight in terms of the expertise of Runelord of Lust, Sepheria resisted the lure in the face of our investigative responsibilities.
Over breakfast, Sepheria mentioned that she had dreamed she was flying over a plateau and saw a light in the distance. In response, Sheila mentioned she had not yet worked out the next ritual but was still working on it. We checked with Sheila as to whether or not a Xanesha was currently in the Magnimar society. She was unknown to any of Sepheria's sister, who knew all of the high society people. With that possible clue currently at a standstill, we went back over our plans for the evening and prepared ourselves.
Elwin was called away on an emergency requirement for a Cleric. We left Clank in the Lodge with a note for him in case he was able to return quickly.
Following a hearty supper, we headed towards the Sawmill, aiming to arrive for around 9pm, hopefully between shifts. Unfortunately, we could hear the sawmill still working. Neril cast Pass Without A Trace and we moved with the intent to remain unseen until we were able to determine whether or not the SawMill was of any true interest. Neril climbed onto the roof of the warehouse nearest to the sawmill and was able to teleport onto the roof of the sawmill. Unfortunately, from what Sepheria mentioned by way of Moncey's eyes, Neril slipped, possibly on a bad tile, but managed not to fall. On his second attempt, he made it into the Rookery/DoveCote.
Sepheria told us that the Trapdoor suddenly swung open when Neril stepped inside the Cote but Moncey could see no-one but there were strange, horrible stretched faces pinned to the wall in the room below. An Elf attacked Neril, discarding the invisibility to do so. He shimmered with pre-casted spells.
I was later informed that the Elf was Justice IronBriar, the longest serving Justice in Magnimar. He was wearing what we learned was the Reaper's Mask, which is a skin saw mask that allows him to take different faces to cause confusion. It was a far more powerful Skin Saw Mask then the ones we had encountered before.
Sepheria grabbed Jarrick's arm, as previously discussed and prepared to teleport. As they disappeared, I took owl form and winged up after them.
It was here that he tried to cast Hold Person on Sepheria and Jarrick but she blocks it. IronBriar retreated downstairs into his bedroom while Jarrick gave chase, catching him in the act of unlocking the double doors. Jarrick struck him with his shield and knocked him down, laying on a Smite.
As I winged in, I could hear IronBriar shouting in Elven. Amongst the various threats were those to sacrifice him to Negorba, an evil god whose followers kill for sacrament and for fun. Sepheria followed Jarrick down and attacked IronBriar with her green flame blade.
The Elf called out for reinforcements and tried to summon something but Sepheria cancelled it. He tried again with a confusion attack. Jarrick struggled to control himself but struck out at her before shaking off the confusion.
In that confusion, IronBriar made it out the door and ran around the corner. The door revealed some other cultists wielding war razors and skin saw masks.
Neril jumped down into the bedroom and teleported around the cultist minions, engaging IronBriar again. Other cultists appear from downstairs and surround Neril, hurting him. Before we could get to him, a cultist dropped his weapons and yanked the bedroom doors closed, holding them shut. I leapt down and cast Heat Metal on the door handles but it wasn't enough to get the cultist to release the doors. It took Jarrick to force the doors open while Neril dodged spells. Sepheria ran into the room, followed by Jarrick, who was tripped but managed to get to his feet quickly.
Neril was able to stun IronBriar before he teleported away and ducked into the bedroom to catch his breath. As he joined me in the room, he kicked the war razor away from the cultist with the singed hands, who tried to grab it but failed and then retreated across the room.
The cultists moved to attack, two aiming for Jarrick and one for Sepheria.
Hearing more cultists coming up from below, I cast a Flaming Sphere at the top of the stairs without thinking. There was a reason that Sepheria decided against any of her fire spells. My Flaming Sphere caught the saw dust floating in the air and exploded. It killed one cultist and damaged everyone nearby as well as setting the room on fire.
Sepheria attacked with her meteor spell and managed to strike down IronBriar and another cultist. This was a turning point for us. Jarrick took down a cultist and then Neril took one down. He grabbed IronBriar's body and carried him into the bedroom in case he had evidence on him.
The cultists below decided to run as did the ones previously fighting us. I gave chase with my Sphere. Sepheria followed shouting threats.
While I and Sepheria gave chase down the stairs, Neril took the direct route and jumped down a void, landing on a cultist and killing him.
