Adventures in Anterra

Thieves in the Night
Adventures in Perosia part 2

The Half-Danami girl Na’Ru discussed a job with the group and offered them all the smokesticks and alchemical items in a vault, if they would help her to rob it. They agreed to the job and went there separate ways for the rest of the day.

Sept 25th
Once in the city they met back up at an intersection in the Blue Stone District then headed to the estate of the Westcoast Trading Company while the master of the house Karr Rohem was away awaiting the arrival of Xianara Bannister of the house Bannister. The “heroes” attempted to complete the robbery without any killing but at the first guard tower the ancient warrior Issuss acidentally slew the guard knocking them off the tower and into the courtyard. The human soldier and the magician quickly came to her aid in trying to move the body while the old gnome captain and Na’Ru attempted to gain entry from a second route. After having to take out the other guard tower while the ancient warrior went down into the first and took out the group playing poker they managed to get the magician and his Eidolon into the two towers and have them trick the patrolling guards when they came while the others with him snuck into the main house and the two from the alternate entrance used a secret passage to get in from the servants quarters. The ancient warrior was wounded by a trap on the chest leading to the secret entrance which was then opened from the other side. The team headed up to the office of Karr Rohem and opened the vault and faught the animated construct made from a depowered clay golem inside before looting the vault which almost caught on fire. Then headed back to the streets where they parted ways.

Sept 26th
the Magician Verrin Mesik spends the morning taking the others around to the White Water District and showing them where they can sell items of questionable origin safely and introduces them to his fixer Makk the Orcling so they could unload the goods they acquired other then the smoke sticks. In the afternoon Issuss went to the library to study up on the local history and practice her skills. She caught up on local and political knowledge but still has some history left to catch up on. Sergeant Major Verrin Mesik and Captain Bilphin Draxle head to Pink Street to fulfill one of their Soldier’s Oaths.

that night the group meet back up at the Bearded Bear where Ral Kazen stops by and speaks with them. He let the heroes know about the secret plans for the Festival of Kalemba that the Flame Rajah are planning a virgin sacrifice of an Ifrit-Blooded girl. Ral wants there help in the plan to rescue the girl. He has arranged for someone to smuggle her out of the city and get her to safety, a pirate named Long Shanks. They have several agents working together on this operation, it will be the biggest one The Resistance has attempted. The heroes will operate as middle men waiting just on the outside of the great tent at the Temple Square and taking her to the White Water District and making the hand-off at The Fish Out Of Water bar. The group agrees to take on the mission. Gives them the pass phrase to use with the pirate. “Where’s your boat?” to which the response is “depends how much money you have?” to which they should respond with “none, it’s for charity.” Then the group heads to bed.

Sept 27th

The group begins planning how to carry out their mission, Kal’Vein show’s them all the Temple Square in the morning before returning to work. Issuss and the soldier’s notice that there are rebels working as part of the clean and build crew and burying smokesticks in the square.. To the North and West the wall of the city stands guard over the Temple Square though the walls here are lower and only go 15’ off the ground on the Red Flame District side on the other side facing the Blue Stone District they are 30’ high. On the East there are three buildings in the center is the Temple of Kalemba, on the south of the east side is the Temple of Many Gods, and on the north of the east side is the Temple of Dagthen the largest of the Dwarven temples of the town. On the south side of the Temple Square there is the Great Hall of Honor in the center which is the headquarters of the City Guard of Perosia. On the east of the south side is the Ambassador’s Arms the finest hotel in the city. On the west of the south side of the square is the Hole in the Wall a small but incredibly popular cafe. While they were checking out the square a group of Greencloaks came out of the hotel with an ambassador from Bohannen and an officer, Ozylar a man from Verrin Mesik‘s past. He has Ambassador Krennit instruct a nearby guard who is actually Issuss in disguise pretending to be one of the dead guards Sergeant Powell from the previous battles in the streets to remove the soldiers which she does. The Ambassador is impressed with the guards work and will remember her. Kal’Vein entertains his sister Anaria Ash who is 15 and innocent while he works. After which the Greencloaks finish there meal and head to the Temple of Kalemba. Issuss makes friends with some of the guards and embeds her fake identity successfully. The soldiers then snuck back into the square and into the Temple of Many Gods and convinced them to create an altar to the heavens in one of the worship rooms. The clergy then took them on a tour of the temple. During which they noticed two catacomb entrances in the basement. Bilphin Draxle will be accepted as a visiting clergy and given a pendant of the Temple of Many Gods. Issuss tries to get to know the head of the guard in the square Lieutenant Torres Ash. Who assigns Issuss to Ambassador Krennit‘s retinue on the night before the festival and the night of the festival starting at 4pm both nights. She also assigns Issuss assuming the role of Sergeant Sheila Powell to the Ambassadors retinue that night as well along with Corporal Greg Rancor a son of bohannen by birth they spend the night at the Mandingo Fights in the commons. Anaria heads back out to the White Water District. As the soldiers return to the Bearded Bear and meet up with Kal’Vein. They watch his last set while drinking then as he finishes his set Ral Kazen stops in, in disguise. They head down to the storage room and have a talk. Bilphin Draxle recommends that the attacking rebels wear Greencloaks as disguises, but he will advise them that they plan to dress as members of The Resistance. Afterwards they head to sleep.

