Heroes of Yelden

Session 24 (1/11/2014)

Session 24
January 11th, 2014
20th Mid-season harvest 1044 YK, early morning
In sea caves beneath a lighthouse near Dravlen, Eldor, Brandobia, Kalamar, Multiverse

We saw the shipwreck ahead of us, with sharks swirling in the water. Cora cast light on Brinn’s shield, since Didymus was absent. We argued about what to do next until Brinn asked Trosk to shoot a shark. The blood in the water made the other sharks fiesty.
Luhluh drank a “hide from animals” potion and went swimming. Trosk told Brinn that the spleen and kidneys of a shark are good eating, then shot another with an arrow. Luhluh swam out among the sharks. Brinn donned the fish helm and went in also, killing a shark with an ugly blow. The sword went through the brain, making it’s eyes bulge in an ugly way.
Trosk shot another shark twice, killing it dead. Two sharks attacked Brinn, but they couldn’t bite through his armor. Trosk walked up to the nearest underwater shark and shot it dead, even through the water. Zamaia jumped into the water, catching up with Luhluh easily. Trosk killed the last shark(as far as we could tell) with an arrow.
Luhluh and Zamaia climbed up the netting, but it fell, entangling them in the water! Brinn swam under and hacked up the net to help free them. Wendel checked out the deck, then Zamaia flew up to check things out and tied a rope for the rest of us to climb up. Brinn lent a hand while the others climbed aboard, then Trosk gave him a hand up when everyone was up.
Luhluh spotted something in the hold. Cora dropped a lightsource and Brinn jumped into the hold. He saw a muscular pirate dude with razor teeth and jet black eyes. He’s got an ancient longsword that still looks in good condition. As he stood there it’s head morphed into a shark. Trosk shot it with an arrow before we knew anything about it. Zamaia slowed it with a frost spell. Faust recognized a wereshark, and told Brinn it’s weak against silver. Faust then cast a ray of enfeeblement. Luhluh used the rod and it shot lightning that fried the wereshark’s pants! Brinn stepped forward and stabbed it with a silvered dagger, causing a deep wound. Everybody else jumped down too. Faust summoned an elk. Luhluh used the rod to make it windy. Zamaia screamed in a way only the creature could hear, dazing it. Trosk shot the thing, which fell over and was grabbed by a tentacle! Trosk shot the tentacle too. Faust’s elk attacked the tentacles. Luhluh used her wind stick to rocket across the room, then used the rod to blind the octopus.
Brinn got grappled by a tentacle. Trosk shot the tentacle full of arrows trying to make it let go of Brinn. The elk gored the tentacle and it died.
The lower decks were empty, so we went to check out the forward cabin. It was a mess hall. There was an empty pantry. The kitchen was a mess. Upstairs was once a luxurious cabin, now a dump. We found a locked door, which Luhluh picked. A space with a sofa and table with a tin cup. A large locker by the bed. Under the locker was a cubbyhole full of gems.
At the other end of the boat there was a chill breeze and an eerie feeling in the cabin. Blood on the wall said “the siren’s prize awaits those who think small” in merchant’s tongue. In this room Cora found the captain’s logbook. When she touched the book, the ghost of captain Corvel appeared!

Notable Quotes
“Oh my God, quantum sharks” Meghan
“His pants are now more appropriately holey” Kara
“My elk will heroically gore the tentacle. He thinks it’s a big blade of grass” Melk
“They do the bare minimum to get by” Melk “No, they do the octopus minimum” Meghan
“I have experience with all bodily fluids” Brad
“The blood is very old.” Kara “Also, A-negative” Brad

Session 23 (12/14/2013)

Late Afternoon
We began the session in a partially submerged sea cave lit by the eerie green glow from a tinted lantern. The small cave, full of muck, contained an island surrounded by deeper water. On the island stood the cloaked figure. He was soaking wet, and warned us to stop when we entered.

“Mr. Vlondver? We’ve come to speak to you about the lighthouse,” Cora said.

He responded with “Shhh!” and told her to listen. She couldn’t hear anything.

Out of the water came four kuo-tuans. Only these had strangely semi-translucent skin. They brandished spears. Sir Didymous concluded that they are evil and stepped forward. “He said be quiet!” he declared as he swung his sword.

