Adventure Notes
Session ?
H15
We fight against a weird fey creature who says that this keep is not ours to take.
The doors of the central tower are adorned with elven carving.
Vaulted ceiling
We are about to enter the tower when we hear a crash. Kessler's summoned Earth Elementals have been trapped under the portcullis and crushed
Modo senses a trap. We send him in to trigger it. Purple mist falls. We make our saves except for one of the new earth elementals. Who babbles about rivers of blood and a world of darkness while attacking Modo. He soon collapses.
Modo verifies that the trap is no longer active. Modo moves up the stairs and come upon a lush fantastic glad above. He Finds a beautiful elven woman starring out the window. We walk up to the room and she turns to face us and says "Oh, you've arrived. Are you here to serve?"
"You're the ones the trolls warned about, bringing the stench of civilization."
She shows us an illusion of a troll in chains and indicates that trolls are the ones who truly smell.
She sent me a lovely gift who keeps on giving, I thought maybe she sent you to me too. Maybe I will give her your heads.
Roland identifies that she is a Baybhan Sith. She dances and captivates Grikk and Kessler. Roland makes prolific use of the Fey Bane Bow. We WIN!
We loot.
We proceed to the NW tower.
See a bower with chests Kessler summons a Fawn to open the chests. The chests are opened. GEMS!
The SE tower
There are scalps in the hovel. Kessler takes 2 scalps
We explore the rest of H15 without incident.
And return home
Lakehold
We FINALLY have a kingdom turn
Monster Event
The attack happened three nights ago. One of the trappers was checking his traps. The body was mangled.
The party investigates. As we keep watch we hear clanging songs and laughter.
Out of the brush
"Rig"
[[]]
We're in Tazelford 7th of Lamashin
Redcaps loot 3 Medium Masterwork Scythes small leather armor 347 gp 43 pp
Chipped aqua marine (200gp) Silver ring with onyx ring (150gp) Jet necklace (550 gp) Small ruby (1000 gp)
8th of Lamashin
We depart head to I16
H16
4 legged shadowy figures are following us... WORGS!
We fight. We win!
We camp at the Keep.
I16
10th of Lamashin
Forrest hex
Beneath the shade of trees wild celandine small yellow flowers, the flowers glint in the sun. The flowers can be used to make a tea and the flowers create a home remedy that treats the wart.
Faint tapping sound coming from the south.
As we progress south the trees thin out. Someone's been logging.
There's a massive tree with five humanoids are chained to it. The chain is the source of the tapping sound. Four troll circle. They're 50 feet away.
Elf Male (Caleb Northwood) Human Male (Damine Wights) Female Human Gregori Human Male Female Human
The Elven Male Elven Mage of the Keonin Court, a kingdom to the south, word has reached them about the Ceurn to the north A1
Damine Wights was traveling north Nivone. He's a trapper.
When the loggers were unable to only 40 living slaves. How many trolls? 50-100.
Have you seen any allies working with the trolls? Worgs and a few Fey.
The loggers were constructing Palisade and walls
We return to Lakehold, sending ahead to the counsel to prepare our army.
When we arrive in Lakehold, we spent 2 BP to outfit our army with fire. We invite the Kobolds and Gnomes to join us.
Chief Sootscale and 25 Kobold warriors arrive to join us. Jubolist Narthraple arrives with a small number from his expedition (5).
It's the 14th of Lamashin. We sent out.
Rolland, Kessler, Jhod, Rianna, Tansa, Onica set out with the Lakehold militia.
J15
Session 15
I16
We plan to engage the armies at dawn. The time is now to strike to prevent slave casualties. We set off with a Kobold support team to head to the Trollfort. There's a sparse cover of trees. It's dark with a half-full moon.
We go and take out the troll guarding the gate, Grik coup de grace.
We attack the two trolls we find in the palisade fortifications. One has spike bracers. He takes down Roland, but we are all ultimately victorious.
