Tales of a Shattered Star

June 23rd, Session Notes

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve
Clanky – controlled by Shaun

Session Notes

From the journal of Bethany, Berserker of the Society

The party decided to return to the Troglodyte village to rest and heal before continuing on to the Lady’s Light via the underground tunnels. After a night’s rest they explored the blocked off tunnel they had found earlier and followed it to find an intersection of four tunnels which opened up into a large cavern. Within the centre of the cavern a stone monument of polished black basalt could be seen with rune carved sides although no one could translate the runes. Upon the monument’s base stood a humanoid figure, although the stone was broken almost as if something has been trapped there and had broken free.

As the group of adventurers ventured further into the cavern they noticed three insectoid creatures in the room and multitudes of tiny similar insects all over the caverns walls. They decided these were the “Grabber Grubs” the troglodytes had warned them of, but as there were only three insects visible, they decided to save the jars of magical ju-ju and attack the grubs themselves. The grubs scurried over the walls and attacked but were soon cut down by the party, who turned their attention to the monument. The humanoid statue was of a beautiful winged woman (succubus) and a faint aura of a binding enchantment could still be detected although the stone looked to have been broken for quite some time.

Taking the West branching tunnel the party soon found themselves turning to the South and no long after came upon a chamber of worked stone supported with numerous columns. The columns had marble panels depicting carvings of warrior women holding gisarmes. Rock’s dwarven instincts took over and he tried to remove one of the marble panels. At this point four of the columns lurched into motion and revealed themselves as Carytid Columns. The adventurers prepared to battle the slowly lumbering stone creatures. Rock called upon his divine power to touch one of the statues and break it apart. Both Keen Ears and Nick tried firing arrows at the stone creatures which just seemed to either bounce off or shatter against them. Meanwhile some hitherto hidden power of the shard, or some cosmic realignment of astral forces was at work on Bethany, who seemed to just know where to strike the stone creatures to do the most damage. The Berserker Barbarian soon had three of the creatures smashed into marble chunks while her faithful bodyguard Clanky rumbled along in her wake. Had the clockwork servant been sentient it might have wondered who was exactly protecting who? As Bethany turned to engage the fourth column, it was taken out by Rock and Laneth.

With the carytid columns defeated the group turned towards the large pit in the centre of the chamber which led down into darkness. An enterprising and inventive Nick, drops a chunk of marble into the hole and watched as it floated slowing down into darkness. The Halfling then retrieved a rope from his pack and tied it to one of the stone pillars and lowered the end into the hole. The party however, decided to explore the other two passages in case they were ambushed by unknown enemies when climbing back out of the hole. Heading South from the monument cavern the group soon finds the familiar exit to the Boggart caves. They then return to the east tunnel and follow it as it narrowed and twisted southeast. The tunnel then turned north and widened into a large chamber. Laneth using powers of stealth, crept along the cavern wall, while Rock with his dwarven superior dark vision, spotted a sleeping pyro-hydra slumbering away in a part of the cavern. As the beast awoke and lumbered up from its bed, the adventurers again prepared for battle. Ashelin hasted the group, and Bethany still under some unknown mystical energy, leapt forward with increased speed and hacked the hydra’s body, dropping it in a single might rage enhanced blow. With the creature clearly dead, the group began poking around in the debris of its lair, finding some nice shinnies amongst the litter of bones and refuse. Meanwhile Rock pulled out his skinning knife and went to work on the Hydra, while the Mage took the opportunity to breathe some relatively fresher air outside the Hydras cave in the swamp and avoid the grisly scene inside.

With 55 pounds of Pyro-Hydra hide strapped to his back, a happy Rock led the group back to the pit, where they floated gently down to the bottom. All the while down, Rock was busy doing sums in his head, wondering how he was going to get all that lovely marble back to Magnimar. At the bottom of the pit lay a grand column filled hall, while in the distance running water could be heard. The hall was lit with glass globes of continual light and at the far end the party could see a grey stone sarcophagus with the likeness of a woman carved into the lid. The carving was a depiction of the Rune Lord of Lust. A quick spell and Ashelin detected a magical aura coming from beneath the lid. Laneth’s nimble elven fingers soon detected and disabled a devious trap on the sarcophagus and when it was opened, the group found a well preserved human female robed and covered in jewels. The mage realised this was a clone and was under a permanent gentle repose spell while Nick recognised the figure as the Rune Lord of Lust – Sorchion. The jewels made a fine addition to the party’s growing pile of loot.

Two halls lead either side of the sarcophagus. The one to the west lead to a fast flowing river, while the east hallway lead to a panelled wall of red metal. Scenes carved upon the red panels showed a beautiful woman engaged in battle with winged creatures and binding them in different locations. The party realises the panels are showing Sorchion binding succubi into statues, like the broken one they found earlier. When the middle panel is pressed it glowed blue for a moment and some Theselonian script read by Ashelin, announced that “Ayandamahla is bound to the light for all time.” As the words faded, the red wall opened to reveal a doorway leading to a sandy beach and two wooden skiffs.

Here we paused.

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June 16th 2013, Session Notes

GM – Shane
Rock – Brad
Nick – Simon (absent) (controlled by Brad)
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Sir Clanks-A-Lot (clockwork servant)
Laneth – Steve (absent)

Session Notes
The party found themselves clustered outside the Boggart village, a collection of huts clustered around a fire pit with a swampy shoreline on the far side. Nick crept forward and peeked into a pair of nearby huts (F1), each with a sleeping frog-like boggart. Moving towards the largest hut in the village (F4), the Halfling peeked through a bead-string door and found three of the creatures dressed in ceremonial guard. Nick returned to the group and discussed their options. Having already used his spells for the day, Nick had no way to communicate with the boggarts, and so the party resigned themselves to a confrontation and marched into the village, calling for the boggarts to come out.

A sleepy-eyed boggart emerged from one hut and upon spotting the adventurers, croaked loudly, drawing two more boggarts from their huts across the fire pit (F2). While Nick and Ashelin flanked the first boggart, Bethany entered one of the huts and silenced the occupant, a freshly wound Sir Clanks-A-Lot following in her wake. From the village perimeter, Keen Ears stood ready with his longbow, having recently discovered a lost ability to rapidly deploy two arrows at once. The boggarts would not go down without a fit however, as Rock found when he was savagely attacked by a morningstar wielding boggart, and had to use his magic to cure his wounds, receiving filth fever in the process. Nick also was kept busy, deploying his healing wand on the mage after she was critically attacked, and answered by sending missiles of magical energy at one of the boggarts. Soon the three were down so the group moved into the largest hut to subdue the ceremonial boggarts and try again to end the violence.