Luhluh grabbed the rope attached to the distant lamp and pulled it to close the hooded lantern. Nothing happened but darkness, so she opened it again. Brinn splashed to the lead and challenged a kuo-tuan, but it could not understand him. Zamaia let out a Screech, and the kuo-tuans flinched, allowing Brinn and Sir Didymous an opportunity to strike. Faust chimed in with a Ray of Enfeeblement.

Cora began to sing. The creatures struck at the men, but then Sir Didymous finished off the first one. Luhluh set the Rod to yellow and aimed it at the one in the back. She became aware that she had cursed it. Brinn badly wounded the one in front of him, and Zamaia glared at the next one unsettlingly. Faust used Magic Missile.

A large black widow spider appeared on the island, and the cloaked figure called for help!

Sir Didymous was caught up with another kuo-tuan. Luhluh looked critically at the spider, then turned the rod to red and aimed it at the undamaged kuo-tuan. ….She gained a temporary ability to speak with the dead.

Brinn swang at one kuo-tuan and chopped three fingers off it. Which also killed it. He also got in a hit on the next one. Faust shot a jet of water at the spider. It went right through it!

One by one we began to realize that the spider was an illusion. Cora tried to assess the sincerity of the cloaked person’s cry for help, and realized that he was under some form of enchantment. She tried to convey this information while still singing.

Sir Didymous finished off the third kuo-tuan, and Luhluh used the pink section of the Rod on the last, pelting it with chocolate chips. Brinn finished it off.

Zamaia waded forward and Glared at the cloaked guy. Sir Didymous, responding to Faust’s use of the word ‘incorporeal’, cast a spell that targets incorporeal creatures on the spider, but nothing happened. Luhluh used the white Rod, and learned that there is another hidden enemy. Brinn swam forward, and was slapped by a tentacle! He attacked it.

Zamaia stared at the tentacle, thinking, and decided it was neither natural nor magic, and from this plane. She gleefully cast a helpful hex on Sir Didymous. Faust splashed acid at the tentacle; it fizzed a bit. Cora figured out that the ‘island’ is an Aboleth, and stopped singing to tell the others about it. An aboleth is an aquatic aberration with 4 tentacles, and three eyes on its central mass. It glistens with a clear slime that causes the translucence that affected the kuo-tuans, and can be deadly. Cora also tried to shoot it with an arrow. Meanwhile, a second tentacle struck Zamaia.

Cora noticed that Brinn was looking very pale, and admonished him to avoid being touched further. Sir Didymous then stepped forward, only to be whacked by the tentacle. Luhluh used the green section of the Rod. She learned that the water contains a nasty chemical, and there is another being in the next cave.

Brinn chopped down the first tentacle. Faust drank an invisibility potion and cautiously moved closer. Cora warned Brinn to back away again, and hit the central part of the aboleth with an arrow. Another tentacle reared up and struck Brinn.

Luhluh paused to think of what she knew about aboleths. They can dominate minds. It exudes a mucus cloud in the water that makes people lose the ability to breathe air. It is a truly ancient creature. And it also has spell-like abilities. Worried, Luhluh tried the multi-colored section of the rod. An orange spark flew behind the aboleth and an explosion rocked the cave! Fire! We could smell cooked abolith. The cloaked guy fell unconscious.

Brinn swam in and hit the creature. Zamaia cast a protective ward on him. Faust, still invisible, tried an underwater fireball. It did some damage (and made Faust visible again). Cora began to sing again, and shot an arrow (missing this time).

Luhluh used the multi-color rod section again. This time, Brinn’s sword spouted flames! He struck, and Cora added magical support, but he missed. Zamaia cast a hex on the beast, making it easier to hit. Faust cast another fireball, this time using care to cast defensively. The tentacles dropped! As the cloaked guy fell from atop the slain monster, Brinn and Sir Didymous grabbed him to drag him to the shallows. But he was already dead.

Luhluh still had use of the Speak with Dead spell from the rod, so she asked the cloaked man’s corpse his name. He is indeed Vlondver. At Cora’s urging, she asked how he became a captive of this fish monster. He replied, “stumbled upon it while seeking the Prize.”