Sept 28th

In the morning the group meets up and shares the information they have found with each other. Issuss visits Nasoo and lets Syranesh know about her making her way into the guards. Then proceeds to further research them as well as making forged documents and sneaking them into the stacks of paperwork. The others spend the afternoon searching out catacomb paths that will give them an edge. They don’t find any entrances near the Temple Square that lead away from it. A courier from Ral Kazen stops by the Bearded Bear and deliver a package to Kal’Vein of some potions and directions on where to meet up with another member of the resistance.

Sept 29th

The group gathers in the morning and heads to Red Flame District where they meet up with a lesser cleric of Dagthen Tumok Oldbeard. The cleric showed them around the nearby catacombs attempting to help them find an underground path. He was able to show them a route from the alley behind the Gilded Leaf Temple down the street from the Temple Square to the east. The passage leads through a dangerous catacomb to the south to a rebel safe house called Vayin where there is another resistance leader stationed there. A Sylph named Airus Walker who will invite them in for lunch. while having lunch with the group a visitor arrives. Tulken Eturius a tall older elf and Long Shanks carrying a large backpack filled with smoke sticks. The soldiers and the warrior stay outside and chit chat with the pirate while the cavalier goes in and speaks with Airus Walker and Kal’Vein. Then after dropping the smokesticks Walker and Tulken head off on private business and the group accompanies Tumok Oldbeard and Long Shanks to another exit from the catacombs. After which Issuss heads to the brothel that Kal’Vein’s sister works at and finds out that Ozylar is there and that the sister is out working on a private retainer until after the festival. The others join the pirate at the Buxom Bayou for a night of whores and drinking.

Sept 30th the day before the festival

Issuss joins the guards early to socialize and get a better understanding of what the guards are planning before proceeding to her assignment of escorting the Ambassador. While on duty she witnesses a business dinner between Ambassador Krennit and Karr Rohem. While she does not speak the language she is able to understand the basic issues that are being discussed. As well as learning that a Bohannen Skyship will be arriving in two days. Kal’Vein spends the night working. Verrin Mesik goes and finds an underground fight night to join in on. Meanwhile Bilphin Draxle communes with the heavens and realizes that the sacrifice will be adorned in oils and they will need to find a way to counter that effect.

Autumnal Equinox – the day of the festival.

Issuss heads out from the temporary barracks to meet up with the others and bring them up to speed on the new information she received. Then Bilphin Draxle mentions his visions. So the group decides to prep a universal solvent. Kal’Vein will pick up his younger sister and spend the afternoon with her before heading to the prime seats he purchased them for the the Kalemba Festival. Issuss will join up with the guards and learn about the new repeating crossbows they are being furnished with. The soldiers will head to the day portion of the festival in non-descript disguises. Then change before the night portion begins into disguises..

To be continued as the festival begins

The Fire and the Faceless
Adventures in Perosia

AG 1216 Sept 21st

The adventure began, as many do, in a tavern called the Bearded Bear. A pair of old soldiers some of the last remaining Browncoats keeping an oath to a fallen comrade, a powerful magician working with the rebellion, and an ancient warrior on a search for answers. After a bar fight with Greencoats highlighted by the gnome Oracle pinning a West Bohannen soldier that was twice his size. The distraction allowed the secret meeting to occur however a waitress seemed to be far too interested in what was happening at it. After the secret meeting the city guard showed up to stop the fight and ended up just letting everyone go. Including the waitress and the contact from the secret meeting, the Magician sent his Eidolon to check on what was happening and it ended up being badly injured by the waitress which changed its face.

Sept 22nd

The next day the group ended up chasing after the faceless monster through the streets of the city after it had donned the guise of a city guard. They ended up getting into a fight with the city guard in the middle of the street before throwing down some cover and escaping into the tunnels with Ral Kazen a leader in the Resistance they take a trip through the catacombs and tunnels.

Sept 23rd

Late into the night the group arrives at a rebel outpost under the temple district to the south of the north east peak. The rebels call it Nasoo and it is also where the seer Syranesh resides. After doing a reading with the group in particular the cards seen by the Gnome Captain revealed to him what could be a terrible fate ready to befall all of the valley. The group agreed to assist the Resistance going forward

Sept 24th

The group started by heading north to Trade Post to get smoke sticks and Kara leaf and on the road encountered Graken Garrel’s Carnival of Monsters and aided in stopping a Dinsoaur when it was panicked by the horns and went on a rampage. The group acquired some fresh Kara leafs and made it to the trading post where they purchased all the smokesticks they could find before finding a tavern and learning about the goings on in town including the impending arrival of a Westcoast Trading Company Family member Xianara Bannister. Later the group of rebels was approached by a young Danami half-elf who told them of a way to get more smokesitcks..

