Wednesday, October 4, 2023

Middle Plains Campaign Session 19, Panem 9-11, 1181 EC

Session 19

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Crusader of Phanriel 3
      • Meinard, Fighter 2
      • Gustav, Mage 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
      • Hilda Zorig, Barbarian 0

Panem (August) 9, 1181 EC, 2pm

Having routed the goblins behind them, and with the black knight ahead, the party continued their retreat and left the dungeon. On the way out, they heard the two goblins who had fled before them splashing in the flooded chamber east of the sinkhole. The party left without further incident and returned to Priorsford (and scored the XP that I accidentally gave after last session).

On the way back they pondered creative ways to destroy the goblins, including alchemical poison gasses.

Upon arriving, they ran into a commotion with two wagon teams entangled, and limestone bricks spilled across the road. After calming the tensions, the party helped clear up the mess and talked to one of the wagon drivers. He was bringing limestone down from the town of Altberg (yes, berg, not burg) to the north. Altberg was familiar to Huzn as the closest human settlement to the Dwarves of Bronzegate, his home.

Back in town, Huzn solidified his plans to begin a massive house over the Shrieking Hollow, complete with a stone basement enchanted with Protect Dwelling from Evil. He put down the majority of his remaining gold (5000 gp) for it and began hiring workers.

Meanwhile, Swanhild took their potions to Searlus, who luckily was able to identify all four. They sold one to Searlus and two to Count Schulte, and kept a potion of extra-healing.

Meinard and Gustav went to Riele Horn’s house, and Gustav smoothly convinced Sir Niklaus to allow him to search the wizard’s laboratory. The two spent three days going over the laboratory with a fine-tooth comb, and came up with two more interesting finds.

Swahild, meanwhile, tracked down rumors of ‘Ehsan’, the name mentioned in Adan Rosul’s journal. Uwe, the bartender of the Broken Wheel, told her that Ehsan was an old Rythan Wizard who lived in the Truber Forest to the east. He kept to himself due to the general prejudice against Rythans in Ostheim. Her father had known Ehsan, but Uwe didn’t know if they were allies or not.

Panem 10

Meinard found small bars of gold hidden in a hollowed-out book, and like with the earlier potions and scrolls, he hid the goods and took them.

Panem 11

Gustav finally found a mechanism to open a door behind the south bookcase by tracing a particular rune. The door opened to a staircase, which went down below the ground level. The two opted to report this finding to Sir Niklaus and not explore further themselves.

Current XP totals:
Huzn: 7454/12400 (level 3)
Swanhild: 3684/5200 (level 2)
Snak: 714/2600 (level 1)

Denis: 3626/6000 (level 3)
Meinard: 3020/4000 (level 2)
Gerrit: 324/2000 (level 1)
Gustav: 150/2500 (level 1)
Hilda: 150/2000 (level 1)

Middle Plains Campaign Session 17-18, Panem 7-9, 1181 EC

 Session 17

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Crusader of Phanriel 3
      • Meinard, Fighter 1
      • Gustav, Mage 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
      • Hilda Zorig, Barbarian 0
  • Mike
    • Snak, Barbarian 1
      • Gerrit, Fighter 1

Sanguis (July) 25

We began by going back in time to figure out what Snak was up to during the downtime. Gerrit had to make a loyalty check due to being dropped to 0 in the previous adventure, but passed with a 12 and redoubled his commitment to adventuring with Snak.

We also rolled the monthly death save for Taredd, and the unfortunate elf passed away due to complications from his broken neck. Due to his previous service to the town of Priorsford, the brothers of Blessed Anthony Priory volunteered to keep vigil over him in the traditional elven fashion, watching over his body until the elf-moon, when it will disappear and return to Fairyland.

Gerrit and Snak then spent the next two weeks aiding the fishermen in forming an unofficial citizen militia. A patrol from the town watch checked up on them and found no seditious plans, so they were left alone.

Panem (August) 7

We rejoined the main party in Shrieking Hollow, with Snak and Gerrit catching up to them after their skirmish with the goblin sentries.

The party inspected the sinkhole leading to the second level, and smelled woodsmoke and oil. Meinard dropped a torch down the hole, and ignited a large pile of oil-soaked rags which had been piled at the bottom. Goblins were heard fleeing from the area.

The party let the fire burn out, then proceeded.

Following the goblin tracks, they checked a side passage to make sure nothing was behind them and came across a few sleeping goblins. They were quickly dispatched except for one, which Huzn took prisoner. Under questioning, the prisoner, “Grik”, informed them that a warband of goblins had come here with the intent to “wait for the dwarf to return and kill him”. The goblins knew of the necromancer and black-armored man, and the necromancer woman had paid them in “shiny silver” to come here. Huzn also asked for the location of their secret tunnel, and was told it was “in the chasm.”

Despite his hatred for goblins, Huzn felt that he ought to go above and beyond in showing mercy due to his recent conversion, and he decided to press the goblin into service instead of killing him. He branded Grik’s hand with the back of an Ostheim-minted gold piece, whose ‘tails’ side shows Aura Hill in Summa, the site of the Compact.

The party carried on to the chasm chamber, and were met by a volley of slingstones. Four goblins fired from behind a barricade on the far side of the chasm. The barbarians immediately leapt the chasm to attack, and the goblins sprung their trap with the blowing of a horn.

Four more goblins attacked from the side chamber where the party had once found the body of Brother Ambrose. Ten more including a sub-chieftain charged from further down the passage across the chasm. Fortunately, the second flanking party of four had already been dispatched on the way in.

With good positioning, some epic cleaves and a fair bit of luck, the party carved through all 18 goblins without anyone going down. Huzn took out ¾ of the flanking force in a single cleave to save his mage henchman. The vulnerable mage took a hit but luckily only min damage. Hilda, the new 0-level barbarian, managed to kill the sub-chieftain. And with a miraculous loyalty roll, Grik didn’t betray his new master Huzn when the opportunity arose.

As the dust settled, every goblin except Grik lay dead, several PCs were at very low health and all spell slots were used, but everyone in the party was still standing.

Session 18

We picked up as the party licked their wounds after their battle with the goblin warband. They quickly did some looting, pocketing a small iron key and a carved brass dagger from the chieftain. Then the party ran for the exit.

When they reached the top, Huzn decided to leave Grik at the bottom of the sinkhole, since goblins can’t stand the sun. He instructed the creature to wait and promised to return with food.

Upon returning, the party employed a local physicker’s apprentice to help heal their injuries, and rested. They had a great feast in the Broken Wheel Inn.

Panem 8

When Huzn returned the following day, he found Grik gone and the wooden door smashed from inside. He left immediately.

Panem 9

In the morning, Huzn visited the Priory and talked to his friend, Brother Karl. He identified the books and scrolls which Meinard had found.

In the afternoon, the party returned to Shrieking Hollow.

On the second level, they found that the bodies of the dead goblins had been removed. At the bottom of the chasm was a new pile of rubble - apparently the remnants of a collapsed tunnel.