We turned our attention to healing those who are going pale. Sir Didymous made use of his new ability to heal disease. Brinn insisted that he attend to Zamaia and Faust first, although Cora fretted that Brinn was in the worst shape. But Sir Didymous had enough healing for all. Cora also cast Cure Light wounds a few times.

We sent Wendell to check in the next room. He saw a man, just waking up. We walked in, thinking he needed help, and Brinn pressed a cure potion into his hands. The man introduced himself as Simol, and was unsure how long he had been down in these caves. When we told him the date, he determined that he had been down here for two weeks, and he expressed worry about his wife. He told us a tale of Lord Brendlin (the man who hired us to attend to the lighthouse) taking a fancy to her. He escaped captivity and sought the wizard to help him free his wife from Brendlin’s clutches, but fell into the control of the aboleth. He begged us to help save his wife, offering all his worldly goods. Cora assured him that we will help without payment. We concluded that Simol was suffering the same ailment from the aboleth just healed among our party, and gave him our last Cure Disease potion.

We discussed our next move at some length. It was agreed that we needed to rest the night and recover from the battle. Cora wanted to return to the tower to rest. Brinn argued that we should just stay in this small chamber, so we did.

In the morning, we headed toward the supposed location of the Siren’s Prize. We did find a shipwreck! It was indeed labeled “Siren’s Prize” in merchant’s tongue. A cargo net hung over the side like a convenient ladder. But between us and it lay a deeper pool, with circling shark fins.

“[The kuo-tuans are] gonna have to rethink their nitrogen cycle.” – Kara

Kara: “One and thirty kuo-tuans,”
Erica & Kara, in unison: “baked in a pie.”

“No, we expect you to sit in the back and wave your arms ineffectually.” – Mike to Melk

“I guess the DM has the same fetish as me.” – Tommy

“Always be worried if the DM laughs.” – Mike

“You just scream, ‘are you dead!?’, and if he responds he’s dead. If he doesn’t, he’s just unconscious” – someone instructing Meghan in the use of Speak with Dead

“What are my hitpoints?” – unknown

“Oh, no, I’m actually dead guys.” – Melk

Bonus Session 22 Quotes (because your session 23 log keeper was sitting next to Melk for session 22):
Jimmy: “Meghan should like these.”
Meghan: “Is it strawberry flavored?”
Jimmy: “It’s Canadian.”
Meghan: “I love to lick Canadian things.”
Tommy: “That is true.”

“I can tell you you definitely do not see a quartermaster.” – Kara

Underwater Ninja Tiger. “Tigers that can swim fast.”

“You normally detect evil in inappropriate situations to the point of redundancy.” – Kara to Jimmy

Tommy: “I thought when in-laws come that is the bone barrier.”
All: “Heyo!”
Mike: “That’s children.”

“Julius Pepperworth and the Shambling Mound.” – Melk

“The Heroes of Yelden do not need dignity.” – Melk

“Inspired by Brinn’s heroic leap into the trash…” – Melk

Kara: “It’s a dirty vial.”
Mike: “A dirty, vile what?”

“We should plant more trees.” – Jimmy

Session 22 (December 7th)
Below the lighthouse-formerly-known-as-the-wizard's-tower, outside Dravalen, Eldor

The adventuring party finished establishing the fire on the roof (the roof, the roof, the roof is on fire) to light the makeshift lighthouse. They then headed down into the cellar to proceed through the trapdoor into the sea caves below.

The caves were dark, damp, dirty and smelled of saltwater, rotting fish, and decaying organisms. They climbed down a ladder and into the tunnels.

The first tunnel widen out into an island of sorts with the path connecting the tunnel and a large patch of solid ground that was surrounded by dark, murky water. The cave was otherwise empty.

A sunrod tossed into the water illuminated a 10-ft diameter cave below the surface. Brinn put on the Mermaid’s Amulet, and dived into the water. He safely arrived on the other side, around 70 feet of tunnel later. After determining the next area was safe, he returned for the others.

The entire party migrated to the next cave through the underwater tunnel. Cora had a bit of trouble, but managed eventually. Sir Didymus, on the other hand, required the assistance of Trosk. Brinn went back down into the watery passage to collect a shiny jade-handled knife he passed.

