Monday, September 24, 2007
Into the Sewers
Several additional hours of trudging through the sewers of Southkeep into the deeper tunnels followed. Eventually Gruthdaal surprised the party as he approached them while clinging to the ceiling. Gruthdaal is a cross between a centipede and orc (think Centaur) but in the place of chitinous legs are muscular orcish arms each ending in clawed fingers that can firmly grip the rock. There were many rings on his 'fingers'. After some deliberation with Alorian doing the talking as only he knew orcish and the gift of a very beautiful gold and gem ring did Gruthdaal tell the group how to get to where they should be able to find the Abberant Misfits.
Another couple of hours were in front of the group. They moved from sewers into more dungeon-like tunnels where they were attacked by three dread wraiths. A few more hours and the party moved into even deeper tunnels that were very old and now unused sewers of some much older city. Pip was moving ahead of the group invisibly when he tripped an alarm wire. The group prepared for a fight.
They were first confronted with numerous amphibious humanoids wielding heavy pick axes. They really didn't present a challenge, but the crowded passageways did. Soon the party realized there were Derro involved as well (at least a rogue and arcane caster). A web spell further complicated movement. Alorian was able to most freely move and went forward. He was followed by Pow Duc, Pip and then Schweitzer. Once the Skum were mostly cleared out, the party went after the Derro rogue, sorcerer and several fighters. They too were not much opposition. Sometime during the fight a human in light armor stepped out from a room off the passage to monitor the fight. He eventually waved for others to enter. The Minotaur and Harpy the party encountered in the guard tower entered the fray. Pip was able to sneak up to the Minotuar and with Pow Duc's help eviscerate it. The lightly armored Mirvian said something to the Harpy about being incompetent and fled through a secret door. Pip followed as did the Harpy. Pip soon returned unable to catch them and not wanting to get completely cut off.
The party killed the reminding Skum and Derro, cast a few curatives and went after the fleeing misfits. The hall ended in a wide shaft that in turn led to an octagonal room. When the doors were touched the four large columns animated and the group fought off four very large gargoyles. During this brief fight one of them grappled Schewitzer and flew him to the ceiling some 60' and dropped him to the ground.
With that fight complete, a few more curatives were cast and the group moved onward. The doors led to a long hall. The far end was filled with fog. Moving through the fog around a corner, the group was blasted with first a fireball that sapped strength from Schweitzer and Alorian. A fight with a number of the remaining Abberant Misfits ensued. A Thri-keen warrior approached from behind the group with the Harpy, Medusa and Mind Flayer battling at the front. Schweitzer and Pip fell victim to the Mind Flayers mental blast rendering them less effective as they could only react and not take any initiatives. The Medusa was killed quickly. Then Agathor appeared out of no where and attempted to kill Alorian in one blow. The party took this as evidence that Agathor had in fact set them up the whole time and swarmed him. The Thri-keen was heavily wounded and the Mind Flayer came to its aid with a cure but it was not enough to keep it on its feet. Agathor fell shortly after. When he was dead, he turned back into an odd looking, gray skinned corpse (a doppleganger). The Harpy was still plucking away with arrows. The Mind Flayer teleported further down a hall and dared the party to follow before it opened the door and ducked inside. Pow Duc took him up but stopped short when he saw a huge hydra in the room beyond and started to retreat when it started casting spells. It caught Pow Duc in a force cage. Meanwhile the Harpy retreated into this next room also. Pow Duc used his dimension door ability to get out of the cage. Schweitzer, having just recovered from the feeblemind, joined Alorian and Pow Duc in another charge. When they got into the room, they could not see the Mind Flayer. Pow Duc went after the Harpy and the other two after the Hydra. Pip, having just recovered himself, followed up. As Schweitzer and Alorian reached the Hydra it started casting again - a lot. Pow Duc was again caught in another force cage. Alorian and Schweitzer were imprisoned in still another force cage cast at them. Pip, upon seeing this reached for his carpet and was climbing on when it went limp. The Mind Flayer, from improved invisibility, had dispelled the carpet momentarily. Pip fretted for a few seconds until the magic came back to his ride and he fled.