After crossing the chasm they met goblins again. After the goblins blew their war horn and missed a few initial arrows, the barbarians Swanhild and Snak drove them off with terrifying war cries (2 characters with Intimidation + goblins who just cleared away 20+ of their dead buddies = morale check on which they got a result of 0). The goblins fled deeper into the caves. A small flanking force came up behind the party in response to the war horn, but since the party was unengaged, the flanking force was ravaged by ranged attacks and a light spell.

As the ranged fight across the chasm took place, some of the party searched the goblin camp, and Huzn piled up bedding across a choke point and soaked it in military oil. As predicted, the fearful goblins reappeared, and behind, driving them on, a black-armored figure with a flame-wreathed sword. The goblins, already terrified of the party, were not eager to cross the fire despite the fiery sword at their back. This gave the party time to find the goblin chieftain’s chest and unlock it with the key recovered last time.

As soon as the gold was secured, the party retreated, leaving the black knight and the remaining goblins behind.

Middle Plains Campaign Session 16, Sanguis 24 - Panem 7, 1181 EC

Session 16

Sanguis (July) 24, 1181 EC

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Crusader of Phanriel 3
      • Meinard, Fighter 1
      • Gustav, Mage 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
      • Hilda Zorig, Barbarian 0

This session was mostly downtime activities for the two PCs who were both on bed rest, with a couple mini-adventures.

Sanguis 25

Meinard attempted to involve himself in the Count’s investigation of Riele Horn. He met with Sir Niklaus, a Celestial Knight who the Count had put in charge, and Sir Harmand Horn, defending the interests of the Horn family. After a stellar reaction roll, the knight in charge not only let Meinard in, but told him of his suspicions about a secret underground entrance in Riele’s house and gave him time to privately inspect her room and private study.

His luck continued as he was set upon by a rug of smothering in the study but made his save. Unfortunately, he failed to find any secret exit, but he did pocket some books, and a cache of scrolls and potions.

Sanguis 26

While eating her usual mashed potatoes at the Bent Wheel Inn, Swanhild was approached by an admirer from a local Eldeskhur family. The young woman was desperate to become a warrior and looked strong enough, so Swanhild gave in and agreed to take her on and teach her.

Sanguis 28

Brother Karl returned from Summa. Huzn had given him money in hopes that a high priest would be convinced to make the journey to Priorsford and heal Teredd, but it hadn’t worked, so the brother returned his gold. He had succeeded in another request though - to find a scholar interested in studying the Shrieking Hollow. He introduced Gustav, shorn of his family name, a Mage and historian from the Towers of Knowledge. Huzn promptly offered him a large signing bonus and hired him.

Sanguis 29 - Panem (Aug) 1

All work ceased in the town for the yearly Festival of the Sun, marked between the ascension days of two closely related Lords of the Compact: Ion the Sun King and Phanriel the Lord of Light. Phanriel’s feastday fell on the first of the month, the Day of Sacrifice for followers of the compact, so the feast was especially important to the faithful. Particularly, Huzn’s henchman Denis, whose patron is Phanriel.

On the 1st, Huzn officially parted ways with Dwarven paganism and became a convert to the Compact. He made the traditional monthly sacrifice and was accepted into the new religion.

Panem 2

A letter arrived at Huzn’s house from the Count’s Steward.

“His excellency Count Shulte is pleased to offer accommodation of your interest in the portion of his domain known as the Shrieking Hollow…”

Huzn acquired ownership of the 10 acres of uninhabited marshy forest surrounding the Hollow for a mere 100 gp, with two conditions:
  • Agree to a 20% tax on any income from the land, including mining and treasure excavation.
  • Agree to make the entrance into a building, whether above or below ground and have it ritually protected at your own expense within one year. (projected expense: minimum of 1500 gp for a dwarven caster, 2000 gp for a human)

Panem 3-6

Huzn hired 4 guards to watch over his house in town. Everyone finished healing.

Panem 7

Having finished their bed rest and returned to full health, the party set out with their new henchmen to inspect Shrieking Hollow.

Everything was undisturbed up to the heavy wooden door Huzn had installed before the mushroom chamber. Unlocking and opening it, they met 4 goblins on watch. The party caught up to one and killed it, while the survivors fled deeper into the caves.

Middle Plains Campaign Sessions 14-15, Sanguis 23, 1181 EC

Session 14

Sanguis (July) 23, 1181 EC

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Cleric of Phanriel 3
      • Meinard, Fighter 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
  • Mike
    • Snak, Barbarian 1
      • Gerrit, Fighter 1
  • Andzej
    • Charr Untarskjur, Assassin 2

At 3 am, Huzn and his henchmen were awakened by a banging at their door. As Huzn leapt out of his bed and snatched up weapons, he heard the church-bells of Blessed Anthony Priory begin to ring out. Huzn swept open his front door (naked) to see another revenant in the livery of House Horn. But this one was not mindless.

“Murderer…” it snarled. It was the revenant of the man he had killed at the Shrieking Hollow. Huzn’s dwarven bravery was an easy match for the revenant's paralyzing gaze, and he fought it in a fury. Though he took a couple light wounds, his ferocity tore apart the revenant.

Swanhild, Snak and Gerrit, awakened by the church bells, arrived just in time to see Huzn madly chopping apart the undead creature’s head, hoping to prevent its regenerating.

They proceeded to the priory. Outside, they met the evacuated monks on the lawn, and their paralyzed comrade, Taredd. The two remaining watchmen informed them that goblins had burst into the basement of priory. While the watchmen awaited reinforcements, the party hurried into the church.

In the crypt and sacristy they fought and wiped out two small groups of looting goblins. Gerrit had a close brush with death as a goblin blade caught his head. Luckily, he had only been dazed. He got to his feet, reporting a vivid vision of Dirge, the Keeper of the Dead passing him by.

Approaching the priory storeroom, they heard a loud noise of breaking wood and plaster. Snak cracked the door open and peeked in to see seven goblins and two humans running through the dark storeroom from a hole in the wall. One figure was tall and black-armored, the other small, hooded and robed. Assuming this to be Riele and the black armored warrior the Sporecasters had spoken of, Snak quickly closed the door and allowed them to pass by.

After some deliberation, the party decided to follow.

They descended the cellar steps and followed through the obstacles that had been supposed to keep the priory basement safe: a heavy wooden door (broken), a ward against evil (dispelled) and a stone brick wall (broken). They carried on down a rough-hewn stone tunnel which ended in what appeared to be the facade and front doors of a church.

They threw open the doors to a horrific scene, the torchlit nave of a church with a black stone altar. On the floor was a carved rune that glowed with red light, and at eight pillars stood skeletons in ceremonial armor.

Session 15

Sanguis 23, 1181 EC
4:20 AM

We picked up as Snak opened the door to the underground temple. A goblin cackled and disappeared down the south staircase, and eight skeletons turned toward the door.

Snak closed the door for a moment to deliberate with the party, and when they reopened it they found that the skeletons had formed up into two ranks - shield bearers in front and spearmen behind.