The new cave was a bit smaller than the last, and partially submerged. It was well-lit with 8 expertly crafted torches. The cave was occupied solely by a large monolith made of bones and scales. The shrine held little else.

The tunnel exiting the cave split into two separate paths. The party opted to take the right path which was indicated as the lair of the Kuo-tuans or fishpeople on their map. This route led to a formidable gate made of bones.

While the party discussed how to overcome the gate (there was no visible lock or means of opening it), the gate was rushed from the other side by four Kuo-tuans. They aggressively poked their spears through the gates gaps.

Our adventurers took the diplomatic route, and stepped back. Cora cast tongues and attempted to make them a tad more cooperative. They stopped brandishing their weapons, but remained unfriendly and suspicious. They answered some basic questions and claimed that the wizard in question was not in their lair.

The party decided to check out the nearby path labeled “escape route” on their map. It led to the landfill of the fish people- bones, decaying fish, seaweed, and packed excrement. Also, a shambling mound as LuhLuh discovered when she investigated the pile more closely. As the vine of the monster reached out to grab LuhLuh, Brinn heroically jumped for it, and wounded it soundly. Other party members also did some damage, notably Trosk with his brand new bow. However, the shambling mound continued to fight, lashing out at Brinn and constricting around him.

In a flash of desperation, Brinn whipped a feather token at it. A giant oak tree burst forth from the pile causing shambling mound parts to rain down in the cave. The tree penetrated the cave ceiling, and the party ran out of the cave as it was collapsing.

The party then headed down the left branch of the first tunnel split they encountered. This lead to a much larger cave near the beach. LuhLuh found a potion vial containing remove disease. This larger cave had two more branches, in addition to the one they came from and the cave mouth leading to the beach. The party explored the narrow branch first which led to a large underground lake.

The party saw a green light coming from the southern side of the cave. Upon investigation, it proved to be coming from a narrow tunnel. The tunnel had a rope running along it’s length which connected to a lantern inside a slightly larger cave. The lantern had a shutter that could be controlled by the light. The party immediately anticipated a trap.

In front of the lantern stood a cloaked figure on a dry patch of land. The figure told the party to stay and not approach any closer.

Collected by Meghan:
A dragon shits here – Mike
I’ve got a yeast infection in my notebook now – Melk
I love having a solid piece of wood in my hand – Melk
Why did I just write down potato? – Erica

Collected by Kära:
I got a yeast infection on my notebook now.- Melk
I love to lick Canadian things.- Meghan (not sure of the accuracy of this, as I think I heard it repeated and not the original)
Artistic God-fearing fish people.- Mike
…which is an underwater ninja tiger, so let’s hope they haven’t domesticated that.- Melk

Session 21

Session 21
Gate of a wealthy estate, outside Dravlen, Eldor, Brandobia
18th Mid Season Harvest, 1044 YK, night

Our escorts led us inside the walled estate, where we saw stables to the left and a large mansion ahead. The stables were very well appointed with 20 stalls, ten of which were holding fine horses. There were all manner of horse gear such as saddles, blankets, bits, etc. We left Racven (the horse nutritionist) with the horses and went to the mansion. The front door was large and very fancy. We followed Brathaw into an impressive entryway that had large paintings of ships and model ships on pedestals.
The common room was very large, with a big table in the middle, a large fireplace, and a fantastic 3-tiered chandelier. Above the fireplace was a portrait of a handsome thirty-something man with a fox-like nose. Two high balconies contained a total of four guards armed with crossbows. Another guard stood by a door. We could see another dining room through an open door.
Brathaw invited us to sit and enjoy some mead. After a few minutes the merchant lord, Brendlen Orth, was announced. He was clearly the guy in the portrait, though about 50 years old now. He was well dressed and elegant. He tried to impress us by tossing a heavy bag of coins onto the table. He said he wishes to be our financier.
He wanted to be sure that the lighthouse light is lit tomorrow night so that his ships are not endangered. The lighthouse keeper has stopped being cooperative and the light is not being lit. Brendlen offered us extra money if we kill the guy. After our dinner he told us we would go to the lighthouse in the morning.
Brinn and Sir Didymus practiced sparring in the yard after dinner, while Zamaia went for a run. Cora and Luhluh went to the mess hall and gathered some rumors:
The lighthouse guy is a vampire
There is an entrance to an underground tunnel beneath the lighthouse where there is an underground lake and mind flayers
The lighthouse is actually a wizard’s tower
The lighthouse guy is named Vlandver
Brendlen is looking to hire good men
There’s a gardener named Willem
Brendlen keeps his word and pays his debts
Vlandver is trying to transform himself into something non-human
Fish people live in caves beneath the lighthouse