Then our Armies engage. Oathaven is victorious. We rest before assaulting the old stone keep.
Two Trolls that seem to be in the midst of an argument. We fight, we win.
A wide staircase leads up into a circular chamber that is caked in layers of filth. The stairs continue up. We follow the stairs up. We open the trap door on top of the tower. We go back down the other way.
Strange A headless humanoid corpse is seen.
Two trolls are positions behind the table. As we open the door they fire at us with ballistas. The owner of said voice, the stupid-head Quicking Rik, dashes up and hits Grik.
We have a loooooooong fight. We kill the stupid quickling. Trolldogs join the fighter. We win everything. Yay!
There is stuff that's BP here in the Supply room.
We leave the room, hitting a roughhune hallway. It branches into a Y. We go north.
The floor of this cavern is littered with branches and leaves and smelly uncured hide. Two trolls move off the wall to attach up, one is one or huruka's lieutenants, the not-two-headed one. We fight. We win.
Session 16
We come to a 4-way intersection. We go left.
Shallow pits with humanoid and animal bones. The carcases of several animals.
We come back to the 4-way intersection. We go straight.
We come across the two-headed troll chanting with two troll hounds.
We fight. We win!
A small cache was hidden behind a stone. Inside is a bag with many coins. 190 SP, 888 GP, 147 PP
We come back to the 4-way intersection. We go left.
Haruka!
We fight. We win!
Huruka's decapitated head As this body was given death
A magic string of beads (2 4d6 FB, 3 2d6) (+7 Reflex/DC 14), a magic morning star (+1 thundering), a carved short spear (+2), Haruka's armor (+2 hide) We find a key stuffed in a skull.
All MW: Large heavy mace, short bow, great ax, scimatar, rapier, Aldori dueling sword (gold and gems)
Carved wooden statue (Darkwood), Daredevil Boots
We go back and explore the last room, encountering three Bogards. They are covered in marking like Goruum
Near the end of the fight, one of the Boggard says "For the glory of Mubutu!"
Spear is magic (sepuko), magic armor, vials are magic (cure light wounds)
Carved ledge with a pile of furs that looks like small humanoid live here. Paradot
A small cache with a stick, several scrolls (3) (lesser restoration CL3, Ray of Enfeeblement, Summon Monster 1), potions (2) (remove fear, jump),
--- Meanwhile
An armored owlbear attacks Lakehold and effs our stuff up. ---
We track down the owlbear. There are stupid plant things here that shreek. A Shambling mound shows up and we kill it, taking it sap for that quest.
We fight. We win!
Wand of lightning bolt (33 Charges)
We encounter Spiders. Kessler fireballs them and they die.
We continue through the cave. In the corner of the room lies a dead owlbear. We find an owlbear cub. There are a number of other dead humanoids and troll body parts around.
Cursed ring of Animal Control
Rock Troll here. Dead.
There's a map with our Kingdom on it.
What it looks like trolls and the humanoid slaves attacked and enslaved an Owlbear. The raging Owlbear attacked our town and returned and killed its enslavers.
The weakened floor gives way and Roland falls into a chasm filled with green slime.
We finished exploring the stupid place. And return to Lakehold!
Session 25
1st of Neth 4712
Kingdom Duties
7th of Neth 4712
20th of Neth 4712
The representative of the Sword Lords of Restov Speech thanking us for protecting our people. Bestows BP upon us.
This chest is a personal gift.
8th of Kuthona
We depart to deal with the Will-O-Wisps in I18
I8
Marsh Hex - 2 days to explore
10th of Kuthona
Candlemire Tower. Island is covered in this bramble
Crumbling Ruin. 40ft tall crumbling ruin
Session 23
We set up for Candlemire
Mara says it's been two months in attempting to conceive an heir. She wants Giant Spider silk (50 square yards) to spin into a blanket.
Jhod: Gyronna has shown interest in our property. Must be found and eliminated
This tower was built Age of Destiny (the previous age)
What Kessler read upon the walls frightens him. Drinks a potion of remove fear.
