Tales of a Shattered Star

Its a trap!

After receiving a summons from Sheila Heidimarch and arriving at her office our intrepid adventurers were left with a riddle to solve, a puzzle box that the famous Pathfinder Koriah brought back on a recent expedition.

With the fastidious Laneth looking over the box he soon realised the nature of the puzzle box and cried out “LUCRE!”, opening the box – and caused a pair of rummaging Pugwumpis to be teleported into the room. Immediately they were pounced on by the company, who were itching for a fight, and dispatched back into the void from whence they came.

Sheila and Koriah, attracted by the noise, stormed into the room demanding what the noise was for. When explained Sheila thanked the company for their quick thinking, rewarding them by allowing them to keep the contents of the puzzle box.

Taking them into her office Sheila explained her need for finding Natalya V and gave them some leads to find her: The Constabulary, a fortune teller and a criminal organisation called the Sczarni.

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January 6th 2013 - Session Summary Notes
Our First Pathfinder Mission - Find Natalya V

From the Email I sent last week – Snuffa
Brad’s original post then:
So what did I miss?

Story so far – Pathfinder Society seem to be a group of wealthy philanthropists, historians and collectors who fund teams of adventurers to solve crime, recover artefacts, explore and investigate etc. For what end reason, I don’t know. But they are independent of any crown or diety is that right shane? So they search out likely members and send them on missions. In this case the 6-7 of us to find out what happened to their double agent who was for some reason infiltrating a group of gangs called the Scarni. Although they are broken into several factions in magnimar its unknown whether they all act as one group or whether they are actually rival gangs. Not known if there are other non-scarni criminal organisations in the town.

We were asked to open a magical stone box which had some summoned creatures inside (they didn’t last a round). We headed off to follow some leads (well marked on our maps) including her last known associates, the local police in charge of the investigation. Found out that the agent was seeking some cure to a poison or disease. Happened to get our own party members diseased in a fight against (hard to hit) sewer goblins. That about it?

What did he miss. (I wont know all the names but general description)

We travelled to the Watchhouse in the docks area where the carnival was and they sent us over to the main fortress barracks across the other side of town. We introduced ourselves and passed a bluff check (Ashelin) which allowed us to talk to Kassady? the guard in charge of the investigation of the missing persons. She told us about the Tower Girls and how they used to be located at Underbridge and had been staying with Fenceter the Fence? We also asked about poison cures and she told us there were 2 reasons why someone would want a cure. 1 – to poison someone, or 2 if they fell into the sewer. We then went back to Underbridge and easily found Fencter’s place and an empty bowl outside and a sign saying leave a gift. We contemplated gifts for a while till we remember we had 3 garnets from the first session and so gave 1 garnet (50gp) as a gift. Fenceter soon came out and asked us what “favour” we wanted. We asked him about Natalia and everntually found out Fenceter had seen her recently in a nearby warehouse. He also seemed to think he was still the Tower Girls Landlord but they had not been around for a while. He told us they always come back.

So we decided to investigate the Warehouse where Natalia had been spotted. We came across a small shack with a locked door at the side of the Warehouse. When we knocked it was answered by two toughs who told us they never heard of Natalia. We decided they were lying and so it came to blows. Being flushed with our earlier success we were not really ready for a proper fight so to speak and Bethany was knocked down and dying fairly soon into the encounter. Luckily Rock chipped in with some well needed healing to get her back on her feet. Ashelin was not impressed with the display of violence she was witnessing and soon departed to scout out more of the warehouse. The toughs were also not too keen on battle and one of them tried to bash his way out a boarded window to safely. Keen Ears was having none of that and hacked away with gusto taking his longsword in both hands to deal out extra punishment. Nick stayed to the side and poked away with his rapier. Bethany tried an acrobatic manoeuvrer to flank the remaining tough and failed so went down for the second time in the encounter. But soon the toughs were reduced to corpses and more healing applied, so we stacked them in the shack and continued around the warehouse.