19th Midsummer Harvest
We were awakened in the morning and fed a breakfast of sausages and eggs. We were offered provisions for our task. As we rode to the lighthouse a cold drizzle began. While still half a mile from the tower our escorts stopped and we went on without them. A well-worn path with wagon tracks led up to the tower.
The tower was about 50ft in diameter and 40-50ft tall. It had a two-tiered shingled roof and a single wooden door at its base. Brinn called loudly and knocked on the door, while Cora and Zamaia looked into a magical aura around the back. Zamaia flew up to examine a 2nd floor window and was injured by explosive runes. Back around front, Luhluh picked the lock and Brinn led the way into the tower.
There was evidence that someone had been there recently, perhaps a day or two earlier. There were dirty dishes that didn’t smell bad yet but the stove was completely cold. There was a trap door in the floor of the cellar which we started to go down, but changed our minds. Instead we covered it with some heavy sacks and went upstairs instead.
In a library Cora picked out two books that appeared magical. She thought one of them had explosive runes cast on it, so she covered it and took it. An open book on the table proved to be Vlandver’s diary. It had notes going back 6 years talking about his experiments with the “equation exotica” and convincing the fish people (kua-toans) that he was the storm god.
In the bedroom there was a large chest. Luhluh disarmed a poison trap and found inside three brown potions, a helm with glass eyes, 3 diamonds, 23 gp, 35 sp, 66 cp and a map. In a higher level we found a lab and a room full of spell components. Luhluh found a large egg which Zamaia thought was a cockatrice.
Up on the roof there were materials for making fire, but no wood. Brinn tried to ride down a rope, but it broke. Luckily Cora had cast featherfall on him so he wasn’t hurt. We carried wood up the stairs and lit a fire. We then prepared to go through the trap-door in the cellar.

Notable Quotes:
“That’s a moustache worth stroking!” Kara
“I think we’re in a timeshare meeting” Tommy
“There is not turducken.” Kara “We flip the table and leave!” Meghan
“Mead for the ponies”

Session 20
Finishing Our Time in Hilnden

Session #20 (10/12/2013)
Evening, at Zamaia’s Cabin outside Hilndeln, Eldor
Trosk and Faust agreed to escort the boy (Jo) back to town, and Sparkboom went along. The rest of us set out to hunt wolves. Cora and Zamaia discussed what wolves are like; they are rarely found this close to civilization (if Hilnden can be called that). They prefer hunting big game, which requires larger ranges. They are found in family-sized packs up to about 15 in number, with a dominant pair at the core surrounded by younger family members.

It was raining and dark. We could hear howling, but had a hard time determining from where. Luhluh shushed the others – she heard something in the bushes up ahead. Not wolves though, It sounded like insects.

Zamaia cast something on Sir Didymous, and he rode forward. We had not lit any torches, trying to hunt without being seen, but now we were at a disadvantage. The creatures approached, and we saw that they were large, flat insects. Cora cast a light spell on an arrow (intending to shoot it into a convenient tree to act as a torch, but as it happens she never found an opportunity to do so), and recognized the creatures as Slicer Beetles. They have mouths that work like scissors, are 10 feet long, and weigh about 800 pounds. They can see in the dark, and are unintelligent.

Now that there was light, Brinn charged in and struck one beetle (the reddish-tinted one), causing green ichor to ooze from it. Zamaia threw some muck in the other’s eyes. Luhluh used the orange portion of the rod on the bleeding one, and a ten-foot pole bonked it in the face.

The greener beetle hit Sir Didymous badly, but he hit back just as hard. Luhluh used the rod a second time, and a backpack fell onto the reddish beetle. Cora managed to hit it with her sword on the second try. Luhluh’s continued rod waving caused something to appear in the shadowy distance.