While we were giving chase, Jarrick decided to look for proof especially as the top floor was rapidly being covered with fire. He ducked into the bedroom where IronBriar's body was, checking it for evidence as well as grabbing some of the faces off the walls for further evidence. He then checked the side rooms but those turned up empty. From there, he climbed back up to the Dove Cote/Rookery and grabbed one rook and released the other two. He then Misty Stepped out onto the room, then to the warehouse where Neril had started, managing to get down and maintain his grip on the rook. He then returned back to the saw mill to assist us.
Of the four cultists left, all four ran. Neril gave chase and blocked their escape path. Sepheria slipped around me and between she and Neril, they took out two cultists. I took out one they had nearly finished off before Neril killed the last just as he opened the door and revealed 3 more cultists coming up from below. Neril teleported back and warned us. Sepheria ran forward and released another meteor.
I changed into a Boar shape and charged after her, skidding around the corner to gut the front cultist. The other two decide to take their chances in the water, which turned out to be a very bad idea as they got caught up in the water wheels.
The building, now very much on fire, prompted us to pull back, concerned for Jarrick, who popped up as we were discussing how to get back up and find him.
The fire crew appeared shortly after and Sepheria took control of the conversation, informing him it was a cultist stronghold. She found out that IronBriar had been in charge of the cultist investigations, which explains why nothing was ever found. She told them to search the building thoroughly for clues once the fire had been contained. The Captain volunteered to get Clerics in to speak to the dead.
I spoke to the Rook who revealed that the birds were sent to the Clock Tower in UnderBridge. There were 2 leggers, but not humans there. One apparently had a pumpkin head and one was a snake lady – the rook thought she was in charge. Some more discussion, in trade for seed and jerky revealed the Clock Tower to be due North and most likely to be the 'Shadow Clock Tower', an abandoned and decrepit set of ruins with the clock set permanently at 3. We released the Rook and it flew north.
We returned to the Lodge to wash off the smell of fire and regroup.
[xp 2887]
We met with Rogare the next day. Sepheria explained about IronBriar and in exchange the Hellknight offered the information that – as we already expected – all the murdered individuals were linked to Greed. He also informed us that a Gambler had gone missing but no body had been found.
We decided to invite the Hellknight to the ClockTower; he agreed to join us.
We traveled down to UnderBridge, settling into a pub that LeRizzle had spoken to me about; after speaking his name, the Landlord welcomed us.
While Sepheria settled in to try out a new spying spell with myself and Neril standing as her guard, Rogare tried to talk to the pub's occupants. He was making no headway until Jarrick stepped in. Then we were told of the sightings of a snake-like shape on top of the clock tower – snake-like being something large with a snakey tail. We were also told about the being twice the size of man having been seen around the bottom of the Tower. They thought it was probably "The ScareCrow" a pumpkin headed killer that wielded a scythe. This large creature had been known to haunt the area for some time, much longer than the couple of months of the snake-like sightings. But this ScareCrow was also considered a myth to some degree.
Hearing Sepheria muttering softly, I crouched down beside her and listened. She spoke of a boudoir, and something coiled up in the corner. From her description, I recognized it as a Lamia Noble. I was familiar with the legends of Lamia Nobles, creatures who served Karzoug, RuneLord of Greed. They were known to prey upon the human chattel and delighted in using seductive techniques to charm people, most likely to their doom.
Sepheria described a mask, golden and pointed, which she mentioned was the Legendary Medusa Mask, which can change people into stone. It's known to be able to do this once a day and the central gemstone emits a pale green light as part of the attack.
The Lamia Noble was reading a note, which Sepheria recites aloud. I have recorded it on another page, but she mentioned three most interesting points: Turtleback Ferry, Fort Rannick, and the lord-mayor as a prime target.
Below the Lamia's floor is a rookery, with three ravens. Two appear to be slightly singed and probably from the sawmill, the third seems new.
Below the Rookery is a bell chamber. She could see 3 faceless stalkers hiding the corners and the bells being held by ropes and rusted chains. The rope on the South East bell has been sawed through, probably rigged as a trap.
Each floor below the bell chamber is open with a weak and partially destroyed staircase winding around the outside against the stone walls.
There are six doors on the ground floor, excluding the exit. They seem to be empty. She sends her spells back around, looking for the pumpkin headed creature and other hidden beasts. Just as her spell is about to run out, she finally spots the ScareCrow returning.
