Lendore - Island of Adventure

The End of the Serpent God
Finishing the Task... ?

While recuperating from their previous foray into the swamp and the Inn of the Slumbering Serpent, Artemis, acting on information she obtained while training with Thomas Stoutheart, comes to the Inn looking for them. To her surprise, Arella, Yoriek, and Chiad are there and quite alive. While they are catching up, Ramne arrives with a new aspirant to the druidic orders by the name of Dinah. She was led to Orlane by a vision to help rid the town of the monstrosity that has plagued it recently.

Ramne is convinced that that the arrival of Artemis and Dinah is a portent and is a good omen. He suggests that they again attack the lair of the naga because “the gods are with us in this.” The next morning the party head to the swamp lair to hunt Explictica. Once again, with Whiskers, leading the way, the party makes their way through the first level unaccosted and down into the burrows beneath. The weasel follows the trail of the foul troglodytes to their cavern. The corpses of the trogs and the mudviper they killed a few days previous were still there, undisturbed from the places where they fell. The group begins to explore the cavern in earnest. They find a small side cavern that contained troglodyte eggs. Noticing that they are within days of hatching, they debate whether to destroy the eggs or leave them be. During this discussion, a group of four zombies wanders into the warren. The party destroys the undead, with only Yoriek’s henchman, Argus taking a damaging attack. Yoriek cast a Cure Light Wounds spell to assist and the party moved further up the large cavern.

Exiting the troglodyte warren by the northeastern tunnel, the group came to a fork in the tunnel and chose the narrow northern branch. The narrow tunnel led past a creature resembling a smaller tyrannosaurus rex. Fortunately, it was in a side cave and chained to the wall of the cave so that it couldn’t quite reach the party. Dinah cast a spell to speak with it, but it could only express its hunger and desire to eat them. The only useful thing they gathered from it was that the snake lady had not provided him a meal lately. The party spent about twenty minutes going back and dragging the zombie bodies there to feed the creature. Then they continued on and came to an large, eerily lit cavern containing a pool that stretched out of sight. There was a large boat there to cross the pond.

The boat was large enough to hold the entire party, so they all piled in and began to propel themselves across the pool. Ramne, sensing that events were coming to a head, cast a Minor Globe of Invulnerability and told the group to stay close to him. A timely decision as the party was attacked by Explictica with a Fireball spell. Ramne’s magic protected them and those who had missile weapons attacked while Argus guided the boat toward the ledge containing the naga. Ramne’s prognostication seemed to be true as they rained arrow after arrow into the naga. Despite her own protective magics, accurate and deadly arrows pierced the creature and before she could even get another attack off, they had felled her with their aim.

The group plundered the naga’s nest for treasure, taking quite a haul of treasure. Perhaps the gods were truly with them that day quite a bit of the treasure taken was fit into a presumed bag of holding found with the treasure trove. Feeling victorious, they cut the head of the naga off and fed the rest of it to dinosaur-like creature and retired to Orlane for the evening. Casting a Detect Magic spell, several of the items were discovered to be magical in nature. For his part, Ramne selected one of the magic rings for himself, declining offers of coin to go with it and returned to his home because “old folks need their rest.”

Yoriek and Artemis took the naga’s head to the mayor for a trophy. He indicated to them that they would always be welcome in Orlane should they be looking for a place to settle down. They stayed the rest of the evening at the Inn and in the morning, they settled up with Ollwin & Belba, said good-bye and set off for an uneventful trip back to the capital.

In an attempt to identify some of the magical treasure they had found, Yoriek paid a visit to the Ferrantio Lirbrary to consult with Portia d’Ferranta. She was able to point him to someone who could help, but also had grim news. She told them the story of how Janus, Mijdrown, and Samirah had taken on a task for her. She had recently received a ransom demand for others that had been on the expedition, but there was no news of the three of them.

Fearing that it may be too late for Janus, Mij, and Samirah, the decision was made to first get training and identify the magic to see if it could be useful. These would occur concurrently with Portia trying to organize and raise the ransom. it took five days and a viisit to Professor Washburn, but the training and identification was completed and now they wait on Portia, hoping to see what can be done rescue the hostages…

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Artemis Hangs For a Few Days
What Is She Up To?

Artemis has been seen in the northwest quarter of the capital, Lo Reltarma four days in a row, a little over a week from the split of the companions at Orlane.