Ashelin sent in a burst of glitter dust to disable the boggarts while Bethany followed and grappled on them, keeping it pinned. The boggarts were not going to surrender however, and attacked, drawing the attention of Sir Clanks-A-Lot when they attacked Bethany. Clanky waded into the hut and slammed the boggart who had harmed its master. Rock, Nick and Keen Ears all burst into the hut, soon taking down the three boggarts. When they step outside, Bethany approaches the village square, and finds a muddy stake lined pit full of old bones and a muscular looking octopedal creature in the pit with ugly pustules all over its back. Ashelin identified the creature as a bogwid, an aberration that must be the “pet” of the boggart tribe. The party decided the best course of action was to kill it with fire and proceeded to attack. The bogwid replied by hurling one of its flesh-burrowing young at Bethany but missed. Ashelin switched her affinity to fire and cast scorching rays down on the beast. The bogwid replied by climbing out of the far side of the pit, causing most of the group to be enveloped in a cloud of stinking gas causing them to nauseated. Only Bethany and Clanky remained outside the stinking cloud. The bogwid attacked nearby Keen Ears, causing him to be sickened and the poor half elf turned green and fought to keep his lunch. Seeing the ease with which the bogwid was disabling her companions, Bethany flew into a rage and hacked at the aberration while Clanky lumbered over and slammed the creature into a gooey puddle. To make certain Bethany then dragged the corpse over to the fire pit and tossed it in while the others slowly recovered.

At another large hut, the second biggest in the village, Bethany found a female boggart shaman and stepped forward to attack. The Shaman was ready however and brought up her Morningstar, slamming the barbarian. Ashelin cast a grease spell on the weapon causing the boiggart to drop it. The shaman tried to flee, but was sliced down by Nick and finished off by a ray from the mage. Passing around the shore of a swampy pool of water (F5) the group finds another hut filled with a miasma of putrid stench (F7). Inside they found a female troglodyte who they correctly recognised was the mate of Silgash, who they had left as chief of the troglodyte tribe. When freed, the female was very grateful and said she could find her way back to the tribe. Ashelin told her to remind Silgash of his promise to change the tribe’s ways, which she promised to do making Rock very pleased.

After the party cleared out the rest of the huts and their unfortunate boggart occupants, Bethany noticed a large number of track leading out of the village to a set of caves. Within the cavern they found a group of four boggarts playing some kind of gambling game. Upon the wall of the cavern was carved what could only be the image of the boggarts deity, a large frog-like creature. The boggarts notice the group and start to attack. While the two groups battled ferociously, out of the shadows stepped a large boggart, who must be the tribe’s chief. The chief croak-roared and flew into an angry rage, which Bethany recognised all too well. The barbarian and the chief faced off while the rest of the party finished off the boggarts and helped to surround the angry chief. The chief was soon felled but the fight was not over as three frogs emerged from the dark recess and also attacked. These lesser frogs were no match for the adventures who cut them down quickly.

A search of the cave turned up a large pile of treasure as well as two jars of orange gloop. Ashelin recognised the stuff in the jars and the magical juju that Silgash had mentioned would subdue the grabber grubs. More of the orange stuff was smeared all over a hallways at the rear of the caves, which looked like it might also lead the group to the Lady’s Light.
The mage also took out her sketchbook and took drawings a nd notes on the boggart god carving.

The party decided to return to the boggart village and rest before taking the tunnel to the Lady’s Light.

Here we paused

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June 9th, 2013 Session Notes

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave (absent)
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve (controlled by Simon)

Session Notes: 9th June 2013
The party had discovered that the path to the Lady’s Light led them into a cave complex currently occupied by a tribe of demon worshipping Troglodytes. At the entrance to the cave system (D1), they met three guards, who had set on fire a barrier of brambles blocking further access into the caves. The mage attempted to communicate with the troglodytes using Draconian, their native tongue but the trio attacked, hurling javelins across the barrier. Rock stepped up to the brambles and called upon his divine inspiration to create torrents of water, slowly creating a sodden path through the fire. Ashelin having failed at diplomacy tried a warning shot with a ray of frost, which sprayed straight into the face of on troglodyte. It answered with a javelin, scoring a hot against the mage. Laneth, using elven agility danced across the flaming brambles and positioned behind one of the guards, slicing it with her curved blade. Meanwhile Nick took pot shots with his shortbow and Bethany positioned herself before the barrier, waiting for Rock to complete the path through the fire. When the way was clear, Bethany sprang forward and struck down the already injured guard. The fight continued, and as Laneth circled further into the cave to attack the remaining troglodytes from behind, the elf noticed a large pit trap concealed in the floor of the next chamber (D2). Nick managed a critical strike with his shortbow, irritating it slightly, while Rock advanced to swing his hammer, and Bethany turned to slash at another troglodyte. Soon the three were down, and Rock stabilized the injured foes before we continued into the caves.

To the northwest the group entered a large chamber and could hear chanting from the far end. Around what appeared to be a funeral pyre, four troglodytes were chanting over the flames, upon which rested the body of another troglodyte. Ashelin identified the song as a warrior’s chant for the dying and so decide to back away and not disturb the ritual.

Back at the pit trap chamber (D2), a number of branching tunnels led north and east. Taking the east tunnel, the party found a chamber (D5) filled with slimy mud and fungus as well as leathery fragments of shells. An argument can be heard from further into the room which Ashelin translates for the group. Two troglodytes are arguing that the group must stay in the caves and follow Uggilo the shaman, staying under his protection, while two other troglodytes argue that the tribe should leave the caves and settle somewhere else in the Mushfends. The party spreads out and blocks the exits while Nick and Ashelin attempt to negotiate with the Troglodytes. Two of the troglodytes screech and attempt to flee, one of them into the waiting arms of Bethany who grapples the humanoid and holds it in place. The other fleeing troglodyte squeezes past but is cut down by Nick as it attempts to flee. Another troglodyte is cut down by Laneth, and the last one surrenders. The troglodyte in Bethany’s grasp breaks free momentarily but is soon captured and tied up this time. With the skirmish over, Rock drags the fallen troglodyte back into the cave, while Ashelin tries to explain the situation to the surrendered troglodyte.