The bluish Will-O-Wisps drop
Find a wickedly curved dagger by the entrance (+1 Cursed blade; If you kill a human with a coup-de-grace)
We have explored the Hex. We rest of the far shore.
We return to Lakehold
Session 27
Gorona We set up an interview process to figure out who is in the cult. 10 Midwives show up. 2 are on our list. A - No aura B - No aura 8 Maids A - Chaotic B - No aura C - Evil; Lying D - Evil; Truth E - No aura; Sketchy F - No aura; No lies G - No aura; No lies H - No aura; No lies
- Half the town in an uproar since one of the people we imprisoned was from a welltodo family.
- Upiston Family.
- We send Kessler to diplomacy them.
- Assassinate the Rulers.
- Arrested someone who is rude to Mara.
- Thieves who broke it.
- Knew their neighbor was a cultist (Have militia follow up).
Forrest Hex
Elk Bound away into the woods.
Maybe Fey live somewhere nearby. Fey Activity
Session 28
Session 9/30/2017
Quicksand in this hex. Possibly also Fey activity.
Leaving I14 to go to J13, the Forrest changes to a marsh.
A strange trail leading N/NW - SE, the result of a Giant Slug trail.
Pit trap
Forrest
Giant boulder split in two. It's a geode. As we are leaving leaves and brambles. Numerous caves. We investigate.
30 ft diameter
Hodag:
Bandits
59g 161 silver Magical Armor - + 1 studded leather Magical Quarter Staff - Frost +1 Quarter Staff 3 hand axes 1 great axe 3 Potions: Oil of Keen Edge Stone Shape Protection from Chaos
Session 29
10/14/2017
Tazzleford
Mayor Lesbos - Concerns over the cult of Garona in Lakehold.
We pay for genital repose to be cast on the hodag head
I16
1/28/4713
Crumbling remains of Hyruka's fort.
We find tracks milling around. Bipedal
The Party hears flapping behind us
Kessler summons a pixie to scout and finds further evidence for an attack.
There is a hillock with a cave. Likely a den of hibernating bears based on hibernation
We camp and we're attached by the forest drake, finally. We fight. We win!
1/30/4713 There's an old cobblestone road heading to the west and the Narlmarches. This road used to be well maintained and traveled. This road is a remnant of the Taldan conquering these lands in the distant past.
1/31/4713
Thicket in which there is a middle. This is a lair (possibly of the Forrest Drake) in it we find a Magical cloak, ripped chain shirt, "nice" longbow, battered spyglass, belt pouch (45 silver, 16 gp), nice longsword (page 30).
2/1/4713
[[]]
2/1/4713
I've seen things I should have said something about and I've been told things but I didn't know what to do.
Session 30
Varnhold:
13th of Gozram
Garona:
Akiros gives the following update:
Followed Upton back to her farm. The cult was having a gathering when the Militia broke in to stop and arrest them, an alarm was raised, a bell rung, and they found a trap door. The cultists were ready for them. The leader, Malgorzota Niska, a midwife in town, the cultists ordered them to attack. The Militia had to retreat and was beaten back. The secret hideout was empty when they returned in force. All that remained was a message in blood that said, "Armag the twice-born comes for those of the Brevic line and promises blood for blood in the name of Garona."
Libby Benson, a cult member, as well as a Milita member, Dileep Huber, were killed in the altercation.
Akiros says Canta Dordholder and Kseyna Bartrum and have been reported missing. Ourania Lyubov is also missing. Kathern Marsalina is in our dungeon.
Candlemire:
Jhod and Ryana report back.
Jhod says he will never ever go back there. None of his spells worked. He could suppress it by Hallowing, but the feeling can back the next morning. Ryana says that the strange symbols were written in the Akalo language. Found a cloudy ball near the black rose in the middle of the tower. Clear the tower of the needles then we can have a ruin.
The cloudy ball is a temporary magic that is draining away to the first world. This is a result of a bloom, a material connection between this world and the first world.