Eventually we found another door leading to a room with a sunken floor filled with sewage and with tunnels leading underground. Across the pool of filth was a flimsy plank leading to another door. And against the wall was a poorly maintained ladder leading to loft. Nick sneaked silently across the plank and listed at the door while Keen Ears tried the ladder and it collapsed dumping him into the disease filled sewage. This aroused three sewer goblins who emerged from the tunnel and started flinging poop at those in the room. Rock entered and the heavily armored cleric tumbled off the plank but ignored the filth around him to assist Keen Ears and Nick, while Ashelin and Bethany stayed in the doorway, the mage tossing vials of acid to good effect and the Barbarian less so with her shortbow, a lack of vitality keeping her from entering the dangerous room. Nick was blinded by poop and put on such a performance that we were all moved to greater feats of valor, while Rock called on the power of his Deity to give us their blessing. Soon the Goblins were dealt with, and Rock used his innate ability to mend the damaged ladder back to new. A quick reconnoitre up the ladder revealed a large open space and Stirges in the far corner!

There we called it a day.

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January 27th 2013 - Session Summary Notes
The Warehouse of Seeping Sewers

At the end of the previous session we were in the first floor-less (flawless) sewer filled room having just defeated the 3 sewer goblins. Rock had climbed the newly mended ladder up to the rafters and spotted 2 stirges in the far end of the attic space. He came back down and Nick decided to proceed through the door into the next room. The whole party then miraculously made their balance checks across the rickety plank bridge and lined up around the edge of the next floor-less room. Suddenly from the far corner 2 crossbow bolts thudded into the wall behind Nick causing alarm in the group. Bethany reacted first and rush around tossing aside some crates to reveal a goblin hiding behind. The rest of the group spread out around the room, and Rock barrelled past Laneth to open the door to the next room and circled behind to reveal a small hole in the wall. More crates in the corner of the first room revealed a second hiding goblin which Keen Ears helped to dispatch.

In the new room there was another door to the left and a rickety ladder that Rock immediately repaired. Instead of going up to the space where the Stirges were, the party processed through the next door where Keen Ears and Laneth found another sewer goblin in a chimney space. The goblin fled up into the attic space where Bethany chased him down. After defeating the goblin a human female and 2 male guards appeared.

The female identified herself as Queen Natalia and demanded to know why we were attacking her subjects and invading her realm. Bethany felt she lacked the conversational skills to continue this discourse so called down to the party who proceeded to climb the ladders. One of the queen’s guards had an itchy trigger finger and fired at the group so combat continued although Bethany tried and failed to knock out the queen. Keen Ears forgot about the 500gp reward for bringing back Natalia alive and proceeded to stab at her with his longsword. Luckily she was armored and came to no harm. The other guards were dispatched quickly but then one of the stirges flew over and attached itself to Laneth. It was crushed before it could do any lasting harm, and Ashelin “Stirge Bane” entered the fray and cooked the second storge with a well timed Magic Missile earning herself the new moniker.

With her subjects dealt with, the group then turned to the problem of queen Natalia. Using a mysterious crystal she summoned an illusionary version of herself which began throwing fire at the party. Luckily Ashelin recognised the harmless illusion and warned the group so none were affected. Bethany decided if she couldnt knock out the queen, a bear hug would do and grappled the struggling monarch. The rest of the group added to the stacks on and soon had Her Majesty tied up neatly. Laneth also took the opportunity to purloin a wand from the queen while she was distracted.

Ashelin studied the mysterious crystal but no one was keen to touch it and left it in Natalia’s possession. However, while arguing how to carry a tied up and struggling woman through the streets of Magnimar, the group was surpised when another female dropped through the roof and 2 male thugs were spotted in the space below the attic. The new lady demanded we hand over the crystal. We decided not to and waded once more into combat. Ashelin made good use of a grease spell to control the 2 thugs while the others dispatched them. The mysterious woman realised she was outmatched and tried to flee through the roof but was hacked down for her trouble by Nick and Laneth.