A muddy day
on the ice isles

on Frostmott the 27th the group arrived at the mud bog and ended up meeting and befriending Grokk the Orkling and his human assistants as well as the child Calvin. They agreed to work together on gathering mud then found an entrance to an underground cavern. The group fought off a bogwid and managed to recover some ancient dwarven clockwork devices as well as part of the formula for Stahlschlamm. They managed to escape the cavern before the tremors built up into a slight quake that buried the cavern. The group then made deals with the mud wranglers and headed back home

the journey home was uneventful and the group returned to Maru’s workshop on Frostmott the 30th at night.

While the group was out and about Pretaan found out that the ink that was used was stolen from the workshop and at Maru’s orders began checking on employees to determine who the traitor is

on Myger the 1st Pretaan interrogated Sha’de and Minx trying to determine if they were the spy, in addition with Cobalt, Maru and Sha’de working together they were able to wind the clockwork warrior partially and get him operating, they also were able to determine that he responds to orders in Bongott from the holder of the half of the key that they have. Alrung had to report to work and make up for the missed performances while he was away. Once Maru had been brought up to speed on the other clockwork device that was not retrieved she ordered the group to go and fetch it the next day from the returning mud wranglers. The group picked up horses and gear to trade them as well.

On the morning of Myger the 2nd the group gathered at the workshop to prepare to head out. Alrung, Cobalt, Sha’de, Minx, Pretaan, and Maakor met with Maru and she entrusted them with a bag of holding 1 with 3000 gp in it to purchase the clockwork candelabra with. Sha’de asks the team to wait while she grabs a few more potions from her room. After ten minutes of searching she comes back to the room and tells them that her potion of misdirection was taken, it must have been by the spy, it was in her room when she left this morning so the spy must be someone currently in the workshop! Maru asks everyone to stay so that Pretaan can investigate however Maakor is impatient and states he will go to make the deal leaving despite everyone elses objections. After he leaves Pretaan begins preparing locate object in his open slot. Sha’de describes the potion vial to Pretaan and he uses that description to track the object down, he finds it in the quarters of Tunibus the Maestro along with a vial of the remaining ink as well as some notes written in Sarni detailing instructions for where to drop off information to some employer. When confronted with the evidence Tunibus claims innocence and ignorance but Maru is not convinced she has the Clockwork warrior place him in chains and take him down to a storage room she will use as a holding cell until she decides what to do. Then it is time for the group to head out onto the road, only 3 hours later then they had intended and without Maakor who went on ahead.

return to the ice isles
change of plans

The date was Frostmott 23rd

The Warrior Maakor, traveling cleric Cobalt, Singing Paladin Alrung and Elven diviner Pretaan had a long discussion with Kuro Moon at the Blue Lotus.. They were given a blank tile that had been erased and used for cheating while trying to search for information about the ruins, in particular where the martial scroll had come from. Kuro pointed out the alchemist Minx who worked at the workshop that made the tiles and he approached her and convinced her to take him to the workshop to look into it.. after paying for another in a string of losing games for the unlucky girl.. When the party reached the workshop late into the night they found it mostly bedded down for the night, but that did not stop Pretaan from knocking loudly on the master of the workshops door until she awoke. He was a bit surprised having to look down at the small gnome Maru, though most of the others attention was on the lithe Ninja Delilah relaxing on the bed thin sheets barely covering her nude body as she gazed narcissisticly at the nearly completed sculpture of herself. After a brief and entertaining exchange about why they have bothered to awaken her and Alrung stepping in to soothe the furious little gnome after Pretaan unintentionally sticks his foot in his mouth with his social ineptitude she calms down and agrees to assist with looking into who is messing with her tiles! screaming about how fools could desecrate her art she led the group of adventurers into the laboratory and took a look at the tiles. meanwhile Delilah slinked out of the bedroom and into some leather joining the others in the lab. At this point the mud staining the martial script was pointed out to have been a special kind of mud that Minx knew a local location of. The thought of possibly finding more martial scrolls drove Maakor’s inner waters into a rage of passion. He did not care for gambling tiles and alchemy and urged the group to change focus to a quest to the mud! The group began to discuss then argue about what to do all crowded around Maru in the lab when the little gnome blew her top and shouted for everyone to be silent, she could not work with a crowd. She looked over the group now fully awake and her eye was caught by Pretaans superior physique. After a few moments of looking him up and down she announced that it would take several days t meticulously break down the inks and discover their components, something that none of you were needed for.. save the well endowed elf.. err with magical sight which she could use his assistance in.. She recommended the party hire Delilah one of her other lovely girls to assist with their quest. After Minx went over the location maps she realized in this season there is a tremendous mud bog they would have to traverse. The workshop had everything necessary to make mud shoes to ease the trip and they decided to utilize the shop to get a few pairs for the group as well as other travel essentials before heading out.

The team called it a night

Then began Frostmott the 24th

The morning saw the party checking out the shops in town and gather supplies for their venture whilst Pretaan was talked into modelling for Maru at the workshop while Delilah and Minx set up the chemicals and solutions necessary for checking the tiles. Then around noon the group met up at the workshop collected the mud shoes they purchased and headed off along the eastern mountain trail to make for the Scarlet Cliffs.