The Hydra cast a few additional spells, growing in size, wreathing itself in flames, and other less obvious effects. It then began to talk to its captives....
Friday, September 14, 2007
Instructions
Agathor relates the following information in a round about narrative. The Abberent Misfits have been operating in Southkeep for at least the last six months. They were responsible for several burglaries when they first arrived. I almost took the issue to them but then they stopped their above ground forays. It was known that they had the ability to petrify, but now it is known how. This has caused a bit of concern with the Watch as you can imagine. They have also been quite able to get people to do things they would not otherwise attempt. Some of the burglaries were more of a "voluntary" handing over of goods and then later "realizing" something had gone awry. Magic probably. Theses misfits have been operating in the sewers and the catacombs below that. I hear they are even in the old tunnels below that. I can not get you there, but know someone - or rather something - that might if he wants to. Deep in the sewers is a hub of sorts. It's a place we use to share information, goods, and other "services." You will do me the favor of forgetting about this place as soon as you no longer need it. Here you will find Zangretor at a place known as The Sludge. He will tell you how and where you will most likely find Ghurdraath. You will be on your own if Ghurdraath can't or won't help you. He doesn't understand common as far as I know - orcish and abbysal work to communicate. He also has an affinity for magical rings. He provides a valuable service in the sewers, so I would prefer you take a different approach than you did with the guard tower.
Agathor pulls a scroll out of his boot, unfurls it and points out a few places. It is a partial map of the sewers that shows you how to get to The Sludge. He hands it to you and says, "You can loose this too." With that he leaves. You are left alone in the room momentarily when a single guard enters. He walks to an oaken door across from you and turns a key in the lock. He then walks to your cell, unlocks it and leaves without saying a thing.
Wednesday, September 12, 2007
Interrogation
Several hours later Skovin returns with three others you have not seen. The two in heavy armor and tower shields he introduces as priests of Crestus and the other as the high priest of Nevron. He glances at you and says "I hope their services will not be required." You each nod in agreement. Skovin, with a new stern look, continues: "I do not think you have fully appreciated the difficulty you have created for myself and Sir Quai. Duty demands that we seek justice for your indiscretion. Honor demands that we recognize the service you have provided to this City and the Tilth." He turns to look directly at Pip. "Now, Master Pip, is the time for you to provide your explanation."
Pip relays roughly the following story: He had discovered that some people in his employ had, unknown to him, been involved in some illegal activity in Southkeep and that a nephew of the Merchant Prince was also part of this action. Pip figured that in order to avoid any more difficulty and given current events it would be better to simply and covertly make the situation go away to prevent a greater political situation from developing. He had had conversations with Agathor only to the extent of gathering some information and had received no further assistance. Further it is odd that with all the planning that went into the (Pip searches for a non-illegal word) liberation attempt that there was another group present who apparently have some interest in the Prince's nephew and that may have something to do with what he went back into his cell to get before being turned to stone. Sensing that he has mostly finished his tale, Schweitzer pokes Pip hard in the ribs. Pip finishes, "Oh yeah, I am immensely sorry we caused this situation and will cooperate completely." (Even though what he was thinking was 'I'm more sorry we got caught.')
Skovin asks each of the cell mates a few questions trying to get the turn of events correct. And after nearly two hours passes takes his leave and says, "We will talk more in the morning when we have confirmed your story."
You are woken in the morning by guards noisily serving breakfast - bread and water. None of you eat. Just less than an hour later, Quai and Skovin arrive. Quai reaches into a pouch and tosses you all some apples. Skovin shakes his head. They take turns covering parts of your story and tell you that everything checks out, so far. Quai informs you that Agathor was not happy to see him and that is something that you and he will need to work out. Quai also informs you that it seems as though you have done Southkeep a bit of a favor by flushing out the medusa. Skovin interjects emphatically that two wrongs however do not make a right. He and Quai get into a bit of an argument over the merits of strictly adhering to laws and and ideology versus taking a slightly more practical approach. It is fairly entertaining. They quickly finish their debate and almost simultaneously turn and say, "But, the ends to not justify the means." Skovin indicates they initiated some judicial actions through some non-traditional, yet he emphasizes 'official', channels and will be able to discuss the situation further later today. Quai mentions that you have been cleared of the sole death in the battle. It was the poison from the dagger of venom recovered from the hag that killed him. Those turned to stone are not strictly dead, but that is another matter to work out.
