27/02/2010

The Journey to Gullsnest

Eyre 2nd - 6th, 998 Y.K.

Eyre 2nd - 5th
The group set out on the Sharn road after a relaxing night in the "Nymph and Unicorn" inn. Their next objective is to head to the lighthouse at Bluescar and, hopefully, restore it to working order. They are also keeping an eye out for any sign of Zametiro ir’Dheren's daughter, Evylyn, who has not been heard of in several weeks as the silk caravan she was travelling with to Gullsnest went missing.
The journey along the King's road is uneventful with regular patrols of the Crown's militia encountered. They inform the group that they have increased their patrols due to the increase in lizardman raids on travellers.

Eyre 6th - Far
As the day draws to a close the group reach the old and weathered sign that states "Gullsnest 154 miles", an arrow points down a much less travelled track to the south.
The terrain becomes much more barren as the group head south through the Silln Highlands.

The Silln Highlands
This stony plateau occupies most of Breland’s southern-most peninsula, separating the eastern crosspiece of The Hilt from the sea. Much of the area is rocky and barren, except where emerald oases of ferns and juniper trees spring up seemingly at random. Thousands of underground springs feed the small pools at the heart of these oases. What could be dangerous countryside is instead somewhat park-like, with the largest oases linked by the remnants of old Dhakaani roads. The stark contrast between grey-white stone and vivid green plant life has made the region popular with wealthy travellers willing to make the crossing from Sharn.

Even with patrols from Flint Keep on the alert, monsters still wander the region, often coming up from the caverns that wind throughout the massive plateau. Worst of all, a Dhakaani clan, hobgoblins who retreated underground after the Daelkyr Wars, took refuge under Silln. Most of their energies are turned toward breaking the curse of Yarkuun Draal, but they still make time for the occasional kidnap and ransom of a wealthy tourist or raid on Flint Keep. Were Yarkuun Draal to be restored, they would make themselves known in force, claiming all of Silln as their own nation.

Eyre 7th - 8th
The Journey south through the sun-baked highlands is uneventful for the first couple of days. The group rest at the occasional oasis where it is apparent that others have rested before, judging by the blackened fire-pits and the occasional sign of camping.

Eyre 9th

12.00 p.m.
As the sun reaches it's zentith in the bright sky, it's heat can be felt as the wheel of the year gradually turns from winter to summer. The air keeps some of its chill as a gentle breeze blows north from the sea.
1.30 p.m.
The road gradually declines into a ravine with the edges rising some 100 feet on either side.
Katerina carefully informs the group that she can see figures moving on either side of the canyon's edge above them, once she has pointed them out Lorric with a beaming smile shouts "Hello" at them with a friendly wave. The figures quickly vanish from the edge of the ravine.
The group press on with care.
2.00 p.m.
Ahead the group can see that the road winds between two wooded areas, they are aware that they are in a prime ambush situation and move forward with caution.

The trees and undergrowth here are a breath of fresh air in this arid and barren terrain. The trees are filled with fruit and berries. Beyond the woods to the west a small waterfall can be seen cascading down the cliff face and the sound of it crashing into a pool at its base can be heard in the distance.
The group reach the midpoint between the woods behind (1) them and the mesa (4) in front of them when they see figures on the pillar of rock ahead. With his usual cheek Lorric offers them a smile and a wave, they open fire immediately.
Anvil had already imbued his shield with the arrow catching property in preparation for trouble so any arrows targetted at the group bounced harmlessly of either his sheild or his adamantine plating.

As they prepare to enter battle the group are surprised as a scree slope (3) ahead of them at the base of the mesa bursts into life and five goblins leap from the loose stones thrwoing javelins at the party as they advance.
Remaining close together, to gain the full advantage of the arrow catching shield. the party await the approach of the goblins ahead.
As they wait with baited breath a sound from behind disturbs some of the party, a startled flock of parrots takes to the air from the woods behind them (1) and to the east a second scree slope (2) bursts into life with five more goblins emerging from the loose rock.
A large group of goblins rush from the woods (1) behind them and the ambush is now in full swing.
The group of ten goblins from behind them has a shaman amongst their ranks and also a lieutenant who seeks to drive his troops to further bloodshed. The shaman initially drops a web spell on the group which hinders them greatly for the first few seconds, the rest of the goblins charge at the group.