Delilah, Cobalt, Maakor, Alrung, and Minx traveled until sundown and made it up into the mountain pass. They camped out and Alrung told them the tale of Dorin Greyhaven the ancient dwarf king that saved his people from The First Fall though he lost his children and his line in the process. A sad tale of sacrifice and kinship that is one of Alrungs favorites. The others were not such fans. Then the group bedded down for the night after a meal of rations.

Then came Frostmott the 25th

The morning came with a light cold rain and a miserable start to the day.. The only cheerful one in the group was surprisingly Maakor.. normally the dour silent one he seemed to enjoy not only the rain but how miserable it made everyone else. They spent the first half of the day continuing on the mountain path the rain a constant companion. The group stopped for a cold lunch at the fork in the path before heading south off of the path and down the side of the cliff. It was a rough climb in which Cobalt had much difficulty. And Minx fell the last few feet dropping into the mud and getting annoyed as Maakor just continued down the path. Alrung chivalrously helped her up and bemoaned the lack of decency of some folk. After an hours climb the rain stopped and the rest of the afternoon was spent crossing a mud field to the east until they found a small rock outcropping near nightfall to rest. If it hadn’t been for the mudshoes it would have been impossible to make this kind of time Alrung commented.. to which Maakor the only one who didnt get shoes laughed and pointed out that they wouldnt need special shoes if they were as wonderful of warriors as he was. Minx took the opportunity of the dry night and the warm fire to teach Cobalt more about Jong Jin.. and win some of his money. The group had a fireside chat after that about the ruins and the mud and Minx described the area they were headed as best she could remember. the Scarlett Cliffs were part of a small but treacherous cove on the southeastern side of the island. With the speed they have been making with the mudshoes she expects the group to make it in a little more than another day. The groups set watch and slept for the night.

Frostmott the 26th began with a pleasant warm snap

The unseasonable temperatures refresh most of the party and Minx makes everyone a nice breakfast of eggs with the nest of them that Delilah had found.. after Cobalt shot their mother out of the sky for dinner the previous night it was the only merciful thing to do. The group resumed traveling across the mud field until they reached the southern cliffs around noon. After another hour long session of climbing the group was on an ancient path marked by occasional stone markers. Wilderness had encroached in the centuries since the path was regularly used and most of it was now mud and debris. The path ran along the coast line just out of sight of the waters but close enough to hear the crashing of the waves. After traveling for the rest of the day the group sets down to camp for the night and comes upon a small cluster of rocks and realizes it was a campfire. Minx tests the ashes of the wood and confirms it is no more than a week old. There may be company ahead. The group decides to go without a fire that night just to be cautious and settle down for a rough nights sleep with a belly full of cold rations.

Tullamore Dew or Tullamore Don't
Where can a leprechaun get some feckin' whiskey round here?

The party had made camp in the now-vacant cache they’d discovered in the sinkhole. It wasn’t the warmest of campsites, but it was out of the wind and gave them shelter from the beasts of the forest above, so they soon dropped off to sleep.

They awoke to sounds of of a struggle. They also felt…strange.

To be continued

Gobo's Sinkhole Complex pt Deux
Wherein the party disturbs someone's slumber

The party, having explored the sinkhole and discovered the zombiefied swarm, had decided to work on clearing the rubble that obstructed the West passage. Several spells and a lot of hard work done by Magilla enabled them to clear the 20-odd feet of passage in but a few hours.

What the party saw of Magilla while he was busy working: MagillasBoots.jpg

After finally clearing the way, they discovered a room largely full of cloudy water, with dripping water coming from overhead. After some initial recon via light spells, dark vision, low light and a brief flight out over the water by Win-d found all to be quiet, but that there were bits of wood and possibly an intact crate floating near a gravel bar approximately 40 to 50 feet ahead in the channel. Dr. Dakota Ford bravely decided to lead the way, climbing out along the wall and hammering in pitons to make a handrail for others to follow. At this point, the cave fisher that had been lurking near the ceiling over their heads struck! Dr. Ford sensed the ambush just in time, casting vanish and avoiding the cave fisher’s filament.

Our heroes scrambled to save her, with Win-d flying out over the water, trying to get a shot with her bow, Magilla moving his big ass out of the way and Geck drinking his mutagen.

Dr. Ford slipped and slid into the water, the sound allowing the cave fisher to shoot its filament again and missing. Win-d severed it with her nodachi, and Ford used mage hand to collect the valuable piece. The alchemist in Igoris would pay handsomely for it, by all accounts! Geck managed to climb around around the overhang that had hidden the creature, coming face to face with Big Mama – the biggest damn cave fisher they’d ever seen! He bit her savagely (tasted like crayfish that was a bit too old for good eating, if anyone cared to know!). The cave fisher hissed and used its pincers on Geck, retreating slightly up into a rock chimney that was the source of the dripping water and Geck scrambled after, tearing into the creature with claw and fang, ending the threat for good.

