23/02/2010

Turvin to Zilspar

Therendor 26th - Eyre 1st, 998 Y.K.

Therendor 26th - Zor
Midday
The group arrive back in Turvin. They head to see the mayor, Barnabas Revland, and inform him of the situation.
Barnabas hands Katerina a potion, claiming that someone arrived in town with it and said that she must receive it. She drank the potion and her lost memories returned at once.
They decide to stay in the hamlet in case Chalit, the merchant who brought them here, returns. They remain there overnight, discussing their next course of action. They decide that the best place to go to next is to Zilspar to sell the weapons and goods they have recovered so come the morning of the 27th they head out.

Therendor 27th - 28th
The journey to Zilspar is uneventful. They meet Chalit on the road on the afternnon of the 28th. He is pleased that they have resolved the issues in Turvin and he explains that he is headed there now. He tells the group that he will inform Erunn of their excellent work and bids them farewell, not before offering to buy some of the cold iron weapons off them first. The group decline his offer as they think they are worth more than his offer.

Eyre 1st - Sul
The group arrive in Zilspar in the early afternoon and sell what they can to the various merchants in the town, and making a tidy sum thanks to Lorric's diplomacy skills.
They discuss their next plans. They are to head south, to the coast and the lighthouse at Bluescar.

06/02/2010

Dhamoril Swampland

Therendor 24th, Zol, 998 Y.K.

8 a.m.
The following morning the group are awakened by the morning sun and the smell of freshly prepared breakfast. Banaba rests close by, obviously hung-over. They bid him farewell and he wishes them the best of luck in their endeavour, assuring them that should they be successful then he will endeavour to make sure that the hamlet of Turvin is no longer disturbed by fey presence.

For a few moments Katerina looks puzzled without cause, when asked about it she claims that there is a voice in her head asking for a "status report". The group assume that it is their employer, and due to the unfortunate events that have stripped Katerina of her memory she does not recognise the voice.

The group head out into the woods once more, this time with a map and an idea of what to expect.

1.00 p.m.
The land begins to creep downhill, and there are breaks in the trees, allowing sunlight to filter through. Suddenly the dense forest gives way, revealing a wide glade running down the hillside. A thick mist hangs over a vast stretch of lowland to the northeast. Two huge fir trees dominate the centre of the clearing, with countless mushrooms growing in their shade.

Kapek approaches one of the trees, intent on studying the mushrooms around it's base. As he does so, the huge fir tree grows a thick branch which rapidly becomes the form of a shapely female with leafy hair and skin like burnished wood, she looks at Kapek with large almond-shaped eyes and immediately attempts to cast a spell upon him.
The group have no desire to enter combat and try to talk, but the dryad has other ideas. With the appearance of a second from the other great fir, the ground erupts with entangling vines and combat begins. The dryad's tree-stride ability seems to cause the party the most problems, combined with the entangling terrain they have trouble reaching the elusive fey. One is killed quickly, but the other continues to pepper the group with arrows and jumping from tree to tree. Eventually she is killed and Kapek resumes his study of the mushrooms. He finds several strangely magically infused fungi that have the power to either cause the eater to grow or shrink, he also finds several striped toadstools, which are poisonous.

The group press onwards.

3.00 p.m.
The thinning forest gives way to a blasted region of swampland. This region may have once been a very mossy, wetland glen, full of sprites and darting creatures. Now greasy smoke hangs over everything, and the once prevalent trees have been hacked down.
A large post made of rotting wood stands forlornly against the backdrop of the swamps. A dead pixies hangs from the post by its wings, fixed there with a pair of cold iron spikes. Apparently it was nailed alive, as its tiny hands are torn from its attempts to remove itself.
A small sign is attached to the top of the post with the word "Deceiver" written in jagged sylvan script.

The party head into the swamp with the realisation that the foe they are up against is a particularly cruel enemy.

5.00 p.m.
As the sun grows low in the sky, hanging like a pale golden disc in the smokey sky the group encounter a patrol. Judging by their flame tattoos and the fact that their leader is riding a huge toad covered in the same fearsome tattoos, they rightly assume that these are hobgoblins of the Hellfire Militia.
They order the group to leave the swamps, the group respond by launching in a ranged assault.

There are 10 hobgoblins and their leader who is riding a fiendish dire toad, he is also accompanied by a shaman.
The militia advance on the group, peppering them with arrows as they proceed. Anvil imbues his shield with the arrow-catching property and the rest of the group stay close to him. One by one the advancing hobgoblins fall to the party's onslaught and their numbers are several less by the time they engage in melee.
The militia fall one by one by one to the ferocious might of Ajax in his shifting form and Lorric's lightning fists, Kapek and Reaver hack and chew their way through Hobgoblin flesh as Anvil moves forward like an indomitable wall of adamantine slamming a path to the toad riding leader with his shield.
Once the grunts are despatched all attention is turned towards the leader and his giant toad. The rider is quickly despatched and in the fray Kapek is grappled by the tongue of the toad and dragged into its gaping maw before being swallowed whole. Crushed and acid burned he fails to break free.
Killing the toad becomes priority as the party realise that Kapek will not last long in its gizzard. With a frenzied assault the final blow is struck by Ajax and Kapek spills out of the huge wound and into the murky blood-filled swamp water.
The shaman looks around in fear and tries to flee but is quickly brought down.