With dismay the group see that from the south another group is emerging from the trees beyond the mesa (5), there are four worg riders bounding towards them.
Most of the group struggle free from the web, however Katerina and Kapek remain stuck fast, taking full advantage of this the shaman invokes a spell, casting a scorching ray at Kapek, luckily for Kapek he misses, however the webs burst into flames injuring both the halfling and Katerina.
The shaman is quickly taken out, but unfortunately one of the worg riders from the south is also a shaman and in moments a mist rises from the ground around the feet of the party obscuring vision greatly. The lieutent yells at his men "Get in there!", gesturing at the billowing cloud of mist and the hesitant goblins on the borders of the spells area charge in without question.

The goblins fall to the weapons of the Crimson Fist slowly, and many wounds are taken, however the worg-rider shaman unwittingly helps the group as he charges into the mist and blasts an area with a burning hands spell, unfortunately killing two of his own men.

The battle rages on with the party targetting the spell-casters first followed by the worgs. They are eventually left with a handful of goblins which quickly fall to the superior weapon skills of the party. One goblin flees to the south-west, screaming "RETREAT!!!!".
Peering from the mist the group see him running and take a few shots at him, they also see the archers from the mesa have retreated.

As they follow to the south-west they can see that they goblins are headed for a cave entrance some thirty feet up the cliff face. A rickety rope bridge connects the mesa to the canyon's edge and stairs lead down to the cave entrance from there. On these stairs the party can see the archers from the mesa in full retreat, most of them do not make it to the safety of the cave, falling under the ranged assault of Anvil, Lorric and Kapek.
They approach the cave entrance.

The Outer Entrance
Just outside the entrance are several wagons and caravans. Many are partially burned and broken with moss and other greenery growing over their remains as though they have been here some time. One of the most recent wagons bears the crest of a noble family.
The entrance also has a refuse pile at the foot of the cliff; it contains many old and gnawed bones, and personal items that the goblins have no need for.

The Entrance
The cave entrance is 30 feet up the cliff face and is accessed by a stairway carved into the face of the rock.
At the foot of the steps are two marker stones inscribed with the Yellowtooth Clan symbol, an upper and lower incisor beside each other.
The original cave entrance is about 7 feet wide by 10 feet deep; the rear of the cave has been excavated to reveal the complex behind.
Just beyond the entrance is a wicker screen, it is assumed that this helps keep the winds out whilst preventing light from escaping and revealing the caves location.

The Meeting Hall
The entrance opens out into a great natural cavern, 30 feet wide by 60 feet long with a ceiling some 50 feet high. The far end of the cavern bears slightly to the right and another smaller, yet still large, cavern heads into the dark.
A large fire pit dominates the room, its embers glowing gently a few feet from the entrance.
Ahead a side cave produces a soft blue light.

The Group enter the cavern, all except Lorric keeping to the eastern wall, Lorric sneakes along the western wall and notices two narrow cracks, one in the ceiling directly above where the others are standing and one a few feet ahead of him in the side wall, from each he can see the steely tips of arrows taking aim at the group. With a swift movement he takes a few soft steps forward and thrusts his fist through the crack making contact with the wielder of the bow and shouting a warning to the rest of the group.
Ajax and Kapek move to Lorric's location and begin throwing boomerangs and jabbing their swords into the darkness beyond. Anvil pulls his wand of Summon Monster I from his pack and conjures a dire badger into the darkness beyond the crack above him, content with the resulting yells of surprise and pain he then conjures a second.
Ajax moves forward intent on heading down the western tunnel to confront any combatants, as he does so his eyes adjust to the dim light and further down the hall he can make out figures in the great hall ahead.
This elongated cavern is 15 feet wide by 30 feet long and it opens out into the throne room.

