The Goblin Grinders of Varisia

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Leaving Sandpoint for the ruined tower
to the ruined tower

The party leaves for the Sanos Forest to find the Druid guide that can take them to the ruined tower shown on the map found at the goblin camp.
encountered a trio of Knights of Ozem. Tell of a hobgoblin attack on a caravan and on themselves.

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Adventure notes: 0001 through 0035

0001 Names
Names Avery Slyeg – Riddleport gangster (Slavery) – Gelid’s perspective Father in Law Eodred Arbasti II – KIng of Korvosa Gabriella Varga – Friend of Erine. Worships Norgorber Glorio Arcona, Duke? – Korvosan big shot, designs on the throne. Jasper – Grey Corsair Leader Myrrhne Dakul – Pharasma Priest (Magnamar) Tefraya – Erine (Glorio Arcona, Duke) Sabrina Varga – Azmo 0

0003 Mayor’s’ house breakin
The first floor window was opened from outside, but not really forced. The third floor showed marks up the wall and on the roof from climbing tools. There was a necklace stolen from the third floor bedroom, and some documents from the first floor parlor. Documents included a land deed for some timber north of town that a sort-of rival wants to purchase.

0004 Families
Skarnetty family (own the town lumber mill, land barons). Valdemar family (house 47). Kaijitsu family (relatives of Amiko). Deverins (mayors family). Valdemars own a competing lumber mill, which burned 6 mo. ago. Tidus Skarnetti’s sone runs their mill. Belvin Beldemar (owns the shipyard, inherited it from his father) sources his lumber from magnimar. Valdemars and Skarnettis didn’t outwardly compete. No visible feuding or one-upping. 0

0005 Thieving contact
Matthis Podiker Gelid talked to him, he sounds like he might be the thief Was working for a patron, doesn’t need to pawn it. Gelid is going to meet them this evening, The butler’s daughter helped the thief get in. 0

0 0007 Breakfast
Aruna showed up, offered Gelid a spot on a caravan, asked him to find more guards. 1 gp/day, meals provided. Rimmer, Bonk, and Rango are meeting with the sherrif. No one has tried to talk to Mathias but the sherrif and mayor. Bonk intimidated Vern into giving up who he sold the contract and deed to. Belver Valdemar hired him to steal the documents. We are going to go along with the caravan, find the necklace, and the sherrif will then stop the caravan and serch it. 0

0008 Caravan
Runa, caravan head. Has heard of Paitir. Paid up front for the first 3 days. First wagon, load of ale. second, arms armor, average to good quality. third, large chest, and barels of pickled veggies. On the road Rango spotted something in the trees, Pait and Bonk are too busy swaping fighter stories to notice. Rango had to shoot a whistle arrow to get our attention. Goblins! they shot Bonk! 0

0009 After the goblin attack
The goblin and highwayman attack on the caravan goes quick, also gives a chance to look inside Aruna’s Vardo wagon. Find 70 SP, short bows 50x arrows. Divied the money, bundled the gear and packed it on the arms armor wagon. Sunash, Rimmer, Bonk, and Aruna are going to a shrine to Desna to interrogate the highwayman. Gelid is going to search the vardo with sift. Paitir, Skeet, and Rango are ‘guarding’ the caravan. Rimmer gets a 20 on diplomacy. The highwayman had warning that this caravan would be undermanned, he will go straight. Aaruna had heard of goblins had been hitting caravans at night, taking small things, didn’t know about the human leadership. Aruna’s caravan, his call. Let him live, and we’ll turn him over to the magnimar authorities. Gelid managed to get into the varda, disable the trap and alarm onthe strongbox, FOUND THE MAYORS NECKLACE, restored the trap, alarm, and other contents of the strongbox. took the necklace. Got stuck in the window on the way back out. Paitir had to help him out the window. We’re going to develop Aruna as a contact, and pin the robbery on the highwayman. Tell Aruna that we’ve found him, and that we’re working with the sheriff, and that we can offer the highwayman to him. We need to come clean to each other, who obtained it, and who was buying it? Mathis was contracted to procure the necklace. It was going to a wealthy Chelish woman in Magnimar, who collects things like that, no questions asked of her suppliers. We actually pulled it off! The sheriff arrived, and took the highwayman as the mastermind. We can get our pay from him on returning to Sandpoint from our trip to and back from magnimar. 0

0010 Magnimar
Magnimar is much bigger than Sandpoint. About 16000 9 districts. Mostly human but there are elves, dwarves, gnomes, halflings, some half-orcs. We arrive at 5:30 pm on starday, 4 pharast, 4711 Aruna recomends staying at the old fang, run by ol’ mam grottle, in the dockway district. The tavern had good food and drink, nautical decor, and trophies. A room is 5 sp per night. If we all share a room, it’s 3 sp per person a night. Maos district has a few good party bars If we want to make some quick money, we could go to the pit fights. Good beer, good food, and we’ll go sleep it off before going to the pits to make some money. Made a big bunch of money in the pits. Sunash found another merchant to escort to sandpoint, along with Aruna. We’ll get a 50% raise to escort both merchants. we found a cure light wounds wand with 30 charges for 1300 gp 0

0011 Headed Back to Sandpoint
Headed out with Aruna’s caravan, along with a mister Silvio, who is the merchant that Sunash found. SIlvio has 2 wagons, Aruna has his three and vardo. First day goes ok. Set up watch order, should be normal. First night went well, there were some deer and racoons that wandered through camp at night. Second day goes ok. Somethings up at night, though. Goblin attack! These goblins were wierd. Blue skin! And pustules. They had a lamashtu shaman with them. 3 short bows, and 59 arrows 5 short swords pouches with stuff shaman had a scroll case, lamashtu unholy symbol, and a mace. pouch contents: 100 Cp, 30x polished black stones, spell components, few days trail rations, 1 red polished stone. ruined leather armor from all of them. Short swords and mace are in incredibly good condition (masterwork) The scroll case is waterproof, has a scroll for inflict light wounds cl1, and cure light wounds cl2. Gear is all for small creatures. Skeet takes mace and a sword. Pait takes one of the s. swords. Sunash takes one sword. As we keep going to sandpoint, we find a sign, written in fairly fresh blood. “Goblins Win! Thick and Thin! Hurt the ones! Eat their Skin!” It was written in decent common. Found another one, with another of the Lamashtu goblins’ slogans. The sign itself is making Sunash sick, the second one is really fresh. We make it back to sandpoint without further incident around 4:30 pm. goblin loot 100 cp black polished stones red polished stone 3 small short bows 59 small arrows 5 small short swords holy symbol of lamashtu small mace 0

0012 What’s next
There’s a caravan headed to magnimar, 3 gp a day pay. Leaving in three days. Didn’t find anyone who’d run into rabid goblins while bonk and I were drinking. 0 Sandpoint Contacts Savah Runs the forge. I have a MW rapier on order with her. Adoni, Caravan guard that was sickened by exposure to a blue goblin pustule. Was lightheaded, lost vision, dry heaved Abstalar thinks it’s a magical blight. 0

0013 While in Sandpoint
Ordered a new sword. Met up with another caravan guard, he’d been in a group that had been attacked by blue lamashtu goblins. One of them had been infected with something, while we were visiting him in hospital, the goblins attacked Sndpoint’s north gate. Shit… Goblins fucked us up. Pait got koncked out, and the goblins poisoned him. Took a while, but eventually he gets over it. Skeet got splashed with goblin goo, and is sick too. 0

0013p
Talking to Abstalar (cleric of Desna) , privately He thinks that it was a vision, invaded by something, but probably not Lamashtu herself. Abstalar thinks that I was given something called the waters of Lamashtu. He wants to check me more thoroughly. 0

0014 After the Blue Gob Attack
There is a heavier security presence in town and at the gates. Townsfolk are riled up about it. Talking to the sheriff, 30-35 attacked, 20-25 killed. ~10 escaped. the gobs haven’t been attacking the surrounding villiages, but may be taking the trash. Not enough guards to set an ambush, but the town would gladly pay someone who did something independantly. He can set someone to watch the dump while we’re on the road for this caravan. We’re borrowing the town paddy wagon, in case we can catch a goblin or two. It will be disguised as skeet’s gypsy fortune-teller wagon. We’re getting extra guards (that I’ve worked with) to sign on to work this caravan with us. The merchant group is paying 5gp/day and food. Abstalar has provided medicine to treat the goblin disease, and is asking us to source some ingredients for him. from Shapan, in Magnimar. 0

0015 On the Road, Ready for Trouble
The second day out, near where we were attacked. 6 blue gobs swing out of the trees, robin-hood style! Singing as they go. Goblins race and goblins jump. goblins slash and goblins bump. burn the skin and mash the head, goblins here and you be dead! We caught one! He’s blue and zitty, Sunash bound him and put him in the wagon. Loot: 6 dogslicers 3 short bows 60 arrows 150 SP 8 small diamonds 1 vial blue liquid 6 pouches, each with 6 black stones and 1 red stone The blue liquid has a potent hallucinogen in it, a mild poison / muscle relaxant, and a sedative. Very mild magic aura, probably from the manufacture, not the actual substance. 0 Skeet’s Book of Curses Cursed Ring of Clumsiness (Magnimar) Cursed Ring of Feather Fall/cause light wounds CL5 (Wartle) Cursed Amulet of Arrow Attraction (Magnimar) Cursed Black Adamantine Sword in Riddleport: Fumble and Unwieldly. Successfully uncursed Cursed Ring of Evasion: If you fail your reflex save you take double damage. 0

0016 Goblins’ Black and Red STones
They always have 12 black to 1 red polished stones emit a faint transmutation aura Sunash’s wayfinder doesn’t show anything. black stones are basalt, mostly oval, very highly polished the red ones are a type of quartz, slightly larger than the black stone. 0

0017 Goblin Captive
After beating him, he wakes up incoherent, and sings, then falls asleep, with a big lump on his head. He sleeps through the night, and wakes the next day. Sunash askes who he is in goblin. “I am Anejib, follower of the queen” sings about her being everywhere. "she will reward us with a liquid of blue. "the blue will bring you to her. "don’t fight it is good. unlike horses they are food. "shaman can get us more. "take you to the camp. the queen will talk to you, and show you the way. she will take you from the fray. asked where the camp is, he pointed to the south, towards magnimar. "take you to it, so you can join the queen. do you give this liquid to others? "all the time. "anyone who’s captured. do they join? "most of the time, if they don’t we eat them. 0

0018 On the Road
Pass a couple caravans, they are larger, and better guarded, merchants grouping together to pool guards, and enlist extra protection. The goblin moved some pebbles in the wagon into the shape of a wolf head as we were leaving. Gellid says it’s the symbol of lamashtu. see the three elongated pebbles arranged in the center? those are her three eyes. it seems like the stones are a diy lamashtu shrine. asking him about the symbol, he replys “that’s the queen” whispers “coming…” laughs, and sings, “she’s here, she’s here!” We’re passing the area that we were attacked last time, there’s 3 very fresh human heads on pikes man, in his early 40’s, 2 boys in their early teens. theres a destroyed farm wagon hidden poorly in the brush, with headless bodies. near it. we’re a day and half out from magnimar. Sunash is gathering the bodies, the goblin isn’t really reacting. don’t find any valuables, or id. belts and pouches are taken. the rest of the day is uneventful. no more caravans. the night is uneventful. The goblin is asking for his blue juice, seems to be drying out, his pustules are swelling. about 2 pm, find a sign. similar to the last trip ‘goblins hungry, we like food, even slug is nice if stewed’ we make it to magnimar, they ask how the trail was. the goblin is ‘healthy’ sleeping again, and sweating. The town guards are really interested when we tell them we have a live one. the guard gets 6 more, and a captain. the captain askes to have the gob turned over for interrogation Magnimar is offering 1 gp for dead gobs, 50 for live ones. the gear is worth about 100 gp 55gp for the gobs 15gp for the escort Sunash is going to take the bodies to the temples Party fund 129gp – Fireday-24 Pharast 4711 0

0019 In Magnimar
Let’s show the blue stuff to an Alchemist. He’ll id it for a gp. goes into the back, oo, ah, comes back, carrying it gingerly. you should take this to be destroyed at a temple, it’s waters of lamashtu. it’ll make you violently ill, and cause hallucinations. it’s used in ritual unclensings. it allows communion with LAMASHTU HERSELF. He gets out a book, turns to a page, titled mutagen. A single dose isn’t bad, repeated exposure causes mutations, these goblins blue skin could be a result, it also may cause extra limbs, pustules, wings, gills, gaining poisonous secretions. it’s a corruption of alchemist’s techniques. it’d likely have a withdrawl period, but not be dangerous to others. He thinks taht he can make an antidote, if we leave him the vial. Desna is the enemy of Lamashtu, maybe if we helped a couple of clerics of Desna to sandpoint, we could draw out these Lamashtu worshiping heathens. Desna’s temple: small, open courtyard, with a few rooms surrounding it. They don’t like to hear about travelers being attacked by lamashtu worshipers. they have contributed to the bounty fund for goblins. They may be able to send someone with as we return to sandpoint. He’ll talk to their high priest, and work something out to help us. The guard captain comes to us in the evening. Glad to see that we’re well, they’ve made some headway with the goblin. they think that they have a locality for the camp, the gob’s being misleading. the gob keeps saying that the queen is going to be born. the goblin is over the withdrawl, still rhyming. The town council is interested in meeting with us tomorrow morning to discuss attacking the goblin camp. 0

0020 The next morning
Pait and Bonk are trying to rehydrate after the previous night. Booze cost has TRIPLED! It was a rough night… Sunash had a nightmare about a wolf-headed tentacle monster being born. The guard captain is coming to our inn to escort us to town hall. We get to have early lunch with the mayor and town council. Lord mayor Goubarus Nice lunch, and small talk. After eating, the mayor gets to business. we’ve had many problems with blue goblins on the roads. the council had decided to hire a group to make the roads safe for trade. we agree to take the job, the discussion turns to pay. 5 gp per dead gob, 1 or 2 alive for substantially more. they can help with equipment, and a base fee. 1200 gp base pay for the party. Equipment would be a 400 gp line of credit for each of us for supplying gear. Mayor thanks us for agreeing to help, the town clerk comes by shortly with the papers for the job. Cleric of Desna is next, the temple is willing to send someone with us to try to draw out the Lamashtu worshipers. The contract is made on the 25th, we’re set to leave with the caravan back onthe 28th. the Alchemist contacts us on the 26th, he’s manufactured 10 doses of antidote for the waters of Lamashtu. 0

0021 Heading to Magnimar
For the raid Got back to Sandpoint, picked up gear. No attacks the first day. The second day we meet a beat up caravan who was attacked by blue goblins shortly before. We press on, find the attack site, gob bodies strewn about. Gelid is very good at tracking, they went that way! They all have the polished stones, all had Masterwork Armor 2 masterwork composite shortbows 1 for Sunash, 1 for Pait 36 arrows. Gelid tracks them, they split up, then came back together and milled around. Follow them, lose the trail, find it again, follow for a few miles, finally loose it completly on hard rocky ground. The blood drips dired up soon after the meetup site. We were headed to the W NW, toward the coast. There were 8 sets of tracks. After a while, we find the trail, where it splits into 2 groups of 4. one set is all walking to the NW, one set is only 3, and drag marks, with a blood trail. going to the NE We’re going looking for trouble, to the NE 0

0022 Looking for Trouble in the grove
We find a pack of blue gobs, they’re waiting for us. As we’re talking through our plans, they spring the ambush. A somewhat difficult fight, but we take them out. 6 dogslicers MW 4 shortbows 2 sets of small leather armor 55 arrows. 2 composite small longbows (shortbows) mw 1 to Gelid, 1 to Bonk 20 arrows 1 light wood shield 6 bags of polished stones 150 sp Shaman’s armor glows with magic, it’s torn up. short sword 10 repairable arrows 10 good arrows polished stones 25 gp gems 2 diamonds 1 blue 1 pink 300 gp each Magic ring-spell knowledge (arcane) allows learning another spell of the appropriate type. to Skeet Torch the bodies, and lets… What is this? Gelid finds something. Drag marks, leading to the body of a Gnome. It’s been defiled, and the symbol of Lamashtu has been cut into his chest. It’s a female, nekkid, and… violated. After milling around a bit, we smell something, look around, it’s stronger to the east. 100 yrds further on, we find a small Lamashtu shrine. We smelled the incense. It’s a flat rock, on top of a pile of rocks, with an idol of lamashtu, and a bowl of blood. there’s a ceremonial dagger next to the bowl. one of the rocks in the pile is loose, behind it is a bag. 50 pp 7 rubies 250 gp each We can feel some divine anger as we deface the altar with holy water. there’s some significant displeasure as we smash the altar and dager with a big rock. Sunash takes the leftover silver from the dagger to give to a temple. We get 35 gp for the goblin bounty. 1240gp of value from selling stuff everyone gets 150gp, a ruby, a CLW potion, and there’s 40 gp for the party fund. 0 dead priestess 7 gems ( green, red, clear, blue, pink, purple, black) 150gp each – total came to 800gp each 210 gp – bounty for 42 dead goblins and bonus – 2400gp for cleaning up 125 gp MW studded leather (m) MW sickle (m) silver holy symbol of Lamashtu key 20 small suites leather armor(sm) 20 dogslicers (6 are MW) 10 light wooden shields (sm) 20 longbows (sm) 100 arrows alchemists fire (2 flasks) nice furs ( white ermine – enough for a coat) 2 small pouches (50 pp, large tiger eye gem w 300gp 5 scrolls cases MW light steel shield, MW silver throwing axe glass vials (100 of them) 0

0023 Back in Magnimar
We do some drinking, Gelid has been hearing some bad rumors. There’s something strange going on with Lamashtu. Something about a “birth” Either a demon, or a reincarnation of a priest. Sunash and Skeet think that there’s a priest of Lamashtu working to make something bad. Something has to be going on. Let’s find a wagon for Skeet to use. 75 gp 0 Sn

0024 Headed to the Goblin Camp
Previously, we ran some folks to Sandpoint, and on the trip back to Magnimar, we met a caravan that had been attacked. We followed the trail of those goblins, and took out a group of them, and we captured another one! Now, we’re geared up, and headed out of Magnimar to infiltrate their camp. The goblin that we captured thinks that we’re converts. Headed inland, towards the yonda bakari river. the second day out, the goblin is getting excited about being nearly there. The goblin is named Grock. We make a clever plan, to have skeet in the wagon, with bonk and paitir driving, grock will offer sunash to the queen as a prize. if we can talk our way to her, we will attack if we can, or try to talk our way back out, The birds will try to set fires with alchemist’s fire, if thigs go poorly. Fight Fight Fight That was a tough one. 0

0025 After sacking the goblin camp
offed about 40 goblins, including the 12 that we fought. 20x suits of small size leather armor, 20 dogslicers (6 are MW) 10 small size light wooden shields, 20 small size longbows 100 arrows Priestess: MW sickle (med size): Skeet MW studded leather 2 flasks of alchemist fire: Skeet and Rimmer jingly pouch 125 gp and a polished brass key (weak evocation magic) lumpy pouch 7 gems: green, red, clear, blue, purple, pink, black 150 gp each silver holy symbol of lamashtu (melt it down for the silver) We found a rectangular lump under the ashes of the bed in the pavillion. underneath is a chest, that seems to be completely unaffected by the fire. High polished, light colored wood, brass bound and with inset lock. Gelid didn’t find any traps… goes to unlock it. fails a couple unlocks, then we find the key in the priestess’ stuff. the chest seems to have a light protection on it. Opening the chest there’s a gas bladder in the lid, doesn’t go off, since we used the key. very well tanned white ermine furs, enough for a very nice coat (40-50 pelts) 500gp as pelts 700gp as a coat 2 pouches jingly: 50 pp large hard lump: very large, gnome-fist-sized tiger-eye gem 300 gp under those are 5 scroll cases wrapped in black velvet silver washed steel, engraved to look like a flute: single parchment, bard spell, ghostly disguise cl3: Rimmer bone case with a whip carving: one parchment, inquisiter spell, interrogation cl3: Gelid antiqued metal tube with a star engraving: one parchment, cleric spell, spear of purity cl3: Sunash bone tube with a rune for curses: single parchment, witch spell, boiling blood cl3: Skeet silver no outside markings: contains two maps showing a cave with several rooms in a hilside labeled treasure here. other side shows a map of western Varisia with a cave entrance labeled treasure is here and guarded by Owlbears. Also on that part of the map is labeled “ruined tower something underneath?” all have waterproof screw tops, no wax seals. under the velvet, is a MW silver throwing axe: Bonk and a MW light steel shield: Paitir under those is a grid of holes, with 100 glass vials of blue liquid. 1975 gp of value in the coins and gems 0