The group find that the hobgoblins were, unsuprisingly, carrying several cold-iron swords and arrows.

As they press on through the swamp the group come across a small island, some 15 minutes later, that they presume is the source of the excessively thick fog, a huge pyre stands in the middle of the rise surrounded by piles of damp and rotting wood, the pyre smoulders with a thick plume of smoke that rises about fifty feet before seamlessly dispersing into the surrounding swamp. Anvil begins to douse the fire and the rest soon join in. They find tracks of what they presume to be the patrol they just encountered on the island.

They continue on through the murky swamp.

It is not long before another island comes into sight through the fog, this one has tents pitched and several hobgoblins can be seen busying themselves with camp duties, to the far side another dire toad can be seen tethered to a post, the group begin to open fire, catching the hobgoblins by surprise.
They gradually push forwards to the island, protected by Anvil's arrow catching infused shield, and with an efficient tactical surge they defeat the hobgoblins and their giant toad with relative ease. Searching the camp and the fallen bodies they discover several more cold iron weapons.

The group feel that they are getting close to their destination and so they become more careful, they slow their pace while looking for traps and snares in the murky waters.

As the sky begins to darken the Crimson Fist finally aproach a ruined keep.
A ruined keep looms theough the smokey haze. The entire east side of the keep has collapsed, and the west side has begun to sink into the muck. The south face of the keep is surrounded by two feet of water, where moss and debris float in the fetid muck. the top floors of the ruin fell into the swamp long ago, and a series of flat rocky surfaces jut out at intervals from the waters surface.
 
The group head towards the eastern opening in the building, as they do so a toad-riding hobgoblin opens fire from the western opening, the group hurriedly enter the building to escape the arrows, and find themselves in some kind of toad stables.
This room is partially collapsed, and the entire south wall has fallen into the swamp. It is drafty and dense with moisture, and the crumbling walls are covered with a layer of dark blue mold. Several cubicles have swinging doors of rotting wood.
 
Ajax takes a more direct appraoch through the water towards the western entrance and in doing so he disturbs a grey ooze in the shallow waters, he heads for the toad rider and begins attacking despite the acidic assault of the ooze.
The rest of the party head through the structure to out-flank the rider.
He and the ooze are soon brought down and the group move on, Ajax in a ferocious haze charges upstairs soon followed by the others who have taken a quick glance into the western-most room, all except Kapek who decides to take a look in the room by the foot of the stairs.

Steam rises from the earthen floor of this dark, moist room. The sweet smell of incense overshadows the fainter smell of rotting meat. The area is decorated with archery equipment and atrisans tools, which line th walls and small workbenches. In the centre of the south wall, a small altar glows with two braziers on either side of a cold iron statue dedicated to the Keeper.
As he enters the room, Kapek is attacked by vines that grow on the ceiling, yelling in alarm he attracts the attention of Ajax who charges back down the stairs to his companion's aid. The vines are destroyed with several swift blows.

Heading back upstairs the pair find Anvil sourrounded by two-foot long centipedes that have burst from a rotten log between the two rooms.
The stairs end in a domed room with crumbling walls. the west wall has fallen, and portions of the fifteen-foot-high ceiling have given way, revealing open sky and the tip of a broken tower above. A large rotted log completely blocks the far door. Growing on and around the log are several plants and fungi giving off the faint smell of decay.
The centipedes are a mere hinderance for the group as they move into the next room.

This large space was once two seperate rooms, but the central wall has been removed and the rubble cleared out. Odds and ends of wooden furniture litter the room, ill-used and and in need of repair. Dangling from the wall and on desks are a number of grim trophies: a centaurs tail, two dessicated spriggan heads, and the preserved corpses of grigs floating in jars of brine. A rusted ladder ascends through a trapdoor in the northeast corner.

Anvil is the first to climb the stairs and as he emerges into the cool evening light he yells to his companions that he has found Wingclipper.
This open air roof was once just another floor in a tall keep, before the elements destroyed everything above it. the north-west portion is strewn with remnants of a broken tower, it's ruins still rising twenty feet above the landing. A hole has been carved into one of the tower walls, providing a usable entrance. A pallet and a few personal items lie against the south wall, and a hooked ladder rests against the broken west wall.

The rest of the group quickly head up the ladder to find Wingclipper with an arrow levelled at Anvil, one hazel and one of purest white, both filled with anticipation .
Despite Wingclipper's attempts to parley Lorric and Ajax simply chrge into combat, Wingclipper drops his bow and draws two shortswords, cutting viscious blows across Lorric's chest. Several blows are struck at Wingclipper and he desperately tries to surrender, but the bloodlust has caught Lorric and he makes short work of the ranger.

