Monday, March 08, 2010

Logging Town- spiders, goblins, and a missing halfling

We set off south the next morning (with a slight delay caused by Linora breaking Shocko's nose) and arrived in the area where we had once met with a werewolf. The party checked to make sure our spells and silver weapons were at the ready, but instead of anything "were" we came across large spiderwebs strung between trees, positioned to catch the unwary. Fortunately Ghost noticed these as she ranged ahead, but when Dorrmags sent his parrot up to check out the area, it got ensnared up in a tree.

Dorrmags climbed up after the bird while Ayman cast his favorite Grease spell on the tree tops, dislodging three things from the branches: the bird and two large, ugly spider creatures. As we fought the spider-men-things, six large regular spiders came down from the trees. We defeated all but one of the normal spiders, which Dorrmags decided to keep as a pet. (Ugh! Thanks, Mags.)

We continued traveling and reached the abandoned outpost we had fought at before; however, it wasn't entirely abandoned- we found a handful of goblins in the tower. We teamed up (I cast Silence on the tower and sent up some fire ants, Dorrmags sent his spider up, and Ghost shot arrows at the tower), then when Ayman cast a spell to frighten the remaining goblins, they jumped from the tower covered in fire ants. Goblins destroyed, we searched around the fort.

We camped in the fort that night and, while on watch, Linora flew above the trees and saw a plume of smoke to the southwest miles and miles away, in the direction we're heading. When I was on watch later that night I was surprised to see a kobold peeking in through one of the holes in the wall of the fort. He ran away, leaving his lunch behind (was he on a kobold picnic?).

The next day we made it out of the treeline and reached the plains, where we met with a group of centaurs. One of them told us that they'd seen a group with a paladin pass by a week ago heading towards Logging Town. He also told us that they saw a halfling with a war band going west; he thought it may be because the group was looking for a hidden halfling village in the trees.

We finally reached Logging Town where we heard the tale of Maxwell from the bard who was in the tavern. We asked around about Homer and Dorian and learned that the paladin was in town but went east, and some of his group stayed behind. Ghost and Dorrmags went to find the mayor and found out that goblins come every few days and that two months ago they saw a black dragon to the east (but not near the town). Meanwhile Ayman and I found the people who had been left behind from Dorian's party: two teenaged boys. They were left behind because the group didn't want to take them into the mines, so they're in town taking care of the horses. They told us it's been two weeks since the group set off for the mines, but they should only have been gone a few days. They sent a message to Dwight a few days ago, but as soon as we have all the information together, I'm going to send a message to Armand to Gate to Dwight so that the duke will learn of this sooner. It is definitely strange that Dorian has been missing for so long, and I'm wondering why Homer went west when he was supposed to go south.

~Cyneric Conroy, Order of the Fleet Fox
May 13th, 6th day of Brightmoon

Wednesday, January 27, 2010

Joven and Griff's Watch- Gnolls and Gates

I apologize for my laxness in updating this journal; I'll summarize the recent events.

In Joven, our ducal friend Dwight enlisted our help for a problem in the area. His farms were besieged by an unusually organized tribe of gnolls who were hitting all the towns and farms in the area with the exception of Griff's Watch. We decided that was where we should head next, but on the way we stopped at Garrison and Hauksness. With Ghost's tracking skills (and some help from my fox), we were able to track the gnolls away from Hauksness. The trail curved in a way we didn't expect, but Ghost figured out that it was because the gnolls were planning to hit Griff's Watch from a different angle.

We were able to clear out the gnolls and rescue two people they held captive, but Dallas and the rescued woman Brianna fainted and fell to the ground. Dorrmags and I were unable to detect any magic or evil on either women, but we were not able to revive them. Fortunately our group did help heal the man we rescued (Brother John of Watch Hill).

Returning to Griff's Watch, we took the injured three to the house of healing, but the priests of Apollo were also unable to learn why the women will not awaken. We questioned Brother John, but he was unable to tell much about his horrible experience of being captive. He had been minding his own business when he was hit and knocked out, he also did know know why the women were unconsious, and he told us that most of the gnolls' sacrifice victims were humans with the exception of a halfling woman.