Gerrit began the battle by destroying a skeletal warrior with a single crossbow bolt, which seemed to give the party confidence. Perhaps… too much confidence. The barbarians charged forward and Denis attempted to turn undead. But to Denis’ shock, the evil rune in the floor pulsed, and his turning had absolutely no effect. More to the barbarians’ shock, they found themselves bloodied by a flurry of counterattacks from two ranks of skeletons.

The party announced a fighting withdrawal, but initiative was unkind to Swanhild, who was attacked and taken down.

Unwilling to leave Swanhild to die, the party committed once again to the attack. This time, they attempted to flank and target the spearmen. It was a brutal slugfest. Huzn, already wounded by his fight with the revenant, went down. Snak and Denis were badly bloodied. But the party prevailed.

With Denis having spent his last healing spell to treat Swanhild during the fight, Huzn had no help on his mortal wounds roll, and when he rolled a grievous wound, the party nearly despaired of finding him help within the 10 minutes he had left. But, Meinard had been sent for reinforcements before they entered the cellar. So Snak picked up the dwarf and charged back through the basement.

As luck would have it, the Count himself accompanied his knights responding to the attack on the priory, and Huzn had the honor of being healed by him personally.

In the end, Swanhild had a badly broken leg, permanently reducing her carrying capacity, and Huzn lost his left arm. Both were subject to bed rest to recover from their terrible injuries.

The count and his men set about restoring the basement wards. Snak looted the weapons from the skeletons, and noticed that their bones were attempting to knit back together. He gathered all the bones in sacks and removed them from the temple before the wall was sealed. The priests agreed to bless them and rebury them in consecrated ground to prevent their animation.

Middle Plains Campaign Sessions 12-13, Sanguis 21-22, 1181 EC

Session 12

Sanguis (July) 21-22, 1181 EC

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Cleric of Phanriel 3
      • Meinard, Fighter 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
  • Andzej
    • Charr Untarskjur, Assassin 2

The PCs awoke to the blowing of horns and cheering in the streets. Count Schultz has returned from his campaign against the orcs.

They spent the morning listening to the Count’s speech and joining in the general festival in the streets, then went to check Searlus’ Rarities. This time, their knocks were answered and they met the gnome and his giant barbarian bodyguard. He gave them back the gold amulets and silver ring, with minimal information except that the ring had a poisonous element to its enchantment. Swanhild hung it on a chain around her neck.

Searlus also translated the journal they’d found in the fireplace of the sideways house. The PCs learned:

This was one of the journals of Adan Rosul (presumed to be Swanhild’s estranged father).

Contains a large amount of notes on the construction of the hideout and landing beneath The Bent Wheel tavern. Construction was done by dwarves known as The Ironborn Company.

An emotional margin note: “How could I have attacked her? Curse you!”

Adan had found Etheri ruins, which he’d been searching for. He thought someone called Ehsan could help him.

Armed with this information, the party decided to try again to question the werewolf, now that they’d presumably bought his friendship with meat. To hedge their bets, Swanhild bought a sack full of pork, and they walked out to the forest. Charr had no trouble remembering where the tunnel entrance was, and they followed it down.

Everything at the bottom was as they had left it the day before, except that the crystal ball was missing.

The Werewolf, glutted with meat, was happy to lazily chat but had little to tell. Huzn asked him why he allowed the cultists to pay for their passage with fish, when a werewolf cloud surely kill them instead. The werewolf seemed embarrassed by this question and demanded they leave before he killed them.

After this, the party returned to the surface. On their way out, they again met the sporecaster dwarves, this time rowing upriver in a small boat. The dwarves recognized them and talked briefly with Huzn. He questioned them about Adan, and they said they’d known of him and the Ironborn Company for some time, until the Company left the area and Adan disappeared as well.

The dwarves also noted that this disappearance was immediately before the necromancer became more active, and she began to be seen with a black-armored knight with a flaming sword.

Sanguis 22

Huzn and Swanhild went down through the Bent Wheel staircase and explored the area beyond the stone leg further.

Huzn narrowly avoided a rot grub, then burnt the offending body. Beyond a red skull marked on the wall, they found a refuse heap and a rivulet of filthy water running downhill.

Session 13

Sanguis 22, 1181 EC

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Cleric of Phanriel 3
      • Meinard, Fighter 1
  • Andzej
    • Charr Untarskjur, Assassin 2

Midmorning Sanguis 22, Huzn and Charr decided to explore the sludgy slope beyond the bandits’ garbage dump. It sloped down until the footing became sheer, so Denis and Meinard held a rope for Huzn and Char to descend to the bottom.

Following a volcanic cave, the filthy water continued gently downhill until the passage was blocked by a thick swarm of insects. After several attempts to disperse them, Huzn ran through using his shovel like a train cow-catcher. He immediately found himself attacked by swarming, cat-sized prawns and a tentacled beast that had been hiding in the shadows.

Things looked dire, even with Charr and Denis running to his aid (through insect swarms). But the dice were in a strange mood and many misses were rolled (in the open) before Huzn and Denis finally struck down the tentacle beast, and a couple good cleaves wiped out the pesky giant prawns.

Having miraculously come out of the fight barely hurt, the party carried on into a chamber with a number of wall graves, mostly filled with bones. The inscriptions were in an unfamiliar language, so they took a rubbing of one and returned to the surface.

That night, Huzn and Charr (at Huzn’s house) awoke to a loud bang against the door in the middle of the night…



Tuesday, October 3, 2023

Middle Plains Campaign Sessions 9-11, Sanguis 20, 1181 EC

Session 9

Sanguis 20, 1181 EC

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Cleric of Phanriel 3
      • Meinard, Fighter 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
  • Mike
    • Snak, Barbarian 1
      • Gerrit, 0-level fighter

We picked up just after the party had paddled upriver on makeshift rafts far enough to spot the leg of the Etheri statue in the underground river. After Denis healed Swanhild with his last spell slot, Huzn and his henchmen left. Snak and Swanhild decided they wanted to explore further, but needed a proper boat.

The two of them went up to the surface and talked to the fishermen down at the docks (the same ones they’d talked to about the river monsters before) and this time Snak won them over with his rousing story of defeating the monsters. In fact they were so incredibly impressed that a teenage fisherman’s son named Gerrit signed up to be his apprentice, and fetched a homemade spear.

Swanhild purchased a small rowboat and the men carried it back to the Bent Wheel. This brought on a warning from Uwe the innkeeper. He reminded them that the staircase into the underworld was highly illegal, and that they would arouse suspicion by doing things like carrying a rowboat into his common room.

They promised to make it up to the innkeeper. Swanhild asked some more questions about Adan, the man she suspects is her father, and then they carried on with the boat.

Rowing upriver, the trio rounded the statue only to be shot at with a crossbow! They relentlessly rowed forward and leapt out onto a wooden dock hidden behind the statue. Luckily for the party, only one crossbow shot hit its mark, and that one grazed Snak for a single point of damage. Once on the dock, the barbarians charged at their attackers and quickly dispatched a group of four leather-armored men.

Gerrit even got a lucky kill, hurling his homemade spear.

After the fight, Team Huzn returned, paddling upriver on the corpse-raft from earlier.