The Glowing Fungi Cave
These fungi are between 1 and 6 feet tall and they emit a faint blue light, the water in the room reflects and intensifies this light causing ripples to dance across the walls and ceiling.
The Animal Pen
The floor in this enclosure is scattered with straw, excrement and old gnawed bones.


The Great Hall
Down either side of the Hall on the wall are crudely painted scenes of battle, bloodshed, carnage, torture and self-mutilation. However it is difficult to make these paintings out due to the hanging corpses of Yellowtooth Clan’s victims. Many are mutilated beyond recognition by flaying, amputation and general torture. They hang in a row of ten down each side of the hall.
 
He can make out diminuative goblin figures, all facing north, filling the cavern. With a hushed alarm call he alerts the others who begin to move forward into an attack formation. With well practised tactics they begin to plough their way through the scarred, tattooed, pierced and partially flayed goblin warriors, ahead they see the throne room with three figures seated on three thrones moving into action. The Hobgoblin chieftan begins throwing javelins at the group, while the shaman begins throwing spells into the fray and the bugbear war-leader pushes his way past the smaller goblins intent on violence and filled with anger.
In the ensuing melee Ajax falls to the will of the shaman's magic and flees the caverns in fear, the rest of the group continue pushing forward, one by one the goblins fall. Lorric and Kapek head for the shaman and chieftan while Anvil confronts the war-leader. They soon fall to the might of the Crimson Fist.
The bodies are quickly looted and the throne room is searched.
A large trapdoor is discovered infront of the thrones, some 10 feet square, Anvil manages to open the trapdoor revealing a spiked pit some 25 feet deep. Rotten and decomposing corpses lie among the debris below.
On the central throne, where the chieftan sat, a small lever is found on one arm, when pulled the trapdoor on the pit begins to close once more, but the mechanism is damaged from Anvil's tampering and the latch does not catch, leaving the door to swing back down.
On the arm of the chair they find a secret compartment that contains a Bead of Force.
 
In the wall behind the thrones a secret door is found, the tunnel beyond is only 2 1/2 feet wide. It is decided that Kapek's small size makes him the ideal candidate to investigate further, so he dismounts Reaver (his clawfoot mount) and heads into the darkness beyond.
This crevass slopes downward quite steeply as it spirals into the solid rock, the walls are unhewn and as the tunnel descends the height of the walls seems to increase as though this crack in the earth is a natural phenomenon.
Kapek becomes unsure of what lies ahead, and without the aid of the others close at hand he decides that it is best to return.

The group decide to head down the eastern tunnel from the throne room.
The tunnel ends in a door that is neither locked nor trapped. Anvil opens the door.

The Chieftan's Room
The smell is the first thing that becomes apparent, somewhat like stale urine, a small candle illuminates what looks like a boudoir crossed with a stable. Straw lines the floor and is piled thicker in one corner with thick furs which you presume to be a bed. The walls at first seem to be painted red, but on further inspection the entire cavern walls are hung with skins, a crudely made table has a lit candle on it along with several small weapons.
As they are searching the room a rustling movement from the bedding, startles Anvil and Kapek into action.
A humanoid figure skin red and slick with blood and wild matted hair, leaps from the sraw and furs, savage claws and teeth bared in ferocious and feral rage directed at Anvil.
With a quick swing of his shield, Anvil bashes the figure square in the face, it drops to the ground, limp. Kapek quickly check and determines that the creature, which is actually a naked young woman covered in countless wounds and lacerations, is dead. Anvil draws a scroll of Repair Flesh (a.k.a. Cure light wounds) from his pack and casts it on the girl. She once more stirs to life, for a moment lucidity crosses her face as she takes in her situation, she then has to be restrained as her feral nature once more surfaces.