The party decided to explore the chimney before going forward, so Geck slithered up and found a small cavern space containing hundreds of harmless bats and a thick layer of guano on the cavern floor. Possibly valuable as spell or alchemical components, but of no immediate concern. He returned to the party and they continued to the small rubble island to examine the debris and crate.

The crate turned out to be marked in older Anngelsh and the markings of the Norean Empire, with an identifying number and various warnings on the crate that the contents were dangerous. It had apparently been covered in some sort of preservative and radiated minor magic. The party decided to open it cautiously. They found it full of an odd spongy substance, and Geck identified it as an alchemical foam, probably just for packaging fragile contents. Peeling this aside, they found a dull gray ceramic sphere with a purple band of color and yellow triangles painted around the band. It was approximately the same size and shape of the broken sphere they had found in the other room near the swarm!

On the island, they also wound a largish spar of wood that looked to possibly be a small catapult arm. Upon closer examination, Magilla realized that it was probably a staff sling for a giant! What might lie ahead?

The party decided to find out. Win-d flew out over the water beyond the island, finding a grand cavern with a small inlet to the right and a hole in the ceiling that revealed a regular room – obviously shaped by some intelligent creature and not by nature. She also discovered 2 more spheres floating in the inlet to the side.

Dr. Ford reduced herself and was flown to the inlet by Win-d. She gathered the spheres without light, roping them into a cloak and brought them back to the island. The party then prepared to move out into the cavern and investigate the opening, Geck traversing the walls, Magilla and Dr. Ford swimming with the aid of improvised floatation devices, and Win-d flying.

Our heroes made it to a ledge about 8 feet above the water to the right side (south) of the cavern. Win-d’s recon flight showed a horse statue near the entrance to the upper room, so the party decided to lasso the horse and use the rope to enter the room. Dr. Ford entered first and began checking for traps. This, unfortunately, triggered the wards that woke the caretaker.

Dr. Ford searched the room for a few rounds, taking in the details. She noted a ladder leading up in the far left corner, some shelves to the right, and a large footlocker or wardrobe straight ahead, standing upright against the wall. Its door was suddenly flung opne, revealing a leathery-skinned, mummified hobgoblin. It yelled something in Anngelsh, and the horse statue suddenly reared to life, revealing that it was a similar, undead creature!

The mummified hobgoblin threw a bomb at Dr. Ford, but she used her Windy Escape spell to turn momentarily gaseous and the bomb exploded harmlessly behind her, leaving a cloud of smoke that obscured the view of the rest of the party. She scampered behind the alchemist, attempting to get in range and use her rapier. She slipped and wound up in the newly-vacated sarcophagus instead, so elected to slam the door shut. This unexpected tactic bought her some time.

Win-d readied her bow, attempting to target the first thing that came out of the cloud. Finding that the horse statue was not a statue, Magilla pulled hard on the rope, dragging the horse through the hole in the floor and thus into the water 20-odd feet below. Win-d shot the horse as it emerged, wounding it slightly. Geck began climbing the wall.

The hobgoblin, cursing, attempted to open the door to its resting place, as Dr. Ford desperately held the door shut. Unable to budge it, he moved to try another tactic. Dr. Ford locked the door from the inside and jammed the mechanism. Win-d drew her nodachi and struck the horse, nearly ending its unlife. Geck climbed, by this time across the cavern ceiling, and Magilla hauled the horse closer.

The hobgoblin slid open the viewing portal/arrow slit to his sarcophagus, but could not respond to Dr. Ford’s wind blast in time. The wind cleared out the remaining smoke as Geck entered the room. A bomb thrown by the alchemist sent Geck staggering over the side, nauseated and nigh-helpless from the gas. He fell to the water below. Win-d followed soon after – flying into the room to attack the alchemist, being targeted with yet another bomb, then, flying out over the water, retching from the toxic gas cloud. The alchemist was blown over the side by Dr. Ford.

Upon surfacing, the alchemist gestured, and a spring-sheath delivered a potion into his hand. He downed its contents and flew 15 feet up and out of the water. Dr. Ford, having run to the ledge, called upon the wind once more and forced him under the water’s surface. All was quiet as the party readied for his resurfacing, but he bided his time, chewing a potion sponge that helped heal some of the damage he’d absorbed. He flew away from the last known positions of the party, then resurfaced, making for the trapdoor exit above to make his escape. Dr. Ford moved to intercept his course, taking a position on the ladder.

With no more bombs to throw, the alchemist drew his scimitar and moved to slaughter the pest that lay between he and the forest above, trading blows and dealing grave wounds to Dr. Ford. Win-d soon joined them as Geck climbed the walls of the cavern, making all haste to help aid his friends. The hobgoblin revealed that he was a magus as well as an alchemist, trying desperately to cast and attack and failing. The killing blow was struck and he uttered a terrible shriek, his body crumbling in on itself. 1000 years of unlife scattered to the floor amidst his falling medals, belongings and other relics to merge with the dust of centuries long past.