In talking with Jarod at the Golden Gargoyle Inn, Artemis left word that she was seeking Thomas Stoutheart for some training. She then return to her apartment to rest for the day. Later that evening, she returned to the Rolling Roc for a meal of roast chicken before heading into the sewers for the evening. Since Will had been injured during the last trip, San himself accompanied her into the complex.

Staying to the east side of the complex, they re-explored everything that she and Will had covered. In doing so, they cleared a group of wandering giant rats, with only San sustaining a single bite. Finally, taking to the one corridor in the east side that had not yet been explored, they found themselves in a bedroom/lab where the companions had previously killed Albert Grimblade. Artemis and San found more giant rats nesting and feeding on his corpse. They were able to dispatch with ease.

They then headed north down the stairs that led to a graveyard or mausoleum where they found a pair of ghouls conversing with a frog over the most disgusting looking pile of large worm-like creatures with human faces. Catching them by surprise, Artemis killed them with well placed arrows and injured the frog. The frog began to morph into a small demon-esque creature. Not seeing San, Artemis flees only to realize that he was still inside. She headed back and called out to him as the worm like creatures were heading toward her. Her calling out gave away San’s hidden position, but nonetheless they were able to flee together.

They took a moment to plan a strategy and then returned to the area, but the little demon creature and the strange ugly worms were gone. They did not wait around, they returned to the entrance, only to be accosted by more giant rats. They killed them as well, again with only San taking damage. With that, they sealed the east side doorway, and returned to the surface.

The next morning, Artemis received word that Thomas was willing to train her (for a fee, of course). She consulted with San, who agreed they each needed a bit of a break from the sewers. With that Artemis, agreed to return after training.

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Artemis Reappears
After the Kidnapping

Artemis was spotted in the capital, Lo Reltarma.

Waking up two and a half days after being kidnapped, Artemis wakes up to find herself the prisoner of a group of thieves under the command of San Snyder. San is “hiring” her (forcing her, really) to assist in clearing undead that have repopulated the sewers under the northwest quarter of the city.

Artemis agrees to help by requiring that she gets some assistance. San volunteers his cook, Will MacNeil to the task and the two of them head into the dungeon complex that night. Heading west into the old converted cult shrine, they encounter an ochre jelly. In their surprise, it launches an attack against Artemis, scoring a critical hit. She and Will flee immediately, probably saving their lives. San arranges for some partial healing for her and they enter again the next night.

They wander through the eastern portion of the old sewers, revisiting some of Artemis’ and her companions past exploits. They find a dead half-elf in the old prison, attacked during the clean-up efforts. A ring is retrieved from him and Artemis gives it to Wil. They also find the site where they had previously killed clerics of the cult. In honor of Yoriek (whom she does not know is alive), she collects some clerical robes found there. While at the site of the giant spider kill, a wandering ghoul finds them and attacks. Wil is injured and paralyzed by the initial attack. Refusing to leave him behind, Artemis continues to fight alone, slaying the monster.

As she searches the room for treasure, Will’s paralysis wears off. Agreeing that they have pressed there luck for the night, they make to exit, but they encounter a mantari flying down the hall. With two well placed arrows, Artemis makes short work of the beast and she and Will exit the sewers.

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New Friends & New Adventures
Caoilainn Joins the Adventure

Taking time for Oafee to recover, the dwarf spends time drinking in the Inn of the Welcome Wench where he makes the acquaintance of Caiolainn Noigiallach, a halfling seeking adventure. She brings tales of a place called the Caves of Chaos. These caves are in the foothills of the Three Thanes near the confluence of the Whitefish and Yellowfin Rivers. There, rumors say, there are treasures to be had and dangers to be faced. Possibly a captured merchant and a magic wand held by foul humanoids, maybe even an ogre.

While intrigued, Oafee recalls the near disaster of just a few days earlier and decides to hire some extra muscle. He convinces four spearmen to join the party in quest for fortune and glory. The next morning, the fortified group set out to find the caves just after sunrise. They reach and find the caves just after noon that day, nestled in a small valley. They immediately spy three caves and choose the closest one to enter. Unfortunately, one of the spearmen is killed and another injured by triggering a pit trap. Rescuing the injured spearman, the first area they come to turns out to be a trash heap filled with dozens of giant rats. Deciding that this was not their cup of tea, they head another direction.