0026 Back to MAgnimar
made it back without incdent. 210 gp bounty for the goblins that we offed bonus of 2400 gp for eliminating the blue goblins selling the goblins gear: 425 gp Works out to 800 gp for everyone after including the gold and gems we still have the MW gear. We give some vials of lamashtu waters to the clerics of Serenrea (healeing) and Desna (enemy of Lamashtu) to study. It’s going to be a while (6 days) to make the antidote, but they should be able to. Trade in my old shield and rapier, have spikes added to my new MW shield. Many bad puns… We even got some free booze for Rimmer’s singing about our exploits. He’s being strangely generous with sharing the spotlight. ARmour appt be back in Magnamar for 4th of Desnus 0

0027 To Sandpoint
Made it without any trouble, No caravans on the road. There haven’t been any more attacks by goblins while we were away. Abstalar is greatful for the extra waters, so he can make more antidote. The caravaneer that Abstalar was caring for is recovering well, ready to start working. The Mayor and sheriff would like to talk to us, the story of the goblin griders has made it here before we did. The four families have pitched in, and gave us each a 150 gp reward for wiping out the goblins. Skeet is going to Vesna, Gnome Cartographer: He’s excited! Do you know where this map might be leading to? After 30 minutes, he finds a Varisian map, that this could be a detail from. The ruined tower looks like it is on a mountain east of Viperwall, and used to belong to a wizard. It mysteriously blew up ~100 years ago. Don’t know the name of the wizard, or his school, Brodert at the curious goblin might know more about the wizard. The Sanos Forest is somewhat wild, cared for by Druids, they don’t especially mind travellers, if they are respectful of the wods. Talking to Brodert at the curious goblin, he’s in one of the chairs reading. He does know about the exploded tower. The gnome wizard that lived there had an affinity for explosions, he tinkered with lots of magic, and favored fireball. Unusually, he was an evoker. He came from near Corvosa, was a slave that was freed when his master was killed by a caravan raid. He was supposedly killed when doing research, trying to combine two spells. Aldikim was his name. He also experimented with alchemical bombs. very good potion brewer never heard of anyone going to the tower. certainly no reports of thorough explorations. he was supposed to have a vry good relationship with the druids of the sanos forest. Gavin Deverin did some traveling in that area 15 years ago. meet him while he’s delivering to the rusty dragon. he had a local aquaintance, who helped with clearing out gnolls. a young woman name Daigo herbalist druid, who ran with a panther. She’s very “natury” tends to move around a lot, but does favor a certain glade.at the eastern edge of the forest, east of viperwall. she has a shrine to Gosera (nature deity) there. she is very protective of nature, don’t take any more than you need there’s some gnome rangers that helped out. The cave is in the foothills of the fogscar mountains, just into the churlwood, and the owlbears are just north of the cave. Most towns north toward the churlwood are fairly small, and there are Shoanti up toward wolf’s ear, and north. We’re starting to plan for going north, as an indepentant medicine peddler to Galduria. the ruined tower Aldokim – experimented with spells and blew up his tower. guide Daigo – druid in the forest – ran with a black panther as companion 0

0028 Heading East to Wartle
Stocking up for about 2 weeks traveling. Food, animal feed, BEER Leave for the sanos forest, along the south east road toward and along the yndabakari river. pass some occasional caravans, no fights. Skeet finds some painkiller herbs. As we’re nearing the river, a small group of creatures approaches on horseback, one has a banner… they’re 3 knights of Ozun, demon hunters. worshipers of Iomeda they have gold armor and lances. Rimmer goes out to meet them. They’re traveling on a recruiting mission. THey fought some hobgoblins, and two days out from wartle there was a caravan attacked by hobs. some giant centipedes attack us at night, their poison causes dex damage. Rimmer ran away crying like a little child. Skeet managed to salvage 2 doses of venom from the bodies. Lets get out of here! Rimmer and Bonk sleep off the poison in the wagon. There’s a few more caravans. We make it to a villiage, and get to stay at an Inn They’ve got good beer, from sandpoint. We get to sleep nicely. There’s a gully along the road, and there’s a sack or pack down in it. No footprints around the area, as we get closer, it’s a leather backpack, that’s been partially uncovered. Pait goes and pulls it up out of the dirt. There’s bones still in the shoulder straps. There’s a hole in the center of the pack, with a large wood shaft stuck where the spine would be, the body was face down, going toward the river. There’s some armor, fully intact, and un rusted. Sunash looks at the bones, he thinks they’re male, human or half-elf, and adult. Been here a long while, but not sure how long. There was a ring on one hand, a rapier in suspiciously good condition. The ring, armor, and rapier are, of course magic. The rapier seems to be +1 (Paitir) The chain shirt seems to be +1 (Gelid) The ring is protection +1 (Skeet) inside the pack: mostly destroyed bedroll old rotted cloak small box, 2ft x2ft in decent shape, waterdamaged. it contains 4 flasks of liquid, which glow with magic. clw cl1 bulls strength cl3 cmw cl3 alchemist fire (magically enhanced) We take the body back to the town we just left, to bury it properly. Spend the night in town, the next day we’re back on the road. Couple of uneventful days, and we get to Wartle without incident, even past the hob area. potions potion of CLW (CL1) potion of magical alchemist fire potion of Cure Mod Wounds (CL3) potion of Bulls str (CL3) 0

0029 Headed East from Wartle
The rivers flow south and west, so caravans head the way we want to go, along the north shore. There’s a caravan that’s heard of how we handled the blue goblins, and are looking for extra guards. 5gp/day and they cover food. Wartle is a little smaller than Sandpoint, it’s a trade intersection, but that’s about it. Haven’t seen any more Lamashtu worshippers. On day 3 out of Wartle, we get a spooky, ‘watched’ feeling. the rest of the day is uneventful. At night, the cooking pot starts to float away… Sunash notices it, and tries to catch it, he manages to grab it. And lays some bait. There’s been something going through the camp, starting pranks. Shoes have been tied together, the horse’s reins have been undone from the hitches. Sunash leaves some cheese and food out. Didn’t mess with weapons. We start to pack up to head on. Gelid slipped on some grease, and we can hear a crowd applauding from the forest. One of the cheeses is gone. It was first watch, so we move a ways, along the road, to a place with hopefully fewer pranksters. The rest of the night is uneventful. The next day, we all notice a berry bush that’s glowing. It’s a slightly out of season boison berry bush. Sunash dodges a grease spot walking up to it (we hear some groans from the woods), tries a couple, and is full. He does some acrobatics (impressing the audience) while bringing them back to the party. That evening is uneventful. Something is following the caravan, two somethings. Made it to night, and set up camp. A big shadow hound is attacking Rimmer… They’re shadow mastiffs, they were not summoned, but most likely were sent after us. (they could attack after a protect from evil) The rest of the night goes fine, and we get the caravan to whistledown, and get paid! 0

0030 Headed North from Whistledown
The first day and night go well, we get to the edge of the forest at dusk the second day. We’re going to camp outside tonight, and we’re lucky enough to find a path that the wagon can fit down. Rimmer has been a grumpy fellow with the forest tricksters, and they got to him last night. Trussed up like a roast in his bedroll. Sunash left another cheese for them to show that the rest of us aren’t dicks. As we were thinking of setting up camp, Gelid and Sunash spotted some dancing lights that led them off the trail, to a glade. There’s a small pile of rocks near the center of the glade. It’s a shrine to Aristle (plant and animal, community, law spheres) some vauge animal carvings. Gelid goes to get the rest of the group, Sunash finds a firepit on the east side of the glade. We can get the wagon there, and it’s getting to be dark. Sunash has lit some parts of the glade. Gather deadfall, and arrange the brush that we had to clear to move the wagon to dry by the firepit. A Beutiful elven woman approaches Pait and Bonk on their watch. She is Daigo. It’s been a while since she’s been near the wizard’s tower we’re headed to. hasn’t heard about any new residents, doesn’t know about the wizard using shadow hounds. He mostly left the forest alone, she’s heard that the last research he was doing was trying to combine alchemical fire and ice. She hasn’t heard about anyone making it into and back out of the ruins. She’d met him before he was doing most of his experimenting, at the end he was secretive and reclusive. May have had an apprentice or two. That was about 150 yrs ago, she was up in the northern part of the forest, but could see the smoke. She’ll take us to the trail up to the tower. There’s a black panther beside her that none of us noticed come in… THere aren’t any pranks that night. The next morning, she leads us through the forest, finding a really easy path that the cart can travel without problems. The next night, as we’re setting up camp, a small winged dragon, Pendergast appears on her shoulder. She’s a small fairy dragon, Bats her eyes at Rimmer and appologises for playing tricks on him. Rimmer wakes up with cornrows. During the day, we make it to the edge of the forest, to a trail that leads alongside, and then up the mountain. “follow this trail for a day and a half, and you’ll get to the tower ruins” The day and night from here are uneventful. We go up the trail into the foothills, and take some switchbacks, over a pass, and start down into a valley. we find a good place to camp not long after going over the pass. The trail up here hasn’t been traveled in a good while, The trail starts back up out of the valley, and we see the tower. Looks like the tower only has 2 stories remaining, might have been 5 or 6 floors originally. looks like dwarvish construction, and what’s left is in good condition. the first floor looks great, second has moderate damage, third is 3/4 gone. It’s very, unusually quiet, no animal sounds, even though there’s habitat. There’s large, bear-like footprints, and feathers. The prints look to be at least several days old. and there’s a carcass, maybe a yak, it’s been worried clean. This wasn’t taken by a pack, it was a solitary predator. large double door, looks intact The horses get spooked, and it’s an owlbear… And theres another one. Lets drag the carcasses away from the camp and the tower, so that the scavengers aren’t attracted to them. And let’s camp. 0

0031 Aldikim’s Tower
Camping at the tower. No evil or chaos in the area. Good thing that we dragged the owlbear carcasses away, there’s some scavengers on them in the morning. The first floor has no windows, there’s no light coming out of the second floor openings. The doors are very stout, dwarven work. Hey Blarg, go look up top, and see if there’s any way to get in. The third floor has a stone floor, lots of rubble on the stairs. Look around for hidden doors. Gelid finds a loose stone. doesn’t seem to be trapped. Rimmer pushes on it with “open” A panel opens above it, gelid looks in, there’s a 6 inch square box, with a black bag on top of it. there’s a pressure plate under it. Rimmer tries to fuck everything up. Gelid disables the trap, and grabs the stuff. The bag is heavy, it’s got 250-500 mixed silver, gold, and plat. coins. the box is walnut, it has brass hinges and inset lock. looks like a quality lock. unlocked, inside is a very wel cut emerald, the size of skeet’s fist… the gem isn’t magical, but something underneath the cushion it’s on is glowing with magic. it’s a broach, or cloak pin. it’s faint abjuration. Broach of shielding, absorbs magic missiles. The tower doors, they are oak, banded with iron. the hinges are inside. The lock seems to be well maintained. Gelid is going to check for traps, don’t find any. pop the lock… and push the doors in. they open easily and smoothly. it’s clean inside, very little rubble, can see to a stairway in the center. Stepping inside, shadow mastiffs jump us. That sucked… they chewed on Pait a bunch. Blarg scouts up to the next level. There’s a ladder that goes part way lup the ladder, but only 2/3rds of the way to the ceiling. Bonk finds a push panel next to the ladder. Hidden alcove with another ladder up. Lets scout up the ramp, Doors at the top, iron banded oak, opening away from us, both locked, no found traps. Gelid opens it, and Bonk looks through. a wave of decayed flesh hits him as the door opens. a really nasty looking human shaped thing growls at him and takes a swing, it’s a golem. He was tough, and resisted piercing and fire, but we got ‘im. It was a carrion golem, made from rotten body parts, and carries a disease, which it can transmit. there’s a wrecked table, desk, and bed in the room, bookshelves and non-magical very old books. 5 history-ish books. Hey, there’s something(s) scratching at the door, to the other room. iron banded oak door, opens toward us, inset lock. there’s some kind of mechanism in the lock, might be a trap activator, and there’s suspicious holes in the floor. Drug the golem over them, Gelid set of the lock, but the golem caught the javelins… Bonk will open the door, we’re waiting with nocked arrows. It’s a skeleton, with a bow… And, the arrow hit me harder than it should have. Rimmer and I both hit it with arrows, and dusted it. There were 2 more in there, dusted them. One had a an item with a faint dweomer. Breastplate. +1 agile breastplate. These seem to have been animated by a wizard. Hey, where’s Rimmer… He should be trying to take credit by now. The horses and wagon are sitting peacefully where we left them. Well, this looks bad, theres a blood trail, leading from Rimmers dropped weapons, across the first floor, to a stone table. Where it disappears. One of the tiles on the table top is suspiciously cleaner than the others. No traps, it’s a pushbutton that makes something move. Bonk, push the button with your glaive! The table drops into the floor, and slides aside, revealing a spiral stair, with the rest of the blood trail. Which is looking like it was leaving Rimmer quicker. Down the stair, it ends at a door. and a small pool of blood. It’s locked, and trapped. Gelid, dodge! He only just avoids the poison needle on the lock. and pushes open the door. There’s a landing, with stairs going down. Down to a hall, with alcoves. blood trail keeps going… Some alcoves have piles of bones, some are empty. Each pile has multiple skeletons, some are human, some might not be. We get around a couple corners, and there’s a set of double doors, with a blood red symbol on the floor in front of them. THe symbol is Zon-Kuthon, a particularly nasty god. Seems like it’s not a magical symbol, and safe to cross. Doors: Black wood, black iron hardware, no lock. Open away from us. There’s an old codger gnome with a sacraficial knife, chanting over Rimmer, who’s chained to a dark altar. The gnome stabs Rimmer, Sunash says some very hurtful things about Rimmer to convince the Gnome to not harvest his parts. The big flesh golem in here is an illusion. Bonk smashes the gnome conjurer. RImmer’s DEAD! NOOOOOOOOOoooooooooooooooooo Gasp OOOOOOOOOooooooooooooooo! Turn to stab a skeleton, it dies immediately. They might be an illusion too… Ran through one, he got a good hit on me. Gnome is dead, Rimmer is Dead. Let’s go through his pockets for change. There’s an unconcious human in one of the alcoves. looks like an old, homeless bard. He should be a good party member. Bonk smashes the altar with one of the benches. 5 pouches fall out, 1 is smaller than the rest the small one is light, and has roundish objects 1 jingles, 1 is bumpy, 1 clinks when picked up, 1 has a lot of random stuff in it. no magic. small: 5 diamonds Jingly: 250 pp bumpy: 2 smoke pellets, 2 thunderstones, 1 flask of alchemists fire. clinky: jewlery (necklace, earrings, bracelet, brooch, tiara, ring) matched set, all set with fire opals, totaling 3000gp #5: flask of acid, flask of bloodblock Illusionist: silver magic dagger(strong necro), spell component pouch, scroll case, cold iron dagger, small magic cloak (cloak of resistance +1). There’s a chest in the back of one of the cells: oak chest, brass hardware: large shield, chain shirt, backpack, belt and pouches, drumstick loot from rimmers altar 5 pouches Pouch 1- 5 diamonds pouch 2 250pp pouch3 jewelry (necklace earrings, bracelet, brooch, tiara ,ring ) mached set all adorned with beautiful fiery opals set toatal worth 3000gp, pouch 4 2 smoke pellets 2 thunderstones and one flask of alchemist firePouch 5 flask of acid and one bloodblock. small light mace +1 med mace +1 temple sword +1 battle axe +1 rapier +1 flasks 6 S D, Int, Con, Cha, W gems, 1000 cp, 250 sp coins. 3 spell books. footlocker – 500 cp, 750 sp, 250 gp +2 dagger – does con damage – keen 0 chest at rimmers tomb… armour chain shirt large shield with heraldry of hand with claw backpack belt with pouches 0

0032 Gozzar the Golarion
Gozzar is kinda dumb, was duped with pickles and an illusion. Doesn’t want to be let out by us. 0

0033 Looting the Tower
The center shaft seems to be a corridor for moving about with levitation. There’s secret panels in each room to access it. There’s a nice bedroom up here, looks like the previous owner’s. A coat of dust over everything, looks like the gnome we fought wan’t related to the original owner. There’s 3 silver scroll cases in here, and a large chest. scrolls, cmw cl3, castigate (inquisitor) cl3, burning gaze (witch) cl3 There’s a large area rug (~couple hundred gp, it’s in very good condition) gift to the Dragon inn 3 spell books, numbered 1, 2 , and 3 1=1st level, 2=2nd lvl, 3=3rd lvl, all completely full. some valuable varisian history books 250gp the chest is locked, oak, in very good condition. don’t find any traps. inside, 2 small sacks, 1 is light (10 saphires total~500gp), 1 is heavy, and jingly (lots of (1000)copper and (250)silver coins). under the sacks: 5 bundles wrapped in black cloth, all are magic weapons: small light mace: +1, 5 runes marked on the hilt – Skeet medium light mace: +1, with same runes -Gelid rapier: +1, marked withthe same runes – Pait temple sword: +1, marked with the same 5 runes batle axe: +1, marked with 5 runes rune sequence: bottom rune is black, rest are white. the black rune on each is the symbol for #1 looking at the other runes is unplesant, they change every minute or so. skeet notices that there’s a false bottom in the chest. underneath, a rack of flasks, with 6 flasks. the racks are in sets of 2, marked to coincide with attributes. under the bed, find a footlocker with 500cp, 750sp, 250 gp Make it back to Sandpoint without any real incident. Going to bury him here, under a statue, and endow a chair at his bards college. dealing with the fop Tesa Yosida owns an opiu den has 2 half orc guards One is straightlaced other is typical drinker – disgruntled with job competition is Jaster Frallind (half elf) 0

0034 stuff to divvy up
A +1 brooch of shielding -Gelid +1 agile breastplate (resizing) -800gp to the party fund 2 smoke pellets -Gelid 2 thunderstones -Skeet 1 alchemist’s fire -Pait 1 flask of acid -Pait cold iron dagger – Pait +1 cloak of resistance (resizing) -Sunash 0 Party Fund, 30 Gozran, 4712 5000gp ruby 12831.5 gp 1 cp 2x 3000gp Gold Ingots 5k gp emerald, unusual cut 15 adamantine tipped arrows 10k gp jewlery 0

0035 Intrigue at the Potbelly Tavern 

Gellid has been comissioned by a lover to take out an ingrateful employee in Magnimar who’s spreading nasty gossip. Tetsuo Yoshida. A fop, rich, lives beyond his apparant means, owns a crackhouse. Always has 2 half-orc bodyguards when he’s out in the rougher parts of town. The competitor that has taken notice of him is Jaster Frallind, a half-elf. One seems to be a teetotaler, and very good about his job. one is more sullen about working for him. likes to drink at the potbelly tavern. Modan is the owner. Hedonistic, likes to go to the burelesque shows, and hook up with dancers. (the high class place is the purple nipple. expensive, but worth it) Gelid asks him to accompany him to the show, Gelid’s treat, has to wait until after the tavern closes. it’s a busy night. The sullen half-orc (Yell) just got here, he looks distraught, and disheveled. He gets to the bar and buys a whole bottle of whiskey, more than he usually would Bonk and I get him to start drinking and throwing axes. His brother is being held by his boss, if he doesn’t protect him his brother will get killed. Fought in the pits in Taldor. REally doesn’t like Yashida. His brother is in the drug trade, and had a habit, is clean now, but owes 8k. He’s back in Taldor. The fop won’t accept anything but his work to pay the debt. Doesn’t know any vices except expensive clothes. We keep drinking and throwing axes and daggers with him. Downs the last of his whiskey, and falls unconsious. Gelid is headed out with the barkeep.