Of Dwarven Bondage and Sparkle Parties

Though it seemed like forever, the lovable scamps of Circus Borealis made their way to the room in which their compatriot was held. Listening at the door revealed a bunch of noise that sounded vaguely dwarvish, mixed with the roar of what seemed to be flames. Sebastian cast Comprehend Languages, allowing him to eavesdrop on the group of dwarves and how they were torn as to what to do with their captive. Some maintained she was a spy sent to, well, spy. Others found her to be a problem even if she wasn’t a spy, since they’d kidnapped her. Illegal stuff and rather embarassing. There was talk of killing her and disposing of her body in the fireplace.

Another scheme inspired by Rube Goldberg was put into play, and Miss Holloway was painted with gold, sparkly paint. She dabbed some booze behind her ears and swished some around in her mouth, then prepared herself to head into the room to distract the morons, er, dwarven engineers within.

As the monkey finished picking the lock, the rest of the party hid in the shadows as the door opened. Miss Holloway entered, teetering into the room and slurring nonsense about looking for her friend and wanting to “party”:


The dwarves told Miss Holloway to stop, but she jumped on to the table holding the bound Oread and began slapping her playfully, motorboating obviously being the best way to revive unconscious kidnap victims. The dwarves moved to seize Miss Holloway. Our stalwart band of carnival misfits sprang into action,and the cats snuck into the room successfully and began heading to flank.

Thinking they had surprise on their side, Sebastian ineffectually cast grease upon the groggy but now awakened oread. This accomplished nothing positive, actually worsened their overall position quite a lot, but seemed like a good idea at the time…it was the Obamacare of opening gambits!

After this, the door was slammed shut, leaving a perfect pair of tits on one side of the door and Miss Holloway & co. on the other. The Barbarian attempted to batter down the door. Despite all his rage, he proved just a rat in a cage – the door gave not an inch. Sebastian summoned an earth elemental and sent it under the door, where it attacked somebody-or-other Greyshield, an NPC currently acting as a doorstop. A solid hit was rendered (17 pts. Boo yah!) but the doorstop held fast. Several other dwarves moved up and dispatched the elemental.

At this point, Sebastian got his warface on. He dismissed Miss Holloway, leaving several dwarves who’d been grappling her puzzled, disappointed, and empty-handed. He began summoning a squad of earth elemental thugs, which he probably should have done in the first place.

The dwarves began negotiating, but their terms were ass. “Throw us the idol and we’ll think about throwing you the whip…in 5 minutes or so.” To be truthful, our heroes had forgotten that they had met some old dwarf bastard on their way into town who knew one of the dwarf bastards inside the room. The oread even had a pendant from him, and we could have used this to talk our way out. Se le guerre.

4 elementals were summoned and ready. Haste was cast. And then the unthinkable occurred – we found a peaceful solution (Fuckin’ hippies!). Negotiation finally began.

And then…an earthquake struck. Sebastian recovered quickly, sending the elemental squad forth to collect data since they had nothing better to do. The elementals gave rough (1 mile radius, probable epicenter) data leading to a location near the Grotto as the probable origin.
They also reported that there was some kind of involvement with water near the source.

Negotiations then began with the dwarves in earnest, with the party agreeing to not only help solve the mystery of the tremors, which had been increasing in severity and frequency. the dwarves were also worried that people were stealing their tech, so wanted some kind of agreement to guarantee their union shop. Sebastian promised whatever they wanted to hear and went on with life, returning to the Golden Apple for his well-deserved rest.

Based on the reports of the elementals, the Grotto seemed the most likely epicenter of the quake. As such, upon arising, our crack team began scheming, hoping to find a way into the Grotto. Sebastian tried to bluster his way into the mayor’s office, scoring an appointment at 1:30. The oread worked the crowd like Miley Cyrus works any given phone pole. The druid sniffed around the Grotto. The dwarf worked at the forge and stayed surly (why is he here, again?).

Sebastian encountered one Morna Dornnt, a hot, rich cougar (rumored to be affiliated with the West Coast Trading Company) who dug his young, virile form. He arranged to meat her at the Grotto at 7:30. He moved on to lunch at the Blue Falls, having been informed the mayor was dining there.

The Blue Falls restaurant is a half-elf owned restaurant specializing in vegetarian cuisine (again with the goddammed hippies!). They’re located next to a waterfall and provide a spectaular view. A 2gp bribe encouraged the maitre d to “find” a table, so the Oread, Sebastian and Miss Holloway enjoyed lunch and eavesdropped on the mayor and the sheriff discussing town matters. They seemed concerned about the viscount and his overly large number of servants as well as some deaths in the local hot springs. The game certainly seemed afoot!