They find the warren of a small clan of kobolds. A battle ensues, Spuggy uses his sleep spell to put a number of the creatures to sleep, but they still have to combat nearly a dozen kobolds. They manage to kill all of the kobolds in the room except the young ones. While trying to decide what to do with the kids, they are attacked from behind by more kobolds. Another spearman was killed and the remaining one was injured. Oafee grabs a kobold child and tells the attackers that if the attack doesn’t cease, that they will kill all the children just like they have kill the men and the women.

Confused and unsure, the kobolds cease the attack and Oafee presses the advantage and tells them to bring the chieftain because he wasn’t dealing with underlings. They bring the chief and Oafee extracts a bribe from the kobold chief in exchange for the lives of the children. The party takes the treasure and returns to Hommlet for the evening.

The party takes a day to take stock of their situation. Atalanta and Karl decide to have the limner make them a pair of shields. One of the remaining spearmen, Brenton, decides that life is safer protecting caravans and rejoins a protection detail and leaves. The remaining spearman, Charles Magnan, agrees to stick around for another foray to the caves. Oafee asks around about anyone who may be interested in adventure and he is referred to Elmo, the son of a local farmer. After finding him, Elmo agrees to join the party for a new battle axe and a share of treasure. Three days later, healed and new shields in hand, the group sets out for another run at the caves.

This time they try a cave higher up in the side of the valley. This cave turns out to be the lair of a small clan of orcs. They attack one group of guards and kill them only to be attacked from behind by a second group. The guards overconfidence is their doom and they are killed without raising an alarm. Moving deeper in the cave, they discover the main common area without being discovered. Using Spuggy’s sleep spells, they manage to incapacitate 23 of the 30 orcs in the room. They make short work of the rest and have to kill the 8 orc children as well. They once again slay the incapacitated orcs, save one woman whom they question. after extracting intelligence on the chief they try to force her into helping with their plan to lure him out but she refuses and Oafee kills her. Without her help, they are still able to lure the chief and his wives out into battle. The wives are killed and Elmo tackles the chief and knocks him out. When he comes to, the question him about the area, but he refuses to cooperate and tells them to go to hell (not quite literally, but close). Oafee has Taylor kill him, but she guts him instead, leaving him to bleed out while his entrails spill on the floor. Atalanta takes some mercy on him and decapitates him.

They are able to raid his treasure area and they realize that they have completely cleared the cave. They take their treasure and return to Hommlet to divide the spoils.

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Introducing Hommlet
The Rise of a New Group

An unlikely looking group of heroes entered the village of Hommlet looking for adventure. In this group was the unusually stealthy dwarf Oafee, the strange elf with an almost human name Taylor Fidgebob, the pious half-elf Karl Yandu, and the doughty human fighter Atalanta of East Lokris. Stopping at the Inn of the Welcome Wench, they order a few ales and ask and listen for rumors of danger and adventure. They hear that there have been strange happenings along the road of caravans and merchants disappearing. That’s when strange tales surface about possible brigands on the road to the east. The east road leads up into the Three Thanes, a trio of mountains that are home to all sorts of fouls humanoids and a gnomish village named Whitelake.

Of more interest, that road also led the way to an outpost of the Temple of Elemental Evil. The outpost and the temple were destroyed in a battle over 50 years previous. Locals didn’t remember many of the details from those days, but the heroes were able to ascertain that a strange cult, claiming to worship an Elder Elemental God tried to spread their influence and power with evil intent and the local forces for good came together and dealt it a death blow.

They also learned that this outpost was only a scant three or four miles outside the town. While the locals could not recall the exact location of the temple, the old moathouse that served as the cult’s outpost to lay claim to this part of Lendore was close enough to town that it was known that the place was in ruin and had become quite overgrown by the wilderness.

While at the Welcome Wench, they also met a wizard named Spugnoir, who was certain that the old moathouse contained some minor magical scrolls used by the old cult. He was looking for adventurers to accompany him there for exploration but his efforts were hampered by the rumors of brigands along the east road.

The heroes decided to hire Spuggy (as they came to call the wizard) to accompany them to the ruins of the moathouse. As advertised, it was in quite a state of disrepair. The drawbridge was flimsy after all these years and could not be raised if they had wanted to do so. One of the gates was nearly completely off its hinges and the other, while in working condition, had a large hole in it from a battering ram.