View
Adventure notes: 0036 to 0078

0036 Continuing The Magnimar Intrigues
Gelid tries to get a meeting with Jaster. He succeeds. We’re going to have a meeting with Mr Frallind at a nicer tavern. Bonk and Pait will accompany him as bodyguards. Skeet and Sunash arrive in Magnimar, we wanted to have Skeet here to help with curses. Sunash has reservations about just killing him There has to be a cleverer way to get some revenge for Gelid’s girlfriend. Gozzar and Skeet are looking for cursed items. Sunash is in the tavern by himself. Pait and Bonk are with Gelid meeting Jaster. Jaster has heard of the Goblin Grinders. It’s been talked of quite a bit in the city’s upper class. After a nice dinner, they get to talking about Yoshida. Jaster thinks he’s getting too big for his own good. Gelid asks about if Jaster would be offended about us dressing him down. He’s pleased that we’d be polite enough to ask. Thinks Yoshida is boorish and crass, but not unuseful. wouldn’t be disappointed for Yoshida to leave Magnimar, won’t be an active participant in getting rid of him. Even though he doesn’t flaunt it, Yoshida does have a weakness. Law enforcement has been investigating him for dealing in gnome and halfling sex slaves. Jaster would like to prove it, and take him out. Talk to his bodyguard Yell. ####### Skeet’s adventures looking for cursed items. One of her contacts tells her about a vendor with an od item. It’s an open faced, helm, worked with fillagree, winged, has a rune on the back. He’s been told that it’s a helm of telepathy. The symbol is actually a combined male/female sign. It’s a helm of gender swap. He’d like 2k gp for it, Skeet’s trying to talk him down… 1500 gp he’ll even giftwrap it. Sunash thinks that he’s located the gnome trading market in the docks district. ######## Pait, Gelid, and Bonk are hanging out at the bar, waiting for Yell. He comes in looking pretty happy. He’s only got 6 months to work, he’d thought that there was still a couple years. How about getting this over with in weeks…? He’s interested in Gelid’s offer. Gelid is offering to get Yoshida ‘reassigned’ Yoshida has been involved in arranging too many bad situations for others. Yell would like to stop the business with the gnomes. He’d like to stop it, but can’t, because of his brother. He’d like to help us. He knows the next three dates locations for the market, his main contact is part of the city government. He knows that he, and his contact will be at the auction tomorrow. The next auction will be in 2 weeks. The government patron has helped him expand his drug business, she’s a human clerk, exceptionally well connected. Gabriella Varga. The sheriff has been trying to clamp down the slave trade, but Varga has been stymiing him. THe sheriff has questioned Yell and Yoshida multiple times. Yell doesn’t know about enemies of Varga. Doesn’t know if she’s going to be atending any of the sales. She lives in a small house in the capital district of the city (north end of town) Seems like having ’Yoshida’s’ guard be seen casing her house might be good. Maybe we can get some animosity stirred up between them. Let’s scope out the auction tomorrow, maybe track a slave, and set up to free them in exchange for info on the slave ring. 0

0037 Slave Auction
We can have Skeet cast message on Yell, so that he can give us the password, as we go in to the sale, have her pose as a slave, Gelid as a trader, and Bonk and Pait as guards. Sunash and Gozzar are going to split off, and scope out the outside of the building. Skeet gets a fancy new slave Leia outfit. Bonk and Pait get some spiffy bodyguard clothes. Gelid does a very good job disguising Skeet. We follow Yoshida and his guards, they get stopped at a checkpoint, Yell gets us the password. We get to the check, a quick pat down, give them the password, and we all go thru. We make it to the warehouse and use the password again. There’s a center show ring, Gelid gets an auction number and cataloge once we’re inside. The warehouse is 1/4 full of spectators. Lots of people in here, ~100 total ~30 that would be traders. There’s 10 lots on sale, not many in numbers, but high quality. 3 sex slaves, the rest skilled labor. Open bar and h’ours derves. Yoshida and his guards sit down at the table next to us shortly after we sit down. He looks through the catalog, and picks out his purchases. Skeet sees Varga in the crowd as she’s off getting Gelid a drink. Gelid sees that Varga is talking to one of the deputy sheriffs, so that’s how she’s protecting this operation. We haven’t recognized anyone else. The crowd has grown to ~200 people, and the days’ merchandise is brought out. They’re all dressed appropriately. The 3 sex slaves are all women, 2 look new, 1 looks experienced, but just playing along as she has to. Varga was looking over all the lots, most interested in one of the laborers. The skilled laborers are 500-1000gp The sex slaves are last, the new ones first. first sells for 100gp, second goes for 150gp, the last one is up, Yoshida and other customers are interested. starts at 50gp Gelid, yoshida, and 2 others are in a 4 way, Yoshida and Gelid are in a bidding war. Others are noticing Gelid and Yoshida bidding agressivly. Now Gelid and Yoshida are just playing chicken. Yoshida really wanted her, is kinda pissy that Gelid won her for 1600gp ###### Sunash and Gozzar: The slave trade seems to be using a ship in the harbor, the Peregrin. Sunash and Gozzar scope out the ship, and grab one of the sailors. ###### The woman that Gelid bought is named Adriana, origainally from corvosa. She’ll come with us back to base. Gelid drops his disguise, frees her, and asks her what she’d like to do. She’s interested in helping out with taking out the slavers. She’s interested in Calistriea. She wants to help us out. She’s been here in MAgnimar being traded for a while. She was last on the Peregrin, she knows 2 other ships that were big in the slave trade to corvosa. Bianca deSilva captains one of the ships andrew davvies captains the ‘crown prince’ the crown prince is a cheliaxian ship. Bonk and Pait are going to hang back and watch the inn doors. Yoshida’s other bodyguard shows up eventually, and Varga. They come separately. ask about us. Brute #1 is sitting near the door, watching the stairs, eyeballs the disgised Gelid as he comes down the stairs. Varga is also watching the stairs. The barkeep didn’t sell us out, he be solid. Bonk, Pait, and Gozzar have taken up positions, Varga comes over to talk to Gelid. Introduces herself, Gelid introduces himself as Throkmorton P. Ruddygore. Gozzar is menacing Thug #1 Varga warns about annoying Yoshida. SHe says that she only ocasionally attends sales. Only observes, doesn’t partake. She’ll send the password for the next event. She stands to leave, 2 people enter, are walking quickly to the main room as Varga makes to leave, Yoshida and Yael. He confronts Varga, demands to know why she’d talk to Gelid after G beat him at the auction. He looks like he’s got some liquid courage on board. Varga offers to walk him home. He makes to slap her, Gelid warns him off. He belts her in the face with a nasty smirk at Gelid. 0

0038 Fighting Yoshida at the Inn
Varga followed us back to our inn, talked breifly to Gelid, who was disguised. Yoshida walked in, drunk, looking for trouble. She warned him to go home, he bitch’d her. Time for justifiable homicide! Yael started the combat stunned by Gozzar, Yoshida is using a blue-tinged, poisoned dagger. (WoL?) Yael tries to grapple Yoshida, Yo dodges the attempt. Yael is either siding with us, or he’s trying to stop his boss from terminal stupidity. Put some serious hurt on him, he got Varga with the poisoned knife. He quit the fight when he saw 4 of the town guards coming in. THey want us to come to the station, for depositions. Yael turns on Yoshida, tells the guards that Yoshida was using a poisoned knife. Varga comes in and backs us up to the guards. The poison is not Waters of Lamashtu. Gozzar wants to question Yoshida right here and now, Pait has to talk him down. Gelid asks to see the sheriff. The sheriff is very interested in breaking the slave ring, and that there’s a deputy and Varga involved. We’re going to play Varga’s confidence, and try to get evidence on her. We will be deputized, and will help with the sting. Yoshida will serve some time for the poisoned dagger, if they can prove poison, but since he’s never been in official trouble, not much will stick. Gozzar wants to question Yoshida about Bard stuff The sheriff gives Gozzar permission to ask questions of Yoshida. Gozzar tells him that he knows about him selling Gnome slaves. Tries to take a swing at Yoshida. He misses, twice. Gozzar leaves. Bonk asks why Yoshida takes advantage of half-orcs. “He was indebted to me, I didn’t take advantage of him.” Bonk leaves after one final threat. Yael comes with us as we leave. Yoshida gets out on bail after a couple days. Yael thinks that he’ll try to stay with his routine, but will stick close to home while he’s down a guard. He’ll be replaced fairly quick. Gelid is going to send a fast rider to warn Yael’s brother. Yael can’t leave town before Yoshida’s trial in a week. We send a get-well card to Varga. She sends a message to Gelid the day before Yoshida gets out, to arrange a meet. She’s not seen Yoshida act like that before. She wants to thank us for helping the other night. She’s hopeing that Yo won’t be a problem for the next “event” He’s not an organizer, just a customer. She’s not completely opposed to eliminating him, he’s too much of a loose cannon. 0

0039 Jumped by Slavers
On our way back to the inn, after running errands, we notice a few folks trailing us. Two of them. They are trying to hide from us, and doing a decent job of it. Gelid goes to run down an alley, and gets jumped. They start off with some darkness. One of them is a Cleric of Norgorber (Greed, secrets, poison, murder). A couple are slavers. That was rough for Pait. After beating the cleric, the darkness dropped, and there’s two thugs standing dazed in the street. We stabilize the cleric, and capture the two dazed thugs. Waterboarding time. The two thugs want to know where their ‘mistress’ is. They don’t know anything useful, keep asking to see her. She’s not talkative, just glares at us. Gelid tries to intimidate, asks who sent her. She knows Gelid’s cover and actual id. “a mutual friend decided that we’ve outlived our usefulness, He decided to have us offed” She offs herself with poison in a hollow tooth. Loot: Unholy symbol of Norgorber MW chain maille MW scythe Three vials (2 unholy water, 1 bulls strength) (BS to Gelid) Three gems (750 gp) 2 tanglefoot bags (Pait and ?) 2 mw studded leather 2 mw guisarme (one for Bonk) 2 saps 4 vials of liquid (2 poison (drow), 2 clw) (poison to Gelid) (2 clw to Pait) odd coin (magic) feather token (whip) (say a command word, and it becomes a whip) (Gelid) 200gp 2 quarterstaves 2 saps 4 manacles 4 daggers 2 mw studded leather (1 for Pait) 150gp We’re locking the two thugs together. Selling off the unclaimed gear is 750 gp total 1850gp 0

0040 Following the Cultists
We convince them that their mistress got away, and that they’re free to go. Where will these two special snowflakes lead us? They go to Underbridge, on the east side of town. Go in a couple blocks, to a (for the area) reasonably good condition building, look around quick, and head in. It’s a row house structure. Let’s keep watch over this building for a while, maybe we can atach Yoshida to it. Let’s have Blarg and Mugin peek in the windows while pretending to be just doing bird stuff. Blarg sees Miss Varga in there, up on the second floor, with ~10 cultists. The cultists are super upset that the mistress is dead. “Game OVER, MAN!” “what do we do?” Varga: “Everyone needs to calm down, a new leader will be here soon from Sandpoint. Lay low here in this building untill he gets here.” We’re still staking out the building, hey, someone’s coming. It’s Mathias Podiker, and… Rimmer? The Rimmer doppleganger is walking very oddly. Kind of stiff, not really shuffling, but not like a living person. Sunash gets a very bad aura off of pesudo-Rimmer, deffinitely Evil. The real Rimmer was only conniving. Blarg gets back from running a message to the sheriff, we should have backup in 10-15 minutes. We got made, Bonk and Pait go for the meeting room on the second floor. We make our climb checks easily and get in, it’s empty, the hallway beyond is empty, two rooms open off it, and a stair headed down. is that smoke? teh room straight across is a bedroom, ransacked, four footlockjers, two bunk beds. the other room has three bunk beds, 6 lockers and a dresser, all open. nothing important in any of the rooms, random clothes laying around. HEad downstairs, don’t see anyone.at the first landing, we smell smoke. Let’s clear the rooms on the first floor, and put out the fire before it gets out of hand. Something explodes as we hit the bottom step. The kitchen is on fire. Sunash gets in, creates water, and we put it out. There’s two more rooms on this floor that we haven’t checked. Some medical attention from Sunash, and let’s check those rooms. One’s a mess hall, the other’s a storage room. there’s a concealed stariway going down in the storeroom. 2 guards go tell the sheriff, 2 guards stay here, the rest of you with us. (6 guards with us) HEad for the basement. it’s a large room, with a shrine to Norgorber, and there’s a hole into the sewers. the hole is at a three way intersection of the sewer tunnels. doesn’t seem to be a way to see where they went. Bonk heads left. send 2 guards with him. Pait takes 2 guards and goes left. Search for 30 minutes, no traces of them. Skeet and Gelid are searching the basement. Gelid sees something next to the altar. There’s some parchment, looks like letters written in infernal, between the lead priestess and 2 people, Mathias Podeker. and P.R. The letters are warning them of the goblin grinders, describe us. There’s a letter from MAthias, about helping Yoshida with the slave trade. It’s a very recent letter, and indicates when, where and on what boat the next shipment of Gnomes should arrive. The sheriff arrives as Pait and Bonk get back, and as Gelid and Skeet finish perusing. It’s odd to see Mathias again, we’d arrainged for him to spend some time in jail for stealing official documents from the Mayor of Sandpoint. Oh DAMN IT! These guys are poisoners! Now we have to be suspicious of all the beers that we drink! The rest of the day is unevetful, Next day. Go about liquidating the gear that we took off the cultists and slavers that jumped us. Gelid gets word that Yoshida is drinking alone at a bar called the Gold Cup. MAybe we should go impress upon him that he’s pissing off a cult of murderous poisoners. 0

0041 Tracking Yoshida to the Gold Cup
It’s a nice place in the upper city, has an outdoor seating area, and indoor. We arrive at dusk, the lanterns are lit, but it is quite suspiciously empty. Especially for a very nice night like this. Blarg, go check the window. He sees yoshida at one table, and his bodyguard at another, no one else. Yoshida has a beer. looks calm and relaxed. His bodyguard has a longbow, kukri, and a spear on his table, doesn’t look so relaxed. No one tending the bar, or in the kitchen. Blarg looks in the kitchen, looks like it was abandoned quickly. As we enter, Yoshida stands, and greets us. He gets a bottle of wine, pours some for himself and us. doesn’t seem to be poisoned. He seems to be actually contrite about picking the fight with us. He thinks that we’re in tight with Varga, and that we have her help. Skeet see’s magic on Yo’s ring and belt (both necro), the guard’s weapons (transmutation), and something behind the bar (illusion). Gozzar is speaking plain, and threatening Yo. Yo wants to buy us off to stop the feud. Seems like he thinks Varga is the real danger, and that we are too dangerous to deal lightly. Yo goes to the kitchen to let us talk. He doesn’t know Gelid’s real name, seemingly. Keeps using Gelid’s covername of Throckmorton. Pait see’s through the illusion, it’s apale woman, standing very still, wearing a pendant. Can’t id the pendant. use message to tell everyone Gozzar goes to fill a mug with beer, and does a spit-take to try to ruin her day, he misses. She leaves for the kitchen. We’re going to take Yo’s offer, and demand that he leaves the slave trade, leaves Gelid’s girlfriend alone, and forgives Yael’s brother’s debt. We call Yo back in. He tells his guard to stay at the kitchen door. He’s surprised by the condition of Gelid’s girl, Yoshida is ok with releasing Yael and his brother, he is concerned about his (former) employer’s connection to this. He’s glad to have the advance warning to leave the slave trade. We’ll all agree to not fuck with eachother. Skeet sees Pseudo Rimmer is in the door!!! Yo is terrified, and runs away. Rimmer lowers his hood, and he’s partly decayed. He claims to be here to warn us to leave Varga alone. MAthias steps up behind him. HE’s got a whole crew. And they’ve got bows, and Norgorber priestesses. Rimmer had made a deal to be raised by Mathias. he wants us to leave bvarga alone, he’s stalling for time. He seems to have aspects of a ghoul, and some of a hekava. 0

0042 Reflections on Rimmer 0

0043 After meeting Bizarro Rimmer
The day after. At the Potbelly Tavern ~10am A man walks in and asks the barkeep for the goblin grinders. He’s Sgt. WIlliam Dakins of Sandpoint. Hands a sealed scrollcase to Skeet. “Goblin Grinders, I have news that I think is noteworthy to your group. The grave site of Prince Cullen Rimmer has been desecrated and the body has been removed. there are marks of a ritual being performed on the site. In addition, three other grave sites were desecrated and the bodies are not to be found. two of the three were convicted murderers. As I learn more I will be in contact. Please utilize Sargeant Dakins to send me a message back. He is my most trusted deputy. Also, somehow Mathias Podiker has escaped from jail. We found someone else in his cell wearing a magic item that changed his appearance. That is all for now. Please let me know any info you can help me with. Also, if you can give me a time line as to when you might be back in Sandpoint that would be appreciated. Sincerely, Sheriff Balor Hemlock. PS. Hope that this finds you well.” The desecrated sites are being reconsecrated by priests in Sandpoint right now. Sunash thinks he might have been a Grave Knight, Ghoul, or Hecava. He knows some weaknesses, doesn’t think any are destroyed by sunlight. Rimmer is capital-E Evil. Maybe we can use some of his relics to track him. Let’s do some looking into the cult of Norgorber. Let’s ask their neighbors, Not many people coming or going during the day, a bit at night. No ID’s. Quiet neighbors. From the sheriff: There have been some unexplained deaths in the underbridge, 2 looked like it was some kind of ritual, and the blood was drained, and 1 was garroted. Just a few months ago, the city guard shut down a thieves guild that had a shrine to Norgorber (greed and secrets). No other undead sightings or reports for a while. Nothing new in the house or sewer. The city engineer has a city sewer map The upper city sewer is larger, and is large enough to walk through. The lower city doesn’t have a sewer system that can be traversed. Sunash and Skeet are going to do an Augury Where is he now? What is he now? What is his weakness? We wnat to know if it’s the real rimmer come back evil, or just something wearing his body. The seance will be in one of the bar’s meeting rooms, Sunash and Skeet will be doing it, Gozzar will help, and the rest of us will add rememberances to help the spell, and provide security. “Remember the time when…” When we reminecse about when Rimmer epic failed at performing, and got lots of pitty money, a spot on upper magnimar begins to glow. When we begin to remember the annoying things, “Remember when he hid from the hell hound on top of the wagon…” Skeet and Sunash are starting to feel that Bizarro Rimmer is not actually Rimmer. It’s something that has his memories, but is just wearing a rimmer suit. It looks like it’s a thing that he had maybe invided in, and overstayed its welcome. It is likely to not be too concerned about the body that it’s wearing, so it won’t have RImmer’s weaknesses. The augury doesn’t give us any info about how to kill him. The slave boat is supposed to moor at the pier closest to the SE side of the underbridge, 1 block from the slave auction site. This auction site is an abondoned nightclub/tavern that’s been boarded up, just actross the street from the pier. At dawn tomorrow, we tool up for hunting monsters. 0