The party, now 6 strong, explored the newly conquered beach. There was a rowboat docked, as well as supplies for the men here, but the party found no conclusive evidence of their allegiance.

A tunnel led away from the beach, and so the party began to explore it.

At the first junction, they came across a pillar with a black, glass orb on it, which smelled like lightning. Swanhild lassoed a rope around the pillar, and Snak pulled it over. The glass hit the floor and Snak decided to poke it with his axe, which earned him a shock. Luckily, due to his gloves and wooden axe handle (and a second minimum-damage roll against him) he wasn’t hurt much. In the end they threw a cloth over the orb in case of watching wizards, and left it alone.

The pillar, now knocked over, revealed a mechanism underneath it. With a little meddling, the party opened a hidden door to a staircase leading downward.

The party decided to try to secure the current level further before heading down.

Session 10

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Cleric of Phanriel 3
      • Meinard, Fighter 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
  • Mike
    • Snak, Barbarian 1
      • Gerrit, 0-level fighter
  • Andzej
    • Charr Untarskjur, Assassin 2

This session picked up exploring the mysterious cavern behind the Etheri statue’s leg.

The tunnel branch to the west hadn’t been checked, so the party explored down there and found a wall of heavy wood planks with a barred door. On the way, Meinard fell in a pit trap covered by cloth, but barely survived, still able to fight. The wall had a mysterious symbol carved in it: a circle made of stylized bones.

After listening, Snak decided to knock on the door, but swiftly replaced the bar after something shuffled up to the other side and began to scratch at the wall. Swanhild experimentally pushed the hand of one of the dead ambushers under the door, and it was swiftly grabbed and devoured by the unknown creature. The party decided this door was doing a great job keeping trouble away, and left.

Deciding this was enough scouting on the current level, the party then created a little fort around the hidden door they’d discovered by overturning the wooden bed frames. They left Denis and Meinard behind to watch their backs while the rest went downstairs.

At the bottom of the stairs they found something very strange.

A small, low-ceilinged cavern with a floor of mortared bricks and a door set in the floor. But the door was not a trapdoor, it looked like an ordinary front door of a house. Huzn tested the floor and found it hollow. Since it was surrounded by bedrock, he determined that this must be a building buried by one of the cataclysms, when the earth moved and reshaped itself freely, burying whole civilizations.

Opening the door, they found a rope ladder nailed to the bottom of the frame, and were able to climb down. As they suspected, it appeared to be a stone-brick house, embedded sideways in the stone. Searching the fireplace which now hung on a side wall, Huzn made another discovery: a small carved marking that matched the one on Swanhild’s necklace, and her father’s secret room. They removed a hidden brick and found some old dry food and a small leather-bound book. None of them could read the Rythan writing, but they took it in hopes of translating back in Priorsford.

At this point, a call from above from Meinard brought them back, and they met the mysterious Charr Unterskjur (who had just finished creating his new character). This character had been investigating a lead of his own.

Charr had witnessed guards belonging to Riele Horn exhuming the bodies of the two hung cultists from the Rythan graveyard. They’d taken those bodies down a secret staircase beneath a tree in the Truber Forest, and Charr had followed, ending up here.

With Charr now joining them, the party went back down to the sideways house. Most of the windows lead out into solid rock, but one opened to a small tunnel with a stream running down the middle, and there were many bootprints along its bank. The party followed.

Downstream they passed several small goblin-tunnels too small to fit through. Then they heard the sound of a man snoring loudly. Investigating, Snak found a small campsite with a man sleeping on a straw mattress.

The party decided to wake the man up.

“You here with fish or coins?”

The party was baffled by this comment at first, but then he said, “oh you brought a Dwarf instead,” and revealed a smile full of oversized fangs.

They suspected the man of being a cannibal, and Huzn threw an axe at him. The axe deflected off the man’s bare shoulder in a way that didn’t seem natural. His face began to change, and the party realized that he must be a lycanthrope, which they were ill-prepared to fight.

At the last second, Swanhild proceeded to boast and threaten the lycanthrope, which by a stroke of luck caused the man to pause and threaten her in return.

It immediately became clear that this werewolf demanded a toll to pass his tunnel, and Swanhild cleverly offered to bring him fresh human meat. This was compelling enough for him to take Huzn hostage and allow the rest of the party to drag down two of the bodies of the men they’d slain above.

Session 11

The party had left off in the lair of the werewolf. With the lycan placated by the offering of dead bodies from above, they pushed further down the tunnel with the small stream, heading west.

About 50 ft. on, they spotted movement, which turned out to be three spore-covered dwarves. Huzn spoke with them respectfully in Dwarvish. The spore dwarves warned them that there was a party of armed humans traveling behind the Dwarves and coming this way. Then, they passed on in peace.

The party carried on, and soon encountered the party the dwarves had mentioned - 5 robed figures with swords and torches. But when the lead figures came into view, Swanhild saw that their faces were familiar. The two in the lead were the burnt-face man and the traitorous brother Ambrose, whom the party had brought out of the shrieking hollow. But now, those dead men had been buried, exhumed and reanimated.

The remaining three men doffed their robes to reveal chainmail and shields, and attacked. The party prevailed without loss except for a wound to Swanhild, and took one of the cultists prisoner.

The prisoner, Bernard, gave up some information:
  • He works for Riele Horn
  • She has a base in an abandoned temple down here, where she does forbidden magic
  • The guards usually enter via a tunnel under a tree in Truber Forest, the same way Charr had come in

The party decided to return to Priorsford with their captive. They climbed all the way back up through the sideways house and the landing behind the statue leg, waded upstream and found the hidden stairway up to the Truber forest. They hiked east to Priorsford.

After a brief stop at the Priory for Denis to speak with some of the elder brothers about the situation, they proceeded straight to the Count’s Manor. Here, before the Steward, they delivered Bernard and made formal charges of necromancy against Lady Horn, with the witness of Denis the Zealot testifying to Bernard’s confession, and the elder Brother Engelbert to vouch for Denis’ character. The Steward ordered them to remain in Priorsford until there should be a trial, and jailed Bernard.

They spent the remainder of the evening hitting the bars, with Huzn spreading the accusation against Lady Horn as far as he could. He found willing ears among most of the people, who already saw Riele as an eccentric recluse.

Late at night, (probably very drunken) Huzn and Swanhild visited Searlus’ shop, but there was no answer.


Tuesday, September 19, 2023

Middle Plains Campaign, Sessions 1-8. Cor 24 - Sanguis 20, 1181 EC

Session 8

Sanguis 20, 1181 EC

  • Matt
    • Huzn Erste, Dwarven Fury 3
      • Denis, Cleric of Phanriel 3
      • Meinard, Fighter 1
  • Brooke
    • Swanhild of Eldeskhur, Barbarian 2
  • Mike
    • Snak, Barbarian 1

In the morning, Swanhild and Huzn met up at the Bent Wheel tavern, along with Huzn’s henchman, Denis. Meinard, the former henchman of their paralyzed companion Taredd, met them and asked if they would take him on so he could seek the fortune he needed to open a flower shop. Huzn agreed to take him on as a 2nd henchman.