The group was able to easily enter the courtyard and gain access to the keep itself. Upon entering, they found themselves in a greatroom with many hallways and doors leading in different directions. They were exploring the greatroom when Taylor foolishly open a door without consulting the group and found herself confronted by a group of brigands. The heroes quickly came to the door and fought the brigands to a bit of a standoff. There were more brigands than in their group, but the heroes held the doorway to prevent them from using the numbers advantage.

Oafee took a grievous would and only the quick action of Karl saved his life. This gave the brigands the opportunity to push they heroes back enough that they could close the door against the standoff. The heroes backed off into the greatroom and readied missile weapons for the attack they knew would be coming. When the brigands had regrouped they launched their attack. Spuggy cast a sleep spell that affected all but the leader and the heroes were able to dispatch him after combat. They slayed the brigands that had been incapacitated.

They searched for treasure on the brigands and took what they could. Some weapons and armor and cash. Upon their return to the Inn of the Welcome Wench, Spuggy was able to determine that only 4 of the arrows they took were magical. Except for some chain mail (which was kept by Karl), the treasure was sold and the proceeds split amongst the heroes.

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Bald Hill Expedition
Death Comes for Them

Janus spent the day negotiating with Professor Washburn of Eldoak College to remove the curse. Once they reached an agreement, it took a few days to prepare the spell. At the appointed time, Janus brought the required materials and Washburn performed the spell, paid the agreed amount, and made the arrangements for the other terms of the agreement.

Samirah, in the meantime, received a vision from Loki requiring her to go to the Church of the Big Gamble, make a 500 Griffon tithe and study for a few days. After the short period of training, she was able to cast more powerful spells.

While she was doing this, Portia’s came to Janus and Mij, with a proposition. In going through lost material that Janus and company had uncovered a few weeks prior, they had discovered evidence of an heretofore unknown secret repository of knowledge. Portia wanted Janus to lead an expedition to find and recover the documents within. She provided horses, pack animals, provisions, linkboys, and guards.

The expedition set off for Bard’s Hill and that was the last time it was seen or heard.

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Cursed!!
and the counter curse to fix it.

Taking a day in Stonebridge to recuperate and resupply, Janus, Artemis, Samira, and Mij make the decision to take on either a henchman or hirelings to strengthen their party. Janus, Samira, and Mij head to the local pub to look for prospects while Artemis remains behind to continue to heal. As they order their first round at the pub, they are approached by a man claiming to be a tax collector from Fairmont. After establishing, to the best of their ability, the credentials of the man, they end up paying a tax bill of 37 Griffons.

That being finished, they again turn their attention to the search for prospective henchmen. After interviewing two itinerant caravan guards named Jojo and Solo, they selected a young man by the name of Arris Nottington. After negotiating a salary with Arris, they are startled by a disturbance out in the street.

There they find an old man ranting and screaming about a person or persons (in his ranting, it is unclear) taking his magic, stealing his Art, etc. They begin to approach, but unexpectedly, he magically disappears from the street. Questioning folks on the street, they find that this is not the first time the man has been in town acting crazy, but the sudden disappearance is new. Mad Meerim, as they call him, often wanders about, muttering to himself, and reacting to the locals in quite a paranoid manner. They avoid him when possible due to his unpredictable nature.

As the three of them go back into the pub to finish negotiating with Arris and settling the deal, they inquire about Mad Meerim to the bar tender. He tells them that he has seen him in town off and on for years and that Meerim claims to be the apprentice of a powerful wizard, but until today he had never seen any magic performed by Meerim. the barkeep cannot recall the name of the wizard of whom Meerim claimed to be an apprentice.

They head to the general store to purchase some rations. Again, Meerim magically appears on the street and continues to scream at the top of his lungs, but also directing his accusations at the party and Janus in particular. Again he disappears into thin air. While they resupply, the proprietor says that is the first time that he has ever seen Mad Meerim teleport like that and that his paranoia seems to be getting worse. When Janus inquires further, he says that Meerim had always claimed to be the apprentice of a wizard named Iyam or Yeeram or something along those lines. Since he thought Meerim was a madman, he never paid attention to closely.

From the general store, they head to the blacksmith to get Arris a battle axe. While they are making their purchase, Janus again inquires about Meerim. They learn from the blacksmith that there was indeed a wizard named Iyarim, but that was years ago and further to the west. He was not sure if Meerim was actually his apprentice though.