The troglodyte explains that he wants to flee the caves and find a new mate as his last mate was captured by the Boggarts who were better equipped than the troglodytes and had better weapons. There are many troglodytes nearby that are sick and so he asks us if we could help take out Uggilo and his supporters and cure the sick troglodytes. If they help, then the troglodytes would leave the caves and find a new place to live in the Mushfends. Uggilo is a shaman and worships the Demon Lord Zevgavizeb who he believes is no good for the tribe. We ask about the Lady’s Light and the troglodyte explains there is a path, but warns it is guarded by a nest of giant grabber grubs who feed on the troglodytes so they do not go to Lady’s Light any more. The Boggarts, he explains have a magical juice that can subdue the grubs. Their camp is not far from the caves.

The party decides to help the troglodytes and so we head north to take care of Uggilo, passing along the way a small tunnel blocked by branches (D7). We assume this is the path to Lady’s Light and so leave the fence of branches and head back to the wider tunnel, which leads to a large chamber (D6). This long east/west cavern is filled with a putrid reptilian stench as well as adorned with a large blood covered rock carved with a crude tentacle, evidence of a recent bloody ritual. As we enter the room, we notice two guards near the entrance, while further in the room are the shaman Uggilo as well as a large crocodile. Ashelin, seeing the size of the crocodile, decides to utilize her magic to enlarge Bethany who quickly grows to twice her normal size. The two guards are quickly cut down, and an Enlarged Bethany, also called upon her Barbarian Rage, leapt forward and struck down the crocodile in one blow. Ashelin then stepped forward and turned the very surprised Uggilo to ash with a very power scorching ray.

From the pile of ash we recovered:
- a scroll (m) CMW
- some leather armor
- some javelins (5)
- a holy symbol
- a heavy mace (m) +1

Laneth’s keen eyes also spotted a small hidden wall niche containing:
- a bag of pearls (12) (100gp ea)
- a jade unholy symbol of Zevgavizeb
- a fine crafted set of bolas (mw)
- a lens of detection (perception +5)

Rock also decides to skin the crocodile and save the skin for crafting. We returned then to the troglodyte who identified himself as Silgash, and thanks us for our assistance. He promises to keep the tribe safe but says the Boggarts are still a threat. Rock uses the croc skin to craft and helmet and we install Silgash as the new chief of the tribe. The old chief was who we saw on the funeral pyre earlier. Silgash takes us to the injured troglodytes but before Rock can heal them, he and Ashelin ask Silgash to stop worshipping Zevgavizeb. Silgash agrees and promises to lead the tribe to worship another deity. Rock then quickly heals the sick troglodytes and so we left their cave and headed southwest to the Boggart camp. Along the way we passed the cave of many mouths which Silgash had explained was a dangerous place, containing something that Uggilo had thought divine. We avoided the cave for now and set our sights instead of the Boggarts.

Here we Paused.

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Session Notes, June 2nd 2013

From the visions, Bethany recognises the Lady’s Light, well known around this area. Shiela encourages us to continue the quest and find the shards. She gives us a pink&green sphere
ioun stone which should be able to deactivate the shard of Lust. Runelord Sorchen was the last inhabitant. Sabria Kalmaran the bazaar sales woman wants us to establish trade in the
mushfens, looking for a variety of herbs. She should have some local contacts. 50miles away = A few days travel to the Mushfens. Two obvious options are travelling by ship or on foot. Treasures associated with Succubi she has a buyer that will pay handsomely.

Trip through the fens takes 5 days (we have 7 days rations…), wading through water and unstable ground and make significant detours. Swamp exploration happens. Found a bridge, warning against intruders. Troglodyte and Boggard skulls. Crazy half-blind half-orc is unfriendly. Ashelin turns on the charm and asks us to find some Kelpies hair located just off the bay. Invites us for dinner – suspicious? Kelpies hair to the west. Island of Dr Maroux? Swamp across to the island where the wreck is. Everyone struggles to swim across to the wreck when skeletons attack lead by skeletal captain. Everyone heads for the ship but Rock sinks to the bottom and blasts away with his channelling energy to nuke the skeletons. Nick throws a grappling hook and rope into the water and helps Ashelin make it to the ship and magic missiles the captain into oblivion. Rock snags his rapier and hooks the skeletal captain into the grappling hook for lols. The party drag the corpse into the deck, Nick exclaiming, “OMG the piranhas ate Rock!”. Rock chortles under water but really cant move that much. Rock snags some of the kelpie weed while he’s down there. Finally made it onto the ship, everyone plops down exhausted. Ashelin prestigitates everyone dry. Ashelin identifies the Rapier as +1 and Nick slings it across his back to use two handed. 307xp. Maroux is much more friendly and offers to cook dinner. We have to make fort saves while we eat not noone suffers ill effects. She gets friendly and talks about trogs and bogs.

Talking about a third party of plate armor wearing women with red. Oriana?. Mercenaries of Korvosa? Talked about treasure in the ladies light. chambers underneath belonging to trogs and frogs and larger creatures. The mercenaries team up with the frogs, gave them weapons and tips and launched attack against the trogs. Came back 10 days ago. 1) orriana is lying 2) Orriana is insane. 3) someone is masquerading as Sorchen 4) sorchen IS alive?? Nick thinks that not that long ago, a woman tried to take over Korvosa and that a party of adventurers stopped her. (curse of crimson throne adventure path). Caves of trogs and frogs and ladies light revealed on map. Found a cave entrance, clear signs of habitation. Keen Ears notices an oily smell. Could
be booby trap. We approach the brambles and three Trogs set it on fire. We wonder how to start a trade agreement with such agressive foes.

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May 26 2013 Session Notes

GM – Shane
Rock – Brad
Nick – Simon (controlled by Brad)
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve

Session Summary
From the Journal of Bethany, Berserker of the Society with musings from Rock on the Occasion of the Derro Disarming

A search of the derro bodies turned up a wand of Charm Person which Nick was able too use. Continuing on from our battle with the Derro, we explored the large chamber (D8) and Laneth moved to the north door which opened onto a circular chamber that looked like a doctor’s surgery with two operating tables and instrucments strewn around the room. Occupying the space was a shambling humanoid figure that appeared to be stitched together from an assortment of different body parts from a number of different creatures. Ashelin quickly identified the magical construct as a Carrion Golem, and before it could notice the party, we leapt to attack it, quickly reducing the abomination to its base components, all to the accompaniment of Nick’s acerbic comedy styling’s. The Carrion Golem did get in a good slam on Bethany, dealing her a savage blow and a bout of filth fever she would later discover. Among the debris in the room we located a filthy but serviceable set of surgical tools. A quick search of the storage areas to either side of the surgery revealed a collection of spare parts so we made a hasty retreat back to the main chamber.