Searching his body, Anvil finds a broken satyr horn on a chain around the fallen ranger's neck, along with a locket containing the picture of a young woman, a secret latch on the locket opens a compartment with the words "Medley Starkson" etched into it, it also holds a note:
"I swear by the sun, the moons, and all the things that crawl upon the world, you will be avenged for your wrongful death."

*Anvil comments
Anvil then pushes hard against the side of the ranger's broken skull and without expression as neither disgust or contempt stirs within him, his goal is to simply pry the pearl from the oyster he removes the magical orb from the Wingclipper's eye socket.

Lorric and Ajax search the ruined tower to find a stash of gold protected by a viper.
As they do so they hear stumbling steps coming up the ladder on the west wall. Moments later the grinning face of Banaba peers over the wall. He seems pleased that his horn has been found, Anvil gladly hands it back, and Banaba informs the group that with Wingclipper's death the fey will once more return to the northern woods and will not disturb the hamlet of Turvin again.
He leaves quickly, not wishing to remain in such close proximity of all the cold iron that the keep holds.

The group head inside once more to study the cold iron armoury downstairs, where the shrine to the Keeper is housed.
They search for anything that they can use in crafting and come across a trapdoor in the floor. Heading down they find a room.
This large area has been dug out and drained, though there are still moist places along the earthen walls. The air is oppresive and stagnant, and smokey heat radiates from two braziers at opposite ends of the room. Four straw pallets are set up here, as well as two large chests. There is no light source other than a dim red glowing at either end.

Anvil is the first down here and he is immediately set upon by two wolf skeletons. Two dark-skinned halflings move to attack. Ajax heads into the room and kills the first with a single blow, the second infuses his hands with negative energy and delivers a death touch to Ajax, filling him with excruciating pain. This second halfling falls as Kapek moves in to aid his companion. Lorric and Anvil make short work of the skeletons.

8 p.m.
Confident that they are safe, the group make camp for the night. Anvil finishes crafting an item he promised to make for Loric, a magical beer dispensing item in the shape of a breast...

The next day the group head back to Turvin.


"Wingclippers Revenge", Dungeon Magazine 132.
Written by Christopher Wissel

11/01/2010

Turvin and Dhamoril Woods

Therendor 23rd, Mol, 998 Y.K.

As the group are eating breakfast, Turvin's tanner approaches them. He apologetically tells them that the splinterwaif hides that they brought to him have unfortunately perished in the tanning vat. Although disappointed, the group are not surprised, they finish their meal and head to the temple of Boldrei in search of aid for Katerina's predicament.

The Temple of Boldrei
This small, three room, brick temple serves as the hamlets religious centre. It is the only stone building in the hamlet and has the blazing hearth of Boldrei over the door, although it is looking a little weather-worn these days and the paint could do with some touching up. A porch outside the the front of the building is scattered with wood-chips and shavings, a sign of how Aknar Bonespur, the gnarled old dwarven cleric, spends his days whittling wood.

They knock at the door and are answered by a wizened dwarf, old even by dwarven standards. He is not pleased to be disturbed, especially by city-folk, but invites the group in nonetheless.
His demeanour remains sour but he is willing to sell the group a few dusty old scrolls, and he has a couple of potions lying about somewhere.
The interior of the temple is dominated by a huge hearth in which a fire blazes day and night, several benches and chairs face a small altar situated infront of this fire and a collection tray stands on a pedestal by the entrance.
As the old cleric warms to the groups presence he can tell them that the woods north of the Indigo River have always been considered to be cursed. He seems aware that the lands are dominated by the fey and is not surprised that they ar behind all this. He is a world-wise old man, if a little world-weary, he longs to return to the lands of his ancestors but feels duty-bound to remain with his "flock", his friends.
After buying some of his healing the group realise that he is simply not powerful enough to help Katerina and so after a blessing they leave the temple with the intention of heading back into the woods.

2.30 p.m.
The group travel through the woods once more heading for the site where they discovered the aftermath of a party. Once there they left a note by the tree in the centre of the glade, inviting the fey to parley and letting them know that they have come with peaceful intentions.
After waiting for about 3 hours they are approached by a pixie with a voice like a tiny ringing bell. It explains tthat they were merely sent to take the group to their "leader" last time and that the unfortunate events were misinterpreted. The tiny fey offers to take them to the fey that wanted to speak with them.

1.30 a.m.
They travel for several hours, day passes into night and it is over an hour past midnight when they arrive in a huge glade.

A large pond occupies the centre of this clearing. Lilly pads ten feet in diameter drift on the quiet water, and ferns and other flowering plants rustle in the breeze. Puffs of dandelion seeds and other pollens permeate the air. Large filaments of silken thread are attached to some of the lilly pads, forming a rough bridge that leads to the centre of the pond. Rising from the summit of a small hill in the centre of the lake grows a massive plant, its leaves arching more than fifty feet above the pool. A single stalk grows from the centre of the enormous plant, rising over a hundred feet into the sky to unfurl a huge white flower. A faint red light softly emanates from the centre of the plant, revealing hundreds of tiny fey that flutter around it.