As they are leaving the blacksmith’s workshop, Meerim appears right at Janus’ side. He grabs her arm and casts his curse on her. She immediately feels a spell leave her mind and a general sense of unease comes over her. Mij and Arris attack right away, but are unsuccessful. He teleports away and is not seen again. Lacking a better plan, they head back t the inn to retrieve Artemis.

Upon their arrival, however, they find the room ransacked and Artemis and her belongings missing. They inquire with the innkeeper to find that two men had come to the inn and asked about the four of them. They determine that the first one was the revenue collector from Fairmont, who the innkeeper verifies the identity and position of the man. The second man claimed to also be from tax collections, but the innkeeper had not seen this man previously and could not verify that he was actually with the government.

With no clues as to the whereabouts of Artemis and the curse continuing to work at Janus, the party made the decision to head back to Lo Reltarma the next morning to consult with Portia d’Ferranta at Ferrantio Library to gather information on Iyarim and Meerim. They set out the next morning, stopping at Fairmont to report the second visitor. They confirmed that the first agent was authorized and not an imposter. They continued on to the capital, arriving late in the evening. They acquired lodging at the PestFree Apartments.

The next morning they stopped at the Golden Gargoyle Inn to ask Jarod Walker if there had been any news of Artemis before heading to the library. At the Library, Portia was able to help them with information on Iyarim. They discovered that he was rumored to be buried on the easternmost hill of the Three Thanes under a black statue. Iyarim was said to wander the planes of existence before his death and it was on these trips that he discovered the secrets needed to create the curse that now afflicted Janus.

Portia was also able to warn the group that it was a day and a half journey overland to the hill. She recommended staying to the east bank of the Selane River as the Savage Woods were home to humanoid tribes that the guard has not removed. Following her advice, they made sure they had adequate provisions, and set out the next morning.

The journey was mostly uneventful, the only cause for concern a small band of orcs on the far side of the river near the edge of the forest. They did not antagonize the orcs, nor did the orcs pursue them. Indeed, it was not clear that the orcs even saw them though they were in open field. They camped for the night and completed the journey in the morning, arriving on the Thane around noon. Since the East Thane is not covered in trees and the statue that they were searching for was located near the top of the hill, it was not difficult to locate.

The statue was situated in front of a slab of obsidian. Janus, Mij, and Arris, attached ropes to the slab and moved it to reveal a staircase descending deep into the hill. The stairs were trapped to “buck” at random intervals, sending the half the party tumbling down the stairs with very minor injuries.

At the bottom of the stairs, they find a room with a throne which had a skeleton seated upon it. The skeleton had a staff in its hands. There were also a helmet and rotting cloaks hanging on pegs on one of the walls. Mij completely kicked over the skeleton and throne uncovering a niche containing bone scroll cases. Disturbing the throne also released an animated flying dagger that attacked them. They were able to damage the dagger enough to knock it out of the air, with only Janus taking any damage.

Examining the scrolls, they found that two of them contained spells, and one contained three strange words: “Archinon”, “Zabbalas”, and “Zoun”. They followed a hallway south to a door covered in the relief of a hideous laughing human face with hollowed eyes and mouth. The party spent several minutes taking the skull from the throne and the staff it was holding and poking them into the eye and mouth holes to no avail. Mij tries to kick the door open to no avail, and his touch triggered a second flying knife attack. Once more they are able to damage it enough to dispel the magic. They are about to give up when Arris suggests trying the door and checking to see if it is locked.

The door was not locked, nor trapped and the enter the next chamber. The only furnishings in the room were a small round table, a comfortable chair, and a footstool. The table had a small iron coffer and a book on it. Janus was not able to pick the lock, and the book was a worthless inventory of something from the past, but a scroll containing a spell fell out of the book. Next to the footstool was an old battered pair of boots.

The west wall had the frame of what appeared to be a mirror, evidenced by the shattered and broken shards of mirror on the ground. Samira picked up a shard and kept it. The southwest corner was hidden by a heavy curtain.

Looking behind the curtain, the party found a stone sarcophagus. When they touched it, a magic mouth appeared and spoke a warning to those who would disturb the rest of Iyarim. Janus and Mij lifted the lid and released another flying dagger attack. It was defeated with only Janus taking damage (again). The sarcophagus was empty of a body, but did contain a couple of old cloaks, a hat, some daggers. Additionally, an ivory box containing a brass ring, five potion vials, one with a red stripe, and a cedar box containing a wand.