0044 Hunting Rimmers
In the nicer part of town, close-spaced brownstones, Pait notices a house that looks remarkabley like the cultists’ safehouse in the underbridge. But he was up too late drinking, so he can’t quite get why that’s important. Sunash, Skeet, and Gozzar notice 2 cloaked figures leave the house, and head north. Look like Mathias and Psudo Rimmer. Gelid detects them as evil. THey haven’t noticed us. Sunash and Gelid are going to tail them, as the rest of us follow at a distance. Skeet hits us with message. They’re not going too quick, until one of them turns suddenly and looks straight at Sunash. Sunash: Good Morning. The one looking at him pulls off his hood, it’s Mathias. Mathias: Good job finding us, goblin grinders. They’re 50 ft ahead, only moved about 1 house from where they started. Sunash: We’ve talked a lot the last few weeks, but do you think there’s money to be made in Magnimar. Mat: There’s always money to be made, it’s just about how. Mat: Rimmer and he had an agreement. Sunash: so where’s rimmer nowadays? The other figure looks like Psuedo Rimmer. The body had started to decay before it was preserved. it has steel gauntlets over its hands. the cloak mostly hides his body, but weapons and armor that Rimmer wouldn’t wear are printing through. Sunash tries a spell that Rimmer resists, but it sure would’ve been awesome if he’d failed his save. Rimmer goes first… He fights dirty, and gets away. the house that we almost burned down is Varga’s Sunash is blaming everything on the death knight rimmer. The guards show up shortly, we tell them about the undead fight, and they send word down to headquarters. Everyone is upset, or pretending to be upset (varga) about undead running around, especially in the upper part of the city. The sheriff is pretty sure that rimmer didn’t leave the city, since none of the gates saw him pass. Hmmmm, seems that Mr Yoshida has violated the truce. It might be time for him to be Ms Yoshida. 0

0045 So, Mr Yoshida…
So, do we transgender him, and sell him, or do we kill him, or do we do both. Maybe we transgender him, and give him a chance to unravel everything from the inside. We jump him at his tailor, take him to a secluded spot, and gender swap him. He is super pissed at being regendered. (some really bad puns) She goes after skeet, gozar slaps her down. Stabbity! Stabbity! Kill him, decapitate him, dump the head and body in 2 places. 0

0046 Now What?
Varga is undoubtedly watching. Do we need to clear out of town and get some xp? Maybe we can do some researching of Norgorber somewhere that we don’t have an active cult to deal with. Pait and Bonk are supposed to stay sober all week!? We’re going to be careful, travel in groups, etc. untill we can clear out. Everything goes ok the day after we off Yoshida. The day after that, there’s a chest waiting for us at the inn. It’s from Gelids girlfriend Cedar chest, iron banding, inside: 3 small sacks of coins 6000gp value very heavy small box, inside is a block of mithril, enough to make a medium piece of armor. -Gelid (3000gp and 3 weeks to fabricate it into a MW chain shirt.) another small sack: 12 diamonds 500gp each at the bottom, there’s 18 flask holders 6 alchemist fire, 6 alchemist ice, 6 cmw 1 each for Pait 2 fire for Skeet 1 CMW for Bonk 1 ice for Gozzar No thunderstones. 2000gp equivalent for each of us. Sunash is going to prep undead fighting kits for the town guards. 100gp per pack The 26th and 27th of erastus goes without incident one of Gelid’s contacts comes to him on the 28th, and Gozzar hears from contacts at the bards college. Talk in the Bard’s College is Rimmer had several contacts in the college but that only one is still alive and he was last known to be travelling to Korvosa and then to Absalom Skeet is going shopping She’s found a necklace that gives off a very nasty aura. The shopkeeper tells her it’s magic. It detects as conjuration. It looks like the crafter was trying to make a brooch of shielding, but made a necklace of arrow attraction. The shop isn’t a magic shop, but does have an occasional magic item. We have a super boring, uneventful trip back to Sandpoint. There’s a guard posted at Rimmer’s true grave. It looks like he was dug out by a third party, and the area feels unnaturally cold. Sunash sees that there was a circle drawn in the dirt, partially erased, and something burned. The guard says that the grave has been under constant guard since the incident, and there’s been no visitors since. THe guard here doesn’t know if there were caravans headed in or out of town when Rimmer would have been raised. Three other graves were also dug up and all three bodies missing. The three were murderers convicted decades ago. No ritual circles found near the murderers graves and the areas are not cold like Rimmer’s. Interestingly, all three murderers were executed on the same day and the date was the same day that Rimmer was killed. (Reminder he was killed on the 13th of Desnus). There were some odd folk that stayed at the inn, around that time, they left 3 days before the grave was discovered. They were all female, by themselves, kept to themselves. He hasn’t heard of Varga. Sunash thinks that the grave knight is tied to the armor, maybe the cult was trying to graft the thing onto the (potential) charisma of Rimmer. Sunash has found bits of metal in the circle. The blacksmith in town ids the metal as adamantium, it’s charred. The sheriff Balor Hemlock comes to welcome us as soon as we’re in town He tells us that the local priest found evidence of necromancy, and that he found a norgorber unholy symbol nearby. 1 day before they found the desecrated grave, a local homless guy was torn apart by something. The liver and heart were taken. He had seen the group of women go through town. One other person worth mentioning, a couple days after we left town, a… Varga woman visited for a few days. She met with the Podiker family. Not with Mathias directly, that he knows about. The Sheriff will be watching her contacts, and her, if she comes back. He and the mayor want the slave trade to stay out of Sandpoint. Pait talks to some caravaneers, one of them was on the caravan that the group of women traveled here and back to Magnimar. THey were odd, and he didn’t want to eat any of their food (smelled odd, he begged off), one of their wagons smelled like death. THe other thing was that they wanted to travel at night, they paid handsomly in diamonds and rubies. Far more that a trip like that should cost. They paid well enough to overcome the weird vibes. Gelids street contacts, they won’t sleep alone, they are all afraid, the women would go outside of town away from the graves, and do something, some kind of strange rituals they still are afraid of that place. We find a prominent ritual circle there, with a crude altar to norgober. It’s a real shrine to him. THere’s a humming as we approch, and it’s cold. the humming gets louder as we appoach. Sunash is concerned that there’s this much magic still active. Doing some looking around for footprints, it looks like there was only one person to ever enter the circle. 4 people walked through the area, only 3 left. on the other side of the shirine, there’s a pool of liquid, 1 ft in diameter. The shrine is built of rock and human body parts, the pool is the blood. The circle is still humming. There’s no scavengers… not even insects. Skeet thinks that there’s a sepia snake sigil and at least 1 fire trap spell protecting the circle. We may need to recruit some help to deal with this. 0

0047 Sandpoint Schenanigans
Sunash is going to try to do a spell to obliterate the evil artefacts. Sarenrae would be the goddess to look to for clerics or paladins to help with destroying the circle. So, what do we do now, go to look for knowledge on how to destroy Rimmer? And, how do we destroy this circle. Let’s also look into Varga’s background. Maybe we hop a boat, and go one big city closer to Absolom (Korvosa) That would be 4-5 day trip by boat. Usually, we’d have to go to Magnimar to get to Korvosa, but there’s a boat leaving from sandpoint in a few days. Past Korvosa there’s a Pathfinder lodge in Tameran, in Nermathas That area is lawful good. Well, let’s head for that tower that had owlbears guarding a treasure. That seems like a place to find loot, and get a level. It’s also on the way to Riddleport, where we might be able to do some research. Sunash still wants to head east, to Korvosa, to do that strengthening. Skeet feels like we should go north, that the owlbears are sitting on something important regarding rimmer. We can get 3 handy haversacks for 4500 total, Let’s head for the owlbear tower. HEaded for Galduria, pass some caravans on the road, no word of trouble. We head overland to the NW when the road turns east to Galduria. We make it to the churlwood without any random encounters or trouble… And are jumped by two owlbears on our first night camping in the woods. We got ’em but Bonk had a bad time of it. Owlbear Robes! We should be a day away from the map location for the owlbear protected treasure. 0

0048 Fogscar Mountain Owlbears
After dispatching the two owlbears that attacked us… Between the map and our woodscraft, we find an overgrown wagon trail. It leads to a very large clearing, with a ruind town, near the map marker for the tower we’re lo0king for. It’s overgrown too, with animal trails leading through it. Just as we start into the clearing from the trees, we see… An owlbear come into the clearing. He’s ~135 ft NW from us, walking away from us, out of sight behind a ruind building. The buildings don’t look like they were destroyed by the owlbears. There’s a bunch of trees growing up here, about a dozen buildings, look like they were built of stone. Look like they are dwarven built, and very old. We can’t see any signs of what happened to the villiage, until we deal with the owlbear(s). Let’s have Blarg go reconnoiter the town, make sure there’s only the one enemy before we start anything. There’s a partly intact building up to the north west end of town, Blarg can hear something moving in it. It’s a sleeping owlbear. It’s a small ~12×12 building. There are several trails in the clearing, one leading to the east, it looks like it’s heavily used. The ground is hard, and there isn’t much for fresh tracks. some claw marks from back when the ground was softer. THe building that Blarg told us about is a very well built structure, there was extra care and reinforcement for it. I don’t see any owlbear near it yet. Blarg says it’s still asleep, the other one is still eating. The game trails are all overgrown, it looks like nothing is coming or going but owlbears. Bonk trips, and the eating owlbear looks up… and starts toward him. It sees Gozzar, Sunash, and Skeet, and runs for them. The other one wakes, and runs to join the fight, it goes past Pait, as soon as it’s back is turned, he throws a flask of Alchemist fire at it. And it’s burning. Bonk got grappled, and we killed it just in time. The owlbear was eating a 20 point buck. And we can recover the rack. The building that the other owlbear was napping in had some adventurer bones in it. We find 500 Gp of assorted coins a couple diamonds MW light mace quiver of broken arrows, but there are 15 adamantine tips The second symbol on our rune marked weapons starts to spin. 0

0049 Owlbear Town Loot
500 gp, 500 cp, 5 diamonds (150gp each), 3 rubies (200 gp each), 2 black onyx (175 each), jeweled tiara (250 gp), platinum and topaz earrings (300gp), scroll case with 4 spells Pain strike w, ghostbane dirge I, Murderous command C, distracting cacophany B), potion of bull strength, potion of cats grace loot from owlbears 500gp, 500 cp 5 diamonds (150gp ea) 3 rubies (200gp ea) 2 black onyx (175 gp ea) jeweled tiara (250 gp) platinum and topaz earrings (300gp) scroll case Painstrike (w) ghostbane dirge (l), murderous command ©, distracting cacophany (b) potion of bull str, potions of cats grace 0

0050 Owlbear Town Searching
We find a trapdoor under one of the owlbear’s nests. There’s a shaft leading down, to a 5 ft passage headed south. Bonk goes in, good thing he can see in the dark, he may have spotted a trap trigger. Gelid looks at it, and it seems like a pit trap. The passage goes on a ways past the trap, and opens up into a room. Teh room is empty, and there are 2 doors. It’s a 10×10 room, both doors are oak and iron banded. There’s a lever on the wall, labeled “open” and “closed” in abyssal. the lever is pointed to “closed” Both doors have inset locks, and thumb latches. The room is nice and clean. Gelid pops the lock on the west door, and opens up a new room. There’s a pile of stuff in there. Seems like a pile of dirt and trash, theres rat paw prints in it. The door in here is another iron banded oak door. THe dirt pile has bits of paper and wood, scraps of rusted metal, doesn’t smell like rats. no magic on the pile or door. No lock on this door. THe door is 5 ft wide, 5 ft tall, opens to a similar dimension tunnel, 10 ft long, well constructed stone walls, it’ll be a squeeze, but possible to get through. Let’s look at the other door in that first room. No traps, Gelid pops the lock easily, Another narrow tunnel, this one is wider, and open at the other end. It opens into a 10×10 with an unlocked door. ANother small tunnel to another room, with a dais and altar? As bonk enters the room, he’s attacked twice, stabbed in the back with something big. It’s three big skeletal creatures. That combat should have set to yakkity saks. Nothing on the skeletons. Gelid notices an odd color stone in the wall by the altar. Check to see if it’s a trap! It shouldn’t be a trap, push the button. A gelatinous cube falls on Pait! Chop-chop-chop… Don’t chop Pait! There was a MW silver dagger in it a MW breastplate misc. coins worth 200gp In the cubby that opening set off the falling G cube. A small locked box. with a poisoned needle trap in the lock. 4″×4″ Gelid disarms and unlocks. A black velvet bag inside, it has something sphereoid inside. it’s a fist-sized ruby. ~5000gp Let’s take a nap… gelat cube mw silver dagger mw breastplate coin- 200gp 0

0051 More Exciting Times under Owlbear Town
After resting, we go to the narrow passage in the dirt pile room. Gelid checks the door, no traps, so let’s open it. It’s a cave. There’s something moving back there… As Gelid sneaks around, he finds a midden pile. Lot’s of small bones in it. There’s some fresh ones on top. He steps on some bones. And hears a screetch. It’s 2 great big bats. And THey Suck! And tanglefoot bags are the new thunderstones. There’s 6 or 7 humans in the bone and guano pile. ~1000gp of coins 3 sapphires 3 tanglfoot bags 6 thunderstones 2 alchemist fire set of MW thieves tools. Gozzar takes 1 each of alchemical weapons. There’s a 5ft tunnel at the far end of the cave, it’s a natural formed Gozzar does triple time to make us quicker. Gelid finds a tripwire across the tunnel. And a trapdoor in the ceiling. the tunnel opens into another cave. The floor is covered with trash, shredded paper and wood, dried grass and leaves. A small rat runs across the floor, normal sized. A passage continues north on the other side. Gelid sneaks into the room, and scares up some rats. No traps. The tunnel continues. Windy Windy Another cavern. And a bad smell. Smells like ghouls. Rotten dead flesh. Buffing, and continuing to the next room, it smells like the ghouls are in this next room. These are going down suspiciously easy. One of them slips on grease, and falls face-first onto a pre-placed flask of alchemist fire. The last one was sent to “go get help” Pait and Skeet hear armored footsteps from the hall to the south, It’s skeletal champions, The lead promptly gets glued to the floor, plugging the passage. And a gelatinous cube. 566 gp 3 MW Longsword MW heavy steel shield MW silver dagger MW cold iron longsword The smell of decaying flesh has returned while we were looting. Behind us. The run-away ghoul has returned! Sniker-snak! it’s sliced diced, and acid tenderized. But there’s a Crypt Thing creeping around, and it can turn invisible. Whatever it just tried to do was resisted by everyone with will saves. It has dr, but not against magic weapons! Finish it, and find a hidden passage, Sunash and Gelid hear something skitter. Another room, stalagmites, womething in the back looks artificial. Looks like a chest. And a beat-up coffin, with an open lid. It’s a large chest, good condition, walnut, brass hardware, it’s trapped on opening. Sacks inside, looks like it might have a false bottom. pop that open, 21 slots, 3×7 pattern, 6 small cherrywood boxs in them box #5 There’s a little platinum nub that releases the lid, inside is a thick wire band, not a ring, flattened area with very nice engraving of a shield. Sunash detects magic. The band glows, the boxes don’t. Skeet notices that there’s a groove in the bottom of the handle of her special runed mace. Each box has another band. The engravings: 2x swords 1x shield, 2 maces, 1x axe Skeet goes to snap one mace band to her mace. It expands and then fits itself to the haft, and the next rune focuses. (unlocks another +1 bonus equivalent ability) The sacks have 3500gp of coins 6 blue, 6 red gems, 50gp each. We make it back out ok, the wagon and horses are fine, no owlbears attacked. 0

0051-1 Owlberton Loot
Totals Coin: 5771 gp gem Gems: 4350 gp 1x 5000gp ruby for the kitty weapons: 15 adamantine arrowheads 3 MW Longsword 3×315gp MW light mace 305 2 MW silver dagger 322gp 1-Pait MW cold iron longsword -Pait Armor: MW breastplate 500gp MW heavy steel shield 320gp 2392 to kitty for arms armor scroll case with 4 spells Pain strike w, ghostbane dirge I, Murderous command C, distracting cacophany B), potion of bull strength, potion of cats grace 0

0052 Headed to Riddleport
We’re going to head north to Riddleport, to be in a decent sized town for researching Pseudo-RImmer, away from Varga. 0

0053 Nope, back to Sandpoint First
Magnimar has been very quiet Varga is still in place, and active in the slave trading. A merchant left for Korvosa with way too many overpaid guards. The Sheriff hasn’t seen anything going on, the cult has been laying really low. He’s going to write us It’s going to be 4 days till a ship leaves for Riddleport Pait is going to be making leather armor on the boat ride. Pait just makes the roll for the first week’s set armor. 0

0054 Off to Riddleport
We’ll be riding on a cargo ship The “Teeth of Araska” We are in room 7, hammocs, stowage for gear, our horses and wagon are below. Captain Treeg, Human (chellish) Retired from pirating, and now runs mostly legal cargo He’s sitting on deck playing a lute. educated and well spoken has maps out of the varision bay. Riddleport The current overlord of riddleport is gaston cromarke he runs the town with the ‘milita’ lots of trade to the north stops off there. most popular deity is callistria, followed by cayden First few days goes well, nice weather, We hit a storm going around Wynsong abbey Pait and Gelid are both seasick. The weather improves, and not sick anymore. The spotter sees something as we’re passing the fogscar mountains. To Arms! It looks like a giant squid coming for the boat. Doesn’t take long to get here, it’s trying to eat us, or mate with us. either one is unpleasant. Whiff whiff whiff\ Finally hit it with a crit, and dazed it. whiff, whiff, whiff And Bonk offs it! Let’s cut it up for supper! And Skeet has the frame for a new chair. Pait makes more armor. We’re staying off the coast so that we can just see the tops of the mountains to the east. Several days of good weather, and good fishing. the ship makes good progress. We’re asleep, and something wakes Pait and Gelid. There’s a slight bump on his head, the ship lurches like something has hit it. There’s a very large tentacled creature up near the bow, ramming the ship. An aboleth? Bonk is trying his best to chop off one of its tentacles. the aboleth spewed some nasty stuff on bonk Bonk finishes it with a block and tackle used as a flail. The aboleth gave bonk a disease that required him to keep his skin moist. We should be able to have someone on the boat remove the disease, if Sunash can’t do it. Level!! The rest of the trip is uneventful, and we get to riddleport on the 7th of Rova 0