Realising the crystal may still be in high demand, the group decided to rick the streets and grabbed the still struggling Natalia and legged it back to Heidimarch mansion to report in. In fact the party mage put on such a convincing bluff that the city watch provided a police escort to see the group back safely to the manor.

Here we decided to stop.

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February 3rd, 2013 Session Notes

03/02/2013
GM – Shane
Rock – Brad
Nick – Simon (Brad)
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve

Having secured Natalya and the strange crystal she held we returned to the manor and were ushered into Shelia’s office where she immediately notices the shard and takes us into the parlour. Shelia suspects what the shard may be is similar in nature to the Wayfinder stones used by the society.

She asks us to hold Natalya steady as she produces an ioun stone and drops it into a depression in the shard and the two fuse together becoming one and sealing the crack in the shard. The effect on Natalya is sudden; she comes to her senses and is surprised to see Shelia.

Shelia’s suspicions were confirmed and she explains that Natalya had been under a curse caused by the shard. The shard itself is one of seven, part of the Shattered Star, a powerful 10000 year old artefact originally called the Sihedron. This powerful Thassilon artefact was broken into seven parts by the Rune Lords who each carried one of the shards. The shard carried by Natalya is the stone of pride.

Shelia is very excited by this discovery and exclaims that the adventurers have an opportunity to win greater glory by searching for the other pieces of the shattered star and rebuilding it. She asks one of the group to take hold of the shard.

Never a shy one, Bethany volunteers and takes up the shard and feels strange as new power floods through her. Shelia asks her to concentrate on the shape of the Shattered Star and relate what she sees. A vision builds of the harbour which Shelia recognises as the crow, a small sunken island ruin out in the bay. Shelia explains that each shard when found will provide a vision of the next.

Natalya then mentions that this is where the Tower Girls have set up their new base. When asked she confirms that the final attack in the warehouse came from one of the Tower Girls. This would leave a dozen of them left at the crow.

The group accepts the commission from Shelia and plans out their mission to retrieve the next piece of the shattered star. They arrange with Shelia to send a message to Kassidy informing her of the midnight slaver run tip at the Puffy Pelican, and also seek healing and rest while in the Pathfinder Lodge.

In the morning they row out to the Crow in a boat provided by Shelia and find the crow already occupied as Natalya had stated. Several other small boats are tied up at the entrance to the tower docks and countless campfires litter the entrance.

As they move through the ruins, the party find a sprung trap containing ungol dust spread on the floor. They also find a room covered in murals which they take sketches of to bring back to the society. In the midst of recording this, a were-rat appears from the corner of the room and attacks. It is soon dispatches and the group move on.

Up a flight of stone stairs, the group soon find a small room containing a cook fire with what appeared to be a were-donkey-rat roasting on a spit. Watching over this meal are two more tower girls, who attack but are soon dispatched. A propped open secret door leads to another empty chamber. Out overlooking a long drop to the boats tied up below, a strange system of ropes and planks are suspended below a trapdoor set in the ceiling. The group manage to climb up into this dark space and follow it around to a long hall of empty niches. Beyond this a light is spotted from a lantern on the rim of a fountain. Here two more Towergirls have set up camp. After a quick battle the two are downed and the party find the fountain has magical properties always remaining filled.

Here we paused.

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February 10th, 2013 Session Notes

Session Notes – 10th February 2013
GM – Shane
Rock – Brad
Nick – Simon
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve

Continued exploration of the Crow.
Head back downstairs and discover a group of 3 tower girls camped in a room throwing bread crumbs to 4 donkey-rats.

Small room with Were-Rat and 2 donkey rats, who Blows a whistle and is joined by 2 tower girls and 2 donkey rats.

Upon searching the were-rat’s room we found a brass platter (100gp) and a basin (250gp) that the were-rat had been using as a foot bath.

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February 17th, 2013 - Session Notes

Session Noted – 17th Feb 2013
GM – Shane
Rock – Brad (absent)
Nick – Simon (absent)
Keen Ears – Dave
Ashelin – Hailey
Bethany – Shaun
Laneth – Steve

Session Summary
Continuing the exploration of The Crow.