After lunch, Sebastian met the mayor, convincing him to let them investigate the matters of the tremors. He seemed most interested in putting on a festival featuring lightning elementals, and very interested in what was concealed betwixt Miss Holloway’s thighs. Sins were sensed, bargains were struck, and Sebastian was now a sponsored member of the Grotto club. Oh, the tangled webs we weave…

New Companions
Pretaan has been having visions of several individuals in his dreams. Pretaan meets Stony Tark on the way from the west to Brogard’s Cove capitol of the Ice Isles. After arriving they are traveling around town looking for a place to stay and meet Alrung the paladin singer of Dwarven opera. that night Pretaan has a vision of a specific gambling hall’s Joung Jin tiles, and believes that is where he must go next to meet more of the ones in his vision. Meanwhile traveling to Brogard’s cove from the south are Maakor (of the raging waters) and Cobalt who have met on their ship. Maakor is traveling to Brogard’s cove to seek out an old teacher. Cobalt sees him on the ship and tries to convince him of the outdated use of swords with his musket. After arriving cobalt fallows Maakor around the city still trying to convince him of this fact when they arrive at one of the gambling halls. Pretaan, Alrung, and Stony are going around the city checking all the Joung Jin parlors where Pretaan is trying to challenge the best player at each place. At the first hall he plays three games with their best beating him the first two times. At the second hall no one accepts his challenge and they leave. At the third the master seems amused by this brash young Elf and agrees to teach him a bit about the game and how he got sucked in by the champion of the first parlor. Cobalt asks Maakor to teach him this game Joung Jin that he has never seen. Maakor reluctantly accepts. while playing their game Maakor notices his teacher in a back corner and goes to join him. Pretaan looks up from his lesson to see these new arrivals to their table and knows they are the last two from his vision and asks them to sit and join them.
Prison Break part 1
Mugging the Desk Clerk

Our heroes, having defeated the party of Reth who had been hunting their Reth “friend”, Azreus, continued toward Remmelath, the Dark Coven stronghold at Nightmare Peak. As they traveled on the main path to the citadel, Mischief alerted the party to yet another small group approaching them. Ducking off the path and hunkering down, they observed Morde Kemnon, the dark necromancer commander, Lucky the worg, and 2 wights passing by, apparently headed to the Reth city. The 2 wights, upon scrutiny, were revealed to be Professor Baumlin, an elven professor from the Tsukai Academy and a specialist in divination and a human wight who bore the crest of the Ardin family – possibly Count Ardin himself. The party of nasty folks proceeded on without noticing our heroes, and they quickly got back on the road to Nightmare Peak.

They made their way up to the “secret entrance” they had learned of by way of a road that wound up the mountain. A steep drop off lay on one side and the mountain on the other. It dead ended at an open area on a ledge, and they managed to open the door to the keep after some guesswork and scrutiny of the magics laid upon the door.

They entered the stronghold and saw a long hallway lit by continual flame torches. 2 doors were to the right, 1 to the left, and dead ahead was in open area containing a circular staircase, a desk, and a bored cultist who wanted to know who had opened the door. Our heroes quickly “got into character” and tried to bluff their way in, with Bel doing his best wight impression and Presley unconvincingly trying to bluff his way in. Zeltais, wearing unfastened shackles, attempted to create a distraction by acting like he was struggling with Orion,who was posing as a cultist guard. Bel moved to Zeltais and acted like he had energy drained Zeltais into submission. Unfortunately, the cultist was suspicious and asked where we were from in Anngelsh. Bel translated, whispering to Presley over the Message spell, and Presley replied in Morethan that he was from Antair. At that point, the cultist became alarmed, as they don’t speak Morethan in where Antair is located. So much for bluffing their way in!

The party quickly killed the weedy little desk clerk. Even though he had managed to cast a shield spell, Presley intimidated him, Mischief stunned him with a color spray spell, Pincer stomped him into yogurt and anyone else close did their best to beat him like a red-headed stepchild. A search of the area revealed a ring of keys and a manifest of shipments and prisoner transfers, so our heroes pocketed the potentially useful intel. The ring of keys opened the doors, our heroes finding the room that had been on the left to contain crates and 4 smaller, special crates – 1 crate of onyx, 1 of magisite, 1 of crafting reagents and 1 full of preserved organs and other nastiness. They dumped the contents of the nasty crate over the side of the mountain and planned to steal the rest for themselves, like any good band of homicidal vagrants aka standard D&D adventuring party.

The last room on the right contained 18 zombie horses, complete with riding tack, so they quickly closed that particular door and went to the last room, finding that it contained small crates, a rack of fine short swords and crossbows, masterwork bolts for the xbows, and assorted cloaks and travel gear. A large glass case contained numerous scrolls, but detect magic and careful scrutiny revealed it to be protected by an alarm spell. A Dispel Magic cast by Orion failed to remove the spell, so the party reluctantly abandoned that looting opportunity, hoping to return to it later.

Securing all the horses but Pincer, the party made their way to the staircase, observing that there was an alarm panel near the landing (and on every landing to follow). The alarm was also beyond the capabilities of the party to disarm, so they proceeded up, with an invisible Mischief scouting ahead.

Levels 2-6 seemed to be full of zombies and skeletons, all standing immobile and ready, and the floor thickness seemed about 4 feet thick.

The 7th floor was a galley/kitchen, and the floor thickness changed to about 3 feet.

Floor 8 was a dining hall, currently unoccupied, with a few zombies cleaning up, probably moving about like demented Roombas.