Then a newcomer arrived, a huge northerner who went by the nickname Snak. Everyone (including the DM) forgot his aggressively long real name immediately. Snak was eager to prove his worth as an Eldeskur warrior and kill some people with his battleaxe to make his mother proud. Swanhild saw an opportunity in this earnest youth of her tribe, and described the creatures they’d seen in the underground river. As expected he practically begged to be allowed the opportunity to fight them.

The party went down the secret passage from Swanhild’s room, to the river, and there spent several minutes searching, and finally taunting the river dwellers to appear. And finally, five of them swam up and attacked the annoying interlopers. In the ensuing fight, Denis blinded one with Light, which fled back into the river, and the other four were slain. Swanhild suffered a nasty bite, but the men were unharmed.

The party watched as the river dweller with the light spell swam upriver, and got a good view down the huge tunnel it flowed through. About 100 ft. upriver they spotted something out of place: a suspiciously smooth white column.

The party then used the woodworking tools, lumber, furniture and broken door from the hideout behind to fashion two simple rafts, lashed them together with rope, and rowed upriver. The two barbarians used the oars from the hideout and paddled the rafts up with pure brute strength.

The effect proved worthwhile as they got within range to see the column with torchlight, and found that it was the upper leg of a huge statue. They immediately realized that this must be directly beneath the stone head protruding from the ground in Priorsford’s western square.

Treasure: none

XP: 200 (banked until the party returns to safety)

Current XP totals:

  • Jason: 2734 (level 2)
  • Swanhild: 2886 (level 2)
  • Huzn: 6589 (level 3)
  • Taredd: 400 (level 1)

  • Denis: 3194 (level 3)
  • Meinard: 207 (level 1)

Downtime after Session 7

Sanguis 19, 1181 EC

The confrontation between Huzn and the soldiers of the House Horn was resolved in downtime.

After setting up his campsite, Huzn personally moved a cart toward the sinkhole, backed up by his 6 mercenaries. The 3 Horn guards nervously held their ground at the edge, and first one, then a second began climbing down the rope ladder as Huzn roared threats and brandished his axes.

Only one guard remained, his sword drawn and blocking Huzn’s way. Going into a rage, Huzn tripped and pushed the guard into the sinkhole, where he fell 40 ft. to his death. Huzn then pulled up the rope ladder, trapping the other guards underground.

Unfortunately, this violence spooked the workers and 2 of the mercenaries, who fled back to Priorsford.

About an hour after None, Denis returned to the Shrieking Hollow with news from the town. He was turned away from Lady Riele Horn’s house in Priorsford, then visited the Count’s Manor and found out that Riele had indeed purchased the forests around Shrieking Hollow, only a few days earlier.

After a debate with Denis, Huzn retreated from the Shrieking Hollow and sought an audience with the Steward. Unfortunately, he was unable to convince the Steward to intervene and guarantee him access to the Shrieking Hollow, since he had no immediate knowledge of a threat to the town.

Finally, Huzn returned his building supplies to his house in Priorsford, and pondered his next move.

“Monster” XP: 10 for Huzn

Huzn is now at 6589 XP

Session 7

Sanguis 17-19, 1181 EC

  • Matt - Huzn Erste: Dwarven Fury 2
    • Denis: Cleric 2
  • Brooke - Swanhild of Eldeskhur: Barbarian 1

Sanguis 17

When we left off, Jason, Huzn and Swanhild had been checked on the rumor of a cave-in in the Rythan graveyard. Huzn had his henchman, Denis, and his two hunting dogs. Since Jason was unable to adventure, Huzn and Swanhild stayed at the graveyard and made camp for the night. They kept a sharp watch, but the night passed peacefully.

Sanguis 18

In the morning, after a further search of the graveyard yielded no other sign of cave-ins or disturbed ground, the party resumed inspecting the cave-in and the stone brick hallway leading off of it.

They noticed a set of dirty boot-prints going in and out of the hallway. Down the hallway they found a series of 4 chambers marked with bronze plaques with Rythan writing. Each had a wooden coffin with further symbols of the dominant Rythan religion, the Path of Assent. Huzn very carefully broke the first one open from a distance, and so avoided contact with a black smoke that poured out when it was broken.

Inside, he found a clay statue of a snake-headed warrior. After tapping and determining that it was hollow, he carefully broke this open, avoiding more smoke, and found a snake skeleton with a small gold amulet. This amulet was inscribed in a language neither could recognize or understand.

With the same precautions, the two adventurers broke open three more coffins, encountering the same thing, except that one clay statue wore a silver ring. This Huzn took but didn’t put it on.

At the end of the hall, the party encountered a door blocked by a heavy stone bar. The dirty footprints stopped short and turned back at this point, and after some deliberation, so did the party. Swanhild was eager to return to exploring the underground chamber that had belonged to her father, and had relatively little interest in robbing Rythan (or snake-man) graves. Before leaving, they pried off and took away two bronze plaques.

They returned to Priorsford and stopped at Searlus’ shop. For a small fee, he agreed to cast Read Languages on the snake amulets, and do some research on the silver ring. He also bought the bronze amulets after reading the Rythan inscriptions, which appeared to be names of scholars and guards of a noble house.

Finally, the party descended into Adan’s bedroom and searched it more thoroughly. A couple of small pieces of parchment were discovered. Under the bed was a rough sketch of a woman, perhaps Swanhild’s mother, Berinda. Stuffed inside the mattress was a small map. It showed what the adventurers figured was the underground river, with 4 landmarks marked on it: a house, a waterfall, a humanoid figure, and a fang.

Sanguis 19

Planning to set some things in motion before beginning his training, Huzn hired a bunch of workers and bought materials, intending to set them to work at Shrieking Hollow. It amounted to 15 laborers, 6 hired guards and 4 carts full of building materials. However, arriving at Shrieking Hollow, he ran into 4 armed men claiming to work for House Horn, and asserting that they owned the land containing the Shrieking Hollow.

Huzn refused to back down and a standoff resulted, as Huzn had 7 fighting men with him, and their loyalty held. Huzn began to set up his tent, and sent his henchman Denis to attempt to speak to the mistress of these soldiers, a noblewoman named Riele Horn. The Horn guards sent one of their number away as a messenger as well, and remained in the area. Heavily outnumbered, they threatened dire consequences for trespassing, but made no aggressive moves.

Treasure:

2 bronze plaques (5 gp as historical curios)

4 gold amulets (400 gp)

Monster/Special XP: none

Total xp: 405

PCs gain 162, henchmen gain 81

Current XP totals:

  • Jason: 2734 (level 2)
  • Swanhild: 2886 (ready for training to level 2)
  • Huzn: 6589 (ready for training to level 3)
  • Taredd: 400 (level 1)

  • Denis: 3194 (ready for training to level 3)
  • Meinard: 207 (level 1)

Session 6

Sanguis 3-17, 1181 EC

  • Matt - Huzn Erste: Dwarven Fury 1
    • Denis: Cleric 1
  • Andrzej - Jason of Tattersail: Mage 1
  • Brooke - Swanhild of Eldeskhur: Barbarian 1

Last session we adjourned as the party deliberated about selling magic items to Searlus.