Fought more Tower Girls and Donkey Rats.

Found a room containing a mural of a woman standing over a man and stabbing him with a ransuer. Ashelin recorded this in a drawing to take back to Shelia (who later revealed it to be Alazinst – Runelord of Wrath. The man in the picture is the former Runelord of Wrath – a rare image.)

Further exploration revealed a spearhead shaped room with double doors made of a silvery substance. The left door contained runes spelling out the word “Listen”, while the right contained “The Eyes”. Recognising this to be a similar puzzle to that on the puzzle box back at Sheilia’s office we rearranged the letters (taking fire damage each time) to change the word “Listen” to be “Silent”. The door opened.

Further on we found a sleeping Hybrid and 2 more Donkey Rats. Bethany earned the new title of Rat-Bane, by repeatedly smashing donkey rats to goo over the day, and also by charging in and grappling the Hybrid, despite the chance of being bitten and contracting lycanthropy.

Laneth’s keen elven senses found a secret door revealing a long dead skeleton. On the body was a pendant of souk. We found out the pendant belonged to the Prince of the Market and that his daughter is the current “Prince.” We showed her the pendant which she allowed us to keep, and thanked us for revealing the fate of her father.

While we were wandering around the marketplace selling off our booty a scholar came to us and offered a bounty for any Sin-spawn heads we could bring him.

Natalya also thanked us for dispatching her enemy, after we had described the Tower Girls we had encountered.

After some well earned rest and recovery, we plan to re-enter The Crow and continue the search for the next Shard.

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February 24th, Session Summary Notes

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

Session Notes – Entomologist’s nightmare
After completing our business in town and dividing up the spoils we headed back to The Crow to continue exploring and seeking the next shard of the shattered star. We headed down some stairs and found an area with a green scum covered pool and passages to the sides. Some stairs to a balcony at far end as well as a small crack leading into a cistern room. Guano in thick layers covered the room. Laneth found in the cistern room a couple of spiders munching on a dolphin corpse and quickly returned to the main room where the rest of us battled two amoebas. Not sure what these creatures were like, Nick tried to recall his bardic knowledge and Laneth attempted to remember her Dungeoneering training but both had missed the lecture on the anatomy of gelatinous creatures and their wants and desires.

Regardless we waded into battle and squished them to goo.

As the group turned to follow Laneth to deal with the spiders, Bethany spied a curious little creature hiding in the nearby side passage. Ashelin recognized the wretch as a mite and Bethany overcome with some kind of emotion, leapt at the small creature, wrapping it in a bear huge and professing her undying affection for the widdle squishy. The poor mite was having none of this and began squealing in fear. Bethany sure that she could win over the little thing, happily pinned it and tied it up to save for later.

Meanwhile Laneth and Rock we busily dispatching the spiders, but not without penalty, as Laneth succumbed to the debilitating spider venom. Having subdued the mite, the remaining party members joined the fracas and soon the spiders were dealt with and Rock applied what healing he could to restore Laneth, though some vestige of the poison remained, weakening the elf. A search of the side passage revealed a hidden bat swarm which when disturbed launched into flight against Rock who stood nearest. Ashelin seeing no alternative, fired burning hands at the poor dwarf, burning both him and the bats. At the first opportunity Rock fled the swarm allowing a repeat of the burning. Laneth chimed in with a thunderstone, blinding the now deaf bats who returned to their hiding place. Bethany having failed to communicate with the mite, untied the poor creature and released it hoping this act of kindness may sway the creature. Alas the mite simply fled back to where it had come, unfortunately the same direction as the party as they explored further.

Down more stairs into a large room full of wall niches turned out to be an empty crypt. Mounds of earth in the middle of the room revealed an ant colony, as several of the creatures slowly appeared and attacked the group. The creatures were quickly dealt with, although this was a shock to Ashelin as the wizard felt quite badly about the carnage of the cute and lovable ants. With the entomologist’s nightmare over, the group turned back to exploration and found a passage leading from the room as well as a secret door in one of the walls.