No other means of exit being evident, the group made their way back to the entry chamber. A final flying dagger attack occurred. Again it was dispatched, this time only Mij taking damage. At this point, they decide to put the skeleton and staff, into the sarcophagus and re-close it. As they were leaving, Mij’s armor completely rusted off and was unusable. Taking the trapped stairs, they manage to make it to the surface with only minor injuries. They begin immediately to head back to the capital.

They stopped for the night and camped without incident. In the morning, Janus utilized the wand of magic detection and a read magic spell, to discern that she indeed had found the counter spell for her curse. They returned to the city without encounter. They rest for the evening and visit Portia in the morning. She agrees to introduce them to the wizards at the college the next day to see if they can help lift the curse.

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Return to Orlane
Stinking Troglodytes

While recuperating in Timmonsville following the defeat of the kobold tribe and their allies, Yoriek receives a direction from an intermediary of Apollo in a dream. Following this command, the group prepares to return to Orlane to face the remnants of the serpent cult. At this point, a stranger, named Argus, wanders into town, looking quite disheveled and in desperate need of assistance. Taking him to be the “living weapon” Apollo was referring to in his message, Yoriek, Chiad, and Arella, use their spells and treasure to heal and arm him.

They set off for Orlane by way of the town of Stonebridge. In Stonebridge, the take time to properly equip Argus, and are joined by a young fighter named Marty. Assisting him financially as well, the group gets the needed gear and spends the night in Stonebridge, setting off for Orlane the next morning.

The uneventful trip brings them back to the Inn of the Slumbering Serpent and Ollwin. He is surprised to see them as they were assumed dead after their last foray into the swamp. The spend the better part of the afternoon catching up on the events in Orlane since their departure almost two weeks previous. they also take time to consult with Ramne who is convinced that the time to strike a finishing blow against the naga is now. The villagers have seemingly forgotten the cult already and are just trying to move on, but Ramne is worried that unless Primo is killed or captured, the cult could return. No one knows what became of him, nor Abramo since the Battle at South Farms, as it is now being called.

The group takes rooms at Ollwin and Belba’s inn for the evening, and foray into the swamp and dungeon complex therein. They find the upper level of the complex nearly deserted; only a skeleton crew of troglodytes guarding the stairs to the lower level. One guard escapes down the stairs.

Ramne’s ferret, Whisker’s manages to track the trog, despite the odor, to a large cavern, where they defeat seven troglodytes and a giant mudviper. Having taken several wounds and deciding not to press their luck further, they retreat back to Orlane for the evening to recoup.

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At the "Haunted" House
Vindication for an Innocent Elf

After three hours, Janus regains the ability to move as the curse finished running its course. The party leave the guest room that they were holed up in and came down the corridor to the crossing of the hallways where they find a statue of a gargoyle. The gargoyle animates and attacks the group. Samira strikes the gargoyle and the illusion is dispelled. The statue is as it was. Mij and Janus lead the group down the corridor to the right side of the house into a small foyer where there are a stairway leading up and a shorter corridor perpendicular to the one in which they were in with several doors

They choose to enter the doorway closest to the front of the house. In there, they find a storeroom or pantry containing casks of sour wine and bags of rotting foodstuffs. An orc bursts out one of the casks and attacks Janus. Injured, she strikes back and dispels the illusory orc. Realizing that that the illusions must be caused by magic, she uses her wand of magic detection to determine that the source is behind the wall. Samira discovers that the wall has a secret door leading to a hidden corridor.

They enter the corridor which winds its way back toward the center of the house. From around the bend of the corridor, a red dragon cranes its neck around the corner and prepares to use its breath weapon. All but Mijdrown realize it to be an illusion and strike it to dispel it. Artemis discovers that that there are peepholes in the wall of the corridors allowing a person to spy into other parts of the house. Further down the corridor, there is a door.

The door though, is a lure for a pit trap. Artemis and Mij fall into the trap, but the others avoid it. After climbing out of the pit and through the doorway, they find a room hidden inside the secret hallway. The room is empty and the only things of note are a secret door leading back into the hallway (to avoid the pit trap) and a stairway heading down.