After concluding that conversation, the party split up for the evening: Huzn to visit the monks, Jason to write a letter to his master back in Summa, and Swanhild to have a beer (and mashed potatoes, as is now tradition) with her fellow northerner, Zane.

Huzn learned that their acquaintance Brother Karl was being sent to Summa to inform his superiors about the cleansing of the altar, the use of the precious scroll of Dispel Evil, and to obtain a replacement. Huzn entrusted the young monk with some gold and asked that he request a healer for Taredd, and look for a scholar who might be willing to study the ruins beneath Shrieking Hollow. The monk agreed, despite letting Huzn know that there was no guarantee that a cleric of sufficient power to heal Taredd (level 7) would be willing to visit the backwater of Priorsford County.

Swanhild learned that Zane recognized the family crest she had from her father. He said it belonged to an adventurer by the same of Adan, who had explored the caverns beneath priorsford years ago.

Sanguis 4

The next day, as Huzn, Denis and Jason began training to level 2 (and Jason finished copying the Sleep spell) Swanhild confronted the innkeeper of the Bent Wheel with the name Adan. Clearly caught off guard, he revealed that he knew the name. He then sighed and quietly shared with her that he had a room in the inn permanently paid for by Adan, which no one else was allowed to use, but that Adan had gone missing 6 years ago. He handed over the key and tried to wash his hands of the matter.

Swanhild searched the room thoroughly and found a small stash of gold and a potion under a loose floorboard, as well as a strange carving of her family crest in the wall. She got behind it with a blade and exposed a strange mechanism, but couldn’t make sense of it.

Sanguis 12-16

After finishing his training, which he spent largely beating straw goblins out at Reinard’s farm, Huzn visited Searlus at his shop. He perused some of the rarities, which included a dwarven mithril-reinforced shield, but elected to save his money for other things.

He visited the Steward and gained some information about the rumors of caverns under the town. Notably, he learned that the Etheri head in Priorsford’s central square is believed to be part of a full buried statue. Asked about digging up the statue, the Steward absolutely forbids it as a danger to the town.

After this, Huzn hatched a plan to buy a house and dig in the basement to find out more about the giant statue. He successfully found a resident who would sell a house facing the square for the exorbitant price of 1000 gp. He was unable to hire any workers due to laws against digging deep basements within the town (which could allow goblins or worse up to the surface). He spent the rest of the time clandestinely digging a basement by himself.

Sanguis 17

The party reconvened at the bent wheel after completing their training. They met up in Swanhild’s private room and discussed their options. Swanhild showed Huzn the strange dwarven contraption, and he correctly guessed that it was a button that would activate if the family crest was pushed into it. Doing so caused a wall panel to slide away and reveal a narrow staircase hidden between the walls.

Lighting torches, they carefully descended a staircase which went over 40 ft. down into the bedrock beneath the inn. At the bottom a stone door of obvious Dwarven construction opened with a lever. Beyond was a ruined workshop full of smashed furniture and goblin graffiti. Through a broken door to the south they heard the sound of flowing water.

Another dwarven door opened off this room, unlocked by the family crest. Inside was a dusty bedroom, clearly abandoned but unspoiled by goblins. The party uncovered a small chest of gold here, and decided to make this room their own as a safe storage location and forward operating base.

Proceeding south through the broken door, they found a muddy beach opening on an underground river. At a post was tied the broken remnants of a boat.

Before they could explore further, Swanhild spotted humanoid figures moving in the water and alerted the party. After Huzn got their attention by throwing a piece of silver, the figures advanced toward the shore with obvious hostile intent. They were seen to be hairless, albino humanoids with fangs. The party retreated, closed the Dwarven doors, and went back upstairs.

Having only spent about an hour on this adventure, the party turned to questioning the local fishermen, who were happy to tell tales and rumors of the men of the underground river. Actual information was conflicting and revealed little, except that the fishermen feared them.

In the afternoon, the party decided to visit the Rythan graveyard and see the site of the cave-in. In about an hour’s walk, they were able to find the place and observe the hole. At the bottom was a hallway walled with stone brick, which Huzn reckoned was human-work, roughly matching the style of the graveyard itself.

Treasure: 700 gp found in the underground bedroom.

Special XP: 100 for finding Adan’s Landing.

Monster XP: none

Total XP: 800

PCs gain 228

Denis gains 114


Current XP totals:

  • Jason: 2734
  • Swanhild: 2724 (ready for training to level 2)
  • Huzn: 6427 (ready for training to level 3)
  • Taredd: 400

  • Denis: 3113 (ready for training to level 3)
  • Meinard: 207

Session 5

Sanguis 1-3, 1181 EC

  • Matt - Huzn Erste: Dwarven Fury 1
    • Denis: Cleric 1
  • Andrzej - Jason of Tattersail: Mage 1
  • Brooke - Swanhild of Eldeskhur: Barbarian 1

We pick up again as the party licks their wounds following the fight with zombified dogs which had left their companion Taredd paralyzed with a broken neck.

Since Mike (playing Taredd and his henchman Meinard) couldn’t make it, we carried on assuming that Meinard was following along, but occupied with carrying his wounded master.

Finally having the time to survey the room they were in, the party noticed that there was a break in the wall of the cave, and beyond it a hallway walled with stone bricks. Not only that, but there was a light source coming from the hallway. Jason noticed immediately that the light was not torchlight, but a steady light resembling a light spell. Huzn inspected the stone and found it to be of human construction, and very old - his best guess was about 1000 years. He also noted that the construction didn’t match that of the Abyssal altar, which was newer.

After a tense discussion about whether to play it safe and return to Priorsford, or to explore one step further, Huzn went down the hall and peeked around the corner. Open wooden doors lead into a massive hall, lined with marble pillars and statues of skeletal warriors. Two light spells floated in the air, illuminating the room, and at the far side were two massive marble doors, one carved with an angel, the other with a demon. In front of the doors was a dead man sprawled on the ground.

Wary of entering, Huzn caught the body with a grappling hook and pulled it all the way back into the hall, discovering it was a middle aged human with his face terribly burnt. They searched him and discovered a spellbook and a dagger with an onyx-eyed skull on the hilt.

From here they began the painstaking process of returning to town with a dead body and a paralyzed man. Their luck held out, and no enemies were encountered on the way out.

Denis met them on the road, reporting that the monks had been afraid to come without support, lacking the leadership of their prior Theodoric, who is on campaign with the count.

They returned first to the farm of Reinard Simon and told him about the fate of his dogs. Huzn gave him the head of one dog to bury, and he took this about as well as possible, giving them leave to stay the night in his barn.

Sanguis 2

The party returned to the Priory to discuss their findings with the monks and hopefully convince them to dispel the evil of the Abyssal Altar. Brother Wilfred was convinced to cast Detect Evil for them, and inspected the loot they’d got, not finding any obvious curses or traps.