The group fear that this is Evylyn, the daughter of  Zametiro ir'Dheren, and wonder how they are going to tell her father of his daughter's fate. One opinion is that the girl should be put out of her misery.
Her gibbering and growling makes no sense, Anvil charms her in order to calm her and glean some information. It becomes apparent that her mind is broken and there is no real conversation, she continues lashing out at the rest of the group, trying to bite, kick and claw at them whenever the opportunity arises.

The group decide to leave her in the room for her own safety, while they explore the rest of the caves.
They close the door and wedge it shut with a dagger, as they walk away the woman pounds frantically on the door, "DON'T LEAVE ME HERE!", she screams.
They open the door and let her out, all the while keeping her restrained so she cannot lash out at them, it doesn't stop her trying.

They head down the tunnel on the western side of the throne room.

The Shaman's Den
The smell of sweet incense drifts from several incense burners dotted about the room.
There are shelves and tables filled with stuffed animals, skins, body parts and jars of foul liquids. A small everbright crystal casts a dim orange glow across strange apparatus. This room has lots of spell components, partially brewed potions and many other strange concoctions, powders and unguents.

Once this room has been investigated they head into the tunnel that leads from the western wall of the great hall.

The Prison
Just off the Great Hall is a cavern roughly 20 feet in diameter. Directly opposite the entrance is a strong lattice of wood that sections off a shroud of darkness beyond.
Between the entrance and the cell stands a small “copse” of fungi and a small pool of fresh water.

As the room is entered several fungi begin to scream, with deafening intensity. Several more begin to move towards the group, poisoned tentacles thrashing about wildly. The group make short work of the fungi and as the shrieking diminshes they can hear shouts for help coming from the darkness beyond. A pale human hand reaches from the darkness through the bars, the door to the prison is opened and two humans stagger out, squinting in the dim light. The man and woman introduce themselves as Evylyn ir’Dheren, the daughter of a Sharn noble, and Alden Ghrysden, a wealthy and well spoken merchant.
Both are more than relieved at their release, they are more than aware of their potential fates and had resigned themselves to certain prolonged suffering and ultimately death weeks ago. Why they are still alive they have no idea.

The prisoners rush out into the daylight, shielding their eyes from the light that they have grown unaccustomed to and breathe the fresh air of freedom once more. They explain that they are happy to head to Gullsnest as they have contacts there, and the journey to Sharn is just too much for them to cope with at the moment.

The party head up the tunnel on the eastern wall of the meeting hall to find their passage is blocked by a makeshift barricade, Anvil hears the sound of goblin whimpers and hushed chattering beyond the blockage.
A prolonged debate on morality, belief and war ensues as each group member puts forward their case on whether or not the barricade should be broken and the occupants, which it is assumed are women, children and the old, should be killed.....

*Ajax Comments
Ajax argues from an animalistic point of view. He will kill to feed and to protect himself or his tribe, as killing the goblins serves neither purpose he considers it wrong and argues against it.

It is eventually decided that they should be left, Anvil shouts to inform them that their god is dead and they should change their ways. To enforce this point Ajax severs the head of the shaman and posts it on a spike at the tunnel entrance.

The guard rooms are search and the bodies of several badger gnawed goblins are found.

The group leave the caves, unfortunately the feral woman does not want to head into the daylight, so she is rendered unconscious by Ajax and carried out over his shoulder. The fresh afternoon air is a relief to everyone after the horrors they have just witnessed.

The Yellowtooth Caves

1. The Entrance
2. Guard Rooms
3. Meeting Hall
4. Glowing Fungi Cave
5. ???
6. The Great Hall
7. The Prison
8.The Shaman's Den
9. Throne Room
10. The Chieftan's Room
11. The Downward Pass ???











The party of adventurers and liberated prisoners head south as fast as the can, putting as much distance between themselves and the Yellowtooth territory as possible before nightfall.

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