His head is not a pumpkin but some idiot's head that drools. But it is swollen and engorged, looking much like a pumpkin from a distance. His body is partially made of animal parts – cow and horse – and he dresses in filth covered rags. There are more pumpkin like things upon his belt, which turn out to be heads. She murmurs that he moves like he has intelligence. He closes the door behind him with care and checks the area carefully, like he is searching. For all he is put together from pieces, he seems to display very unusual behaviour for a construct.
While Sepheria recovers herself we discuss our plan.
[extra xp ??]
--- Not for the Journal but to refresh our memories for the next game ---
We decide to tackle the Lamia first and leave the Construct for last as he will be strong. We also don't want to be struck by the falling bell trap. Sepheria will fly with Rogare up to the top. I will take Giant Spider form and climb the outside of the building, leaving a non-sticky web-ladder for the others to climb; I will disengage it when we get to the top to ensure the Construct cannot climb it. We will expect the faceless stalkers to come up and attack if we make too much noise in the Lamia room, but perhaps I can web the doors closed to slow them.

Monday 10 October 2016

ep 27 To 10/8/4712 Return to Magnimar


Image result for Hell Knight of the Nail

Quillax keeps Lucia Scarnetti alive and delivers a healthy baby boy. Group returns to Magnimar, shopping, investigate two recent murders of wealthy & greedy persons, meet the Hell Knight Sir Jereth Rogare, defeat two Faceless Stalkers in Foxglove manor and learn of the 'Brotherhood of the Seven' and the Seven's Saw Mill.

Quillax's Account

Journal
After a troublesome labour, Lady Scarnetti gave birth to a healthy baby boy; both mother and child were doing very well when I left.
Upon our return to Magnimar, we heard of the death of Tolfas, a man who ran a gambling den frequented by the Mayor. It was rumoured that he was killed in a ritualistic manner.
While we were waiting for Clank to be repaired, we began to investigate the rumours. Speaking to the guard at Arvensaw Tower, the place I'm told crimes are reported, we were told that Commander Odenberg was very concerned as Tolfas was found on his dining room table with a zehedron carved into his chest. We were also told of the Merchant Caier 'the Miserly', who traded in silk and ivory. She was also found dead with the run carved into her chest.
The Mayor was so upset by the crimes and the lack of progress by the guard that he involved the local branch of Hellknights to investigate; we were told Sir Jareth Rogare was in charge of investigating.
We rounded up most of the party to go speak to that Hellknight at their Bastion while Jarrick decided to sit out the meeting. We left Sepheria in charge of verbally sparring with the Hellknight, given her training in the Courts she was best placed to get the most with giving away the least.
From him we found out that the servants were unaware of the murders happening until the bodies were found. There was no sign of forced entry but that doesn't rule out the locks being picked. The injuries appeared to be made by a war razor.
Whilst Sepheria was dancing through courtly speak with the Hellknight, Jarrick donned his scarf of disguise to keep an eye on Foxglove Manor. It appears to not have been lived in for some months, especially as the bottom windows were boarded up. He spoke to some neighbors who said that no one had been there for at least a year.
Having left the Hellknight Bastion, we bumped into Jarrick and planned to investigate the Foxglove TownHouse the following day after Clank had been repaired and Sepheria's sword had been completed. We planned to enter when the street quiets enough for us to slip inside unseen. As we have the keys, it is technically not breaking and entering and Aisha's spirit had told us there was something of importance within the house.
A touch of Major Illusion allowed us to spend the time figuring out which key we needed to enter (it turned out to be the Opal key), without drawing attention to ourselves. We stepped inside and much to our surprise, we came face to face with Aisha Foxglove. She called out for Aldan. Something seemed wrong with her face, like it had been painted on, and when Sepheria challenged her identity, the Foxgloves' faces seemed to melt off and we were faced with two aberrations: Faceless Stalkers.
Clank closed the door and held it shut while we fought. Each of the stalkers had a curved scythe-like blade covered with a green ichor that they dripped from their skin. It looked and smelled like something dangerous.
The fight, while in close quarters, quickly turned in our favour with minimal injuries on our side and death on the part of the Stalkers, one at Sepheria's blade and one at Jarrick's.
Notes on Faceless Stalkers for those who are not familiar:
- Aberrations able to mimic human faces in a Polymorph type of ability.
- They usually haunt desolate areas, like around Sandpoint.
- The hunt by luring travellers off the road or ambushing them.
