Sunday, 19 April 2026

Session 3 19/4/4726

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

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

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

Keshani's Account (+20 XP)

Session 3: To the Gauntlight!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

____________________________________________


Boss Skrawng

   

Sunday, 5 April 2026

Session 2 30-31/3/4726

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

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

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

Session 2 Player Account - Keshani (+20 XP)

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













Saturday, 4 April 2026

Otari Backgrounds

 Otari Backgrounds

You could if desired replace your Background with one of these at any time up to level 4.


BIBLIOPHILE BACKGROUND

You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he’s always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You’re trained in the Arcana skill and the Library Lore skill. You gain the Arcane Sense skill feat.


ELDRITCH ANATOMIST BACKGROUND

You’re a trained physician who can ably tend wounds of many kinds. But more than a practitioner, you’re a scholar. Some cultures shape flesh to extreme degrees, creating aberrations from humanoid forms. The fleshforges of distant Nex practice this fleshwarping, as do the awakened Runelords of New Thassilon, and certain subterranean societies you hope to one day study—preferably from a safe and clinical distance.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in the Medicine skill and the Fleshwarp Lore skill. You gain the Assurance skill feat with Medicine.


FOGFEN TALE-TELLER BACKGROUND

You know there are monstrous things out in the swamp known as Fogfen; you’ve seen these things through the mist, gliding through the murky water and heaving themselves over sodden bits of land. No one in Otari believes your tales of swamp monsters from the depths, even when you embellish the creatures of your stories with fangs, wings, or tentacles. You’ll just have to prove to them that there are truly monsters out there, and that they were wrong to doubt you.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You’re trained in Athletics and the Swamp Lore skill. You gain the Titan Wrestler skill feat.


MARKET RUNNER BACKGROUND

Keeleno Lathenar, the proprietor of Otari Market, is a grim and bitter man. A werewolf named Jaul Mezmin mauled his wife, Ayla, to death 30 years ago. Keeleno has never forgotten nor forgiven this attack, and he believes against all odds that Jaul has evaded justice and is alive and well. Running errands for Keeleno around town, you’ve gotten to know him almost as well as you know Otari. Keeleno’s suspicions have rubbed off on you a bit, so you keep a wary eye on other people—particularly around the full moon.

Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You’re trained in the Diplomacy skill and the Otari Lore skill. You gain the Hobnobber skill feat.


RUIN DELVER BACKGROUND

You’ve looked through some of the smaller ruins in the Otari hinterlands but have never quite built up the courage to check out the creepy lighthouse called Gauntlight. You’ve heard that these ruins are pretty well picked over, and mostly collapsed, but you always planned to some day explore them and perhaps find some bauble left behind from the centuries-old battle where the Roseguard slew an evil sorcerer. You know that the crumbled stone of old ruins has a tendency to shift, so you’d better step lightly if you get the chance to explore Gauntlight.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You’re trained in Acrobatics and the Roseguard Lore skill. You gain the Cat Fall skill feat.


STARWATCHER BACKGROUND

You’re one of Wrin Sivinxi’s closest confidantes. You’ve spent many long nights with her under the stars, learning the tales associated with the Cosmic Caravan and how Desna's heavens can predict the future. You know that Wrin has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all domed canvas that opens to the sky. If Wrin thinks there’s trouble, you’ll be the first to offer to help.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You’re trained in the Occultism skill and the Astrology Lore skill. You gain the Dubious Knowledge skill feat.


WITCHLIGHT FOLLOWER BACKGROUND

While in a dismal forest or remote swamp, you caught sight of a string of lights bobbing through the trees. You stepped forward for a closer look, and then still further when the lights retreated a few paces. Then you remembered the rumors. Will-o’-wisps, rushlights, corpse lanterns—whatever they’re called—such evil creatures lead people to their doom. With a supreme effort of will, you broke free from the alluring enchantment, and you’ve resolved to never let the strange lights of remote wildernesses claim you again.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You’re trained in Survival and the Wisp Lore skill. You gain the Terrain Expertise skill feat with both swamp terrain and subterranean bodies of water.

Thursday, 2 April 2026

History of Otari/Vengeance of the Kobolds

 A bit of research at the Dawnflower Library tells of a time over a century ago when Otari was ruled by kobolds, who either drove out the original human founders, or colonised the abandoned settlement (accounts vary), around 4594-4600 AR. They soon began luring ships to their doom on the rocky shore, which resulted in an expedition from Korvosa led by Maklanni Menhemes (ancestor of the current mayor, Oseph Menhemes) driving out the kobolds and refounding the town in 4610 AR. All records agree that the defeated kobolds swore vengeance upon the town, and have hated Otari ever since. It is now 4726 AR, and it seems their plans may near fruition...

4407 AR Following victory over the local Shoanti barbarian tribes, the City State of Korvosa is founded by colonists from the empire of Cheliax.

4544 AR The Roseguard, a band of adventurers from Korvosa, slay the evil wizard Belcorra Haruvex at her 'lighthouse' tower/keep, the Gauntlight, two days west of Korvosa. The rogue Otari Ilvashti is slain in the battle. The Roseguard survivors Aesephna Menhemes, Vol Rajani, and Zarmavdian decide to retire from adventuring, and found a port settlement just south of Gauntlight, which they name Otari after their fallen companion.

4590 AR The last of the Roseguard pass away. Otari is in decline.

4594-4600 AR Stonescale Kobolds colonise Otari.

4610 AR The notorious kobold king Yarlaip lures ships to their doom on the rocks near Otari. A vengeful expedition from Korvosa led by Maklanni Menhemes, the grand-daughter of Aesephna, defeats the kobolds and refounds the town. Maklanni decides to take advantage of the plentiful cedar groves north of town, giving Otari a new lease of life.

4623 Construction of the Otari Lumber Mill & Log Flume completed.

With its accessible port Otari soon becomes well known as an exporter of Varisian cedar to Korvosa, Veldraine and even Magnimar, far to the west, ushering in a century of prosperity.

4721 AR Threatened by invincible Rune Giants, the Kingdom of Korvosa formally acknowledges Runelord Karzoug of Xin-Shalast as Emperor of New Thassilon, with Korvosa now a tributary realm. Much gold soon flows north and east from Korvosa and the other tributary realms to fund Rune-Emperor Karzoug's war against the Whispering Tyrant, Tar-Baphon, lich-king of the Isle of Terror.

4726 AR Present day. Korvosa is in six months of mourning (M1-M6) for the death of the much-loved King Tsadok I Arabesti (r. 4709-4726 AR). It is widely believed Tsadok died from years of over-exertion of carnal appetites with his Queen, Sorshen, now ruler of Korvosa. Queen Sorshen announces that her new kingdom is to be known as Korvosa-Eurythnia, the 'Realm of Love'.