When we made it back to Joven, the priests at the house of healing were also unsure about our unconscious companions, but we left them there in the competent hands of the Hammehauk priests. We found Cornwallis still in Joven, and he identified a few found objects for us while Ghost and Ayman went to talk to Dwight to let him know what had happened.

The next morning we set out back to Woodland, only this time via the Gate my Brothers had built at the Joven mosque. They told us that the Gate is only one way at a time, so we were unable to toss something through to check if it was safe. We went through anyway, but as our large group went through, the canopic jar powering the Gate on the Woodland side exploded, resulting in the smell of brimstone and Shocko being shot out (with his pants on fire, if I recall correctly). While the group did whatever it is they do when we're home (I think Linora bought a dog), I spoke with Armand because I was curious about the Gate and the items we had found at the gnoll camp (I'm especially curious about that moon shield). Apparently the reason the canopic jar exploded was because the more people sent through the Gate, the more stress it puts on the jar. Somehow the Gates function by the jars remembering where the other Gates are; it sounds crazy, but it works. Well, except when henchmen are tossed out of them.

While I was at the mosque, Ghost and Ayman spoke with the Guildmaster who told them that our halfling friend Homer has gone missing. He had been sent on a mission into the goblin mines, so he (the Guildmaster) wants us to find Homer and help complete his mission. During our short stop in Woodland, a green dragon flew over; this has happened about twice a month.

Setting out the next morning to head south, we found Shocko pantsless in a fountain; what is it with that man and pants? When we made camp tonight, we saw the shadow of a green dragon flying overhead, heading east.

~Cyneric Conroy, Order of the Fleet Fox
May 8th, 1st day of Brightmoon

Monday, August 31, 2009

Letter home to Are'thane

Dearest Jihan,

As you know, I have encountered the great Khrom-Vel and have done so now on a few occasions. My companions and I had the honor of joining him in battle a few days ago in order to clean his lair of an infestation of wyverns. He has told me that he encountered Menulok far to the south of the town where my Guild is based. The dread black beast ensnared Khrom-Vel and imprisoned him, but not well enough because escape was not long coming. Though his luck did not hold, because in his flight he then encountered Goro-Sabaht and he was sorely wounded. My friends and I spent days attempting to return his health to him.

We journeyed north in our attempts to finish work for the Messenger's Mosque. Their priests have come up with a fine piece of magic even to rival those of the elven masters: a means of travel between towns without traveling! The means are a mystery to me, as it seems to entail stepping through a doorway in one town and stepping out of a doorway in another town. However it works, it would certainly be an easy way of transporting troops and supplies where they are sorely needed. I shall ask my friend to see if a copy of these plans may be included in my letter.

I have not been honest with my companions, as I feel the weight of my Guild to wish to place us in the South where most of the trouble lies. But it is to this town, Joven, that my heart wishes to be. Or rather, with a particular person. I am unsure of his family's wishes and the effect of my backround in their eyes. I have had enough problems caused at home and do not wish the very duty I escaped there to haunt me here. But know that this attachment is of my choice and while I am unsure of the return of my regard or the consequences of it, it is well earned and not once regretted wether it be fulfilled or no.

For all of my escape from an undesired fate in the elven lands, it seems here I have attracted more attention here than even I could imagine. It had originally been my intention to simply break the bonds of our society and make a living enough for sustenence, but to an odd twist of fate, I find myself under much scrutiny. The Mercenary's Guild has placed myself and my companions under observation for what we have accomplished during our travels. It seems small in our eyes, but a few well placed battles, friends, and discoveries have advanced us further than we all could expect. A few months ago, I was inducted into the Nighthunter's Guild in Port Town. And now it seems we have drawn the eye of Khrom-Vel, being given the honor of the title of his Champions. I live now under the boon that I am simply a mercenary and not bound to these lands and their laws, but the feeling haunts me that the choice may be soon in coming.

Please send word of yourself and our father to the Guild Hall in Woodland. Though I know I have lost respect in his eyes, please let him know I think of him often. I am not sorry for my choice, only that it has taken me away from you both.