Here we paused.

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March 24th, Session Summary Notes

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

Session Summary – The King’s Mission.
The secret door to the south of the ant chamber led to an octagonal shaped, spider web infested room where Laneth encountered a large black spider. The party backed up into the larger chamber and prepared to face eight-legged hell as it emerged into the space. After hacking and slashing at the enormous hairy legged creature the group reduced it to goo and proceeded into the octagonal room where they found two secret doors either side and stairs to the south leading down. The left secret door opened a small tunnel leading east which at first seemed only Halfling sized so Nick was tossed inside and given instruction to find where it led. Nick found a twisty tunnel ending sat a plain looking wall so returned where he was told to do the same to the west tunnel. This one led to a chiselled chamber where mites were busy enlarging the space. Rather than disturb the miners, Nick continued north through a tunnel leading back to the ant chamber. He circled around and the group went south down the stairs into a large pillared hall where at the far end sat a curious site. Upon an overturned ogre’s skull sat another mite draped in an old tapestry and wearing a bracelet upon its head like a crown. Luckily Nick found he could understand the creature who turned out to be the king of the mites.

The king beckoned us forward and asked us to bow, and following Nick’s lead, we did so. What followed was a strange conversation between Nick and the King which none of us understood until he explained it later.
“Right then. What happen’d y’see is the King o’The Mites there lost his spare crown right and he wants us to go fetch it fer ‘im. I said we’d be right chuffed to bring the crown back, oh and also, it were tied to the leg of his pet right, name of ‘Clicky Legs’, whatev’r that means. So on we go chaps.”

So the hunt for the crown began.

We continued south into a large room filled with spider webs where the rubble strewn floor had been piled up into furniture shaped mounds. We realised this was a kind of living quarters for the mites, and to back this up we found a number of the creatures including two who were riding spiders. Luckily for us Nick struck up a conversation with the mites, explained we were on a mission for the king who had hired us, and they let us continue un-molested down the west hall leading to a circular stair leading downwards.

The bottom of the stair exited into a corner with west and south hallways stretching into the darkness beyond our light. The west seemed less choked with webbing so we chose that way and quickly found a cell block area with rows of cells leading north, south and continuing west. We called out to see if any of the cells were occupied and they were, we found, as several spiders crawled out to investigate. Six in all came to our summons and were squished to goo, with Laneth the only one unlucky enough to be caught by the spider’s strength sapping venom. The cells contained nothing of interest so we continued on our way west and south as the hallway turned a corner.

We came to a large chamber down some stairs, with two cells and various implements of torture about the room, although rusted with age and unused for many years by the look. One cell contained nothing but a skeleton but in the other cell, resided a Sin-Spawn, one of the creatures we had been asked to hunt and collect the heads of. Ashelin recognised this as a wrath spawn, which explained why it charged the rusty bars at our approach and tried to break free. The bars held so we stepped up and stabbed it through the cell door. When the creature was dead, Bethany wrenched the door open and took on the grisly task of collecting the creatures head, storing it in her backpack for later.

A door in the western wall of the torture chamber opened onto more of the same with another hallway leading south. The party instead headed east between the cells and found a circular room with a pool of crystal clear water giving off a faint conjuration aura to those who detected magic. Bethany volunteered to drink, and suffering no ill effects, advised Laneth to try the water. Laneth felt her wounds fade away and her strength returned. Magical healing water indeed.
(1d8+3 healing and 1d4 lesser restoration – once per day – bottled lasts 8 hours)

Continuing on to the east we found more passages leading east and south of a small room. The way east led to a large web filled room containing five spiders, who noticed us and skittered in to attack. A long battle followed where Laneth and Bethany both fell victim to spider poison and many others were covered in stick webs shot out of the spiders nether regions. Eventually the spiders were dealt with and the party decided to backtrack to town for rest before continuing.

The days efforts bagged us 966 exp and 50 gold each from the sin-spawn head.

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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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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