Later that day, Skovin and Quai return, this time with Agathor. Quai mentions that there have been a series of events today that have hastened the decision making about your predicament. Skovin steps up and says,"Here is what has been decided. This is not and offer per se and therefore not negotiable. The four of you will be fined a total of 25,000 gold pieces. Master Pip, your two associates will be held in their current condition and soon tried for the break in and theft they committed. You will be fined an additional 3,000 gold. This fine will pay for their return to a normal condition. In exchange for Southkeep not pursuing adverse actions against you for the guard tower break in and indirect responsibility for the petrification of numerous City Watch and death of one the four of you will immediately take up the search for the group known as the Abberant Misfits. Your equipment will be returned on your," he struggles, "'word' that you will not leave Southkeep until you have either determined where this group is located or have proof of their demise."
Pip, somewhat stunned that this day trip to Southkeep has now cost him nearly 10,000 gold pieces, sits silently. Pow Duc, having been silent through the whole order so far looks at Sir Skovin and says, "You have omitted any reference to Rebald Fath."
Quai steps in and says, "Indeed. That is a result of the events I mentioned a moment ago. I'll address that in time." He continues, "Sir Skovin was and I believe is still not convinced that your word is enough to be binding. I do and as I pointed out Pow Duc has a supernatural ability that while we could prevent him from leaving the City it would mean that he could not help you in this task." He turns to Skovin and quietly says something about practicality. He turns back to the four of you in the cell and continues, "The events that I referred to are three, I believe carefully planned, actions that had the effect of weakening the ability of one particular guard post to defend itself against an attack. What made this post special is that it is the one in which Rebald Fath was being held, or rather his statue. The result was that his statue was stolen. One of his arms broke off during the theft. The responsible party was the Abberant Misfits. One difference is that they were assisted by a human in medium armor. All reports indicate a warrior of perhaps Mirvian descent.
[more to follow]
Tuesday, September 11, 2007
Pip's Misadventure
The obscuring mist dissappeared to the surprise of Schweitzer and Alorian. Moments after it did, the two could see that three small demonic creatures had appeared in the street outside the tower. They ambled off to attack some approaching Southkeep reinforcements. Busy inside neither gave it much thought. Pip and Pow Duc continued downward. A spritiual weapon (dagger) appeared and attacked Schweitzer. He stuck his head far enough out of the entry to notice a Black Hag as the source. He decided to leave Alorian and deal with the Hag. Luckily he noticed a Minotaur with a large great axe hiding around the corner in time to prevent a vicious attack of opportunity. Schweitzer and the Minotaur started trading blows. Alorian was quickly wrapping things up inside. Pip and Pow Duc met additional opposition downstairs and were followed by several guards from the upper floor.
Several of the approaching Southkeep reinforcements now approached ambling along instead of assisting their comrades. As they approached the tower entrance, many of them turned to stone. The rest continued on oblivious to the battle. Another group of reinforcements now approached from the opposite direction, only to have most of their rank distracted like those that just walked by. Schweitzer and the Minotaur were dishing it out with the Minotaur scoring one devastating blow. Alorian had cleared much of the main floor including the guard captain. The cause of the stoning became apparent as a Medusa now approached the tower trying to get Schweitzer to look at her. A caster from the second group of reinforcements dispelled the silence. Schweitzer was instantly captivated by an eerie yet melodic song being sung by a Harpy flying around the tower collecting straggler Southkeep guards. With Schweitzer out of the way, the Hag moved in and stabbed a guard that Alorian was attacking. He was dead from the poison but didn't yet know it. Alorian withdrew to the lower level to inform Pip and Pow Duc and to help wrap things up. He was unsure of where Schweitzer had gone off to. Alorian was followed by the Hag, Medusa and Minotaur. Nearly each and every guard still standing in the tower was turned to stone as the Medusa entered.