From the priory they went to the Count’s manor and sought an audience with the Steward Waldemar. He paid a 40 gp reward for the goblin ears, and the party convinced him to assign a detail of guards to protect the monks as they went to cleanse the altar.

They set out that afternoon, and the Abyssal altar was destroyed with a scroll of dispel evil! The altar itself crumbled into dust, leaving behind the gems. After they were sprinkled with holy water, the party collected 100 small aquamarines.

Another night was spent in Reinard’s hayloft to save money.

Sanguis 3

The players decided to ask one of the monks who was artistically inclined to draw a sketch of the man with the burnt face. They succeeded in convincing him, and spent the afternoon asking around the local taverns if anyone had seen the man.

At the Bent Wheel, they ran into a strange pair: a small, balding gnome and a massive, black-haired northern barbarian. The gnome introduced them as Searlus and Zane, traveling merchants and collectors of arcane and historical curiosities. After some discussion, the party sold two of their recent finds to Searlus: a +1 dagger, and a ring of fire resistance, for a tidy sum of 15,000 gp.

They also picked up a couple of rumors from Searlus. Firstly, while burying the hanged Nimbus Cultists last week, the gravedigger had seen a cave-in at the old Rythan graveyard. And secondly, there was a local rumor about a place to the north of town where lightning strikes continuously, even from a clear sky.

Treasure: 40 gp from goblin ears. 24 gp from dead man. 500 gp from aquamarines. 5000 gp from +1 dagger sold. Total: 5564 gp

Huzn only: 10,000 gp from the ring of fire resistance sold.

Monster XP: none

Special XP: 750 for the destruction of the Abyssal altar


XP for Jason and Swanhild: 2106

XP for Huzn: 12106 (XP capped at 1 short of level 3, which is 6199)

XP for Denis: 6058 (XP capped at 1 short of level 3, which is 2999)


Current XP totals:

  • Jason: 2506 (ready for training to level 2)
  • Swanhild: 2506
  • Huzn: 6199 (ready for training to level 2)
  • Taredd: 400

  • Denis: 2999 (ready for training to level 2)
  • Meinard: 207

Session 4

Cor 26 - Sanguis 1, 1181 EC

  • Matt - Huzn Erste: Dwarven Fury 1
    • Denis: Cleric 1
  • Andrzej - Jason of Tattersail: Mage 1
  • Brooke - Swanhild of Eldeskhur: Barbarian 1
  • Mike - Taredd Xildi: Elven Courtier 1
    • Meinard: Fighter 1

The party took 6 days of downtime after returning from their last adventure. Each had individual goals during the time.

Huzn immediately went about hiring workers and buying up materials for his plan to drain the flooded cavern in the shrieking hollow. With 15 workers and his henchman, he managed to construct a platform, ladder and pulley system at the entrance of the hollow, install a door to block off the mushroom chamber, and drain the flooded chamber with a bucket brigade. Along the way he encountered 3 more leeches, one of which was an enormous 4 HD one lurking in a crack. However, luck and preparedness were on his side. Huzn and Denis spotted the small ones early and dispatched them after disabling them with a net, then later poured a massive amount of salt into the crack, killing the larger one without a fight.

With the water lowered, a previously submerged tunnel was revealed!

Jason did a good bit of investigation finding out more details about Ambrose the thief and the stolen book from the monks. He also asked locals about suspicious strangers with dogs, finding out that a farmer had lost three dogs several days ago. Then he spent a few days beginning to transcribe Sleep into his spellbook.

Swanhild asked the locals about the pendant she had from her father, and found out that it was a Rythan crest.

Taredd looked into buying property in town and tried to woo some potential henchmen, but the dice were against him and they refused his offers.

On the morning of Sanguis 1, the party reconvened and decided to investigate the rumor of stolen dogs, hoping to find out more information about the other person who had been down in the Shrieking Hollow. They were very curious now since the person had not emerged again in the 6 days Huzn had been at the entrance of the cave. They spoke to a poor farmer, Reinhard Simon northeast of town and found that his 3 guard dogs had disappeared in the night without waking him. He had found blood, but had no idea where they went or who had taken them. The party felt bad for the poor lonely man and resolved to try to return his dogs, which would have dire consequences later.

With this information, the party returned to Shrieking Hollow. They followed the previously submerged tunnel, and came into a chamber with a long slab of stone at one end, streaked with green and purple, and studded with aquamarines. They all felt a sense of primordial dread from the altar, but they approached cautiously.

The gray ooze hidden behind the altar attacked Swanhild as she got close, but she leapt back and avoided being hit. Jason responded by using the wand he’d got from Ambrose, which true to its command word, perforated the ooze with a max-damage magic missile. The party then proceeded to kill the ooze in a single round, with the only casualties being two daggers (one of them silvered) which disintegrated after the fight.

After the fight, Denis and Jason investigated the altar and determined that it was dedicated to the Lords of the Abyss, the Aboleth rulers of the deep ocean. Taredd pried off an aquamarine, but when it came free he felt the aura of dread suddenly spike to debilitating levels for a split second. After this he left the gem behind.

Denis immediately decided to return to the monastery and gather the priests to exorcise this abominable altar. The rest of the party fatefully continued their exploration without the zealot, not knowing that he would be sorely missed.

Down at the chasm, they spent some time searching for secret doors, then checked Huzn’s chalk line. It had been broken by new footprints heading deeper into the caves. They were immediately explained when the party heard goblins talking in the cave ahead. Their torchlight had already given them away, so there was no opportunity to get sneaky, but luckily for the party, there were only 4 in this gang. The goblins went down quickly, but Meinard was wounded in the melee.

Determined to find out what was going on down here, the party pushed through into a new chamber beyond the fools’ gold where they had stopped last time.

At the edge of their torchlight, the party spotted three dogs - but they looked far from normal. They stood unnaturally still and their throats had all been slashed. The dogs had all been raised as zombies. The party surprised these undead beasts, but, driven by their strong desire to bring the dogs back for Reinhard, they at first tried to capture them. Against all odds, Swanhild managed to tie a rope lasso and catch one by the neck, but Taredd’s attempt to throw a cloak over one ended in tragedy.

Two of the party were bitten in quick succession, first Huzn, who was reduced to a single hit point (saved only by his Dwarven Fury damage reduction) and then Taredd, who was taken down by a single savage bite for 7 damage. The party rallied and took the beasts down, with two more uses of Jason’s wand of magic missiles finishing off two of the three, but the damage had been done.

Jason used one of his healing potions to save Taredd, but the dice were harsh in the party's first roll on the Mortal Wounds table. The magical healing of the potion kept him alive, but his neck was broken and he was left paralyzed!

Treasure: 5 gp in loose coins from the goblins

Monster XP: gray ooze 65, goblins 4 x 5, zombies 3 x 29. Total: 172

Bonus XP: traversing the submerged tunnel: 100, alerting the forces of good to the abyssal altar: 250. Total: 350

XP gained per PC: 138

XP per henchman: 69

Session 3

Cor 25, 1181 EC, Priorsford, around sext.