Brinn and Sir Didymous traded blows with the beetles, Brinn convincing Cora to ride up closer and flank with him. Their strikes reduced the beetle to wobbling on its legs. Zamaia, after some attempts, managed to land a blow on the greenish beetle, and it began to wobble as well. Sir Didymous finished it off. The red one made a last lunge at Brinn and collapsed.

Luhluh had already begun to approach the object the rod had created; a beam of light was indicating its position. Cora also rode up with her light source, and the others followed after retrieving dropped items. “It’s a mid-season harvest tree?” Cora exclaimed. At the spot was an out-of-place pine tree decorated with ribbons and dried fruits in seasonal colors. Beneath it were wrapped packages bearing the names of all present in calligraphy. Luhluh eagerly began hunting through the pile of gifts, while Cora circled the tree carefully with her light checking for anything unnoticed. Packages were distributed and opened. Luhluh’s box contained a beautiful outfit complete with a tiara, which she found delightful. The large package bearing Brinn’s name was moving, and as he began to open it a tall, thin, blond-haired man fought his way out. He had a bucket of brushes and horse feed and similar items, and introduced himself as Racven the Horse Nutritionist. He bore a letter reporting that the gods are paying him to work for Brinn for one year. Brinn was overjoyed.

Cora opened her gift next, finding a +1 shortsword.

Sir Didymous and Zamaia were reluctant to open their packages, a little uncertain of what was going on. Zamaia mentioned that she had never received a present before. Moved, Cora explained the origin and functioning of the rod, and encouraged her to open the package and enjoy its contents. She found inside a white leather bag containing blue feathers.

Luhluh urged on Sir Didymous, “helping” by unwrapping one end of his present. It contained a magic lance. Although Trosk and Faust were not present, the group agreed to check inside their packages just in case there was something else alive (or fragile, or dangerous), and found two scrolls and a very fancy longbow.

As the group began to discuss healing injuries, Luhluh interrupted and used the rod to summon (once again) the adventurer’s station. The rod reset, and all the colors became illuminated! We all went inside the building to heal and enjoy a hot meal. Brinn purchased a horse for Racven to ride (which he named Coco).

Refreshed, we headed back into the night (this time setting some lights first). Luhluh once again shushed the group. She heard barking, but not wolf howls. More like cubs. Soon, however, there was a howl close at hand. Listening to the barks and yips, Luhluh and Cora became concerned at the thought of killing puppies. Brinn was disdainful, and gave a short speech about his sword which caused Cora to giggle at his phrasing. We approached what seemed to be a den, and confirmed that we were looking at a family group of wolves tending a litter of cubs. After a short debate, the men agreed that “perhaps dismembering an entire den of wolf puppies is not as honorable as it seems.” We determined to return to the adventurer’s station for the rest of the night; rather than slaughter the wolves we will warn the townspeople of their presence and urge them to use greater caution.

Luhluh shook the rod, and the rain once again switched to snow. Brinn had an ale, complained a bit to the bartender, then went to bed early.

After breakfast, we returned to town and spoke to Thornbren, reviewing the ways we have noted to help deal with the difficult weather. Thornbren gave us some items which had been dropped off for us by (quietly) grateful villagers. These included baked goods and goat-based dairy products, a cashmere scarf, sunrods, mead, a bottle of whiskey, caltrops, and a copy of the holy text for the Four Corners.

We began to hear a hum coming from the rod.

We loaded up the wagon and set out toward the river where we can fetch herbs for Dayolen’s doctor. Cora spoke with Zamaia, and they agreed that she will come along.

In the privacy of the wagon, Luhluh pulled out the rod and inspected it. The gray section was lengthening and changing to a multicolor. The word ‘Elandril’ appeared on it in an attractive script. Sir Didymous recognized the Brandobian name of the Mother of the Elements, goddes of The Four Corners. Her colors are red for fire, brown for earth, silver for air and blue for water. These colors and intertwined on the rod section. Luhluh and Cora spent some time reading the holy text.