Bethany felt the shard of pride tugging her towards the southern wall where she located a secret panel leading to a spiral staircase (D13) dropping into the gloom. In a small alcove to the east sat the well preserved corpse of a shriezyx, a spiderlike monstrous aberration. Recalling the history of Magnamar, Ashelin tells the party that scores of these creatures had once risen from the depths to plague the city forcing the Lord Mayor at the time to ban mining in the stone quarry where the creatures were emerging. The group decided to continue exploring the large chamber, and dragged a reluctant Bethany back from the shadowy staircase.

Turning west the group found another door, leading to a dogleg hallway leading north and west. A square alcove (D11) in the north of the hallway appeared to function as both a bedroom and a torture chamber. Strapped to a table we found the prone form of Fenceter the Blight, the one-time former Landlord of the Tower girls. As Nick approached and roused Fenceter, he turned to us and asked “Where is the Mistress?”.
At Nicks confused look, Fenceter began to scream.
“MISTRESS!”
“MISTRESS!”
At the top of his lungs. Nick frantic to stop the screaming decided to use the newly acquired wand of charm person, which had the immediate effect of calming Fenceter who now addressed Nick as “Master.” He agreed to be quiet but informed us that his mistress had ordered him to stay here. Ashelin recognised that he must have already been charmed, most likely by the previous owner of the wand, the female derro we had defeated earlier. We released Nick but decided to order him to wait where he was until he could be escorted back to Magnimar. A quick search of the room turned up a small chest filled with poisons and two elixirs. (3 doses of id moss, 10 doses of flayleaf, 8 doses of pesh, elixir of love and elixir of truth) Rock true to his nature decides the poisons should be destroyed.

Continuing to the west the party found a large semi-circular chamber (D12) stretching north and south. The interior of the chamber seemed split into smaller stone cells. The doors to the cells were all locked and the keys were nowhere to be seen. Rock and Laneth working together, spent time examining and opening each of the cells. Starting at the southern end, the first cell was empty. The second cell contained a naked commoner who identified himself as a flower seller from Magnimar. The next few cells proved empty however in the second last cell the party were shocked to find an unconscious Natalya, who when awoken but Rock’s healing wand was disorientated asking.
“Where am I?”
“What am I doing here?”
We explained we had found her deep in the bowels of The Crow and explained she had probably been abducted by the derro. Natalya had no memory of her kidnapping but told us if we could arm her and clothe her she could find her own way home. We decided to install her in the Torture / Bedchamber with Fenceter and the other derro victims which included a second commoner we found in the last cell, a female maid. Before leaving Ashelin told Natalya to bar the door and only open it for the secret word, “Pineapple” supplied by Rock.

Heading south we open another door to find a short thin hallway leading northwest which zigzags before it splits into a T-section with a small chamber at each end (D10). The north east chamber contains a bedroom while the south west chamber appears to be a cold storage abattoir. When Rock and Laneth investigate the bedroom a dark mantle rises from the bed and covers the area in darkness. Meanwhile Ashelin decides to avoid the darkened room and instead backs into the abattoir and is blasted by stinging cold. Recognising the brown mold and the danger it presents, the mage quickly retreated from the cold room and blasts the mold with a couple of well placed ray of frost spells, killing the dangerous mold which she knew fed on warmth, and would expand if exposed to fire.

In the darkened bedroom, Rock and Laneth battled the dark mantle while Bethany raced in and swung her greatsword to little effect narrowly missing her companions whicle Keen Ears readied his bow and waited to see if the darkness would end and give him a shot. When the dark mantle threatened its master Rock, Clanky sprang into action slamming the dark mantle and killing it. Eventually the darkness spell dissipated and the party searched the room turning up an alchemist lab including an extraction scarifactor (2500gp) and seven vials of brown frost mold which the mage quickly disposes of with more ray of frost spells.

Returning to the main chamber the party then ascended a short stairway north of the torture door and found a chamber which seemed filled with alchemical supplies. Occupying the room was a female derro and a pair of homunculi. Nick tried negotiation but failed to discuss the terms of the derro’s surrender so the rest of the party attacked. While Rock and Laneth moved to face the homunculi, Bethany made up for her earlier poor showing in the darkened room and literally disarmed the derro with a well place strike. Nick began to utter a joke about a one-armed derro but had to stop to choke back a mouthful of vomit as the barbarian’s display of martial prowess. Keen Ears pinpoint accuracy with his longbow sent arrows zipping in and around his companions to strike the homunculi which soon joined their mistress in the afterlife. A pair of doors to the north led to empty storage closets so the group turned to looting the main room, finding a cache of nice equipment on the female derro’s corpse.
(Headband – of Vast Intelligence +2 – Ashelin)
(2 potions of cure moderate wounds)
(1 potion of intelligence)
(Lens of detection – Laneth)
(Golem bane scarab – Bethany)
(Wand of spiritual weapon 11 charges – Rock)
(mw leather armor)
(mw ackliss)
(mw alchemist lab)
(232gp, 1423sp, 2100cp)

Finally the group decided the only place left to explore was the spiral staircase leading down into darkness. At they descended the stairway ended in a short hall leading to a door. Beyond the door was a domed circular chamber a painted ceiling and a low seven pointed stone plinth in the centre. Within one arm of the star an alcove held a dark crystal shard. Occupying the room were two more shriezyx which must have been held in stasis as they quickly came alive as Bethany entered the room, one of the monstrous creature firing a web at the barbarian which struck, causing physical pain, though the toxin that Bethany could feel coated the web did not affect her. Rock, Nick and Bethany then moved against one of the creatures while Laneth took on the second, with Ashelin and Keen Ears providing ranged support. Soon both creatures were dispatched and the group started squabbling about who should take the shard, when Keen Ears ended the argument grabbing the dark crystal from its resting place. Overcome with sickness, the half elf doubled over in agony, wishing he were not dressed in such cheap tawdry clothing.
The party took the sickened half elf, and collected Natalya and the other derro captives and returned to Magnimar to report their success to Shelia as well as the Mayor. The Mayor was well pleased with the return of the missing people and the answer to the mystery, rewarding the adventurers handsomely. (2000gp)

Shelia was also happy with the group’s progress, exclaiming delight over the illustrations produced by the mage and the discovery of the second shard. This shard she explained was Greed, and produced a pale blue rhomboid ioun stone to place in the shard which repairs the curse and cured Keen Ears. Shelia explained that she had completed her research and now knew which ioun stones would repair the shards.