Roland smashes one of the cloudy orbs and the party hears a thin wailing.
Svetlana: for Erastis Day. A competition for making an omlete from a Rok.
Trapper, while exploring, found a fancy item. It's at Olegstan.
The Party sets off to gather information.
- Letter to Restov: Investigate Varnhold. Something weird is happening. Restov hasn't had any contact and some people have gone missing ().
- Researchers for Candlemire: - Two other researchers. One left due to the fear. The second, who speaks Akalo, says that the Akalo is fragments of a blasphemous prayer to Yog-Sothoth. These old cults were common worshipping these deities. If the cult was here for a long time, which may dispell chaos (Cast Spell Dispell Chaos *AND* Hallow). The cost of this is 3250 GP for Hallow and
- Druids and Rangers to clear neddles: (+1 BP): - Gotten rid of the neddles. - One of the researchers proclaimed that she would solve the mystery of Candlemire. Her boat was found with a huge hole in the side. No one has seen her or traveling companion since.
- Onica's spies for the cult (+1 BP): - Spies found a couple itinerates worshipers, but no cells. It's decentralized.
- Roland's legitimization
2/19/4713:
- Jemanda Orlahen of Oppara from the Kith Arcadian in the country of Taldor: - She is looking for a professor, Ervil Pendrod, a well-known scholar of ancient languages (Ioberian), and he made plans to travel north up the celan river. She's been following him, trying to find him, and it's *her* job to bring him back to **his** job. Offering both a personal reward of a magical item, a wand of Find Traps, as well as 1000 gp reward.
3/6/4713:
We have a kingdom turn. Work comes from Tazzelford that the town watch found that the cult of Gorona.
3/18/4713:
Lord Edrist Hanvaki - His brother Tomlin recently traveled to Varnold and has not returned. He wants the return of his Mother of Pearl broach. More people are concerned that something is happening in Varnhold (People are not returning who should have returned). Unrest increases by 1.
4/1/4713:
Roland receives a letter from the Orlovskis. It hints are the fact that since I've become a Nobel and a Duke. It suggests a re-evaluation of the letter that I had if Oathaven allies with House Orlovsky during the probable struggle ahead (Nikoli Sartova is attempting to get his heirs legitimized). The Orlovski's are against Sartova?
^ Discuss
Next time: Investigate Varnhold.
Session 31
G19
F19
F20
E21
E23
Hill hex with River.
E23
Hill hex. The steps of the Tor of Levanies.
E24
Mountain Hex. Mountain Pass. River. Watchtower.
-Sqatstone Watchtower. In good repair. Tattered Varnhold flag.
- We go inside and it looks abandoned. No one has been here for a month. No sign of struggle. Footlockers are still full of personal effects.
We fight gargoyles who have moved it.
E25
Varnhold
- Just before we get into town the road splits. It goes north to Nivakta's Crossing. A stockade is built on top of a low hill across.
Riding into town, the smell of decay and filth is horrendous.
Small well kept cottage can also be seen.
Tannery
Building on the river is a brewery or a mill
We ford the river... And something goes wrong. We are attached by two Chuuls
Stockaid -
Session 32
4/14/4713
The Chuul have been dealt with. Modo "discovers" some pit traps and becomes intimately familiar with it, vanishing from the damage. We walk around the pit traps. The cawing of Crows coming from the barn. A well-kept cottage. A potter with all materials smash is. A dug in, sod-roofed house, with the door open. We enter and investigate. There are runes written in skaldic spoken by the Ulfen (large Viking looking people). The is a Magic box (a folding boat) and a torn book in the room. We have gathered 30 pages.
Walking past a bluish house with wooden walls we note the walls have been staved in. We pass a small guard house—intact. We proceed to the Stockade thought an open entryway. Tightly packed stakes make up the walls with two towers. We enter.