  • Matt - Huzn Erste, Dwarven Fury 1
  • Andrzej - Jason of Tattersail, Mage 1
  • Brooke - Swanhild of Eldeskhur, Barbarian 1
  • Mike - Taredd Xildi, Elven Courtier 1, Meinard, Fighter 0
  • Greg - Denis, Cleric 1

After looting the lair of the two mini-ropers, the party backtracked and explored the tunnel to the east. They went through a small chamber full of gypsum flowers. They spent some time looking for hidden doors, but found nothing. Further east, they came across a chamber split by a chasm, with a man in plate armor lying on the ground.

The party roused the fellow, who turned out to be a warrior dedicated to Ero, the lord of the sky and leader of the Compact. He had come here like them, seeking after the thief who had taken the book from Blessed Anthony Priory. He remembered seeing a dark figure ahead, calling out and giving chase, then blacking out suddenly. Jason, the mage, immediately realized he had been hit with a sleep spell.

There were also footprints in this room, clearly showing that at least one person with several dogs had crossed the chasm, and one set of footprints had gone off alone into a tunnel to the southeast and not returned.

Swanhild climbed down and inspected the bottom of the chasm, 20 ft. down, finding nothing except human and dog footprints. Meanwhile, Huzn, Taredd, Denis and Meinard scouted down the southeast tunnel. They found a chamber with another person lying on the ground, and on the ceiling, six stirges!

The party had an incredibly effective fight against these bloodsuckers. They won surprise, immediately smashed two of them, then retreated into the tunnel where Huzn attached a camp blanket across the tunnel with iron spikes, leaving only a small gap at the top. This succeeded in tricking the bugs into crowding through the gap single-file, and the party efficiently mobbed them as they came through. In the end not a single hit was scored against the party.

The figure on the ground turned out to be the thief, Ambrose, who had been completely drained of blood. His backpack turned out to be an incredible haul: in addition to the stolen book, the party recovered his spellbook (with Sleep), and an unidentified wand, with the command word inscribed on it (albeit, in celestial which nobody speaks).

After this, Huzn and Swanhild made a brief trip across the chasm, and Huzn left some chalk marks on the floor, hoping to check later and see if they were disturbed. Then the party took their loot and returned to Priorsford. No encounters happened on the way back, and they successfully claimed their reward of 500 gp from Waldemar the steward.

Treasure: 618 gp in gold and gems

Monster XP: Stirges 13 x 6. Total: 78

Session 2

After spending the night at the Bard’s Song Inn, the party recollected in the morning and were all eager to set out immediately toward the “shrieking hollow” where the suspected book thief was thought to have fled.

So, without any more time spent in town, they retraced their steps to where they’d given up the previous day, and followed the trail north into the forest. The trail followed a downward slope into a swampy area. After some time (halfway between prime and terce), Teredd spotted something off the trail - a hemp rope tied around an old stump and hanging down into a sinkhole.

Not fully trusting the old rope and rotten stump, Huzn and Swanhild tied new ropes to stronger-looking trees, and the party climbed down 40 ft, into a natural cave. At the bottom were clearly visible footprints - at least 2 men and 3 dogs.

Faced with two tunnels running east and west, the party decided based on smell (always follow your nose, Meriadoc). While both tunnels smelled dank, the east one was a tad more rotten and wet smelling, while the west one smelled like mushrooms. They chose the wet east tunnel, and unsurprisingly followed the tunnel into a flooded chamber.

Wanting to know what was around the bend, Teredd stripped off his chainmail, tied a rope around his waist (which Huzn held) and waded in. He was immediately attacked by a giant leech which wrapped itself around his leg! Luckily, although he took some damage, the party hauled him out and hacked the leech off before he was hurt too badly.

At this point the party heard behind them a loud shrieking! Clearly the inhuman shrieking that the hollow was named for. They decided to backtrack and check it out. Down the west tunnel was a cavern full of mushrooms, including two groups of giant shrieking mushrooms. In here they easily hacked apart a violet fungus and harvested some mushroom flesh for later study.

Continuing, they found another chamber filled with bats, and a suspicious pile of loose stones. They dug through these and found their first treasure of the campaign: a wooden chest full of old Rythan gold coins and a silver necklace.

After this, the party found another sinkhole leading further down, with an iron spike and rope leading down. They bypassed this and confirmed that the tunnel they were following looped back to the mushroom cavern, then proceeded downward. The rope attached to the iron spike was torn, so they used one of their own. Huzn’s dwarf senses alerted the party to weak spots near the edge so they avoided a potential fall.

At the bottom of this hole was more evidence of people ahead of them: two discarded stubs of burnt torches. Again, they faced a choice between east and west. They spent some time listening down here and heard a slight noise of falling rock to the east, then went west.

They explored a cavern full of stalagmites and stalactites, with two roper-like creatures nesting on a high ledge. Due to the party’s numbers and armor, the ropers tried to hide instead of attacking, but the party searched the room carefully and noticed the ledge. Swanhild climbed up and was attacked by the Ropers. In an unlikely drawn-out combat full of bad dice rolls on both sides (Teredd failed at least four strength-checks trying to climb up to join the fight, ropers missed almost everything and rolled minimum damage) the party prevailed with only slight injuries.

As spoils, they found a number of useful things among the bones and scraps of previous victims (all quite old). Along with a scattering of weapons and loose coin, they recovered a belt pouch with three intact potions!

Jason then attempted to identify the potions with his knowledge of alchemy, and succeeded in identifying two as healing potions. The third substance he could not identify.

Treasure: 212 gp, 14 ep, 17 sp, 22 cp, silver necklace (treasure XP will be awarded after returning to safety)

Monster XP: Leech 13, violet fungus 25, mini-ropers 25 x 2. Total: 88

Interlude 1

Taredd Xildi, asleep in a comfortable room at the Bard’s Song Inn, has a terrible dream:

"During the night you have a terrible nightmare. An old woman opens your window in the middle of the night and you lie paralyzed as she climbs inside and draws a gleaming silver dagger. With an evil grin she stabs it into your calf.

At this point the nightmare ends.

In the morning you think nothing of it until… you notice a small wound on your leg, and blood on the sheets which matches it."

Session 1

The campaign began with Taredd and Jason approaching Priorsford and chatting with the affable guard on the road, Jed. The two revealed that they were looking for a rare potion ingredient. Swanhild and Huzn came along soon after and the group entered the town.

The Barbarians ran ahead all the way to Count Schulte’s manor in a ‘race’, while Jason and Taredd talked to Brother Karl in the lower town square about the great Etheri statue buried there. They also found out about a book stolen from the Priory by a postulant named Ambrose, and that the Count’s Steward had set a reward for its return.

The party all wound up at the manor and heard from Waldemar the Steward. They got a hint about Shrieking Hollow being his suspected hideout, but didn’t ask what the reward was.

They then visited the Priory and spoke to Brother Wilfred. They got a scrap of clothing from Ambrose. Huzn’s dogs then led them along the path presumed to lead to the Shrieking Hollow, but they turned back as night was falling.

At the Bard’s Song Inn, they found out about a few more things happening in the town, and Taredd hired a henchman: Meinard, a young swordsman, proud but untested.

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