The fight had mostly ended downstairs where Pip started unlocking cell doors while ignoring a guard that was trying to prevent him from doing so. Pow Duc cleared the stairs of the remaining guards. Pip found his boys and Rebald Fath. Pip doled out some potions and told them all to flee. Rebald went to the back of his cell and searched around for something. Before he and Pip's boys could drink their potions, the Medusa approached, turning them to stone. Pip, Pow Duc and Alorian closed on the Medusa. The Minotaur and Hag were not far behind but were having a tougher time negotiating the hallways. The Medusa told the "heroes" to leave Fath to them and flee before they met their fate. Not a group to take threats seriously, the fight continued. Now hurt, the Medusa cast invisibility and fled. The Hag took her place and was beaten to where she too withdrew back up the stairs.
Meanwhile outside, the Harpy continued to round up straggling guards when another group of reinforcements approached. All three heard her song, but shrugged off the effects. Inside the group pursued the Hag who ordered the Minotaur and Medusa to retreat. Outside, those two conveyed that message to the Harpy. As the three new reinforcements approached they ordered all to stand down lest they suffer the consequences. The Medusa, Mintoaur and Harpy fled.
Inside the Hag was nearly totally surrounded and in a last ditch attempt grabbed Pip with both claws, bit him on the shoulder and was preparing to rend him in two. She was put down before she could. Just after she hit the floor, a man in a green and gray cloak with arrow knocked in a large composite bow entered the tower only to be surprised by the sight of all the statues and three people he knew standing in their midst. Sir Quai ordered the three to stand down and drop their weapons. Pip started to explain and the order was repeated.
Schweitzter, having been released from the Harpy's song headed back to the tower to be met by Sir Skovin and another individual he did not know. He was escorted back to the tower with several of the other once captivated Southkeep guards. Once there he faced Sir Quai and said "I would like to report a crime." as he offered his wrists for shackles.
Monday, August 27, 2007
Getting There - part II
Meanwhile Ashmai and Fayed had made it to the opening in the second floor which they find empty. The orcs in the first floor of the tower start to pour out. Lido and Lucian hold this front. Farathin is providing cover for both Gammon and the the others in the rear. Fayed provides spell support from the second floor. The grunts are quickly killed. The barbarian orcs prove to be more of a challenge, especially as they are being supported by both divine and arcane casters. Some of the group presses into the main floors of the tower to finish the battle with the orcs.
Yorick moves into the main keep, opes a door only to see a large devilish beast standing guard at the bottom of a flight of stairs. He retreats and cast a few preparatory spells and returns the face the beast. With the door open, Ashmai who has been skulking on the second floor now hears the signs of combat from below the stairs and investigates. He sneaks down behind the beast to be confronted by a creature that was hiding. It too has devilish features including an overly large head with a huge smile of far too many nastily pointed teeth - not to mention the small pair of wings growing out of its head.
The battle in the tower is raging and by now the barbarians have been mostly dealt with. Only a shield bearing orc, a cleric and sorcerer remain. The sorcerer is becoming deadly as it unleashes numerous lightning bolds, scorching rays, acid arrows, and rays of enfeeblement, most of which do cold damage. Lido falls only to be revived by a cure from Fayed, Lucian is nearly dropped from ongoing acid damage and Farathin has to put down his bow and melee.
Inside Yorick, as he is casting a blade barrier around the large devil, walks past another hiding beast just as Ashmai did. These creatures simply attempt to touch their enemies and have some sort of will draining power that is mostly resisted. The blade barrier proves to be ineffectual as the large devil teleports around it. The good news is that with people closing on the beast, it is unable to use its monstrously large and wickedly barbed longspear. Gammon, having finally finished the giants with some assistance and a few cures arrives to help. The large beast is forced to flee which it does by teleporting away, leaving the cohorts better able to focus on the smaller beasts. The large creature returns a few rounds later to continue the fight. It again is forced to flee and again returns in a few rounds. By now the smaller beasts have been killed. The battle in the tower continues.