A large grey creature turning a spit over a bonfire. Hungary wolves dance hungrily around it. We fight many Spriggens
3 Light Crossbows (small) 2 Masterwork Halberds Morning star 3 Small leather armors 150 GP (Random GP and Jewelry).
We search
+1 Mace from the Armory
We find nothing in the bunkhouse
We go upstairs and find the kitchen
Aviary: wired caged, sacks of cedar,
An empty chair, a ladder leading up.
Varn's room.
The next room contains scattered parchments. The library has been torn apart. We find scraps or paper
Find two intact pages that have magical writing on it.
Page 1: Flaming Sphere
Page 2: Bear's Endurance
Page 3: Comprehend Languages
we find a similar charter to our troll letter from Restov. Referencing that it was sent on 10/23/4712.
Trapdoor up. Unlit Brazzer
Outbuildings (Long): Stores full or dried fruit, farming tools, tubers, etc.
Small building has an open front. Tools, some missing. A half-finished sword.
Splitrail fence, corral, a barrel of ale that was broken into, tools for grooming and caring for horses.
Posts with helmets on them.
4/15/2017
We send Bertram and Redtree off to Oathaven and Restov respectively.
Gem Crafter's house
Small cottages, well-appointed, tossed. These houses have been derelict for several weeks. Sewing dropped mid-stitch, laundry partially folded, etc. The doors were hanging open, they have latches and locks.
The Barn: Barley and other grains. We open the door to find a rat swarm. We defeat them. This is a granary.
Session 33
Green-roofed house:
Loom, Textiles
Emaciated cat: Red sun time (Knowledge Nature: Evening), (Knowledge Nature: New) birdsong came. I was eating fish and did not go. The feeders got up and left like two-legged feeders. The song was all around. It was beautiful, but it didn't sound like a bird I want to eat.
In the area, there are many many crows and ravens.
This house had three or four children. Young and older.
Rotting smell in the well. Decaying body of a naked sprigand. Grik fishes it out. It's small in size.
Square House with a Paddock. This door was broken down. It holds the smashed remains of broken pottery. The same is true for the interior. This was a potter's house. The yard had shallow pits with clay deposits. Broken potters wheel.
Small L Shaped house:
Broken windows. The Door opens easily. Looks like a whirlwind came through. Things broke and arranged into humanoid fey.
Big, "L"-ish, paddock building.
Livery and yard full of ravens. Dead cows. A deepcrow forms.
We fight we win.
Graveyard:
Several graves are here.
Octagon - Erastle Temple.
Wooden Pews and a humble alter.
"T" Shaped building - Large Farmhouse cottage.
Green-roofed "L"-Shaped building. Farmhouse. Fields head out to the east.
Two story inn: Rider clinging to the back of a water horse. Yellow withred shutters. The door is closed. We notice on the front door that word "Noman" is scratched. A rotted corpse of a small spriggen with is head bashed in. A large spriggen holding a book is frozen in a nimbus of amber
Iobaran, the untold heritage of the Taldan exploration.
Secrets of the mound
These are the notes of Ervil Pendrod. Roland collects the scholarly research.
The kitchen was in use. Rotted food. The inn hasn't been trashed.
A wing that is off of the other side of the kitchen that leads to the innkeepers' house.
Inn upstairs
We search and find that one of the rooms was locked. Modo picks the lock and we're. We search the room. The personal effects indicate that this is Pendrod's room. Typical travel effects and a small reference library.
Centuries-old Geographic book: Mystical island that this Vordakai was supposed to live on. "Perhaps a Nomen centar god?" say a note handwritten by Pendrod.
Under his bed is a viola. Azores of Wispil. Old, Masterwork.
We return to the large sprigen. We're going to attempt to dispell... Or maybe cut off its hand. We dispell the magic and the Sprigen dies from poke wounds.
Secrets of the Rashalka Mounds. There are expansive notes. Suspects that the Nomen centaurs are broken off of the Rashalka tribe.
All books are on page 25.
The acrid stench of the tannery. The home and shop are filled with skins. There are there centaur hides (!!!!).