Floor 9 seemed to be a barracks, with the barracks. It was larger than the first 8 floors and seemed to be on “night mode”.

Floor 10 was a crafting lab, with alchemy gear and potion manufacture featuring. It seemed understaffed.

At floor 11, there were guards at the doors but not at the stairs. The floors/ceilings were estimated to be about 2 feet thick for this level.

The floors seemed more normally-sized again beginning with floor 12, which was the library. The library was double the height of the other rooms and had shelves of books 2 stories high. There was a walkway around the second floor and a balcony upon which one could sit and read tomes of forbidden lore, chuckle maniacally whilst considering world domination or annihilation, or do sodoku puzzles.

The 13th floor was an Altar room with a number of locked rooms and the cells of the special prisoners.

Floor 14 contained more cells.

Floor 15 – 18 had doors on the landings – nothing else is known of them. Probably quarters for the cultists and VIPs.

Floor 19 consisted of the staircase opening onto the roof, with no guards or alarms seeming present. There was also access to the mountain peak by way of this level.

House Party!
Let's Get Retarded in Here!

The Kalthar PCs inexplicably decided that having a giant party was just the thing to do in the middle of a quest, so they set about it. Ravenfall was about to be turned on its ear!

Orion Farmer and Presley set off for the nearby town of Haytree along with Unom Voss, while Belisarius Tordun and Horace Black went to the library to find maps or other information relevant to the expedition. Zeltais went to the barn to make some fire poi.

Bel and Horace encountered a locked (and trapped) room off the library. Horace worked the lock and the door opened to a room covered in dust, containing a desk, table, large map and several bookcases. The large map of the continent proved quite interesting, as it seemed to list several dozen Waypoints and numerous towns in a Blue Hand-controlled area to the East of Kalthar, beyond the mountains that were not marked on any of Bel’s maps.

Turning their attention to the desk, they found a spellbook with Fire Trap cast upon it (Bel cast detect magic) sitting on top. After picking the locked (and trapped…a poison needle sprang out without much force, injuring noone….Horace pocketed it.), a copy of Prim’s guide to superior botany, some journal notes written in the Ivory Lily cypher (Don’t they ever change this damned thing?!), and Horace took some very nice thieves’ tools from the bottom drawer. Before they could investigate further, Mischief announced they had company, so our heroes quickly attempted to hide. Unfortunately, they failed, with Bel knocking over a large platter of green pastry cakes (favorites of his father, Bettarus Tordun.) Bel sent Mischief out to try to act as if a bird had gotten into the manor and thus cover for Horace and he, but the bird was instantly recognized by his father’s steward, Went Rodecc. He demanded that Bel step out at once, so Bel did so, covering as best he could for Horace. Bel was told to wait downstairs in the sitting room and he went, taking a random book with him, leaving Horace to hide and wait for an opportune moment to slip away while Bel scribbled what he could recall of the map into his journals and maps using the borrowed book as a shield.

Meanwhile, out in the barn…

Zeltais busily looked about for some odd bits of junk to make into fire poi. Finding a couple of old hanging braziers or censers, he went to work. While banging away on the workbench, he encountered Tillun Garryn. He explained that he was making flaming weapons to swing around, which sent the boy running. Zeltais went back to banging away with his zero ranks in craft skills. Next, he was interrogated by Kogus Garryn at the end of a pitchfork. Again, he explained that he was making flaming weapons to swing around. Kogus was not sure what to make of this, and demanded that Zeltais disarm himself. Zeltais did, and this took quite some time. Kogus finally left, not sure what to make of this seemingly retarded and/or crazed individual, but vowing to seek out Unom Voss to be sure that this man was telling him the truth, and that he was here with Belisarius.

Meanwhile, in town…

Presley and Orion were going about telling everyone that there was a, “Party at Ravenfall, bitchezz!!!” and finally encountered Raul Treeholme, chef of Ravenfall. He was quite surprised to hear that there was going to be a party at the manor, but he was up to the task. With Orion’s help (and an ant haul spell) he was able to get all the supplies he needed back to the manor to begin the preparations. Presley continued to round up townsfolk, and, having spied Bettarus’ horse at a nearby tavern, made sure to tell everyone that the party was to be a surprise and not to tell Bettarus. He also messed with Bettarus’ saddle (disable device) to help slow old boy down a bit and give our heroes more time to pull off the caper!

Meanwhile, back in the sitting room…

Bel cooled his heels as a guard assigned by The Rodent watched. Eventually he came up with the excuse that the book he was reading was boring him to tears, and if he could pop up to the library and grab another, and that the guard could grab a snack from the kitchen. Finally having the chance, he made his way to the library to let Horace know that he could finally sneak away. Horace told him that The Rodent knew that we had entered the locked room and seemed quite upset, and that he overheard a female(?) voice speaking Anngelsh. Bel was able to piece together what was said and compare it to the History of Heroes book and translated the message as, “The son has returned.” There was a spy in their midst.

House Party!

Presley’s gonna do his stuff in our next scheduled update! Until then, enjoy this musical interlude


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