Tentatively the group follow the pixie across the bridge to the island in the centre of the lake, Anvil is concerned that his weight will be too much for the bridge, and Lorric has similar concerns about his barrel of ale.

A tangle of intertwined vines creates a firm, nearly smooth surface surrounding the base of the stalk in the centre of the plant. Standing next to this is a large oval stone, as tall as a dwarf, covered with vines and moss. The light from above casts a pale red glow on the entire area.
Standing on the platform is a grinning satyr. He smells of goats and offal and sips honeywine from a large leaf. On of his hornes has been carved with mirthful decorations while the other has been broken off completely.
Lurking in the shadow cast from the stone is a slim, grey-skinned humanoid, his face covered with a number of tattoos and piercings. He is dressed in severe robes made of stiff angular material.

The satyr introduces himself as Banaba, and apologies profusely about the fey that attacked them, explaining that they were merely trying to bring the group here so that he may speak with them. Banaba introduces the shadowed figure as Ivicerus and seems to show a certain amount of mirthful contempt for the fey that Kapek and Ajax recognise as one of the Shadar-Kai, a race of subterranean, dark fey.

He goes on to explain that the problems they are having are caused by an evil ranger that the fey of the area have dubbed "Wingclipper". He has been hunting the fey to the north and has killed a startling number over that past few months, this has in turn driven them further south into the woods close to Turvin. He explains that they simply want to reurn to their lands once more and live in peace.
Banaba tells the group that Wingclipper and the mercenary group of Hobgblins (the Hellfire Militia) that he has hired, are gradually destroying the northern forest. He explains that the once lush and fertile wetland glen to the north-east is now nothing more than a blasted swampland. This is where the ranger has made his lair.

Lorric feels that there is some underlying deceit and spots the occasional furtive glance between Banaba and Ivicerus, but he can not determine the motivations of these shared glances.
The group, true to their mercenary ways, ask if there is a reward for resolving the fey problems they are given four potions of cure moderate wounds and an Illusory Map which details the area they will be entering in 3 dimensions.

The group are offered refreshements and a place to camp for the night, which they accept. The constant noise and flashing, dancing lights of the fey that inhabit the glade threaten to disturb the group's rest but they all sleep well regardless.

14/12/2009

Dhamoril Woods

Therendor 22nd, Sul, 998 Y.K.

As the night passed the group decided it was best to make camp in the clearing where there had been obvious revelry the previous night, and despite the strange lights and sounds off in the woods they managed to get a good nights sleep.

11 a.m.
The group are up and ready to travel again. Marshal was sent back to Turvin armed with his wood axe, and the group chose to press on into the woods, following the tracks they found last night which headed along the deer trail they had been following.
2 miles further north and 2 hours later through thick and unforgiving undergrowth the group came across a river.

The trail ends abruptly, revealing an opening in the trees. A fast-moving river flows from the west, and a scattering of ancient willow trees and cattails line both banks.
Small rocks cause the water to gurgle and sputter with froth, spraying the air with a fine mist. A fifteen-foot-wide, horizontal bridge of sturdy gossamer webbing hangs from two willow trees, one on each bank. The web sparkles with an incandescant dew five feet above the water, and as the light hits it, the entire expanse shimmers with multicoloured hues.

Anvil steps forward to try and determine whether or not the bridge is magical. As he places his hands upon it Kapek and Ajax spot something 10 feet up in the tree on the far side of the river that is supporting the bridge.

A slightly larger than human sized creature with bright purple skin adorned with yellow stripes, two gossamer wings fanning either side of his chubby frame. Its multi-faceted, hypnotic eyes stare impassively as its head constantly cocks itself from side to side.

Kapek and Ajax prepare to defend or attack should this thing make a move, the rest are unable to see it. As Ajax moves towards the bridge the creature spits web at him pinning him to the ground, this also has the unfortunate effect of blocking the bridge for the rest of the party.
As Lorric prepares to leap across the river, Kapek launches his mount into a run and clears the river with relative ease, also managing to get a hit at the thing with his sharrash.
As it launched into the air on gossamer wings a lucky strike knocked the thing to the ground, dead.
Upon further inspection the group determined that the creature was some kind of fey infused ettercap, although much debate ensued as to whether or not it could still be considered an aberration....
Kapek and Ajax search the area for tracks, they are specifically interested in finding the goat-like hoof prints that they are assuming to be made by a satyr.
As they search they fnd that the human-like tracks simply fade to nothing as they enter the northern woods, however the hoof-prints continue in a north-eastery direction.

1 p.m.
They pushed on across the river.
The forest thickens considerably. The sound of the river fades away, as does the natural chirping of forest creatures. The canopy completely obscures the sky, leaving only a gloomy half-light.
No plant life grows on the forest floor, except for small patches of clourful mushrooms and toadstools.

Following the tracks that they can make out the group head north into the forest. after an hour of tracking Ajax realises that he has lost the trail, the group head back to the point where they last had tracks and start again, this is repeated twice before they feel that they are heading in the right direction.