- They are not normally found in cities - they don't like the crowds and while they can mimic human bodies, they don't understand the social niceties
::Supposition:: That someone set the Faceless Stalkers up in the house with Aldan's and Aisha's faces for a purpose. The aberrations had been in the house for about the same length of time that as Aldan (the real one) has been dead by our hands.
Once we were sure they were dead, we searched the house, looking for whatever Aisha knew was here. We found it in the fireplace - some coin and a container of important papers, including legal papers for the townhouse and manor, and a ledger that indicated that up until 3 months ago, when we believe Aldan had been transformed, he was paying for "Aisha's trip to Absolom" which considering it was 200gp weekly, delivered on Oathday to the sawmill on Kaiver's Islet, it was fairly obviously a payoff or bribe and was written in Aldan's hand.
Additionally, there is a note from a "Xenesha" who belongs to the Brotherhood of the Seven, to Aldan. She indicates that Aldan was harvesting Vorral's phage for them and that somewhere in the House was the answer to the ritual done to Aldan. She also states that they had compiled a list of victims for the Zehedron ritual and that the rune must be carved into the victim before death.
Just as we were going to investigate the backyard, Rogare approaches us. Over the course of the conversation, he mentioned that the Guards had found little over the course of their investigation but he and our group had already found so much more despite just starting. He infers that there may be someone within the Guard working against the investigation. The Lord Mayor had involved the Brotherhood due to the lack of progress by the Guard.
::Supposition:: The Brotherhood of the 7 have someone placed highly in the Guard to suppress the investigation by the Guard.
Further conversation reveals that the most powerful Lemashtu force he has heard of was 2 years ago. An elven priestess was involved with the cult, who were abducting people near Brewanwall. She killed 3 Hellknights for certain and the rest were hoped to be dead as alive would be a far worse fate. From what Rogare knew, the cult was no longer in that area but had moved South, towards the general direction of Magnimar but not near the city yet.
Rogare promises to share any more information with us and heads back towards his Bastion.
After some discussion, it is decided to quickly check out the sawmill. Moncey and I sweep around the building on silent wings, looking for clues, entrances, as well as a general layout. Neril follows behind to act as backup in case anything goes wrong while the others head back to Hidemarch Manor to await our return.
The sawmill appeared to be silent for the night as the wheels were stilled. There were some doubledoors leading into the side of the building (within a fenced courtyard) where wagons could deliver or pick up wood. There was a dovecote on top of the building with some messenger ravens and some papers on a spike as well as a trapdoor. A door on the other side of the building led down to the waterwheel level. There are no windows in the main body of the building.
Flying under the sawmill into the waterwheel level, we can see the mechanisms for the waterwheel to connect to the pistons along the southern wall that drive the sawblades. The levers which would stop the wheels in an emergency are rusted in place.
While I'm looking around, some people come in and start hooking up the wheels to the mechanisms to start them again. This is particularly bizarre as it's around 11 at night. No sawmills ever willingly run night shifts, its too dangerous as even with nightvision, it's easy to lose a hand or a life. And this is a sawmill that runs only periodically anyway, so why would they be sawing in the middle of the night.
I lead Moncey back to Neril and we all return to the Lodge to discuss our findings and plan how to continue.
Some other information that the others found in our absence is that the Mill has been called the 7 sawmill coloquilly as it is owned by 7 aristocrats and that in all the years since it was built (a little over 100), it has never changed hands.
At some point, We need to find out who the 7 aristocratic families are, and if there is a "Xenesha" amongst them.
[xp = 1000]
Non-Journal Extra Notes:
- Karzoug, Rune Lord of Greed
- Graydon Scarnetti's house (cousin to the Scarnetti we met), in the Alabaster district, not far from Hidemarch Manor and the Pathfinders' Lodge.
- Hellknights primarily fight against Chaos - they are rumoured to be in league with devils but they kill devils. They only ally with devils to fight against a bigger cause of Chaos. In order to join the Hellknights, you must have killed a devil in single combat. The "Bastion" or chapterhouse of the Hellknights is in the Naos district.
- Jareth Rogare, part of the Order of the Nail. Rumoured to have briefly wandered off with a lawful neutral paladin of Adabar by the name of Sayeen.
- Foxglove Townhouse is just outside the Alabaster district in the Naos district near the StarSilver Plaza. It is nearer to the Pathfinders' Lodge then the Hellknight's Bastion.