0055 Riddleport
The current overlord has stabilized town quite a bit by hiring his own mercenary force. That’s actually made the town stable enough for business. The town is surprisingly clean for a rough town. Lots of scholars investigating the cyper gate. Different crime bosses control illicit buisiness in the city. Temples in town are Calistria and Cayden Calistia’s templeThe Silken Veil, run by Shorafa Pamodae, who’s the madam in charge of the ‘hospitality’ industry. Sunash found us an apartment in the basement of a brothel. Just north of the arena. Right next to a well. Cleeg Zincher is the boss who controls pit fighting. The black thing to the north east of town is the burial ground, since the town is built on a delta. Pait and Bonk are going to do some gladiating. The pit fights being public makes the organizer want to keep them clean and orderly. 25 gp to enter the fights. 500gp max bet. odds, Pait 50/1 Bonk 30/1 Bonk is set against a half orc, his final odds are 20/1 Pait is against a 6’6" 375lb guy, the odds are to 30/1 Pait gets a couple good hits in, in the unarmed round, the other guy gets one really good hit in, The dagger round goes well for Pait, cut the oponent’s throat. He really needed the ringside clerics. Bonk smacks the other half orc, and bites him pretty well. the other orc can’t hit him, but his bite is dynamite. Now for 2×4′s, bonk connects, the other guy still can only land a bite. Trading some serious damage. Bonk drops his club! Bonk gets dropped, but he’s a half orc, so he can still stay on his feet. To take a second confirmed critical in a row. Sunash will have to heal him up. The crowd really liked that fight. Skeet’s Hex-A-Gone shop the first few days she breaks some minor curses, then a guy comes in with a black metal bastard sword that he inherited from his father. It doesn’t seem to cause any actual damage to anything that he hits with it. This thing doesn’t just have a negative to it’s damage, and it’s definitly magical (necro and divination) (evil) It seems like it’s related to gauntlets of fumbling. And unwieldy. The guy wants to have the curses removed, his father has always had it, he never saw his dad actually use it. It’s a mw black adamantine sword, that’s exquisitly etched. (25000gp if the curses are broken) Skeet can break the curse for 5000gp in a few days, half of that as a non-refundable fee for trying. Agree to 4k, 2500 for trying, he prepays a couple of diamonds that look to be ~1000gp. Skeet is able to remove Unwieldy, it still has fumbling, and negative damage. Good thing Gelid helped Skeet with Calistria’s reroll ability. She removes the fumbling. And she fixes the negative bonus. after 3 days, it’s fixed for its owner. He’s going to try to find out where it came from for Skeet. He thanks and pays, the other 3k gp in platinum, and at the bottom of the bag, a gold ring. It is magical. RIng of protection +2. Over the next few days, she gets 1k more doing cursebreaking. Sunash treats some medical issues. He actually treats Cleeg, the pit fight operator. HE gives Sunash a pass for a private box at the arena. He also remembers Bonk, and says that he could make to the arena if he keeps fighting. Gelid’s new network of contacts is warning him that Varga comes to Riddleport every couple months, she was here a couple weeks ago to deal with the slave trade, and was talking to Avery Slyeg, one of the 8 crime lords, in charge of all smuggling, and moving contraband. Varga had a companion that was only with her at night, with glowing eyes. The lords each have a monopoly on their own business, and they don’t cut into eachother’s livelyhoods. Sleeg is handling shipments for Varga, coordinating her cargo moving into and out of the city’s docks. Caravan guards hang out in the bars just south of the east road into the city. The other road out of town is to the north. The inn they stay at is just north of the east road. No one that Pait recognizes the first night. Start hanging out with the locals, and building rapport. Bonk is working the docks, reciting poetry as he carries cargo. Skeet is treating curses. And hangovers. And Dragging home passed out Pait Pait finds a rolled up parchment scrap in his pocket when he wakes up. Written in Skald, “there’s a shipment of slaves comming from the north, bound for Magnimar in 2 days.” -Jara, xoxo In between the blackouts, one of the barmaids is Ulfan, named Jara, she kissed pait on the cheek sometime last night, and she was cutting Pait a deal on drinks. Pait, Skeet, and Bonk are talking, in our room and there’s a knock. It’s a female voice, here to see Pait. It’s Jara. She’s shorter, and more solidly built than Pait. Cute. She reminds Pait that one of the caravan leaders had been talking about a group of slaves comming in, and was displeased about that business coming through town. THe caravan leader was Vieri, a reliable, fair man. The customer that had commisioned that caravan was ‘Varga’ she has a regular, monthly shipment of slaves come through town. Jara knows lots of the caravan guards, and can help make contact with ones who’d help end the slavers. She invites Pait to her house the next night. 3 Lamashan Bonk has a job to load cargo, on the same night that the slave caravan is being loaded onto a ship. Gelid has a new, young (20) fling. Kirstyn Sleeg. She’s the rebelious daughter of a local rich family. Spends lots of cash, gets high, dateing guys like Gelid. He met her in one of the nicer taverns in town. She wants Gelid to meet daddy on the same night that the slave caravan is coming in. (4 Lamashan) Jara has a small shrine to Abadar in her house. She cooks a very nice dinner. She’s a friend of the sheriff of Sandpoint. A Grey Corsair ship entered port last night, maybe we can recruit them to attack the slave ship. After Pait’s date, on the 3rd, Sunash, Pait, and Rango are going to try to make contact with the grey corsairs. Bonk is going to help to load the slave boat, so he can provide info At the second bar, we find the captain and first mate of the grey corsairs. They’ve been here for a round or two. We buy them a round, “for good Andoran freedom fighters” They buy a round in turn. “And our friend may have a story for you” Skeet tells her story of being a slave in Varga’s market. The captain is Josper Creezy He is very interested in her story, and he’s visibly upset about her being a slave. She mentions Varga by name, he’s heard of her by name, but hasn’t had proof. “we’ve seen absolute proof of her consorting with undead, and creating undead, and paying for it by dealing in slaves.” “we took down one of her competitors, and freed some slaves.” “we’re too weak to attack directly, but have been trying to weaken her so that we can.” he’s glad that skeet is free, and doing better. He’s guessing that there’s something more than recounting skeet’s story. “we would like to inform them of the slave ship departing Riddleport, since we can’t attack it in port. However, if it never made it to Magnimar…” He’s interested in collecting evidence on Varga, and is going to hit the slave ship out at sea. The captain buys a couple more rounds, since he’s in a good mood from getting news of a satisfying target. He gives each of us a brass coin. It has a jolly roger on one side, and a seal of Andoran, and the Grey Corsairs on the other side. It’s an informant challenge coin. 4th Lamashan: Gozar is crafting, Gelid is visiting, Pait is seeing Jara at the caravaneer’s bar, Bonk has to be at the docks around 1 am to load slaves. Skeet is crafting potions and looking for witchy contacts. Gozar will go to a bard bar to swap stories at night, and see if there’s any info about varga among the bards. “you some information that Varga has visited in disguise previously. She was in the guise of a varisain gypsy and was travelling with a troop of gypsies 3 three months ago.” she was magically disguised. Pait is sitting in the bar that Jara works in, waiting for caravan guards, a group that looks just in off the road comes in @ 10:30, They’re complaining about “these trips” and “the smell from the wagons”, “at least she pays well”, “shut up!, you know she doesn’t like anyone talking about the job!” Jara doens’t get any more than Pait overhears, but she notes that they seem to dislike the job they just finished. Bonk has gotten back from work, the wagons are at the docks, and won’t be loaded untill 1am We’re going to go do a recon run at the docks. Bonk will distract the other dock workers. There’s 5 wagons, 4 are big enough to carry humanoid creatures, and are fully enclosed boxes, with doors on the back, one is smaller, but the same pattern. only 5 guards, they’re not being super alert. it’s the middle of town, and there’s dock workers around, so they’re not too worried. No vagrants around here, it’s like it’s been cleared. Blarg goes in for a flyby, the wagons reek of sewerage. These are definitly slave wagons. They are all unhitched from the teams, and are standing close together. Mugen and Blarg are going to tell the slaves that the Grey Corsairs are near. Sunash channels on the wagons, and heals up everyone. Bonk is going to look at the ship for smuggling compartments. The guards aren’t paying any attention to us, they don’t want to be around the stinky wagons. pit fights in pirate town Clegg Zincher – runs the pit fights and part of the criminal group of town. Shorafa Pamodae – priestess -of Calistria – runs the brothal. Avery Slyeg – another crimelord with an association with Varga and Rimmer. – head of smuggling 0 pit fights in piratetown bet 400gp on Pait at 30:1 Bet 250gp on myself at 30:1 info about Brinewall Adele Thomas After you return to Brinewall, and the townsfolk start clearing paths and cleaning up messes. Very soon after, many townsfolk seem uneasy and quite a number leave their homes and come to the fort. They are saying that there is witchcraft/sorcery afoot and they are relictant to go back. Captain Thedeus comes looking for you and asks that the group look at asomething that is odd. He shows you something on the threshold of every door in the fort. it is the faint remains of a symbol containing three runes that you do not remember seeing previously. It is the rune for command followed by the runes for walking and north. Captain Thedeus tells you about the ritual murder of a young woman about 4 months ago which he tells you was very strange because her body was unusally pale, like all of her blood had been drained. Further examination of her body revealed that there were six well placed cuts (all quite small but depp) on her body that were used to drain her of all her blood. (neck, wrists and groins).Not too long after that they caught who they thought was the murderer and she was tried, convicted, hanged and her body burned. Her name was Gabriella Varga. Her remains were not claimed and the ashes were scattered into the river. 0

0056 Riddleport
Scoping out the slave ship. Bonk is going to research the slave ship while he helps load. The ship is the ‘Flying Cloud’ 4 masts, 3 decks, 2 cargo hatches. The ship is very well maintained, and clean. It’s a quick cargo ship. There’s only a few crew, (2) looks like most are out at the bars. One up by the wheel, one near the bow. Human, stereotypical piratical crewmen. Carrying sabers. The Gray Corsairs are going to deal with them out at sea. Everyone but Bonk sneaks off, back to base. ~1am, 12 workers, including Bonk are going to hand push the wagons up ramps to the deck of the ship After getting the wagons on board, they open the forward hatch, and the hired work leaves the ship. the covers are sectioned, it takes at least 2 people to open, usually 3 or 4. Bonk co. are told to leave, and come back in an hour. They are supposed to put the hatch back, and roll the wagons off, which are much lighter now. Bonk sees down into the hold while reinstalling the hatch. There’s an open door to the forcastle room, several vry dirty humans inside, one of the crew is closing the door, and it is very well concealed from the outside. The door is locked. The crewman with the key is not the captain, but looks like a first mate. the upper half of his left ear is missing, that’s the only really distinguishing feature to describe him with. Bonk is paid off with 100PP and a 250gp emerald. Bonk catches everyone up, and we get some sleep. Over breakfast, the innkeeper comes up with a sealed envelope, and hands it to Gelid. “captain Creasey has sent this for you” It’s a short note to us, that the flying cloud is preparing to leave port, and that they’d apreciate any info we could give them. We send back a note with the info that we gathered. Gelid sees one of his informants enter the inn, he sneaks off to disguise himself as his street persona, Tubbs Localshop. The contact is at the bar, drinking a local brew, for local taverns. He lucked into meeting Gelid, he was going to go looking for him. Word on the street is that Varga and Rimmer are likely to be in town in two weeks. They usually stay at the drunken sailor, down by the docks. They usually rent one of the ‘better’ suites on the top floor. Gelid pays him to keep looking, and to bring word as soon as they are in town. Gelid goes to meet his girl toy. she runs up and sucks on his face. She brings him into the front parlor, and introduces him to mom and dad. Dad was wondering where Gelid was from. Gelid Schmoozes dad about business, and such. Gelid has impressed him, and is offered work. Scotch and Cigars to discuss the offer. He needs something transported down to sandpoint, it’s small, but needs to have a trusted escort. It’s 2500gp, and it fits in a pouch. Up to Gelid hot to get it there. He gives Gelid a pass to his private box at the big arena, to dicuss whether we all agree to protect the shipment. There’s no tells that this is a setup, he belives that he’s offering Gelid a real job. Gelid is seen out by his girl, and takes the long way home, no one follows him. Sunash is going to try his in to get Pait and Bonk into the grand arena fight. Cleeg remembers us, and can get us into a 2 on2 fight, show up at 6. Pait is going to make some Luchadore masks for Bonk and himself. Bonk’s looks like a sock monkey. (Skeet helped) They’re going to fight in the pits, to get some money, and get show Avery Sleeg that they can fight. Skeet goes with as the trainer, and has way too much fun oiling their muscles. As we enter, the 2 on 2, slayer Sock monkey vs the undefeated pair of local champions. There’s been some PR, Bonk Pait are only at 10/1 Gozzar offers to be ringside to perform the training montage. We have to use loaner weapons, but can keep our armor Sleeg shows Gelid and Skeet that the shipment is a delicately carved diamond egg. It’s for the mayor of Sandpoint Sleeg will pay 7k gp up front, 25000gp total for the job. We will be leaving in the fortnight (so we can avoid Varga) The first round is kinda quick, the second is long and satisfying. The odds have updated on PB, 15/1 We get to check out the other fighters, one is human, 6’6" looks strong. the other is a dwarf, and is as wide as Bonk, looks like he could pick up a cow. Time for the show. the final odds are 15/1 for PB. Pait and Bonk are having a run of Crits, really f’ing up the big guy. The Dwarf looks Nervous… The Dwarf cuts off Pait’s leg Then finishes him. Pait stabilizes, so he stays 2 Hp from dying permanently Bonk does in the dwarf with two big hits from the axe, and ends him with a mighty bite. Pait and Bonk go drinking with the previous champions, they’re really nice dudes. We hear after a few days that a ship has been sunk by the grey corsairs, for carrying slaves. The corsairs take the slaves to a safer place to go free. Skeet is going to do some serious research on rimmer. Pait is going to recover with Jara. Bonk is going to hang out with the other gladiators to see what the city is like for pit fighters. 0 frost giant treasure 3 gold ingots (3000gp) adamantium ingots (enough for 1 melee weapon) mithril chain shirt 1000 cp- give to the prisoners 2500 sp – give to the prisoners 1000gp – give to the prisoners gems – worth 15000gp sceptre, crown, ring, amulet unlocked – 9 slots – potions 9th – locked – box – glowing item- ring (freedom of mvmt) gems (7) each worth 500gp 0 Frik and Frak FRik 6’6" , shaped like a globe Frak 5’5", also shaped like a globe carry the good stuff goblin grinder ale at the Rank Harlot 0

0057 Leaving Riddleport
Some of us kinda recognize one of the crewmembers, but can’t quite place her. Not Varga, though. Pait eventually notices that she’s Jara… Once she sees that Pait has figured out, she motions to keep quiet. Jara signs on to this ship to get to magnimar to meet contacts. The first few days are uneventful, late in the afternoon we hear a commotion on deck. As we get up on dek, sailors are running around, “looks like a giant squid off to starboard!” And, the sullivan brothers show up, apparently. the squid just crushed one of the sailors, and is dragging two more to its mouth. and now there’s an abboleth… But, Bonk offs the squid! ANd the abboleth submerges, the coward! It comes back, and breaks through the hull. It pulls itself inside. We kill it, and use the squid to plug the hole. we make it back to Sandpoint without any more random encounters. after 4 days. It’s early evening when we arrive, and we’re going to deliver the shipment immediately. Paid 500pp from the mayor of sandpoint. Several graves were desecrated while we were gone (the last few days). all were executed criminals. Varga made a stop in Sandpoint while we were gone. was here 1 day. stayed overnight in the inn, then left, didn’t see her meet with anyone. THis was just before the graves were desecrated. Lets go look at the evil shrine. It looks like someone’s been there recently. it has been bolstered. We can’t find any tracks around the outside. THey’ve degraded, or been eliminated. There’s a figure (some kind of undead) inside the shrine, Sunash can’t see it clearly, it seems to be confined. As we’re trying to figure out how to set up the consecrate, the whatever appears. It looks like a shredded RImmer, shrieking at us. Then it disappears. Everyone who doesn’t make their save is paralyzed with fear for a minute. After the creature disappears, a piece of parchment appears on the ground in front of Skeet. cliffhanger 0 

0058 The Parchment
It has taken all of my force of will to bring this into existance. Please forgive my outward demeaner, they keep me in here by forcing out the rage inside of not being able to move on to be with my goddess. I was sacrificed here in order to raise the abomination that is currently in this part of Varisia. In my previous life I was called Kyrene Poussou, a cleric of Iomedae. They needed someone pure of heart in order to bring that thing into the world. In order to destroy the undead beast, you must ultimately release me so that I may go on to the afterlife with Iomedae. First, however, you must also have the armor of that thing in this place and destroy it on the altar and consecrate/hallow this ground. This will not be easy, and will require you to be more powerful than you curently are. In the mean time, you must fight to keep it in check, and do anything in your power to thwart their plans. THe last thing I can help you with is the following, look to the north about 100 yards, there you will find my belongings. Hopefully, they might aid you in your endeavours. May Iomedae bless you all. Kyrene 0 

0059 Kyrene’s Possessions
We find a bundle in the roots of a large old tree north of the clearing. Handy Haversack boots, cloak, bracers, 3 tokens, body wrap, belt headband, ring, leather pouch, pair of hexagonal lenses glasses. Headband of mental prowess (int, wis +2) >Skeet Belt of incredible dexterity +2 209 UE >Paitir Cassock of the Clergy 214 UE >Sunash Boots of the cat 229 UE >Gelid Cloak of resistance +3 >Bonk spellguard bracers 275 UE >Sunash lenses of detection 226 UE >Gelid/Rango Three bird feather tokens (messenger pigeons) >Gelid folding boat >Bonk handy haversack >Sunash grave salt (10 doses) >Skeet ring of force shield >Sunash 0

0060 Unpleasant surprises
Let’s trap the shit out of Varga’s little shrine, Glyph on the trail, and another on the altar, one is fire, the other acid. Stretch some snare line across the trail, in front of some punji sticks. Set some thunderstone traps. That took most of the afternoon. 0

0061 Sandpoint buisiness
Gavin Deverrin, retired paladin, is the owner of the 2 knights brewery. His brother was killed a while back by the chopper, Pait and Bonk are going to talk some business over a nice mead. The brewery building would be ~12000 gp, the whole business would be ~25000gp he wants to be open about the deal, there’s no debts, some needed maintenance, some inventory, he buys locally for ingredients, casks, and such. He invites us to look around. The building is in decent shape, the roof needs to be redone, the fermentors are good, the filling area is clean and maintained, The samples of the various brews are good, a couple really bad, most average, and a few really good. The two bad ones were a kind of light pilsner type. everything is in decent shape, he could use some more workers to help out. He’s been considering starting a still, and making more hard stuff, but hasn’t had the cash for it. Local farmers have been selling their grain to Magnimar, so he could buy that feedstock. 2 knights brewery does ship a good amount of product around, and has a good rep. He’s been good at records, and is making money. He makes 2000gp/month profit. Bonk is going to buy 20%, Pait will buy 10% Later that day, the paperwork is delivered to our inn. It’s the normal partnership agreement, states the shares, etc. There will be a new brew named after the goblin grinders. Gavin will deposit our dividends into the Sandpoint ‘bank’ Lets meet up with the sheriff of Sandpoint, desecrated graves, The Gray Corsairs landed in Sandpoint, and then took the freed slaves that needed to go further south, some of the freedmen went north with wagons and guard funded by the Corsairs. They brought in the Slave ship captain, and he’s strung up by his thumbs in the sandpoint city jail. 0

0062 The strange woman at Norgorber’s shrine
21 Lamashan 4711 Eleze She appeared unconcious at the evil shrine, with a symbol of Norgorber around her neck. We recognized her as one of Varga’s Ladies in Waiting She tripped the acid and fire glyphs, and one of the thunderstone traps. She only had her holy symbol and spell components with her, no weapons or gear. Even after magical healing, she’ll be disfigured, with scars on her face and chest. 0

0063 Intrigues around Eleze
We’re going to disappear Eleze to riddleport, she’ll be in suspended animation, and tucked into a bag of repose. We’ll stash her in the temple of Desna, they’ll probably feel like helping. We’re going to use Mugin as an intermidiary, to insulate the Sheriff from possible repercussions. He’ll carry a note, that we’ll say is a confession from her, and that she ran off into the the wilds, never to be seen again. He wants to hear the rest of the story from us. He figured that we were the ones to trap the shrine, he agrees that us taking the handmaiden is for the best. He doesn’t like Varga, she was nasty to him last time she was there. The town is probably safer with Eleze gone, and taking the blame. 0