As they are travelling, some 50 feet ahead through the trees, a howl of rage fills the quiet air as a huge blood-soaked troll emerges from the trees.

As Ajax charges forward the ground beneath the feet of the group begins to writhe with plant life. Vines, roots and grasses grab at the feet of the group trying to pin them in one place as tiny arrows begin to fly from unseen assailants.
As Anvil heads forward he reaklises that something is not right with the troll they are facing, it is not moving and he is sure that one of his arrows simply passed through it. Will a force of will he disbelieves the existence of the giant and as it fades to a silhouette before his eyes he yells to the others that it is an illusion.
The group move out of the area covered by the entangling plant growth and try to determine where the tiny arrows are being fired from, each time they are hit by one of these arrows they are overwhelmed with tiredness, but manage to resist falling asleep. Until Ajax succumbs and Katerina is hit with an arrow that removes all of her memory, she simply hides in shock.

Eventually Lorric manages to hear the rough location of where one of their attackers is, at this point realising that they are invisible. Anvil manages to land a faerie fire spell at its location after one failed attempt and finally the group can see something to aim for. Ajax is awoken and uses a scroll to cast Embrace the Wild on himself, thus giving him the ability to sense what he can not see.
Although they seem to be hitting the creatures, they are not injuring them as they are flying 20-30 feet up and the groups missile weapons are not powerful enough, in a final moment of clarity Anvil turns a quiver of arrows into fey-bane weapons and the combat soon ends with two of the pixies dead and one fleeing into the forest leaving a sparkling trail of faerie dust behind it.

The group decide that their best bet is to head back to Turvin as Katerina has no memory of anything.

10 p.m.
The group arrive back in Turvin and after a meal of rabbit stew provided by Marius Redhare, the proprietor of the Blue Oak Inn the settle down for a good nights sleep, with hope that by morning Katerina will have regained her memory.

12/12/2009

The Journey to Turvin

Therendor 19th - 21st, 998 Y.K.

The company arrive in Turvin at around 10 in the morning after two days of uneventful travel.

Therendor 21st, Sar, 998 Y.K.

The group find the hamlet's residents looking tired and lethargic, wandering between the buildings with little sense of purpose. They approach one of the villagers and ask him about the hamlet's problems, he mutters about ghosts and monsters in the woods at night before directing the group to the mayors house. The mayor lives in a house adjoining the hamlet's stables, six horses are stabled here. After tethering Reaver (Kapek's Clawfoot mount) to a nearby post the group knock on the door and in moments Mayor Barnabas Revland answers. His nervous demeanour fades as he realises the group are here to help and they are soon invited in for herbal tea.
Revland describes the current situation to the group.
"No one sleeps well these days and the hamlet's craft is beginning to suffer. Merchants are withdrawing their contracts which is damaging the hamlet's economy."
"It's all to do with the lights in the forest, and the sounds of crazed yells, screams and hollering deep in the darkness, the residents fear their village is cursed."

The group ask if there is any reward for their help but the most that the mayor can do is offer them free lodgings at the local inn, "The Blue Oak Inn". Once they have finished their drinks they decide to head over there and see if there is anything welse they can find out.
As they leave the mayors house they find a large group of children gathered around Reaver, keeping a safe distance. They become awed at the sight of Anvil, asking all sorts of questions a few of the braver children daring to poke at him with sticks.
One of the children mentions that they were playing with a bunch of pretty butterflies that glowed different colours, they chased them further into the woods before one of the older boys got scared and pulled the rest of the children back into town.

The Blue Oak Inn - Proprietor, Marius Redhare.
Due to the fact that there are no trade routes running through Turvin, the Blue Oak Inn is empty of overnighters. In fact at this time of the morning it is void of any patrons. The barman looks up as the group enter and introduces himself with a tired smile.
He offers the group the common room and explains that dinner is served one hour before sundown. They also get the following information from him:
"Two travellers, a human and a dark-skinned halfling, stayed at the inn last night. They wore dark cloaks and slept in shifts in the common room. When morning came they followed a deer trail into the woods, pulling a heavy handcart behind them. They kept to themselves and paid double to be left alone.
"A local woodsman named Marshal Ternsval was out foraging for firewood a couple of evenings ago and he has not come back. His wife is worried, but the initial forays into the wood have turned up nothing.

Into the Dhamoril Woods
The group decide to investigate while there is still daylight so they ask one of the villagers to direct them to the deer trail and head into the forest.
The sun is high in the mid-afternoon sky, but little of the light penetrates the canopy. After about two hours of tracking the cart it leaves the deer trail and heads into the woods, and after another couple of hours the group stumble across a clearing some 30 feet ahead.

"The trail ends abruptly, and an uncovered cart can be seen ahead. It is overgrown with thorny brambles, with strange vines growing out of the wooden frame. A remarkably large thorn bush grows at the foot of the cart, a pile of torn clothing wrapped around it's base and hanging from it's lower branches."