As Keen Ears concentrated on the Shard of Greed, he received a vision of the next shard, located somewhere in the Mushfends to the East of Magnimar.

Here we paused having completed module one and earning 8 prestige points as well as 1933 experience.

Rocks Notes:
Here are the notes I wrote for Nick during the session so he can adjust stuff accordingly.

Nick notes

+1933 xp

WAND 1 charm person wand charge expended
WAND 3 cure light wounds charge expended

masterwork alchemists lab (ashelin)
regular alchemists lab (to sell)
extraction scarifactor 2500gp (dont know if we will keep or sell)
headband of intelligence +2 (ashelin)
2 potion cure moderate
1 potion invis
lens of detection (laneth)
golembane scarab (bethany)
wand of spiritual weapon (11 charges) (rock)
masterwork leather armor (to sell)
masterwork aklys (to sell)

2332 gold
1423 silver
2100 copper

We smacked down some darkmantles and Ashelin got froze by some brown mold.
Nick cast Honeyed tongue and tried to talk some hostile derro down. It didnt work. Good try
though! Bethany lopped off the Derro witches arm and Nick tried to tell a joke about a one
armed Derro but vomited in the corner instead (40 damage plus another 20 when she tried to
drink a potion). Found a secret room leading to the next shard. Performed some dirty
comedy for the fight, poked a shriezyx spider for 4 hp while the rest of us poured on the
hurt. Nick dashed around everywhere dropping CLW on people and Ashelin pew pew pew’d with
magic missiles. Keen Ears snatched up the shard and was immediately sickened with Greed.
Rescued some missing people. Pale blue rhomboid ioun stone goes into the shard which breaks the curse. 8 prestige points in the pathfinder society. Cashed in images and sketches for exp. Shard of greed does Haste/1 day +2 bonus to saves vs transmutation, +1 insight attack rolls. Next the shard directs us to the Mushfens to the east for the next shard.

so if someone can let me know how much money we have already in the loot, we should end up with ~450gp each if we sell the armor and aklys, more if we sell the scarifactor. Rock needs a healers kit (50gp) to take advantage of the surgical tools.

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May 19th 2013, Session Notes

GM – Shane
Rock – Brad (controlled by Simon)
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve
Session Summary
From the Journal of Bethany, Barbarian of the Society on the subject of:
Brooches, Bows and the Best laid plans of Adventures.
Stairs led down to another level, this one appeared to be ancient sewers. Before us lay a thirty-foot square chamber (D1) containing a cistern of deep water with troughs leading east, west and south and lit by a dark obsidian torch. Crossing the troughs were mouldy planks, while a thin 5-foot ledge lead along the edges. Coming from the eastern path we could hear strangely sad singing in an unknown language we suspected was the language of the dead – Necril. Ashelin takes a look at the obsidian torch but it is affixed to the wall and cannot be removed. We decide to follow the east path and investigate the source of the singing.
The hallway opened out into a cylindrical reservoir (D5). The path continued across as a bridge supported by columns. Along the walls of the chamber a painted mural showed the skyline of Magnimar, ships at harbor appeared to float on the surface of the reservoir. The singing came from an unlikely source, a ghast swimming in reservoir. As the ghast noticed us, he swam further away and asked us not to attack. Nick and Ashelin moved forward to speak with the ghast who introduced himself as Lockaby Brast former captain of the Liza Jane, the ship wreck we had spotted earlier. The ghast then offered us a proposal, retrieve a brooch from the wreck and return it to his wife and he would assist us with information about the sewer complex. He explained there were dangerous slimes in the west hall from the cistern room, toxic gas in the south hall and strange subterranean creatures further to the south. Nick and Ashelin tried to promise we would complete the quest later, but the ghast would not say another word until we returned with proof.
Feeling both exhausted and in need of a break, we retraced our steps to Magnimar and rested in preparation of exploring the wreck of the Liza Jane. We turned in our three sin spawn heads for the bounty (300gp, 800exp) and made our way back to the underwater entrance. Ashelin cast the water breathing spell from one of the scrolls we found and Ashelin, Bethany, Keen Ears, Laneth and Nick proceeded out into the water, while Rock sand Clanky stayed behind with a rope. As we moved towards the Liza Jane, moving steadily across the rocky sea floor, we were approached by a pair of reef claws who attacked. A short battle erupted but the reef claws were quickly dealt with so we continued to the wreck. A quick search resulted in Nick finding a chest containing the brooch with the initials LB, a mithral rapier, a buckler and a well preserved eye-patch that Nick felt would look great on him, even though he still enjoyed site in both eyes. “It adds to me mystic you see.” He assured us. After stifling grins, we collected Rock and Clanky and headed once more back to town. We asked around and found directions to the residence of Liza Jane. Turning up on her door-step, we knocked politely and while ensuring Keen Ears remained silent we explained how we had found the wreck of the Liza Jane out in the bay and had located this brooch we thought might be hers. Liza gratefully accepted the brooch and tearfully told us this was the only thing she had left to remember her lost husband. As she turned to go, I realized we needed proof to give to Lockaby, and I stopped Liza and explained we were member s of the Pathfinder Society and were writing a story on the fate of the Liza Jane. I asked if Liza would pose for a sketching with the brooch so we could include this in the story. Liza agreed, and Ashelin quickly sketched her likeness, promising a copy one the story was finished.
With illustration in hand, we headed once more out to Crow and headed down to the reservoir room. Lockaby was happy with the drawing and so explained that in the southern part of the sewers, we would find a group of four Derros led by a witch and advises us to take the south passage and approach slowly from the balcony. Continuing south we find a small room (D6) containing two skeletons wearing faded work clothes. Ashelin detected the magical aura of an ever-burning torch while Laneth found upon the skeletons, 16 gold pieces and a pearl (100gp). Moving south again we came to a large octagonal room (D7) with short stairs leading up to a crossed platform over water and sewer pipes extending from the corners. As we entered the room and crossed the walkway, two cave moray emerged from the nw and se pipes and attacked. In the ensuing battle Nick was nearly bitten in half and decided to take a time-out until Rock was able to apply healing.
Once the morays were dealt with, Laneth led the way, moving stealthy around a spiral stair and along a short hallway ending in the balcony described by the ghast. The balcony over looked a large chamber lit by torches. In the far corner three derro sat arguing around a table. A quickly spoken spell allowed Laneth to comprehend the derro language and she learned they were discussing who they would next abduct, deciding some some fishermen from a dockside tavern. Laneth reported this back to the party and we quickly drew up a plan to surprise the derro. Ashelin made Rock and Clanky invisible and the two dropped down into the room and began making noise, while the rest of us gathered on the balcony to attack when the derro came to investigate. Rock felt at his stealthiest and waited as the derro surrounded him, enhancing his strength with a quick prayer. Meanwhile, Laneth and Bethany leapt to attack, while Keen Ears finally decided to unleash his bow, firing from the advantage of the balcony with Nick doing the same next to him. Ashelin meanwhile was completely flummoxed that these tactics had worked and thus distracted, sprayed magic harmlessly around the room. With the tactics of Laneth stabbing and Keen Ears finishing with his bow, two of the derro were soon down, while Rock and Bethany combined to finish off the third.
Here we paused.