0064 Riddleport
We’re going to go collect payment, and Gellid and Sunash will take the priestess to the temple. Sleeg is glad to hear back from us, and that the job had gotten done so quickly. He hands over a bag with the rest of the payment, and a bonus. The pouch contains an extra 3000 gp the total for this, and the pre-pay is 28000gp The high priest of Desna in Riddleport is very upset that one of their clerics is being held as a captive. Kyrene went missing 6 months ago on her way to Korvosa We tell them what she’d told us, and show them the gear that she’d given us, and ask for help dealing with Varga. They’d be glad to keep hold of the Norgorber priestess for us. Sunash can find another who can maintain the suspension spell. They have a masoleum where they can stash her, but it will take a few days to prep. We will have about a month of downtime, crafters get crafty! 0

0065 Riddleport after the timeskip
We got the first shipment of beer from 2 knights! There’s 2 kegs to give feedback on for the Goblin Grinder Ale! And, our dividends are waiting in Sandpoint. Skeet is going to sell the wand of erase for Gozzar, she finds a female adventurer to buy it, and they make 3000 gp over what he spent to make it. Skeet earns 1500 gp running her shop, Bonk and Pait come out 2000 gp ahead each from fighting in the pits. Bonk gets 200gp from 2K dividend, Pait gets 100gp, Bonk gets 200 from the dock union 0

0066 Festival of the Seven Veils
the 23rd of Neth is also the Festival called the Seven Veils that is a celebration ofthe brother hood of all races and is marked by interracial masquerade balls. We are invited to the annual ball at the Sleegs’ Each boss is putting on their own party The bosses all make appearances at each party. The mayor goes to each boss party, he doesn’t throw one himself. The invites are very nice, and personally signed. We are all going to attend. It’s very highbrow, there’s an announcer introducing us. Bonk and Pait are impressed to see Octoberfest from 2K on tap. It’s been a while since anyone new arrived, we’ve mingled, and gotten back into a group. Gabriella Varga arrives with the Lord Mayor… and their retinue. She has a chat with Sleeg, Skeet is going to go get a few morsels from one of the tables, near where they are talking, since Varga would be unlikely to recognize her. Skeet bumps into Varga while over there, Varga is pissed, but doesn’t seem to recognize her. She is asking for room to move cargo on a ship leaving Riddleport for the south. He lists several ships over the next few weeks, asks her to send paperwork to make a contract. She’s staying at one of the better inns in town. Varga is in conversation with others, and seems to not be paying any more attention to Skeet. Varga wanted space for about 2 wagons of cargo. How about if we get Gelid to offer to run the message, so we can read it, and Skeet can disguise herself to make the delivery. The mayor is walking and talking, he sees Pait.. I remember you! You two put on an epic fight! I lost my shirt, but enjoyed it nontheless! He intends to be at our next fight, and sounds like he’s going to be betting on us next time. He is looking for some good folk for bodyguard jobs in the future. We give him contact info, He’s thinking that he’ll need us several times in the next few weeks. Not too long after the mayor, Varga comes up to say hi. She noticed Gelid. She makes nicey nice, and implies that we’re only safe far away from magnimar, and uninvolved in her business. Sunash checks that she’s not undead. Very much alive. Lets let her get taken off to other parties with the mayor. The rest of the evening is very good. Bonk and Pait make sure Sleeg needs to restock from 2K Each boss does make their appearance. Sleeg makes several trips out to visit the other paries. Gelid also makes several short excursions, and comes back disheveled. ******* Pait is going to check with the local caravan guards for how Varga arrived, and what cargo she’s moved. Bonk is going to check with the dock union. Varga came in on a ship the morning of the festival. There have been several caravans connected to Varga recently, no slaves in them. There’s a large group (30) contracted to go out in a couple weeks. leave 8, Kuthona, come back 18 Kuthona, leaving and coming back by land. THey are headed back north. One of the guards says they are going all the way up north of the kodar mountains up in Irrisen, to Hoarwood. They are taking trade goods up: food, beer, armor, weapons, etc. Varga has preferred to trade in gnomes and halflings, last time had humans, (but those were unusual) The only date that skeet caught for shipping was the 23th of Kuthona, 8 days after the caravan was due back. Sunash knows that Irrisen is ruled by WInter WItches. Albino people, general nastiness. There are some trading stops along the lurkwood, the first is about 2.5 days away. We can contact the gray corsairs, maybe tip them off. Can we put together a trading caravan to the next town out, so that we can watch for the caravan coming back. Bonk’s union guys told him that the cargo hold with Varga’s cargo was unusually cold. and, she probably wasn’t moving ice for beverages. Does Jara know what might be coming down from Irrisen? She says that the last time that a caravan went to Irresen was 9 months ago, they came back faster than anticipated, there were a bunch of big fights along the border, “walking huts” they thought that Baba Yaga had come back to install a new queen, but something had gone wierd. They didn’t stay long after the hut encounters. The last caravan was a regular merchant, going to Irresen, then back south to Korvosa. Sunash is going to send a message to the Sheriff of Sandpoint and Magnimar. Bonk and Pait will send buisiness info for 2K, so that the runer has a second alibi. Skeet and Gozzar will make contact with the Gray Corsairs. She meets with some crew members, and gets them to summon captain Jasper. Skeet buys them a bottle that’s better than what they’re drinking now. The oldest one is curious, there’s a giant guy and a gnome, and the gnome is acting in charge. What can we do for you, little one? She shows the challenge coin as she sits down. Gozzar shows his coin, the sailor responds with his own. The sailors know that they’re friends of Captain Creezy. Skeet warns them that Varga is going to be bringing cargo through town next month, since she’s a slaver, we think they’d be interested in the cargo. She has had some strange, possibly magical cargo, we don’t want to send you in without knowledge. Captain Creezy is down south, but they have other resources, can you meet on the 29th? Gozzar: a toast to all our reputations. They will meet in a different bar next time. Pait will talk about how easy caravan guarding is to the south, to see if he can get guys to brag about going north. Few caravans go to Irisen. There are forts and towns along the south of the Kodar mountains, Caravans also go west They talk about bands of orcs or hobgoblins, and the occasional hill giant. Varga’s cargo was dispersed throughout town. Skeet has made friends with some of the local street folks. One little girl tells her that she saw a guy walking down the street, radiated cold. (undead rimmer) (25 Neth) Gelid’s contacts tell him that homelss folks have been killed, one per night, from lack of blood. The temple of Desna has been caring for the bodies. Burying them in the commoners’ area. Sunash wants to see the bodies, the first two have shown no sign of rising, he makes a show of preparing the third for burial, and the goblin grinders bury it. no residual magic, the victim was 0 lvl, had no chance to fight back. male, mid 40’s, multiple wounds, groin, each bicep, each side of the neck, knife cuts, not bites. One body was found near the SE end of the docks, (23) the other was found near the pit fights (24), the last was found on the far north side of town (25) the locations seem like dump sights, not where the cutting took place. The victims (woman, man in early 20’s) none frequented the same areas, they were dumped near their usual ranges. no one saw them taken, or dumped. 0

0067 A new house in Riddleport
Sunash got a house for us to use, it’s cheap cause it’s haunted, and right next to the graveyard. It’s been abandoned for 3 years, it was cleaned out 2 years ago. It gets cleaned out, and shortly after, it’ll be infested with low level undead again. And, there’s a ghost on the second floor that can’t be dispelled. There are several double door entrances, 2 stories in the main section, 1 storie in the wings, The exterior is in good shape, the doors are solid. The architecture implies that the first owner worshiped Desna. There are holy symbols carved into the door. THe walls are stone, very fine construction, Dwarven. The windows are boarded, so we can’t peek in. There’s no graffiti, or damage. The lock is nice and smooth. Let’s pull the boards off the windows, so we can see once we’re inside. The windows are all nice. We can’t see much inside from out here. some messy rooms, broken furniture. Abandonment. Let’s check the outbuilding too. No traps on it, there’s a chair table, bed, bookcase. all in good condition. bookcase is empty, bed is stripped. no magic in here. Check the back door, no traps, let’s go in. Click Hallway with debris. there’s a dining room to the side, with debris, and a solid, but hacked-up table. Mice running about. Let’s check the west wing. seems to be a kitchen. woodstove in the corner, cupboards pushed in front of the door, one is open, the other is locked and trapped. Gelid is going to check it, we don’t have a key for it. Boom! Inside is a very nice, and intact, 20 place set of china. Go into the next hallway, there’s a pentagram, and a figure of a woman with long blonde hair. Translucent and ghostly. Bonk and Gozzar loose control of their bladders and run. Gelid makes his save, notices that she’s been cut up, she screams and flys upstairs. Sunash figures that she was murdered by someone, but the ghost is evil. The damage is varied. footprints in the dust, but no recent ones. southwest room. family room, chairs, couches, toys. destroyed easle and paints. some stuff is rodent chewed, some things look smashed against walls or floor, chopped with weapons. south east room: parlor, ruined furnature. northeast: Sunash gets shot with several arrows when he opens the door! THe skeletons can’t do much, but there’s a lot of them. Bonk mashes one, Pait de-bones another. After the fight, Skeet and Sunash notice a pattern traced in the dust. There’s something on the wall, a worn board on the wainscoat. It opens a secret door, the southeast floor stone drops down and slides north. There’s a ladder down into a hole. Drop a light, it goes down 30 ft. There’s bookcases in here, we unblock the exterior door, and push one over the secret door. This used to be a library, but there’s not much left here. no magic. We go up the west stairs, it’s clean up here. Sunash can detect that there’s something undead in the room to the east. THe room is the master suite, it hasn’t been wrecked, but everything is streaked with dark brown spatters. The ghost is in here, and shrieks when the door opens. We beat the ghost, Gozzar thinks she isn’t gone for good, only for a while. We riffle through the desk, find some parchment, under the mattress, we find a locked journal. the SE bedpost is hollow, the top comes off. Gelid opens it, inside… a scroll case, and a pouch containing a signet ring, ruby earrings, ruby and diamond necklace. the necklace is evocation magic. three of the rubies are parts of a fireball necklace. we don’t recognise the signet, it could be a previous owner’s. it seems familiar, but we can’t place it. there’s one sheet of parchment in the scroll case. CL7 lightning bolt. The key ring that Sunash got doesn’t have a key for the journal. Hey, what’s that noise? It sounds like metal jangling, and booted footsteps. Sunash can sense 9 undead somethings coming up the east stairs. Around the corner comes… skeletal champions. Oh, they’re coming up the other way too. Smashy smashy, it’s going ok. Oh SHIT! What the hell is that! It’s a crypth thing? It teleported Pait and Gozzar out of the house, and dropped us. That took a bit, and Skeet is a bad-ass! MW breastplates Open up the northwest room, It’s a fairly well preserved bedroom, no dust, no broken furnature, it looks like it’s been searched before. Northeast room, bedroom, doesn’t look like it’s been searched, no magic. West room, small bedroom, bed and footlocker. the footlocker has an evocation magic trap on the lock. Sunash has a key that looks like it’ll work. 2 sacks inside, coins in one, the other is lumpy. gems and jewlery, 2 magic daggers. +1 cold iron silver dagger, the other is cold iron, can’t id it. THe east room, bed and bookcase, mundane books. We’re thinking of going to count treasure, and reseach the book that we found. Sunash checked the door to the basement, the bookcase has been slid back to its original location, and the door is open. you find that there are 13 sets of footprints in the dust that came out of the hole. in addition there is a set of tracks that you find the entered the house from the front door. the footprints from the front door went into the room with the hole. then they left with the other four sets of footprints. the footprints entering the house are interesting in that they have an unusual gait. similar to a certain undead rimmer you know. 0

0068 Helena
The ghost is Helena Wallace. She lost 2 suitors to murder, and she and her mother were murdered 15 years ago. The haunting started 2 years after she was murdered, and the house has been uninhabited the since. Her most prized posessions were stolen a couple years before she was murdered. We’re going to try to speak to dead, with the bodies of the suitors (Ailistair Sleeg is in a mausoleum, the other guy is buried) We can also find Helena and her parents’ bodies in a mausoleum. Skeet is going to try to use augury to try to locate the body of Helena, to make sure that she’s in the grave we think she’s in. Skeet is hearing that her body is in a small, damp, dark place. Doesn’t sound like the nice, dry pleasant mausoleum. In the Wallace mausoleum, there are 3 sarchophagi. It’s easy to tell which is which. open up Helena’s, there’s remnants of a pine box, contaning a body, with the skull and jaw intact. Cast speak with dead Who were you in life? I was called Abigale. Who killed you? No one. How did you know Helena Wallace? I was her dressmaid. Sunash leaves a note to anyone else that this isn’t Helena, and may want to be buried elsewhere. Go to the mother, Claire Wallace open the sarchophagus, inside is a box, with a dismembered corpse. Who were you in life? Madame Claire Wallace. Who killed you? pause did not know his name, dressed like a pirate. Who was the greatest danger to your daughter? Avery Sleeg. Avery sleeg was not her last suitor. Alistair was the elder brother to Avery. Respectfully rebury the two corpses. Check on Albert Wallace Who were you in life? Albert Wallace. What is the greatest secret you know of Avery Sleeg and his family? Avery was obsessed with knives. What was the greatest threat to your family? His partner, the father of Alistair and Avery Sleeg. We need to do some resting, and research the Sleegs. Gelid gets to the mausoleum a little late, and tells us: HIs girlfriend tells him that Alistair Sleeg was a first cousin to Avery Sleeg. They are very interested in solving his murder. There was a whole string of 6 murders with the same characteristics. Then after Helena and her mother were killed they stopped. Sunash leaves a contingency letter with the church. 0

0069 The Spooky Basement
Sunash gives al of us an undead fighting kit: Stake, 2 holy waters, and a spool of string. When we get into the house, we find the basement door still closed, and the pentacle is still obliterated. There’s a 5 foot wide hole, 30 feet deep. it drops into a room, the floor is clean, it looks like it could have been a storeroom, there’s shelves, scrapes and marks from barrels and things on the floor. The door is iron, opens toward us, no lock. Sunash pulls the door open, it’s still well oiled, no squeeking, the other side of the door is faced with stone, like it’s concealed. No tracks on the floor of the hall beyond the door. Our keys don’t work on the doors down here. Gelid picks the door, it unlocks suspiciously easy. The door pushes open easily, the hinges are well oiled. There’s a pattern on the floor, the room is oddly shaped, something up on the north wall. Throw in a light stone. It looks like there’s a shrine on the north wall, and the floor is a symbol of Sarenrae. There’s some magic on the altar. The room hasn’t been desecrated. Looks like a small family shrine to Sarenrae. Open the south door. Click, no traps. Pait swings the door open, toss a light inside. 40×50 room, dust on the floor. The light coin lands in a puff of dust. There’s raised things in the room, covered in dust. They are raised about a foot off the floor, clean the dust off, there’s writing engraved on the blackened stone. The black is sooty. It’s like they’re hearths or pyres. The south of the room has a stone shelf 5 ft up the wall it’s blackened with soot. Pait can’t read the script. Skeet can pick out a few words in an unfamiliar (oooold) dialect of elven. Doesn’t seem to have religious meaning. Sunash and Pait smell brimstone and phosphorus, and bat cave around the sooty blocks. The blocks are solid, harder than limestone, look like they were carved from the floor, done by hand, not magically shaped. Go further down the hallway, two more doors, north and south. Gelid checks them, no traps. pick the lock, on the south door. we hear a crack, he broke a pick It’s got a wizzardlock on it… Gelid can’t open it. it’s an iron door, it’d be tough to break down. Sunash will use a scroll of stoneshape to open a door next to the locked one. It’s a round room, there’s a circle inlaid on the floor, there is a mechanical sun and planets oery hanging from the ceiling. The Orrery is magical. There’s another door to the south. It’s oak, with iron bands. It opens toward us. No key, pick, click. long odd-shaped room, clean floor. scorch marks on the south wall from fireballs. old elvish Runes carved in the east and west wall. Looking at the iron banded oak door, finds a poison needle trap, passageway, and another door. this one has a mechanical trap, Gelid gets some javelin action. Push the door open. The room is odd shaped, the corners are bumped in. There’s a throne… the floor is dusty, no footprints. On the north and south walls, there are tapestries. Knights battling demons and devils, looks like there’s a narrative. with the knights winning. the writing is all in old elvish. The tapestries look to be about the first battles in the worldwound. Sunash sees some writing above the throne that’s not in old elvish. It’s in Taldaen (common) “glory to the dawnflower” It looks like there’s a button in the middle of the writing. push the button, the left arm slides back into the wall. It contains a sheathed dagger (cold iron, non-magical), and a small pouch. The pouch isn’t magical, it contains a ring of protection +2 1500 gp of assorted gems. Squiggly corridor, and another door. Gelid pops it, Sunash opens. A blast of stale, stinky air. nearly overwhelming. The room is full of dismembered and rotting corpses. Some are fairly freash. They’ve been gnawed on, by something fairly large. like a ghoul… The fresh bodies look like they are homeless. 24 bodies. Gelid doesn’t recognize the fresh bodies, they’re too disfigured to id. Open the door to the south east. It’s a big pool, with a door to the east. Can’t judge depth, the water comes right to the door. Toss a light in. it sinks till we can’t see it anymore. A couple seconds after the coin goes in, a large creature made out of water comes up. 0

0070 The Water ElementalI’ll
We close the door, and scatter. Gozzar makes an illusory stone wall to block it off. The elemental breaks the door down, Gozzar changes the stone wall illusion to a wall of fire, and sets some oil on the floor on fire. Pait is trying to reunite the party. Everyone is starting to came back together. The elemental isn’t afraid of the fire, and it’s coming for Gozzar. Gozzar modifies the illusion to obscure the door he just exited. The elemental breaks through, and clobbers Gozzar, who runs away. Bonk is checking a well-maintained door at the end of the hallway. Sunash opens another door off the hallway. There’s some alcoves in it. it seems like it was a pantry or cellar. Everyone is running for the heavy iron door. Gelid gets the door open. It’s a wine cellar. lots of wine, mead, and beer. The elemental might not be pursuing us further. We hear water running, and notice water pouring out of a grate in the ceiling. It swings at bonk, and misses. Pait swings, and hits, it has DR5, and Pait RUNS! Bonk swings, and one-shots Gelid. Sunash channels, and saves Gelid. The elemental messes up Bonk. Splish-Splash! Pait offed it! The elemental didn’t have anything. we could either walke around the shallows at the wall, or, we could use bonk’s folding boat. Gozzar is going to check for secret doors, and doesn’t find any. The pool is very deep in the center, and slightly murky. Gelid doesn’t find any traps at the door on the other side. The room isn’t terribly large, and is clean. there’s a chest in the corner. The keys don’t work. Gelid finds and disarms a trap. click Open with a poking stick. there was a poison gas bladder in it, but it was sucessfuly deactivated. 3 sacks, coins, gems, jewelry. small box, 6 stoppered flasks. flasks: 3 alchemist fire, 3 liquid ice. sacks: coins, 100p, 250 gp, 500sp gems: 20 gems, 5000gp total value jewelry: ruby earrings, tiara set with diamonds and emeralds, necklace with sapphire pendant cut in a star. none of the jewlery is magic. box isn’t locked, has a slip cover. ring and amulet, both magic. ring of protection +2 amulet of protection +2 The tiara was described in Helena’s diary as one of the stolen pieces of jewlry. The door to the east is iron, looks like there’s a peep slot opening from the other side, it’s covered in rust. It’s the first door that’s not been maintained. 0