Lorric spots movement in the woods ahead, but he can not quite make out what he is seeing, with a light spitting sound, two inch long thorns begin to fly out of the undergrowth hitting the groups vital spots causing painful wounds.
There are four of the spiny human-sized creatures.
After a frustrating battle, due to the camouflaged nature of the creatures and the fact that the undergrowth did not hamper their movement, the group finally kill the last one.
Katerina identifies them as Splinterwaifs, an evil breed of fey.

The group decide that the skins of these evil critters could be useful as they appear to shift colour to match their environment, so they begin to skin the creatures.

Meanwhile, those who don't have the skill to skin a creature search the cart. The most obvious feature is the body of a dark-skinned halfling in the cart, it bears a holy symbol of the Keeper.
Also within the cart they find some coin, a few pieces of travelling gear, plenty of trail rations and a chest that contains 100lb of raw cold iron.

They head back to the village, arriving as the sun grows low in the western sky. Anvil heads to the tanners house to see about curing the skins they have procured while the rest of the group head to the inn for the evening meal.

As the sun sets the group have finished their meal and they decide to head out into the woods once more.
As they leave the hamlet they can see lights dancing in the dark woods and far off in the distance they can hear the raucous sounds of a party to the north.
They head deep into the woods, this time following the sounds of the party, following the deer trail far to the north, after some four hours or more of pushing through dene undergrowth and low tree branches in the dead of night, sounds of party come to a crescendo before gradually fading out to silence.

"The deer trail opens into a forty-foot diameter clearing. Empty wineskins and rotten, half-eaten fruit litter the area. The air is sour with the stink of spilled wine. A large twisted tree stands in the centre of the clearing, tatters of festive ribbon and dimly glowing beehives clinging to it."

Nestled agianst the trunk of the central tree is the naked form of a male human, his feet and legs caked with dirt and moss. This turns out to be Marshal Ternsval, he remembers nothing specific, but seems to think that he was involved in a wild party. He reports a painful headache as well as a few fingernail scratches on his torso. He gathers what he can find of his clothes before declaring that he has lost his wedding ring, and begins to frantically search before giving up with woe.

Kapek and Ajax search the area for tracks and they find that there are many human-like tracks and one set of cloven hoof prints. They all head north-westerly. Ajax in his infinite wisdom decides to have a drink from one of the wine-skins and finds himself in love with the first person he sees, which just happens to be Kapek.....

07/12/2009

Zilspar

Therendor 19th, Zor, 998 Y.K.


1. Zilspar Keep Walls
2. Zilspar Keep
3. Boalin’s Bakery
4. Kedoiwynn Manor
5. Vayldric’s General store
6. The Nymph and Unicorn (Inn)
7. Brigg’s End Farmstead
8. Garrison Houses
9. Blacksmiths
10. The Temple to Arawai
11. House Sivis Message Station
12. House Orien depot
13. Ghallanda Inn (The Prince’s Nose)
14. Denieth Outpost.
15. The Wolf and Horses Tavern
16. Jorasco Healing House
17. Slum District
18. Temple of Dol Dorn
19. Temple of Kol Korran

On a table in the Nymph and Unicorn, this weeks Sharn Inquisitive has been left.


Sharn Inquisitive - Sul, 15th Therendor

Noble Kalesh ir'Semhel Found Dead

In the early hours of Zol, 10th of Therendor, the notably titled Kalesh ir'Semhal was found dead in his home by his night watch guard.
The renowned importer of Q'Barran antiquities and other regional goods had reportedly been flayed of his skin whilst alive, the guard found him trying to reach the door to his room when he died.
A privately hired inquisitive from the S.P.I.R.E. company has insinuated draconic connections, claiming to have found what he describes as "The entire shed skin of a humanoid lizard, yet strangely no sign of ir'Semhel's skin was present".
His death is thought to be connected with a heated argument with a rival noble, Paxor ir'Somera, at the Street-Kind Charity Ball two days earlier. The city watch are currently searching for the noble in question but his whereabouts are unknown.
Although reports are hazy it is thought that several hours after his death, Kalesh ir'Semhel was seen to be withdrawing from his Kundarak account in Korranath.
It is also a reputed fact that much of Khorvaires Dream Lily is imported from Sarlona through the tiny inlets on the Q'Barran coat, and if the gossip is to be believed then ir'Semhel may have had his fingers in that pie.