Small, Square house
Tanner apprentice
Clapboard house -
Feral hogs. One wall of the pen has collapsed. Whoever lived here filled the house full of filth.
A smashed barrel. Brewery. Cheerful Delver Stout. There are roughly a dozen barrels full of beer.
We finish the town, leaving behind our cohorts, and travel
Tallon Peak Tower. Giant Rokks live here.
4/16/4713
E25
Outside of town, we discover some tracks. We follow them. The trail turns East.
F25
We lose the trail but continue.
E26
Uneventuful.
D26
Spider Fields. Borderlands of Dunzuard and tors of levensies. Barren fields. Low hummocks of grassy mounds. We fight the spiders and win, gathering silk and finding gems, coins, and other valuables for 200 GP.
Session 34
Crooked falls (AKA the stair falls C23) to the north of the
4/18
D27
Plains Hex - the rolling grasses see to go on forever. The songs of birds carry on.
Modo points out a flying roc heading to the south-west
C28
Plains hex. Onica notices 7-10 blue stone mounds arranged in a spiral pattern, stacked 7-10 feet high. Each of the mounds is connected to each other by three-foot stone walls. Each connection is a relationship.
Manticores attack us, but—as usual—we win!
We head to Restov
4/20
Restov
We arrive in town. We hire a priest to cast gentle repose on the Manticore heads, and a courier to take the heads, spider silk, and letter describing the things. We send a letter to the mayor seeking an appointment. We visit the Aldori dueling school, Jamandi agrees to see us. We appraise her on the situation in Restov, asking her what we should do with protecting Varnhold. She says she may be able to send a few retainers to help secure the town. We ask her to witness a letter of intent, that we wish to protect Varnhold and not occupy.
4/21
A priest casts gentle repose and we send the courier on his way.
We meet with the mayor of Restov. We attempt to get assistance, but they are limited with resources.
Onica scries for Varn, but the spell fails.
4/22
Early morning (9AM) a message from the Swordlords arrives. We are
High Above.
I have the honor to be Your Obedient Servant,
R. Ben
Session 35
What business does an Elf, a Man, an Half-Ork, and a Gnome have in the Nomen Heights? Speak quickly!
4/24
[E28]
We ride and meet with the Centuars, convincing them that we seek peace with them. We camp while the centaurs complete their burial ritual.
4/25
They take us to their leader.
We continue south
F27
4/26
We reach the Centar camp. We have a sense that these are people who have been a people since the beginning of this age. The tribe has suffered a loss recently. A warrior weilding Skybolt (exquisite darkwood and ivory longbow. We will know it by it's voice) was waylaid by Sprigend. They are located in F25 in Culcheck.
Roland mentions "Vordiki" and the War Preist clams up and kicks the team out of the camp.
We pursue the Sprigans, who set upon us as night. We fight and win and find the collective
loot of Varnhold along with the bow.
4/27
We explore the hex further, noting that there is an entrance to the caverns. We enter and explore.
The first room is a dug out of the cavern. The second room we see piles of filth in the room. There are two exits and we go left. We explore the rest of the cavern and find nothing. We return to Varnhold.
Varnhold
We return and see that our cohorts have secured the town.
We sleep and depart to return to the centaur camp.
4/28
4/29
We encounter the centaurs and tell them we have found Skybolt. Aecora Silverfire, War Priestess. We discuss many things, setting up a system to talk and continue to talk. The waxing moon. We agree to convince varn to
Olah-kakanket (Valley of the Dead) I27 this place is considered taboo to the Nomens. A Nomen huntress saw a large humanoid. The name vordikai is associated with a narrow trail that leads up to a graveyard, Vordici's tomb in these lands. The nomen who claimed to see the shape was Xamanthe, she's been missing for several days. She may have entered Olah-kakanket on her own. If we find any clues of her wareabouts we should let her know. A Silver Dragon used to help them patrol the area, but hasn't been see for ten years.