As the cohorst are finishing the large devil a man wreathed in flames appears at the top of the stairs and watches the battle for a short while. He then suggests that the cohorts accept their victory and leave. Of course they do not. Gammon approaches and the man closes. Gammon is struck by a deadly blow and luckily is able to avoid the full penetration of the blade. He then resists one spell before succumbing to an inflict critical wounds spell. Yorick keeps him in battle with a heal. Others that arrive start pegging this man with arrows as no one really wants to get too close the the cold flames. Gammon resorts to melee, taking nearly as much damage from the flames as he gives. The cohorts do a significant amount of damage to this man and he begins to become frustrated. He draws an exotic looking dagger and hits Gammon four times. Gammon hits the ground dead before the poison on the blade has a chance to take effect. Others close on him. He is forced to flee via a spell or similar effect.
Those in the tower have killed the cleric and shield bearer and only now, with several strategic withdraws and readvances are able to dispatch the sorcerer. Those in the tower note it a bit odd that the orcs never fled strategically, which they could have, but instead pressed forward.
The battle is over and the party has several casualties, including one dead and others near collapse.
Sunday, August 26, 2007
Getting There
The cohorts head east in search of tracks or other tell tale signs. They find none.
Day Two
As you get up, Farathin notices smoke NW in the distance. You hastily break camp and head out only to discover a burnout farmstead. A search of the immediate area reveals the corpses of the farming family and some dead animals. Large animal corpses are conspicuously absent. Someone discovers the signs of something(s) large being dragged NW. Investigating you come across a small group of orcs camped out in a copse of trees. As hort fight later and they are all dead. Yorick held the last one who was running away in hopes of getting some information, but it broke the hold and Ashmai finished it. There were about a dozen orcs, most of no note. There were two large orcs viciously wielding greataxes who were practically dead on their feet before they fell. The last was a more deliberate orc with heavy sheild and scimitar. This bunch had slaughtered some cattle and stuffed the meat into several large sacks.
You follow tracks further NW trying to find out where they cam from. Night falls. Late in the evening those on guard notice an even larger band of orcs and a black rider. You quickly recognize the beast it rode as a nightmare. As the orcs closed, this rider moved fast back and forth through the group lancing people on the way. A few spells and the grunts were no more. A few more barbarians and another sheild wearing orc were a bit more difficult as they were aided by a cleric who never fully approached the main battle. Ashmai was finding that the orcs were skilled enough in combat that he was having an impossible time getting a sneak attack to land. An arc of lightning from Fayed severely hurt the nightmare and it faded from view and then flew off. Yorick, who had true sight, watched. In the morning you find the path that the band had taken to get to you and it was not in the direction the rider and nightmare took. You figure it was simply fleeing.
Day Three
Uneventful
Day Four
You realize you are heading more north and getting into softer ground. You spot some large creatures rooting around in the undergrowth. Ashmai sneaks up expecting bears. He was partially correct. less than 30 feet in front of him are six owlbears. An easy fight later and they are all dead.
Day Five
Uneventful
Day Six
Near dusk as you start turning you attention to finding a place to camp, you notice a large mansion off in the distance. The group moves up for a closer look and you spot at least one giant patrolling the grounds. Fayed turns into a small bird and scout ahead. He reports that there are several breaks in the main floor walls of the keep and a large opening in the second floor of the tower. The group approaches on foot noting that some of the ground may be too treacherous for horses. You dodge the glances of two patrolling giants and get fairly close before battle ensues.
More in the next installment...
Thursday, August 23, 2007
Cohort Setup
Schweitzer and Alorian, who are based here as mentors, head off on a prolonged tracking mission after receiving some information from Leo in Marnot. Alorian returns alone after nearly a week and informs the cohorts that there seems to be a large band traveling from near Seavering this direction destroying and killing along the way. Alorian knows there are at least a score, but of what he is unsure. The cohorts report they have not seen or heard anything like that. Alorian and the cohorts search the area around Crossway a bit but find nothing. The next day Pow Duc arrives from Marnot and informs Alorian that the group is gathering in Rastgoth and that they are supposed to wait for Leo and Iam. Those two, along with Iams' mount, pop in later that day. The cohorts are given instructions to start a larger search for whatever it was Alorian and Schweitzer were tracking. Iam hops on his mount and flies off. Leo shouts after him “Race ya!” and grabs Pow Duc and Alorian and ‘pop’.