Vermin Problems Escalate in Skyreach Tower

A constant stream of insects, arachnids, bugs, beetles and other critters of all varieties has become a huge problem to residents of Skyreach Tower on the Menthis Plateau. For those of you unfamiliar with the tower, it is one of the largest in the quarter, it grows from Downstairs, through Cassan Bridge and into the Seventh Tower district.
Reports have gradually been growing over the past few months of pest control agencies being inundated with reports of creepy crawlies running amok in the vicinity of the tower.
One resident reports, "I don't know where they're coming from, we've got no cracks in the walls that we can see and we don't leave the place in a state that would attract them. It's about time the coucil listened to us and did something about it."
Another concerned resident states, "Well about a week ago old Gerard got chased out of his stables by a huge great spider, no one can say where it came from, it was lucky for him that the watch were patrolling the street nearby when it happened."
Residents of Downstairs are voicing their concerns about the number of scavenging and carrion birds that are gathering in the volcanic land at the base of the plateau, "It's just not healthy," says one resident, "All that muck those horrid birds are creating, when the wind changes the smell is indescribable".
The council representatives of Middle Menthis have made the following statements:
Savia Potellas - Lower Menthis Plateau
"Something has to be done. The residents of Skyreach Tower are suffering, whether this is a refuse or waste issue i'm not yet sure, but one thing i am certain of is that these people can't all afford to hire extermination services and it is a certainty that disease will follow."
Caskar Halavik - Middle Menthis Plateau
"As the problem is growing we have to take a long hard look at the hygiene of the lower wards. This is obviously a problem, that is growing from the ground up. It is an issue that Potellas should be facing head on."
Thurik Davandi - Upper Menthis Plateau
"There have been several reports of larger vermin reaching the streets of the upper levels of Skyreach Tower, but thus far there have been no casualties and there has been no source of this incursion found, all we can assume is that they are find their way up the tower from the lower levels, perhaps following the streets or up the outer walls."


After a hearty breakfast Chalit and the group part ways. The newly named "Crimson Fist" company head out to Turvin and Chalit continues his journey to Korranberg.

05/12/2009

Levin's Gorge Bridge

Therendor 10th - 18th, 998 Y.K.

The group decide on the company name of "Crimson Fist" and have put a deposit down on an old metal-smith's house in Oakbridge, realising that Anvil's workshop in the cogs is not really suitable for all of them to live together.
After loading up with several casks of ale and bottles of wine the group are ready to go.

It is expected that the Journey will take 9 days. The wagon is empty and drawn by 2 horses so it is light enough to travel 30 miles/day.

The roads are in good condition and travel is easy for the first few days.

The road moves west, away from the coast towards the King’s Forest, and as the heights of Sharn fade into the distance you see fewer and fewer people with each passing mile. Farmland stretches away to the south-east and the road gently ambles through the low hills of the region.
The Zilspar Road is wide and well kept, obviously as the main trade route to Zilargo it has to be.

The occasional inn or Wayhouse sits by the roadside serving freshly caught game and farm produce. Most have a smithy for repairs and can sell trail rations and other travelling goods.

Day 1 – 3. (10th - 12th Therendor)
Wet and rainy, grey skies.
Easy travel. Occasional merchant passing. No untoward activity.
Kapek and Ajax head out regularly to catch food and collect edible plants. They do remarkably well, returning with small game and even a young deer.

Night 3
A heavy mist rolls in from the south as night falls. (vision is reduced to 120 ft.)

1 a.m.
The sound of loud buzzing off in the distance can be heard to the north. The alarm is raised but the sound stops shortly after. Everyone goes back to sleep leaving Anvil and Kapek on watch.
4.15 a.m.
The sounds of hushed whispers in the dark and the occasional sound of footfall emanate from within the fog. Anvil hears these and once more raises the alarm. They keep a check on their borders and Kapek hears voices in Draconic, "I think they are aware of us, lets head back". Kapek steers his Clawfoot in the direction of the voice, he can vaguely make out a humanoid shape dragging a heavy tail, he throws a boomerang but the combination of the darkness and the fog make it difficult for him to hit. The creature, now aware of Kapek's presence bolts for the forest. The group on high alert awaken Chalit and urge him to sleep under the cart for safety, offering him extra blankets to keep the chill air off him. The rest of the group remain awake for fear of assault in the night.
6 a.m.
The sky begin to lighten slightly, a slight chill fills the air. The camp is damp from the night's mist, covering everything in heavy dew. The sound of loud buzzing once more begins in the north, this time it gets louder and louder until the buzzing becomes a roar. Keeping out of view in the fog above the camp they do not reveal themselves to the group.
As they watch, the company see specks of light falling through the fog above them and with a smash of ceramic Kapek's tent erupts in a ball of flame, them a moment late the same happens to Ajax's tent. They return fire blindly shooting at the sounds in the fog.
The final flask is dropped from the sky and can be seen to be heading for the cart, this is where chalit and Katerina are taking refuge. Loric with the fear that he will lose all his ale and wine (oh, and for the well-being of his employer and his friend) performs a truly spectacular leap and catches the flask before it strikes the cart, he quickly removes the burning wick rendering the flask inert, before offering it to Anvil to study.
With a final gesture Anvil summons a celestial owl from a wand and sets it upon the assailants. The buzzing sound retreats back into the woods to the north.

The group feel it is time to move on and so they pack up camp and after a hasty breakfast they move out.

Day 4
Another foggy day.
Travel is easy and uneventful.