Your loving sister,
Shallan

Monday, August 24, 2009

In Joven- problems caused by a wizard

To sum up the adventure involving wyverns, we did finally defeat them and ended up with a good deal of treasure including three rings and some potions with the symbol of Apollo on them (healing potions, hopefully). Khrom-Vel was pleased and this is what he said to us:
"Friends, you have done me a great service, and even though I have granted you gifts I remain in your debt. Know that I will be watching your progress, and keeping an eye out for foul dragons and other creatures. Should I see anything, I will find you and tell you. Should you need assistance, you will know where to look. Additionally, I shall grant you this last service." At this point, a shiny dragon tattoo appeared on our wrists, but then faded away.
"This is the Mark of Khrom-Vel. My friends will know it, and I hope that it will serve you in your time of need. I declare you Khrom-Vel's Champions. Bear your title proudly, and I shall see you again." Our guide, The Breeze, was injured and stayed behind in the town at the foot of the mountain.


Nothing exciting happened the rest of the way to Joven, so I'll continue this narrative there. When we arrived we found that the duke (our old friend Dwight) was out of town on a task and would be back in two days. We decided to stay at the Diamond Dog Inn and Tavern and sort through our wyvern earnings to pass the time; while there, we met the newest member of our travelling party, a half-elf druid named Dorrmags. After meeting Dorrmags, a familiar face entered the tavern- Cornwallis the Conjurer, who, if I remember correctly, we last saw in Woodland. He invited us to his show for free, then agreed to help us identify the rings we found recently.

After we ate, Ghost and I headed to the local Mosque to deliver the plans for the Gate. The Mosque had been freshly whitewashed, so it looks like the Messengers are doing well there, too. We met with the High Messenger and I delivered the plans and let him know where the previous three Gates were being worked on (Port Town, Woodland, and the Walled Valley), and he gave us a little bit of information, such as the Gates having to be recharged after each use. We also lent him our recently acquired potions to see if he could identify them; he is going to get back to us about them.

On the streets, Caleb decided to fight a strongman and actually managed to succeed and win a good deal of coins (I wish I'd been able to see this! A gnome taking on a strongman and winning!). Ghost sold the scalemaille armor to the armorer and gained a little extra money for the party.

Later the party (minus Linora) attended Cornwallis' magic show; there were two of the duke's guards at the pavilion, which seemed a bit odd, and the audience was full of both commoners and nobility, all dressed nicely. During the show something seemed to be not quite right with Cornwallis' magic; it was as if something was affecting his spells because things kept going wrong with each of his tricks and Cornwallis certainly seemed confused about it. The reason for this was soon revealed- Roger, a man Ghost had spoken to before the show, walked up on stage and, with the backup of twelve orcs from the magic show, demanded money and valuables from the audience. Obviously we wanted none of that, so Ghost climbed on stage to let him know that would not be accepted. In response, he pointed his wand at Ghost and threatened her.

He then shot a fireball into the audience, badly injuring and killing many innocent bystanders. I sent my fox to fetch Linora, figuring that we'd need her assistance, and used my Rod of Beguile on Roger and a few surrounding orcs in the hopes of getting him to stop what he was doing; unfortunately, he was able to shrug it off. Luckily Ghost did get in a good hit with her poisoned dagger, causing his ring to turn red and shatter. He then vanished, leaving us to only have to deal with the orcs for now. While the rest of the group fought, I started pouring my water rations (luckily I hadn't left my gear at the Mosque yet) on the poor individuals who were aflame and Ayman tried to use his cloak to put the fire around Caleb out.

SwampFox put one of the orcs in a headlock at Ghost's request, and he asked the orc where Roger went; the orc wouldn't say, and all the orcs vanished. Ayman informed us that the monster summoning spell wore off. At this point Ghost and Dorrmags assisted me in healing the victims, but we were too late to save many, including Caleb. (Ghost made plans to send his body back to Treehome; I don't know what she did exactly, so I'll leave that for her to add.)

After the battle we realized Cornwallis was missing, and after some searching found him and his wine steward hiding, terrified, in a costume trunk. Ghost informed him that Roger had been countering his spells, and Cornwallis said that Roger's ring could have been a talisman of poison resistance. The group looked for fragments of the ring, but I am unsure if anyone found any. Cornwallis then cast a spell to see if he could find where Roger vanished to, but only was able to find out that it was a spell of teleportation and evocation (which the shattered ring triggered), and that Roger could be at least a mile away.