The party descends the stairway and as they reach the landing the see an elf run down a corridor to the right. They give chase and Janus calls out for the elf to wait. The elf waits, but has a bow and arrow pointed at them and tells them not to come any closer. Janus tells the elf that they are looking for Falrik, to bring him news of his vindication and to recover Annacon. The elf wavers and Janus sheaths her sword. The elf disappears and there is a voice behind them. It is Falrik in the corridor to the left with Anacon. He lays it down and bids Jauns to come near it as he backs off. He has his bow and arrow at ready, but not pointed at them. As Janus nears the sword, it begins to glow. Falrik says that the sword goes back to the days of the Dwarvo-Elvish wars and in addition to its power of lie detection, it also glows in the presence of elves.

Unfortunately, an ogre appears around the corner of the corridor to the right. Samira throws her hammer at it striking it and Falrik fires a pair of arrows at it striking it. Misha strikes it with her mace and it swings at her, but misses. Mij and Artemis both smite the ogre, killing it. They decide to check the ogre’s lair for treasure before returning to Farstead with Falrik. Falrik warns them of a pit trap at the entrance to the ogre’s room.

They take the ogre’s treasure and Falrik agrees to accompany the party back to Farstead. It is twilight as they leave the mansion. They have a run-in with a few kobolds on the return, but they take care of them quickly.

Upon their return to to Farstead, they return to the Judge’s Inn to find Clayton Miles. Janus relates the story to the Judge and he pronounces vindication for Falrik. He asks for the return of Annacon, but Janus insults him by asking for the payment first. He complies with her request, but since he is Mayor, Judge, and proprietor of the inn, once the exchange is complete, he asks them to leave town and refuses to rent them a room for the evening. They head out of town, taking the road back toward Stonebridge, making camp less than a mile outside of town.

In the morning, Misha tells them that she has been commanded to head north by Merikka. They decide to continue to Stonebridge and, after giving Misha a share of the reward money, part copmpany. Janus, Artemis, Samira, and Mij continue on to Stonebridge. They find a room in a local inn and relax for the time being..

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Mopping Up
Finishing work in Timmonsville

Yoriek, Chiad, and Arella spend two days in Timmonsville, recuperating and resupplying. While Chiad and Arella paid a visit to the general store in town, Yoriek paid a visit to
the leader of the town council. He conferred with him about the kobold rading problem, learning that such a raid happened every month and a half to two months. Most times, animals were pilfered and crops stolen. Occasionally a townsperson was killed fending off the raid. Yoriek hints that they could take care of the kobold problem for the town for a reward. He is told that the town is not wealthy but he would meet with the other elders to see what could be done.

The next morning, Yoriek is summoned to the lead councilor’s home where he is told that the council has authorized an electrum Quarter per kobold ear. With that incentive, Yoriek, Arella, and Chiad return up the mountain to the kobolds’ lair. They kill six kobolds at the entrance. Inside the caves, they find that the boar pen is gone, and the fungi farm, while intact, is ill tended. They find the cave of trash is now pile with the bodies of many of the dead kobolds from the raid two days before. But before they can collect ears from the dead bodies, a chirping sound is heard and a large creature comes bounding at them and they beat a hasty retreat from the cave.

They enter another cavern and battle three kobolds. The kobolds are killed, but Arella is grievously wounded as well, and would have died if not for the quick spell casting of Yoriek. He and Chiad hide the wounded Arella in the boar pen cave, and spend some time mapping out the cave system. They then retrieve Arella and head back to Timmonsville.

Arella recuperates for six days, while Chiad and Yoriek plan the next foray into the caves.

They return to the mountain the next week and kill three more kobolds. They find the entrance to another cave where they killed 5 goblins, before they can search the bodies, they are surprised by two more. They killed one and captured the other. They learned that the kobolds were swearing allegiance to the goblin chief. The captured goblin was left to live in exchange for the fealty gift he was given by the kobold chief, but was left tied up in the cave. They explored further and found an armory where picked up a spear. They returned to the trash cave and spent some hours collecting the dead kobold ears.

They continue to explore the cave system to find empty cave after empty cave. They return to pick up the captured goblin, only to find him untied and gone. Convinced the caves have been abandoned, they return to Timmonsville.

The town council honors the agreement to pay for the kobold ears and, in fact, pay a little bit more than the agreed price in gratefulness.

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