0071 The room past the Water Elemental
The rusty door looks like it’s been weathered, it’s blistered and streaked with rust, like it’s been dampened from the other side. A closer look makes it appear to be just mundane weathering, maybe even to the point that regular maintenance wouldn’t have completely prevented. The rocks of that wall are cold, and damp. The door doesn’t look like it’s been splashed with anything corrosive. Gelid doesn’t find any traps, and the door looks to be unlocked, but it’s stuck. Bonk takes his crowbar to it, Crack! He pops the door right off its hinges, and opens it up. A big room, with a flowing stream of water, with a bridge over it. And humid air comes through. The river flows to the south, there’s a deteriorating wood box across the river. Folks are stepping into the room, as Pait comes in, something cold jumps him from the north. It’s a wraith! It did a bunch of con damage to him. And another jumps Bonk! And does even more con damage to him! Skeet hits one with a moderate healing, and Sunash hits both with a channel. They fight back, and then Bonk obliterates one, and Pait double-crits the other. The cavern is rough, and natural, the bridge is the only man-made feature. The box is a very rough casket. There’s a room beyond the bridge, it has a marble pillar in the center of it. There’s no traps on the box. The cover didintegrates at a touch, there’s a decayed corpse of a young woman inside. It looks like a violent end. The water is clear and cold, running very fast. Pait and Rango look around the corner as folks are talking about what to do with the body. The marble pillar dissapears, and is replaced with a flexh golem. Who runs up and hits Rango. And the next round, Rango gets dropped, but he stabilizes, so he might still live. Sunash pulls him away, and heals him a bit. After some bashing, and web, and fire, Sunash offs it. The column is gone, it was an illusion to cover the golem. Skeet finds a small alcove in the room, it contains a hatpin, brush, silver fan, purse, and lace gloves. Everything but the gloves have necromancy magic. The best we can tell, these have been bound to the ghost and the girl’s body. THe passage goes a bit further, and there’s some vegetation, and we’re looking out over riddleport from the cliff. There’s no access to the tunnel from the outside. Nothing hapens when we place the items with the body. We take the body back to the family mausoleum, and place the gifts with it. Sunash prays over it. 0

0072 Contacting Helena
The day after going through the basement, we’re going to try to contact Helena. We’ll do a seance to find out if she’s still here, if the haunting is done, we’d like to lay her to rest. Skeet has an augury to use, as well. The augury is telling us that ‘all the parts must be brought toghether’ Let’s try to reunite her with the body of her suitor. We’ll have to reunite her spirit with the body, lay it out with the gifts in her bed, and let’s wait for the spirit to reform. It comes back 5 days later, it’s getting ready to attack, until it sees the body and gifts. She reforms to her undefiled form, thanks us for reuniting her with her body and posessions, and merges with her body. We can finally bury her for good. We lay her to rest on 1, Kuthona 4711 0

0073 Cleaning up the house
The shrine to Sarenrae is a family chapel, so we can use it for other deities without worrying about pissing her off. Inventorying the wine cellar, there’s 20k gp of expensive vintage wines down there. we could easily sell it to fix the house. We should hire a groundskeeper, maybe a butler and maid. 0

0074 More Things to Do
Gelid learns that Alistair Sleeg was a first cousin to Avery Sleeg. They are very interested in solving his murder. There was a whole string of 6 murders with the same characteristics. Then after Helena and her mother were killed they stopped. Gelid finds out that after some digging and talking with his network here in Riddleport that the manner in which these 6 people were murdered was an evolving signature that reminds him of how Kyrene was sacrificed. Gozzar digs up some information from a couple of bards who pass through town. They tell him a story of tragedy and death that names Varga and Norgorber implicating them in the deaths of some people in a place called Brinewall to the north. the deaths were ritual sacrifices. Skeet discovers some new baubles including a new cursed item. The item was supposed to be a ring of evasion but turned out to be a ring that if you fail your reflex save you take double damage. Sunash is going to found a hospital, and we will build it as the loft to a stable, with plans to build a dedicated stone building for the hospital. We’re going to head north to Brinewall, to investigate the mysterious deaths. It’s 1, Calistril, 4712, and winter. We’ll need to prepare accordingly, such as boots of winterlands. Leave the wagon in Riddleport, and take dogsleds north. It’s very strangely quiet going north, there weren’t any animals or bandits coming after us. As we get to Brinewall, we find that the town is empty. The snow hasn’t been cleared at all. The huts and small houses around the outside of the fort are empty, no people, or bodies. It’s like life had just stopped, they dissapeared in the middle of what they were doing. There aren’t any signs of struggle. The gate of the fort is open. Lets do some searching. We find the garrison commander’s office. No signs of problems, some records of trouble with ‘Nolanders’ (Shoanti) No real bad trouble, but some records of the murders that the bards had talked about. 4 years ago, one was a night guard, the other 3 were peasants. They were all ritual sacrifices. Looked like practice for what was done to Kyrene. No one’s been here for several weeks to a month or more. All the domestic animals are gone too. The fences and gates are intact and closed. There’s a shrine in the fort, it’s general use. Rango looks around, and says that there’s something odd about the ice on the steam river. It looks like it was broken through by something very big walking. THe breaks could be 6 weeks old. Look like frost giants crossed the river 4-6 weeks ago. North of here is the Lands of the Linnorm Kings. Frost giants are occasionally allies to them. Frost giants rarely come south, especially this far. Skeet is going to try augury to find the direction and distance to the nearest witness. There aren’t any bodies that would be a witness to these events. Rango and Gelid know that Frost giants like to take people as slaves, and eventually eat them. But there isn’t any evidence that there was an attack. It’s like a mass teleport cleaned all the people and animals out of town. We can’t detect any active curse, but there’s the feeling of the remnants of something magical. Going through the captains office, and logbooks, We find a stash under a floor board, and a strongbox. No one in the brig, even if they were locked up, they are missing. The last date that we could find written is for 4 Abadius. about a month ago. The town is certainly creepy. MAybe we should take what we can carry as trade goods, and try to buy info from the giants. We gather provisions, and get the captains’s office in the fort warmed up. The salvagers can hear wolves off in the distance, let’s spend some time to clear the gates, so we can close them. 2.5 months ago, there were sightings of frost giants across the river, but they’d left the fort alone. the captain wasn’t worried. In past years, they’d left the fort alone, so no one was worried. there were 350 soldiers stationed here, plus all the support, and the villiage. could have been a couple hundred more people. most of the soldiers were vets, they’d had some trouble with the local barbarians a year ago, or so. The last few entries noted a couple guards seeing flashes of light across the river. several travelers from the north entered the fort the nextr day, they were all wizzards, talked of being the last of a larger group that had gone north to trade with the linnorm kings. They’d encountered some odd magical constructs, far to the north. the last two entries tell of increasingly frequent light flashes at night. The last night references a blizzard from the west, and bringing everyone into the fort to sit out the storm. The garrison was not to go across the river. There’s no armor or weapons in the fort or villiage. no tools or farm equipment in the villiage. Nothing that could be an improvised weapon. The footprints across the river look like bipeds, can’t tell if they’d come and gone, or if they’d gone only one way. Seems like the thing to do is resupply, and head north across the river to check out where the lights showed up. We’ll need to spend the night, we’ve used a lot of time researching the logs and searching the town. Before we go, let’s collect snow cammo. 0

0075 Searching outside Brinewall
It’s easy to cross the river, the icepack is very thick. We can find the trail that the Frost GIants used to come down to the river. Can’t tell exactly how many or where they’re going. There’s fresh, very large wolf prints on this side of the river. At least 5. Look similar to Warg tracks. We climb up to the stepp, we see the track of the wolves, and the track of the giants. The wolves went north, the older giant prints went NE After a few hours of tracking the wolves, Blarg notices big dogs following us. 5 of them. They’re catching up to us, let’s form up and get ready to face them. The snowglare makes it hard to see the white wargs, so they get to about 60 ft away before we see them clearly. We’re buffed, positioned, and ready. Open with ranged, do some good damage to them, and Gozzar blinds 3 with glitterdust. More fighting, and we win! These guys look like they’ve eaten well enough. Almost to another level. 0

0076 Continuing On the Stepp
After walking further west, we notice something big walking across the snow. 15-18 ft tall, wearing a helmet, walking casually, carrying an axe. alone, Maybe we’ll try to talk this out, since he’s big and scary. Form up, and wait for him to get to us, we’ll be obviously armed and ready, but not eager for a fight. Gelid goes ‘Hi’ are you hungry, we know where some warg meat is. He’s wary, but not attacking, yet. Giant: Leave this place! Only warning. Us: But we were given safe passage. G: No one of your ilk is welcome here. U: But we have the tail of passage. Skeet holds up the warg tail she took. And she gets hit by a rock from the left.(not from him) Sunash saw something abut 100 ft to the west. G: Leave! sense motive is that he just wants us to go. U: we are just seeking information about the disappearance of the townsfolk south of here. we mean no disrespect. He reaches down into his boot, and takes out something shiny, he blows into it, but we don’t hear anything. We tell him that if he doesn’t have anything to tell us, we’ll head back. We hear howls off in the north as we walk off. He doesn’t seem to be following us. We head back toward the wargs. and then to town. The wargs seem to be following us, Gozzar is going to set a magic mouth scream to establish how far back they are. half and hour further on, we hear the signal. he sets another signal, but that one doesnt’ go off. We have to camp for the night, but are left alone. Set up to spend the night in town again. In the barracks, so we’ve got beer rations for a bunch of soldiers left here! Skeet notices a shiny disc in the corner of the ceiling It’s a scrying sensor. Sunash is trying to find any pixies, brownies, or similar fey that might hang out around town, but would have been ignored by whatever took the townsfolk. it is a little warmer as we are coming back into town. Look around town more, Rango might have found something. In the center of the fort. there seems to be footprints of a large number of people, headed out of the fort. The trail goes north. Gelid looks through them for giant or warg tracks. He finds warg tracks and two sets of frost giant tracks. The tracks cross the river a ways off from where we had, these turn NW as soon as they get across. No wonder we missed them. About noon, as we’re starting to think of lunch, we find a brown spot in the snow. We find fire rings, and human bones. The brown is blood, some folks got et. we are getting up into the foothills of the mountains. being careful following the giants. about 3pm the tracks lead into a small valley. the tracks lead up to a cave. 25ft tall opening. no concealment around the cave mouth. looking around, there’s several giants coming and going recently. one set looks only a couple hours old. 4 or 5 giants, maybe. Rango thinks that there’s only 2 adults, the others might be small, or youngsters. looking around the hills, we don’t find any other entrances. no flues, Skeet and blarg spot an adult frost giant walking toward the cave mouth. It’s the guy we talked to yesterday. Set up an illusion of an escaping prisoner, who will run past us, and hopefully lead him to us. We gank him good! He has a whistle, ~500gp, and a great axe. 0

0077 The Giants’ Cave
The cave is fairly tall, the walls and floor are rough. As we go in, the cave floor drops down, and the ceiling is about 50-60 ft high. We hear some rustling, it’s like a dog chewing on a bone. There’s a steep slope that will take some care to get down without falling. Sunash hears something spoken in giant ‘I heard something, check it’ SHit! Hide! Bonk and Pait scramble up on a ledge. There’s a hallway going back from it, and a little light from back there, Pait can’t see more than there being light, Bonk can see a giant walking out. It’s 12-16 ft tall, male, great axe, furs and chain shirt, and it’s comming right at us. And it’s spotted us. “I see two!” Bonk smacks it! And Pait lights him up with Alch fire. Then he drops Pait hard. fight, fight, fight. Sunash drops him, and he nearly falls on Pait Gozzar hit’s Pait with some healing, and a female giant comes running toward us. luckily, she’s only about 11 ft tall. Oh, hey, the giant fell on the axe Bonk embedded in his chest, it did some extra damage. Searching the cave, we find an underground stream, and ~150 bound captives. There’s a statue at the north end of the cave. It’s Gorrum. (not a great rendering, but it’s recognizable) The north chamber has the partial skeleton of a dragon… It was a white dragon. The skull has some meat still on it, it’s probably not that old. Looking around the cave more, we find it’s water bowl, and a smashed clutch of 12 eggs. Searching around, we find a very big chest. It’s trapped, Gelid poison needle’s himself, but opens it. 3 small sacks 1 coins :1000cp, 2500 sp, 1000gp 1 clanky maching set scepter*, crown, ring*, amulet* 1 gems: 50 gems all types total value 15k gp 2 small boxes: one is cedar, the other is walnut, and locked the unlocked one is not trapped 9 divider slots, 8 potions, 1 vial of either poison or antivenom the locked one has a gas bladder trapGelid opens it. the ring inside is strongly magical. looks like a ring of freedom of movement MW Mithril chain shirt 3 ingots of adamantium, enough to make 1 melee weap. 2 ingots of gold 3k gp each The giants all had pouches on them. between them: 1200gp of coinage 7x 500gp diamonds 0

0078 Prisoners and Searching the Cave
Captain Atilla Thedeus: they’ve been here for about 2 months, 20 people eaten. the giants thought of people as a delicacy, so they were eating someting else. at midday meal, everyone was compelled to start walking north across the river. They blacked out until they were captive in the cave. No casters are left, the 3 casters that were in the fort were eaten first. they never even woke up. we’ll get them set up to travel, feed them, and lets grab the dragon skull and skedaddle. The villagers will take the giants’ weapons back as trophies. It’s getting toward evening, we may have to spend the night, and let them rest and finish equipping. Build some travoi for the townsfolk to move the injured. We didn’t find anything metal, or any tools that the townsfolk took from home when they wandered off. Gozzar might have found a secret door! The statue of Gorum can be pushed back easily, which reveals a 3 ft wide hole with a ladder. 15 ft deep, a small 5×5 chamber carved out. Gelid says there’s no traps. Gozzar climbs down, there’s a small door in the back of the carved out chamber. The door has vault written on it in common. Send Gelid down to check it for traps. He gets it unlocked. Gozzar goes down and opens it. 10×10 room. piles of weapons, armor, utensils. There’s more stuff here than the townsfolk could have brought. Everything is placed here neatly, and organized. a few magical items. The captain has noticed that we’ve split up to have a couple tend to the townsfolk, and the rest sort the vault. The captain describes his own magical bastard sword, says if it’s down there, there’s likely other property down there. We find his sword, and some other distinctive personal weapons. Most stuff is not claimed as property. We reequip the soldiers, the villagers get their tools back. Load up the rest of the gear for arming militia fighters. There’s some MW, silver, cold iron, and magical items mixed in with the mundane tools. Late night, Skeet is on watch, and she notices a scrying disc. It disappears when she notices it. Skeet and Gozzar discussing how the town was affected by a suggestion spell. It had to be pretty strong, or they had an amplifier. careful examiniation of the cave shows that it might have been created or at least expanded by claws.

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Returned to Brinewall
0079

After you return to Brinewall, and the townsfolk start clearing paths and cleaning up messes. Very soon after, many townsfolk seem uneasy and quite a number leave their homes and come to the fort. They are saying that there is witchcraft/sorcery afoot and they are relictant to go back. Captain Thedeus comes looking for you and asks that the group look at asomething that is odd. He shows you something on the threshold of every door in the fort. it is the faint remains of a symbol containing three runes that you do not remember seeing previously. It is the rune for command followed by the runes for walking and north. After carefull examination of the runes, it is determined that they are all written in an ink made from blood. Gelid does a Blood Biography on the runes. The blood belongs to: question 1: Willemina Vodoor Question 2: female, human, herbalist question 3: was kidnapped by some cultists, and my blood was drained in a ritual question 4: about 4 or 5 months ago Gelid did this in the fort, and it jogged some memories. Captain Thedeus tells you about the ritual murder of a young woman about 4 months ago which he tells you was very strange because her body was unusally pale, like all of her blood had been drained. Further examination of her body revealed that there were six well placed cuts (all quite small but deep) on her body that were used to drain her of all her blood. (neck, wrists and groin). Not too long after that they caught who they thought was the murderer and she was tried, convicted, hanged and her body burned. Her name was Gabriella Varga. Her remains were not claimed and the ashes were scattered into the river. He didn’t think that that was her actual name. He’s heard from his superiors down south of a Varga, who’s description didn’t match. Describe the Varga we know, and Undead Rimmer. He recognises the description, but traveling under the name Adele Thomas She was traveling with a servant, a young woman, and several other women. No Rimmer. She last came through 4.5-5 months ago. Rimmer’s statue was dedicated on 30 Sarenith 4711, about 7-8 months ago Rimmer died 9.5 months ago, we saw undead Rimmer a month after that, this woman was killed long after he was raised, seems like they’re doing more than just powering him with these sacrifices. We are able to destroy the runes with some scrubbing, the fort and village are cleaned up, and the rest of the day goes smooth. Note 0074 says some people were ritually murdered. The captain doesn’t know of anyone other than Willemina who were killed, also doesn’t know of anyone missing. As we’re setteling in for dinner, Skeet sees a scrying disk. She looks into it, and sees a pissed-off Varga, before it pops out of being. The direction and distance is Down near Riddleport. The rest of the night is calm, no more scrying attempts. The next day, around noon, Gelid gets a Sending. “Masters, there is evil afoot. 200 people just got up and walked away from their noon meals and walked north out of town. Also, several of Master Sunash’s acolytes left home and a number of Master Gelid’s squatters are among those leaving town. Finally, there is a strange glowing symbol on the door steps of each house. I am sending acolyte#3 to follow them and to report back where they go.” Removing the runes by cleaning, and scortching, should break the spell on that house’s occupants. Looking into the spot where ’Varga’s’ ashes were spread, Bonk and Pait don’t find jack, Skeet finds not much, Gelid finds a couple teeth, and one has a drop of blood in it. Gelid does his blood bio on it. question 1: Gabriella Varga 2: female, human, cleric of Norgorber 3: hanged and burned 4: 3-4 months ago Curiouser and Curiouser. But we’ve seen Varga before and since… If that person is Gabriella Varga, how could This person be Gabriella Varga? Skeet feels another scrying disk! It’s our head butler, and a cleric of Pharasma from RIddleport! It drops down to where we can talk. THey were able to remove the runes from many of the houses. they were able to take care of about a third of them before the removal didn’t affect them. They were followed to a cave, where some Gnolls, Hobgoblins, and Humans were guarding. Most of the folks that were taken were poor, and most were taken from near our house. The area that isn’t as well patrolled. They were going for unmissed people, and our informant network. We start spreading the news to watch out for runes on doorsteps, With the cart loaded down, we can’t really push too hard, it’ll take us ~6days to get back to RIddleport Gozzar is going to scry to check up with our folks in Riddleport. Midday, 21 Calistril.