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April 28th, 2013 - Session Notes

GM – Shane
Rock – Brad (controlled by Simon)
Nick – Simon
Keen Ears – Dave (absent)
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve

Session Summary
From the Journal of Bethany – Berserker of the Society
Having retreated from the encounter with the Grey Ooze, we spent some time licking our wounds while Rock endeavoured to turn the pile of slag metal that had become our weapons, back into useable items. When the mending was complete we continued east along the natural cavern and found a hallway leading south to a pair of double doors. Rock and Bethany could hear splashing sounds from behind the doors which opened to reveal a long chamber (C24) with a sunken water-filled floor. Stairs led down into the murky water and a matching pair at the far end led up to another hallway. The chamber was lined with carved stone columns depicting tentacle armed figures.

We tied a rope about Laneth’s waist and while Bethany secured on end on the stairs, the agile elf swam out into the pool. As Laneth reached the centre however, three shadowy forms emerged from the corners of the room and advanced. Laneth swam back to the stairs and stood beside Bethany while Rock positioned on the Barbarian’s other side as they faced the advancing creatures. We recognised the sinspawn as they advanced and prepared to defend ourselves. A brief battle erupted at the edge of the water with the three adventurers guarding the stairs, an agitated Sir Clanks-a-lot (Clanky) watching Rock’s back, and the mage and bard pinging away with spells and arrows. Soon the sinspawn were down and three more heads were collected for the bounty. Before moving on, Ashelin brought out her sketch book and took down the grisly scene of the head collecting and backdrop of dark tentacle filled columns.

Once again Laneth swam across with a rope and provided an anchor point with Bethany so the others could cross. Unfortunately Rock lived up to his name, slipped and sank like a stone, but safely walked to the far side emerging very sodden and shamefaced. Clanky dutifully followed his new master, walking through the 10 foot deep water with no trouble. Ashelin also lost her grip on the rope but managed to swim over, while the agile bard had no difficulties. Bethany brought up the rear, swimming easily across the short distance.

Turning a corner to the south the group was presented with a short hallway descending further below the complex. Realising they had not fully explored the current level, they back-tracked, eliciting a groan from the soaking wet dwarf at having to recross the flooded room so quickly after his last bath. Returning to a closed doorway they find a small chamber (C21) containing another door and a bronze plaque written with ancient Thessalonians’ script. The scholarly mage read out the words as “Don’t Leave the Cage Doors Open.” With trepidation the party tried the door and found it locked, so Laneth the rogue spent a few minutes picking the lock and revealing the room beyond. A large S/E angled room was lined with open rusted cage doors, from which the original occupants had long departed. What the group found instead were three small balls of flesh with teeth, which Ashelin identified as flesh dregs, common found near rune wells that have malfunctioned or follow sinspawn around like pets. The flesh dregs leapt to the attack and a short and furious battle erupted where Laneth gave a display of acrobatics, and Bethany reminded everyone of her barbarian rage, chopping down a pair of the dregs. Soon the fight was over, ending in three dead piles of fleshy goo.

To the south east end of the room another door lead to a chamber (C23) containing a portcullis and a skeleton slumped over a winch mechanism. Bethany in moving the skeleton to get at the winch, finds the bones crumble to dust, leaving her holding a rusted by serviceable set of masterwork crafted half plate. This she hands to the clockwork servant to hold for later. Spitting on her hands, she cranks up the winch and opens the portcullis, keeping it open with the locking bar. Beyond the adventurers find the start of a strange circular maze.

Ashelin recognises the entire structure as a rift siphon that could be used to summon creatures from the plane of hell. She advises the group that the siphon could be deactivated by removing the iron rune-carved plates that line the mazes walls. At her direction, Bethany and Rock start ripping the plates from the walls and after removing ten of the panels, the mage believed the rift was closed. From further into the maze, the group heard clicking and growling noises, which was revealed in a turning of the maze to be that of a Hell Hound. Leaping to battle Laneth and Bethany feel the sting of the beast’s fiery breath but soon cut it down, while the happy mage chipped in with a ray of frost, finally using the spell to great effect. The battle was not over however as the center of the maze (C20) revealed a second Hell Hound. Again the fiery breath washed over Laneth and Bethany while Ashelin luckily stayed out of range flinging spells and a wise-cracking Nick pinged away with his short bow. Rock meanwhile tried to circle around and became lost in the other side of the maze, finding a hell hound of his own to face. Luckily Sir Clanks-a-lot had dutifully followed him and at seeing his master accosted, slammed the hell out of the hound. Having dealt with the hell hound at the center, the party split, with Nick, Ashelin and Laneth going west, while Bethany followed after Rock to the East. After wandering the small maze and finding no other trouble, the party regrouped at a door leading west. They found it lead back to a familiar part of the dungeon and so realising they had mapped out the entire floor on this level, returned to the entry to the next level down.

Here we paused.

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April 14th 2013 - Session Noted

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve (absent)

Session Summary
From the Journal of Bethany, on the night when picks and shovels reigned
Having rested within the magical circle of protection against Law (Rock slept on the outside), the party continued to the western door they had passed previously. A short hallway led to a small chamber (C3) which contained a curtain of metal blocking the view of the southern chamber. From behind which a rustling noise could be detected. Keen Ears poked his new ransuer through the curtain and parted it giving a partial view of the room and revealing a Lemur against the far wall. Bethany rushed through the curtain to attack the Lemur and found there was a second Lemur as well as Imp occupying this small chamber with infernal script scrawled all over the walls. Ashelin stepped through the curtain and upon seeing the imp, unleashed a bolt of electrical force, which fried the imp into ash in an instant. Meanwhile Rock, Keen Ears and Nick entered and assisted in disposing of the second Lemur. After the battle we inspected the writing on the wall and discovered it to be a repeated phrase claiming the domain In the name of Erebus which is a level of hell, probably the home of the devils were had been facing. From the body of the imp we recovered a leather satchel containing silver coins (117) and a magical scroll of Animate Dead. Rock frowned when he realised the evil nature of this spell and admitted he could not in good faith cast it.