Needless to say, after all this Cornwallis was very upset (and subsequently drunk), but the next day he surprised all of us at dinner by both being extremely humble and not eccentric, and by having figured out what our rings were; none of us expected him to have even thought about our rings after all the excitement the day before! He informed us that the ram's head ring was a "ring of the ram" and that when an activation word was said, it projects a force like a battering ram. He did not know what the activation word was, however, but did say that the ring uses charges and that it was mostly full. The other two rings were rings of "feather falling", but the stone ring was strange and not like one he'd seen before.

That day Ghost had been tracking and asking around about the possible whereabouts of Roger, but only found that he was in town "on business", but that he hadn't been seen all day.

As I am writing this journal, we hear fanfare; the duke must have returned.

~Cyneric Conroy, Order of the Fleet Fox
May 1, 1st day of Gladmoon

Sunday, February 08, 2009

A surplus of dragons and wyverns

We left Montvale in the company of the bard "The Breeze" and headed up the mountain to Khrom-Vel's lair. We learned from The Breeze that the mountain was full of wyverns because Khrom-Vel wasn't able to keep them away; the dragon was badly injured by another dragon (Menulock, the black dragon) and then hurt further by a green dragon (Goro Sabaht, the one that had threatened us previously).

We traveled for hours and when the sun started to rise, we saw wyverns flying overhead; we avoided them then by hiding against the mountain and being lower than them, but when the returned from hunting, we were in their range of sight. Some of the party hide beneath their cloaks, but since that's not an option for me- bright red being extremely obvious, I cast "Tree" on myself, allowing the rest to hide under me (or in my branches, in the case of Dallas). The wyverns didn't notice, and continued past, hissing to each other. Linora, the draconic speaker, was unable to understand them.

We finally made it to the entrance of the lair, which was caved in; we went past to a cleft in the wall, and The Breeze found a hidden door. In the lair, all of Khrom-Vel's human sized furniture and things were covered in dust and cobwebs; obviously the dragon hadn't been able to shift to human form in a while. We found said dragon in his vault, laying on coins and with a huge wound on his belly. We gave him Goodberries and healing potions (all but one- I'm keeping one in case of emergency and wyvern battles) while Ghost bandaged him up, and his wound started to shrink. After he fell asleep, we all set about to clean and cook. SwampFox, Linora, and Caleb went hunting, Ayman cooked some soup, and I (and the hunters when the returned) cleaned up the lair.

When Khrom-Vel awoke, he thanked us and told us the story of how he had gotten injured. He had gone south to Woodland and met with the guildmaster (that had been with me and some members of the party), and learned about the goblin king allying with Menulock. He went in disguise with some mercenaries to the mines to the south, where they were led by Homer the halfling. They discovered the lair of the goblin king, but he was guarded by the black dragon who had been hiding in the shadows. Khrom-Vel transformed back to attack, but was beaten (all the mercenaries, with the exception of Homer who was small enough to escape, we killed) and thrown into the dungeon. Using all of his strength, Khrom-Vel subdued the guard and managed to escape.

While flying north, Khrom-Vel was attacked from below by Goro Sabaht, who wanted revenge; Khrom-Vel's cavern was once his, and he had killed his mate 300 years ago. Khrom-Vel used his icy breath to hold the other dragon off long enough to get home, but the green has been flying around the mountain, knowing that Khrom-Vel was injured. The Breeze had been hiding in Khrom-Vel's lair; the dragon got rid of his pursuers, and the man had been looking after him.

Ayman asked Khrom-Vel about the small (likely green) dragon that had been seen around, and Khrom-Vel told us that Menulock may have bred and it probably wasn't Goro Sabaht's. We also learned that our previous information had been incorrect, and that Menulock is actually a female dragon.

In return for helping him out, Khrom-Vel offered the party four sets of green dragon scale armor (Linora, Shocko, Ghost, and Caleb claimed these). He informed us that they belonged to the adventurers that had helped slay Goro Sabaht's mate (having come from her scales), and would definitely anger the green dragon.

~Cyneric Conroy, Order of the Fleet Fox
April 2, 5th day of Darkmoon