Day 5
The fog clears as the day progresses. Once more travel is easy.
3 p.m.
You pass a sign post by the roadside that states “Gullsnest – 154 miles” with an arrow pointing down a not so well kept road heading south.
4 p.m.
A single column of black smoke rises from the road ahead – it is estimated that it is about 10 miles (just over 2 hours) away. This smoke gradually peters out within half an hour.
6 p.m. 
Levin’s Gorge Bridge.
Ahead you see the land drop into a shallow valley, the road crosses a bridge over a deep gorge at the lowest point. The sun is getting low in the sky behind you and the evening is air is growing chill once more.
The sounds of someone screaming for help on the other side of the gorge can be heard and a light plume of smoke rises from behind a copse of trees.
From the road behind them, out of the setting sun the sound of buzzing can be heard and two specks can be seen in the distance flying low to the ground.

The bridge crossing the river has 2 foot high walls to each side and is made of stone. It is 15 feet wide and 30 feet long.

The gorge is 40 feet deep with steep rocky sides. At the bottom is a fast flowing beck, swollen with the waters from the spring rains.

As the situation is being surveyed they decide it is best to take the wagon into a nearby copse of trees to keep it out of sight, and they also take refuge there as the specks grow in the sky and reveal themselves to be lizard-men riding giant wasps.

After the group have taken a few pot-shots at the incoming wasp-riders they finally approach, one of the riders seriously injuring Lorric with his lance. Meanwhile the rear of the group is attacked by 2 foot-soldiers that were hiding in the same woods that the group decided to hide in, after several serious injuries, and some particularly good wand strikes, the group finally kill their assailants. Ajax, still filled with ferocity charges to the bridge, looking to help those in distress that were heard on the other side, Kapek follows to help when things invariably go wrong.
The rest of the group move the cart back out onto the road and proceed to the bridge where Kapek has convinced Ajax that it would be best to wait. Within moments a magical fog rises from the ground around the bridge making it almost impossible to see. Whilst Lorric and Katerina reamin with the cart, Ajax, Anvil and Kapek move forward to face whatever may be ahead of them in the fog. Just over half-way across they meet a pair of lizard-men who have sneaked into the fog from nearby undergrowth.
As battle commences, Lorric and Katerina make out another wasp-rider moving towards the bridge from the south and they watch as a lizard-man shaman teases the plants in the area into life, within moments the bridge and the cart are writhing with grasping plant life trying to grab hold of anyone who moves.
The two foot-soldiers are quickly despatched and their bodies have not even hit the floor when the front-line can hear Katerina yelling, "Troll!!!".

As Anvil and Ajax move in to do battle with the forest troll, the Shaman calls lightning down into the fog cloud, unfortunately for him the first strike hits the troll, and combined with Anvil's liberal use of his wand of shocking grasp the pair make short work of the troll.
Meanwhile, the third wasp rider barrles into the cloud, happening across Kapek the lizard-man rider takes the opportunity to bull-rush the diminuative rider off the bridge and into the water, just as Ajax turn and kills the wasp mount, thus having the lizard-man closely follow Kapek into the fast flowing icy waters.
With a sharp eye, Lorric spots the halfling fall and hurriedly fashions a make-shift lasso and in short order the halfling is hoisted to safety as the lizard-man rider is washed away. The shaman casts and obscuring mist and makes a hasty retreat, the ambush is defeated.

The party head to investigate the caravans and the smouldering fire.

Behind the copse of trees are four ambushed wagons. The corpses of the merchants and their entourages lie in a smouldering heap, it is apparent that they have been partially eaten, as have their horses.
The wagons bear House Orien detailing and have been looted. Most of their more mundane goods have been spilled onto the ground around them, however a pile of items has been set aside.

Kapek scouts the area and finds no tracks other than those left by the lizard-men and troll, and of course those left by the wagons as they were brought off the road.
Meanwhile, Lorric collects what goods are salvagable and to the bemoaning of Chalit, complaining that the extra weight will slow them down, he loads the mundane goods onto the wagon.

The rest of the journey is uneventful, save for the occasional Merchant caravan travelling from Zilspar.

Day 8
Rains spoils the day but travel is relatively easy.

By midday you reach a simple sign the points to a track leading north it reads “Turvin 10 miles”.
The rain only stops briefly allowing you a glimpse of the small keep on the hill that is surrounded by the town of Zilspar far in the distance.
Farms become apparent through the rain and wild landscape makes way for cultivated fields being worked by labourers off in the distance. Lightly wooded areas dot the landscape and as you approach you pass several inns by the roadside.

Day 9
As the sun begins to fall behind you, lights blink into life in the town ahead, with a last push the horses are spurred into a lively trot and within the hour you find yourselves passing the House Deneith outpost denoting the entry to Zilspar. The cobbled streets are slick with rain and are all but empty. Smells of home-cooking fill your nostrils, Chalit seems to know where he is going and before long you find yourselves outside an inn called “The Nymph and Unicorn” at the foot of the hill that is overlooked by the sturdy walls of Zilspar Keep.

Chalit offers to pay for the group to stay here for the night, explaining that he has to head to the Temple of Kol Korran to pay his respects before he retires for the night.
He tells them that they have performed their duty impeccably and pays them their 9 gold each.
Lorric returns the goods he salvaged to House Orien's depot in the town, with many thanks.