Moving on we completed the circuit of the halls back to the room of the demonic Larvae (C1) and followed some stairs south into a branching east / west hallway. Heading east we found a room containing two columns, the northern one carved with the image of Lady Wrath we had seen before. The Southern one was carved with seven robed figures each holding a shard. A description in ancient Theselonian which Ashelin had studied asked the questions “Does true power lie within the one or the many?” The mage then took up her sketch book and copied down the room’s features, which Rock using his magical sight detected a faint aura around the columns. Curious about the carving of the seven, Bethany reached out to touch the column and was immediately zapped by a force that left her feeling weakened. At the Northern end of the room, Keen Ears casually lent back against the column of Lady Wrath and was zapped as well, but this time he felt more powerful. The others quickly moved forward for Lady Wrath’s boon, while a sheepish Bethany touched the column which restored her to normal.
(North pillar +1 attack, damage, saves. South pillar -1. Lasts 24 hours)

Heading back west was found a curving hallway which lead south and back east into an arena like chamber (C9). Here in a circular lower floor, two Nuppribos were fighting for the entertainment of a pair of imps watching from an upper gallery. Upon seeing us the imps ordered the nuppribos to attack. Rock casts a quick spell on his mace to align it with goodly energies and he and Ashelin’s electric bolts, make short work of the nuppribos, so the Imps decide to enter the battle. But as the party rush to engage the imps, one of them is dazed by the mage, and the other decides to vanish into invisibility. As soon as the daze wore off the other imp likewise disappeared. Keen Ears in frustration swings his ransuer in a full circle narrowly missing Nick, but otherwise connecting with stale dungeon air. After waiting for a short time with the imps not reappearing the party moved on.

We found a small rectangular room containing three doors against the east wall, and a font of water at the northern end. Next to the font hung a crystal key which Rock realised could fit the clockwork servant we had come across earlier. He pocketed the key for later investigation. The north most door was blocked by rubble and while pondering how to clear the debris Nick suddenly produced a pick and shovel and hands these to Rock and Bethany. “Forgot I had these, thought they might come in handy.” He said. Rock and Bethany quickly cleared the rubble and proceeded into the room (C11) beyond, where they encountered a pair of Lemurs. Rock immediately smashed one over the head with the shovel, which Bethany finished it off with the pick. And while Nick cackled with laughter at this, Bethany (with the mage’s aid) whittled down the second Lemur.

Moving to the bottom of the three doors we found an office like room containing table and chairs, as well as a lute of archaic design. The room was also occupied by and Akuza devil and the two imps we recognised from earlier. In the following battle the Akuza dropped a grease spell hitting some of the party and making them fall, while the Akuza and imps focused their attention on Rock, first biting him and inflicting “Devil Skills” and then later stinging him with imp poison. Luckily no one else was stung and soon we defeated the foes and grabbed the loot (lute). The ancient zither we determined was worth a lot (500 gp) as it was of Theslonian design. A search of the office also turned up a silver coffer (100 gp) containing coins (22gp 175sp 312 cp).

Figuring these were the bullies, Ashelin quickly sketches their likeness to take back to the Lemur for our reward. But first we investigate the middle door which leads along a hallway to a portcullis. The fancy handled crank we found earlier opened the way for us and inside (C8) we found an oddly shaped room and a pair of tapestries we figure could be valuable (250 gp each). As we prepared them for transport, Nick found one of the wall rods was rattling and in it he found a wand. We returned to the lemur and he thanked us for killing the bullies and handed over the reward of coins and jewels (35gp + 3 garnets (50gp each). Ashelin also gifted the lemur the images of the bullies for his enjoyment.

Having finished this business Rock was eager to investigate the clockwork servant so we headed back to that room and Rock found the key fit. After turning it, the clockwork servant then came to life and followed Rock as we headed back to the long hallway of the Mountain Mural (C18) and through a south door we had left unopened. Proceeding south we found more branching hallways angled to the east and west. Taking the west fork, we proceeded into a natural cavern where we found the huge remains of a fossilized skeleton of a very large creature indeed. Continuing south, Bethany noticed some strange mud along the shore of a pool which we realised was a Gray Ooze. Having never faced such a creature before we stepped forward to hack at it and shortly had it reduced to a gooey puddle, but at some cost as its acid like blood melted our weapons.

Luckily Rock stepped forward and told us he could repair them, so here we paused, returning to the Clockwork Room to rest and repair.

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April 7th, 2013 - Session Notes