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Loot from the Brinewall Region
0079-1

Stash and strongbox from the captain’s office giant 1: Signal Whistle #500gp great axe GIant’s cave: 3 small sacks #1 coins :1000cp, 2500 sp, 1000gp #2 clanky: maching set of jewelry; scepter*, crown, ring*, amulet* metamagic rod: selective, midrange -Gozzar amulet of proof against detection and location ring of spell knowledge type 2 -Gelid #3 gems: 50 gems all types total value 15k gp 2 small boxes: one is cedar, the other is walnut, and locked the unlocked one is not trapped 9 divider slots, 8 potions, 1 vial of either poison or antivenom the ring inside is strongly magical. looks like a ring of freedom of movement, It is a ring of freedom of movement. can’t be grappeled, move better under water, MW Mithril chain shirt 3 ingots of adamantium, enough to make 1 melee weap. #2 ingots of gold 3k gp each – party fund #1200gp of coinage #7x 500gp diamonds White Dragon Skull A militia’s worth of assorted tools and weapons. There’s some MW, silver, cold iron, and magical items mixed in with the mundane tools. ##### Everyone gets 2528gp, 57sp, 14cp + 1 500gp diamond

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Questions for Brinewall's populace
0080

A couple members of the Brinewall garrison remember some unusual undead happenings. 6-8 monyhs ago, a village to the south of Brinewall was attacked by an undead thing. It killed several villagers. The Brinewall garrison was able to track it for a bit, but lost it in the mountains. The villagers killed were from the Varga family. VIsiting the village will add 2 days to the trip to RIddleport. Leaving Brinewall on 15 Calistril We arrive at the village on 17 Calistril. The village is about 10 buildings, fields and pastures. No real name for the town, 2 structures are unkept, and falling in. There’s a shrine for Desna, no formal graveyard. no other shrines. Sunash asks about the killed villagers, wants to do Pharasma’s work to see them to their final rest. Shown in to see Urien, the elder. It’s a one room hut, with a central fire we heard from Brinewall that some folk were murdered, we’d like to help see them to rest, and try to protect the village. All the dead have been buried properly, they were all from one family. Not good to speak ill of neighbors, but the Varga family was doing poorly, and may have been going down an unrighteous path. The Varga’s that were killed were the last in town. One of their neighbors saw the creature that killed the Vargas. 2 huts of the varga’s to look into. #1, it is unkept, there is snow that has blown in, the belongings have been gathered into a more sheltered area, and covered up. there is a table, a center fire pit. the chest doesn’t have a lock. there’s some clothing, documents, property deed, a very old diary, farming almanac. No magic or secret doors. the diary belonged to a Bianki Varga. the entries stop at 4651, 150 pages, 2/3rds are used first used was dated 4641. Hut #2 has more furnature, it’s got a writing desk, in addition to a chest. It’s in slightly better condition. the chests are cedar, and match in age and construction. general household goods, no magic. a good pen, scroll cases, inkwell, silver flatware. it does have a false bottom. Gelid doesn’t find any traps, opens it, Ewwwww. A book in it. the leather binding doesn’t look normal, it looks… unpleasent. it’s marked for Norgorber. It’s bound in demon skin. Detect evil and magic. The Norgorber book is magic and evil , the only thing in the huts that is either. It is a norgorber ceremony book. written in abbysal. Sunash is looking through it for rites that might be relevant to undead rimmer. looking through for if it’s a standard, or ‘high level’ ritual book, Does it have any connection to an owner? No direct connection to a specific owner. It does seem to be a book for a higher level priest. Some of the rituals are 14-15 lvl. We need to get this home to look through it in a safe envorinment. After we stow the nasty book, the elder brings the neighbor who saw the undead killer. Lets talk to him in the other hut, the not-evil one. Tell the elder that we’ve found some terribly evil things, and we should take thejm to be destroyed. Rolm is the 16-17 yr old farmer who saw the goings on. “We’re very disturbed by the Varga family, what did you see on the night they were attacked?” it was late evening, he woke up because of screams. His hut was nerest to Varga #1. When he walked out, he saw a strange creature wearing black armor, glowing red eyes, it looked at him, and them turned and walked away. The description matches undead Rimmer. Who had relationships with the Vargas? The relationships were normal for a farm village. the couple that were close to his house was a younger man married to a varga woman. Her family had died recently. No real organized religion. Desna and Erastil, but unorganized. The other hut #2 was a middle aged woman, the aunt of the young woman. she was a spinster. the aunt was strange, kept to herself, had become more odd in the recent months. The aunt was named Mirla the niece was Paula We’d like to exhume the bodies, to examine them, and rebury them so that they can’t rise as undead. the elder doesn’t want to disturb the dead. He’s not convinced that a priest of pharasma can do more to settle them than the village did already. Sunash, says that the undead thing coming here was a great evil, and may have caused a lingering evil over the village. he’d like to sanctify the aunt’s grave. Sunash shows the elder the Norgorber book to prove that there was great evil going on here. The elder wants to think on it for an hour. His daughter will show us to the gravesite. It’s on the Varga’s land, simple markers. The burial was performed well, clearing the snow, it seems like someone with pharasma clerical training did the burying. Sunash is satisfied that they were buried with the proper precautions. a detect evil on the graves doesn’t find anything. The elder was only a bit into his pondering, Sunash complements him on the villages’ attention to burials. He thaanks us for not making him make that decision.

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Heading back to Riddleport
0081

The date is Moonday, 19th Calistril, 4712 It’s about 10 AM, we’re on the road back to Riddleport, As we come around a bend in the road, Skeet sees several humanoid beings silouetted against the sun. Bipedal, cloaked, assorted heights, medium size. They’ve probably seen us, but aren’t speeding up, or acting squirrelly. None of them have their hoods up, 6 women. The four we can see up front all have bows and sickles ‘Sabrina’ has a mace and sickle. there are a couple religions that use sickles. Gozera, N-nature, no major deities. Norgorber favors a short sword. Gelid hails them, ‘Sabrina’ Replies. They are heading north to a small village. It’s too small to have a name. They came into riddleport a week ago, stayed a few days, and headed north. They’ve heard of the goblin grinders. Riddleport is as quiet as it gets, they haven’t seen any bandits or monsters on their way. They are on a job for the high priestes of Desna in Magnimar. Sabrina’s family name is Varga. She is very appaled by the news. She was headed to the village we just left. She was coming to see family, asks about Gabriella. She sees that Sunash is a Pharasma priest, is glad that he had checked on the burials. She isn’t aware of a Varga currently in Riddleport. She has a Niece Gabriella Varga. She is excommunicated from the family, and has gone down a bad path. Gelid just detected them as evil. Sabrina is pale. Her mannerisms don’t give any indication that she’s not truthful, or upset at what happened to her family. We ask her for any help to understand what is going on with the younger varga. She says that Gabriella was following a deity that was too distastful, ‘even for our family’ she isn’t too surprised about Norgorber, but thought that she might have been going even darker. Gabriella was suspected of being involved in the assasination of a Magnimar official. She asked about strange stone shrines, she wants to destroy them. We tell her that Gabriella created a powerful shrine outside sandpoint. She says that GAbriella and some friends build a Norgorber altar, and used animal sacrifices to raise a fairly weak undead. That’s what got her kicked out of the family. We tell her about Rimmer, Kyreen, and that Rimmer has been roaming, killing Vargas. Sabrina will help us try to warn the Riddleport goveror. She is not hopeful about redeeming Gabriella. Sabrina tells us that they had to burn the undead thing on the Norgorber altar to destroy it permanently. Sunash warns her about the Grave Knight’s strength. She would help us to stop Gabriella after she’s done her ‘task’. She has to go north of Brinewall to retrieve something for the head priest of Desna. Is this something pertaining to Norgorber? She eventually says that that’s what she’s after. We tell her that we’ve found papers linking her aunt to Norgorber. “DId you find it in a cedar chest, in a secret compartment? I wish you hadn’t found that, it means my aunt is the one that lead Gabriella down that path” She shows us an unholy symbol of Asmodeus, She hasn’t lied, would like us to turn over the book so she can take it to the priest of Desna. We can’t give up the book, but she can come with us to see that the book is handed over to the priest. She has to complete a job up north, but would meet us in Ridleport in 5 days to go on to Magnimar. We will meet her in a bar (one of the better ones) on the docks. Sunash and she agree to meet, she warns him not to give it to anyone. Bonk and Pait give them some cards, she likes the 2 knights spring ale. The rest of the trip is uneventful, takes 3 days to get back to riddleport. We meet 1 caravan on the way back, nothing unusual.

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Back in Riddleport
0082

When we get back to our manor, the head butler tells us that the lord mayor was able to take some of his soldiers and go rescue the folks who’d walked off. They are still working on finding how the runes could have been applied to the doorsteps. Even our house had one on it. Haven’t been able to find out what the runes are about, yet. one of your pit fighter contacts tells you that Avery Sleeg was tlaking to all of thepit fighters and telling them to not work for or have any dealings with a one Gabriella Varga.. They are under the impression that she pissed him off for some reason. Gelid finds out that Varga left town 3 days ago, headed for Magnimar, one wagon had an unusual coldness about it. Bonk’s dockworker contacts are now supposed to charge 10x to load any cargo for Varga. The mass abduction hasn’t been widely publicised, most of the folks that were taken are afraid, and they were taken from the unorganized outskirts of town. Gozar hears from a fellow bard that there’s been strange lights in a cave north of town, about the direction that everyone was walking to. The cave is ~6 hr walk north of town. Our researching took us about a day, it’s now 25 Calistril, 4712, and we’re supposed to meet Sabrina in a bar down by the docks. Gozzar is going to send flowers to their inn. Let’s go to the bar round about happy hour. The Rank Harlot Tavern and Inn. Bonk and Pait are well known here, our beer has been selling well. The bartender is Frick, his twin brother, Frack, is the cook. 6’6" human, roundish, his brother is 5’5", about as round. He leans in to pass some info. You guys know a gabriella Varga? She has a relative named Sabrina? She made a reservation, mentioned that they’d be meeting you. He warns us about dealing with the Vargas. After some drinking, and axe-throwing, we notice… Sabrina Varga, and her attendants enter. Small talk, we go to a private room, fresh drinks. Sabrina gets Elven wine. She’s glad that we’d talk to her further, and we need to discuss how to get it to magnimar. Gelid wants to know why Desna would want the book, and would ask a family member, who is a priestess of a lawful evil deity to bring it. She seemed to expect the question, and concern. She has done work for the Desna church before, it is a family heirloom, it was still in the family, so they thought a family member could have taken it more discreetly. Gelid asks about the blood runes, and if her cousin could have anything to do with it. She doesn’t know about those runes, but she sketches out some similar runes, ‘command’, ‘withering’, ‘death’. She’s seen this before, it was put upon the door of her cousin Gabriella’s home. Would that be to affect a guest or occupant? Everyone who entered her home was invited verbally. It seems to be a magic trap. Gelid explains the magic that we dealt with. Sabrina doesn’t know anything directly, but it seems like the runes are connected. She might be able to identify the handwriting if she could examine one. Unfortunatly, they were defaced to stop the spell that was compelling people to walk out of town. We heard about a cave with strange lights north of town, it was similar to what we heard happened to Brinewall. She’s heard of Norgorber clerics doing rituals that produced blue light in the ritual circle. She’s never heard of that being connected to living people. It’s usually been for raising undead. Did you say Frost Giants in Brinewall? Never heard of Norgorber connected with frost giants. It certainly seems like Gabriella is connected, somehow. The conversation hits a lull, Sabrina’s attendant, Lisa comes in to tell her that a message has arrived for her. we get an in-game chance to replicate our meta-game conversation. ‘We think that it is terribly important to take this book to Magnimar, but we’d like to see what was going on in that cave, and what danger it poses the town. WIll you ladies come with us, on this task, as we will come with you on yours.’ “that’s well put, Gelid. And, we know your dedication to the town. I’d like to know what my cousin is up to in this region, and what she’s doing to the reputation of our family.” She’s willing to come with us to investigate the cave, since it is likely to take quite a bit of strength to fight Gabriella and RImmer. She has a task tomorrow in town, can we wait a day to go to the cave? We will leave the 27th for the cave. She has one more question. is GAbriella still in town? Our informants tell us that she left 3 days ago, with a wagon that was unusually cold. She’s heard that the area around grave knights often is cold. we’ll meet on the morning of the 27th, at the north gates. Pait confirms Gelid’s info on the Varga caravan, and finds another bar to distribute our beer through.

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Riddleport and Exploring the North Cave
0083

Gelid’s prospective dad-in-law was crossed by Varga, she stiffed him on a payment, and pissed him off good. That might explain why he has been freezing her out of riddleport. One of Skeet’s witch friends was harassed by some undead on the road from Magnimar. They were low-level skeletons and zombies being directed to attack travelers. She was attacked at the foothils of the Fogscar Mountains, North of Sandpoint, where the road turns east to skirt the mountains. Sleeg sent Gelid a letter, he wants to talk about a job. Wants him to come by when we get back into town from investigating the cave north of town. We meet up with Sabrina Varga and her attendants at the north gate. They’re set up for traveling, and trouble. The guards are nervous of them… terrified could be a good description. Sabrina is wearing unusual bracers, not something she’d had before, she also has a sack tied to her pack with all kinds of arcane symbols tooled into it. they match symbols on her bracers. Sunash is reminded of an armiger’s panopaly. (self-deploying armor) She now has a greatsword, rather than her sickle or mace. We head out to the N-NE, it’ll be about 6 hours, so we have time to chat. Sunash asks I ask about her family and genuinely try to understand the obligations she has to her deity her family and family honour I am trying to establish what she will and won’t do to deal with her neice Family is super important, it comes before everything but her obligations to her church. Family is a very close second. Gabriella’s name causes her to cool sharply. Does she have a history for Varga before the Shrine. Does she think this is a possession? Is her neice still present? Has her soul been taken over. Gabriella is acting on her own choice, but she’s doing something that none of the family would accept. Sunash gently suggests that they have a common demand by deities they can’t question to kill Varga in all likelyhood. Sabrina isn’t convinced that Gabriella can’t be redeemed (to Asmodeus’ service) but, she’d kill her in an instant if she is convinced that Gabby is not comming back. She understands that many people don’t like Asmo, but they are extrodinarily true to their word. We’re getting close to the cave, there’s a little vegetation, and we hear… metal clanking on metal. it sounds like someone is sparring. We sneak up a bit in what cover there is. In a bit of a draw, we see 2 humanoind creatures, near the cave mouth, practicing with swords. We can’t id them at first, gren-blue skin, pointed ears. about 8 ft tall. Very good condition breastplate armor Gozzar is trying to sneak up on them, and steps on a stick, so he conjures an illusory lame boar, and sends it off to distract them. They look at it, are intrigued, and a human female steps out, speaking Goblin, “where do you think you’re going?” They point and go “Dinner!” She can’t see it, and calls them on it. They reply, “It’s getting away, we want bacon!” She tells them that nothing’s there, stay at your posts. They go to guarding the cave. Them: “she’s a bitch, be glad when this is done.” Gozzar has the illusory boar stumble back into view and collapse from exhaustion. One of them rushes the boar, looks like he’s going to kill it. the other’s staying at his post. Gozzar has it scramble up and squeal it’s way off toward ambush. We gank them. Hard. We disguise Sunash and Pait as the hobgoblins, and go back to the cave mouth. Whisper to Sabrina, “make some big noise” She and her attendants raise a ruckus, Pait and Sunash raise an alarm. We hear “we’re under attack” and a ssss sss ssss-bang! like a porcullis slaming shut. Sabrina is leaving 3 people to guard the cave mouth, and taking 2 with her. We get into the cave a bit, and find a portcullis that’s slammed shut we can see a lever in the room beyond, it’s in the down position. Gelid is going to Indy Jones the lever. cr-Crack! Gelid gets it snagged, and we hear “oh, shit! the four of you, get downstairs!” The portcullis raises. and we rush in. 2 guards Ohhh! Sabrina’s greatsword is flaming. Smoosh. After mangling the guards, we hear a female voice to the west say something about norgorber, and a Bain hits the party. Bonk was the only one caught. It’s invisible, and running! WIlamena runs up, and prays. Boom! It reveals a green, scaly, imp—thing A Quasit? Axes don’t do full damage. It is resistant to physical, and immune? to acid. Knock it down, it’s dying, it tries to heal, Sabrina mooshes it, the body disappears. Wilhemina quick serches the room, there’s nothing else invisible. The only exit from the room is the stairs down, and the hallway we came in. the guards have: 2x MW compoite longbows tunes to 3 str 2x +1 agile brestplate 2x MW spears 2x potion, epeditious retreat, min cl 2x vial of oil of magic weapon 4x thunderstones(skeet). Let’s head down… Gelid is looking for traps, none found. 3 revs around the spiral stairs, there’s a passage, and it goes to a bar portcullis. The gate is locked. Gelid unlocks, and goes through, there’s a wall, at the end of the passage, with an iron door set into it. of course it’s locked. And Gelid sets off a trap while unlocking it. he falls 30 feet into a spiked, acid-filled pit. Fish him out, and patch him up. It looks like there’s a bedroom on the other side of the door. The bed is made, there’s a desk with parchment. a couple secret compartments, one desk leg is hollow, one bedpost is hollow. 2 pieces of parchment in the desk leg: first one is an inventory, counting 10 line items. 1 and 2 are all crossed out, the rest have stock the line items are names of people, with genders, some names are crossed out in red, some are circled in black, some are crossed in blue ink. #10 is our head butler, circled in black ink. we don’t recognise the other names circled in black ink. We have sabrina go over the parchement three of the names crossed out in red ink are ‘natural causes’ deaths of people from her village. the blue ink crossed out were relatives, who are/were still alive 4 months ago. the other parchment is a scroll of bless CL8 no clothes or other indications of the owner’s identity or gender. the room is very clean. head down the passage, past the bedroom. as we round a bend, we see some metal covers over holes in the floor. There’s a trail of blood to the south from the closer one. There’s a side passage, with a barred gate across it. the covers both have unlocked and removed padlocks peeking through the bars in the side passage, there’s a big room, and another barred gate. there’s another room along the main passage, with more, still locked hatches n the floor. there’s ahother side passage, it connects to the room that we’d seen from the previous bar gate. the covers were numbered from 1 to 4, wilhemina recognises the lids, they look like slave pit covers, for holding people untill they can be sold. open the first 2, they are empty, ther’s some blood. sabrina is working to open #4 she’s really excited to see who’s inside. 2 females, unconcious. Ssbrina jumps right in and starts to lift them out. they’ve been beaten, they aren’t well clothed, one is her cousin. They were blue x’s on the list. #3 has one male, #3 on the list had one name in a blue x. Sunash channels, and all three wake up. Sabrina is tending to her cousin. her cousin has been here a while, never saw any faces, doesn’t know how she was captured. Wilhemlina and Verna are going to take the 3 out. we go to open the locked door at the end of the passage. a something jumps out and smacks Gelid with a scimitar. After a 2 week fight, we kill a bunch of skeletons, some cultists, a flesh golem, and capture a priestess. We find a room that has a meeting table, an adjoining chamber has a ritual circle, another adjoining room is like an office, skeet finds: 3x spell books, 3 parchments, divine spells heal, min cl cure serious wounds, min cl flame strike, min cl book of norgorber rituals. 3 bags jewlery 10k gp of necklaces, tiaras, earrings, supeior quality. seems like it was looted from somewhere. coins 3k gp of asst coins non-perishable food Priestess has: 3x glass flasks studded leather armor +2 amulet or nat armor +2 sickle +1 acidic 250gp 2x gems large obsidian 750gp, med size emerald, unusual cut 5k gp 2x sticks wand, cmw, min cl, 15 charges wand, burning hands, cl5, 25 charges cultists had: 4x mw leather armor 4x mw sickels 150 gp bodyguards had: chest in office. 12 flasks of alch fire. 12 thunder stones 12 sunrods 12 flasks of drow poison under the false bottom: crooked pointed stick, wand of fireball, min cl, 20 charges. we rescue 15 people from riddleport from the other pits, some have been tortured, all seem to have been bled. the ritual circle is blue chalk, and the runes are the same ones that were on the doorsteps of the houses. The mundane books in the library are regional histories, adventure logs of the region, lots of them are pathfinder reports. we stash the sleeping priestess in a bodybag. The new Norgorber ritual book contains the spell and ritual to do the mass command. It’s a derivation of a spell to destroy lage masses of undead. eqivalent to a lvl 5 spell. It’s going to be an all day walk to get back, with the injured prisoners. We’re going to charter a boat to get back to Magnimar. The Gray Corsair captain that we’d worked with before just got to port. We’ll pass them some of our masterwork transformed gear, and get them to take us to Magnimar, they leave in 2 days. The winds have been good recently, so they should be able to take us there quickly, if the weather holds. 0 weapons from guards +1 agile breastplate (2) mw spear (2)yu mw composite longbows (3 str) (2) thunderstones 0 loot from cultists 10000 jewellery 3000 gp in coinange non perishable foodstuffs 12 flasks alchemist fire 12 thunderstones 12 sunrods 12 flasks of poison wand of fireballs (20 charges) wand of burning hands (cl5) – 25 charges

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