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve

Session Summary.
From the journal of Bethany Rat Bane, Grappler of Lycanthropes and Disarmer of Statues
We continued downstairs to the next level and upon finding a door we did the usual adventure trick and pressed our ears tightly up against it trying to detect what may lie beyond. The silent stone yielded no secrets so we opened the door to reveal a large octagonal chamber with a familiar ramseur wielding statue of lady Wrath in the centre. Also sharing the space was a large abyssal larva that the mage – Ashelin recognises as demon spawn. A short battle erupts as we circle the beast and hack it into gooey chunks. As Keen Ears danced upon the maggot filled corpse of the now dead larva, Ashelin takes out her sketch book and with growing skill renders the image of the statue perfectly for sharing later with the Pathfinder Society.
Rock becomes curious about the statue and noticing the ramseur is magical tries to remove it from the statue. Failing to retrieve the item, Rock is forced aside by Bethany, who calls upon her ferocious rage to rip the weapon from the statue’s grasp, stowing it later for investigation.
Given three choices of direction, the party turns to the East door which reveals short hall leading to a small room (C6) containing a pair of waxy humanoid creatures. Once again the mage’s education and training come into play as she recognises the creatures as nuppribos, a denizen of the demonic plane.
Upon sighting the adventurers, they raise their spears and attack. Finding our normal weapons being ineffective against the creatures, we persevere and eventually hack them down. Nick helps the situation by performing with his comedy styling’s, giving us encouragement and confidence.
Around a corner are some more stairs leading down. We decide to follow and continue east through branching hallways to another silent door. Behind this portal is a small room (C13) containing three more nuppribos demons. The room spells strongly of the sea and a salt trail leads south through another door. After defeating the demons we continue south which leads to a chilly room with stairs leading down to sea water. A blue shimmering energy covers the surface of the water which the magical party members tell us is a magical barrier holding back the water. The walls are decorated with salt encrusted murals showing soldiers marching to battle. Ashelin again takes a rendering of the murals in her sketchbook.
Heading east again, a door leads to a circular room with a spiral stair leading up to a domed chamber. Laneth explores the stair and find the domed chamber is an underwater observatory, the walls of which are made of the same magical barrier. Outside in the bay, a ship lies wrecked at the sea floor. We decide to investigate it further if opportunity presents itself. A task made somewhat easier when Rock finds a hidden cache of two scrolls of water breathing. For now though no one can safely cast the spell so we choose not to waste the chance at exploring the wreck.
We head back to a barricaded door we found earlier and again Bethany uses her rage enhanced strength to force the door open. Clearly heard through the door is something sobbing, which is revealed to be a devil called a lemur, which we find hunched in the far corner of the room (c14). Laneth casts comprehend languages but we discover the Lemur can understand our speech as it tells us between sobs it wants us to kill the bullies, holding out it’s pudgy hands full or gold and jewels. It tells us the bully is in the southern area and so we promise to dispatch said bullies and return for the treasure.
The south hallway stretches for a long way with an alcove in the middle holding another ramsuer wielding statue of the Runelord of Wrath. Laneth and Bethany both feel suspicious about the statue which is revealed to be trapped. Laneth bypasses the spark spitting ramsuer and locates a switch at the statue’s base which disarms the trap and allows for safe passage to continue.
A long columned hallway (C18) turns out to be a ruined laboratory of some kind with equipment strewn about the hall. The Northern wall however holds a mural which Nick and Bethany recognise as depicting Hollow Mountain which soon finds its way into Ashelin’s sketchbook.
The Western end of the hall contains stairs leading up and a door south. We decide to go west and circle again north into a smashed up alchemical laboratory filled with broken equipment and another four lemurs. These spot us and immediately attack.
Feeling a bit left out of the action, Ashelin attempts to illustrate the combat but feels critical of her work. Bethany, the Art Critic, decides she does better with still life, rather than action scenes, drawing laughter from the groups, and jealousy from Nick who claims the role of comedic relief in the party. We move on.
Opening a door to the west we find a small room (C5) containing a strange mechanical device with four arms and tri-pedal. Rock recognises the device as a clockwork servant and start examining the thing for a way to activate it. He finds a keyhole but the key is nowhere to be found. Instead the party finds a brass crank with a pearl inlaid handle and Mithril Masterwork tools which Rocks says might be melted down to be turned into daggers, as handy as silver against the demonic spawn we have been facing.
Continuing along the north hallway, past a door in the west wall, we find a room containing a flickering flame (C20) and upon the floor we find a circular rune that shimmers. The circle of runes is a magical circle against law which we find has been used to trap two elemental flame imps that leap out and attack us. Once we had defeated them the group realised that no lawful creatures could enter this room and so we chose to stay here and rest for a bit.
Here we paused

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March 31st 2013 - Session Notes

GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve

Session Summary (From the journal of Bethany)
Regicide of the Fickle King
After returning to town to refresh and gather spider web burning supplies, we continued down deep into the Crow and from the large spider hall (B41) we continued south into a semi-circular room (B43) which appears to be a kitchen, with ovens and spits, though long unused. Nick noticed a skittering noise coming from one of the ovens and opened it to reveal a swarm of writhing centipedes which spilled out and advances on him and Rock who stood nearby. Though Nick retreated taking small damage from a multitude of tiny bites, Rock felt the sting of the centipede poison. The remaining party members fled back north and then west into a large natural grotto with a 40 foot ceiling and a dais at the southern end containing another statue of Alazinst – Runelord of Wrath, though this one was covered in mold and mildew.

Laneth and Nick who were first into the grotto noticed a crab-like creature at the far end of the room, which Ashelin later revealed to be a cave fisher. The creature moved with a distinct clicking noise and when we spotted the bag tied to its leg, we realized this was “Clicky-Legs” onetime pet to the Mite King. Meanwhile Rock, Bethany and Ashelin fought a strange battle with the swarm, setting it on fire and keeping pace with it as it unerringly followed the mage in her retreat.

Keen Ears, Laneth and Nick engaged Clicky Legs in battle and soon brought the creature down, Laneth retrieving the bag in the process. The swarm doggedly chased the Mage into the room which Bethany stood ready with lighted torch in case the fire went out. When it did and tried to move towards Keen Ears who had tried to hack at the swarm with his sword, Bethany re-lit the lamp oil Rock had dumped upon it and burnt the last remaining centipedes.

Laneth found in the bag, the spare crown (a bracer with a faint magical aura), twelve polished rocks, and twenty-three tiny teeth.

After recovering, the group moved back to the Healing Font of water (B42) they had found previously and Rock regained his lost health and effects of the poison. The rest of the group bottled the magical waters to keep for later.

Upon returning to the Mite’s palace, Nick negotiated his way past the room full of mites again and we barreled into the King’s chambers, heady with our success and eager to receive our reward. Instead we met with anger and outrage as the King did not even recognize us and called for executioners. He leaps to attack and immediately fell to Keen Ears sharp blade. Keen Ears happily added Regicide (Mitecide?) to his resume. Overcoming our shock, we ransacked the room, taking a small silver statue of a sphinx that had caught Ashelin’s eye earlier and recovering both crown’s which tuned out to be magical bracers of armor (+2) which we handed to the grateful mage. Another successful negotiation saw us back pass the oblivious mites and down into the bowels of the complex again.

Ashelin and Rock had found a secret door near the moldy statue and so we proceeded through a rough-hewn tunnel and into what appeared to be a dusty pantry or food storage area. No food remained but dust, but in its place as Nick jokingly observed were the last meal of the centipedes in the form of nine skeletons, which lurched into un-life at our appearance and attacked. Rock called upon the divine power of his deity to cause painful damage to the undead horde, while Ashelin discovered her ray of frost was ineffective and switched instead to fire which burned one of the skeletons to ask. Bethany sprang into acrobatic action flipping over the skeletons into the room and hacking one of them into dusty splinters. Nick kept cracking jokes in the background while Rock finished off the horde with another display of divine power.

A search of the kitchen and ovens proved fruitless so the party followed the passages back through the grotto where they found a dusty barracks full of broken beds (B46). The way north link back up to the cells (B40) while the way south led down a pair of stair cases and into the unknown.

Here we paused (gaining 559 ea experience for the effort)

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