Our destination was about 75 miles away, largely along the coast. Cora tried to use our map, but wasn’t much help. When we ran into a somewhat-hostile patrol, Brinn turned on the charm and convinced them we were no trouble. One evening Zamaia found us an awesome camping place. Sir Didymous heroically helped the animals through some difficult terrain. Luhluh listened for other travelers or sources of trouble to avoid. We stumbled across an abandoned campsite where someone had left a bucket of items including a mess kit, a handmill, and needle & thread. Luhluh spotted a sack with an arrow in it – it contained three percolators, two of them broken. Cora played her harp and sang to befriend the people we encountered along the way.

At our destination, we collected 110 lbs of Rogue’s Ivy (with some gallantly-inspired herbalism and heroic animal-handling). Then, task complete, we gave in to Faust’s eagerness to meet the wizard rumored to live on the coast, and set out in that direction.

Most of the way back to the town of Gonven, we saw three figures on horseback up ahead. As we approached, they began to look like mercenaries, wearing leather armor (in a manner which implied to Brinn that they were used to heavier). The leader held up an open palm in greeting, and Brinn responded in kind.

They told us that their employer Brendln Orth, of the Gilded Runners, is seeking to hire an adventuring party. Their reaction to our mixed races was to presume us to be adventures seeking money. We commented (slightly indignantly) that this is not our primary motivation, and spoke of honor a bit. They assured us their boss is an honorable man, and we agreed to hear him out. They led us most of the way back to Dravlen, to a walled compound.

As we approached up the long sloped plains, it became clear that the manor is old and a bit worn. The gate opened into a compound that looked less military, more as if the wall is meant to keep out bandits.

“Darn. Prisa could use a good mushroom massage.” – Brinn

“You’ll find a werecouch at more like the side of the road, a frat house, etc.”

Kara: “This is a beetle. Specifically-”
Mike & Meghan: “Paul.”

“Don’t you know what rocks look like?”

“Thank you for joining us this week on Flaw Talk.” —Mike

“I wonder how that tastes.” -Mike
“Candy is dandy but ichor is quicker?” -Kara
“It’s at least thicker." -Mike

“More Mating for Mendarns”
“We stand for more mating.” -Jimmy

Session 19
September 14th, 2103

6th of Mid-Season Harvest

After lunch, the team began by investigating the site of the disturbed graves belonging to Karin and Fons Eveline, who has been dead for around 10 years. The village rumors says the couple wasn’t particularly well liked, and kept to themselves mostly. A long time ago, they had a child, but the child was (supposedly) a demon and taken away by a priest.

Two boys in Hilnden had bad rashes all over their bodies. The heroes figured out it was caused by the boys swimming the in the algae-infested river. Another consequence of the excess rains.

The party took a short walk outside Hilnden to the goat ranch known to have missing livestock. They were greeted by aggressive guard dogs in training. Rancher Defrin explained that 5 goats had gone missing over a period of two weeks. The party investigated the barn where the goats stay at night and found two clues: a bit of torn cloth, and some shiny reptilian scales, which they identified as kobold scales.

Next, a boy named Jo who was known to venture off into the woods by himself was interviewed. He acknowledged hearing the noises of goats in the woods and agreed to take the party to where he last heard the goats. After leading the party into the woods, Jo ran back to the town for dinner.

The party explored the area and uncovered mysterious little boxes evenly spaced in a wide circle. These boxes turned out to be kobold traps, and a hoard of kobolds were hiding in a cave inside the circle. As it turns out, the kobolds had been ousted from their previous home, due to flooding, and were holed up in this small cave. Normally living in dark, dungeon environs, the kobolds knew little about how to hunt and gather in the forests. After some negotiation, they admitted to stealing the goats (3 of them), and promised not to steal anymore. The kobolds gave the party a peace offering in the form of valuable treasure, and the party (really, the ranger) taught the kobolds the basics of what is edible in the forest and how to get it.

Before camping, the party scouted out the area a bit more. They found one goat carcass that clearly had been consumed by a pack of dog-like carnivores. They also came across a skeleton of a former ranger with a shiny backpack. Unforunately, Mr. Loot was surrounded by a disgusting slimy mold that attacked the party. It was easily dispatched, the party procured some valuables.

The heroes camped in the woods for a relatively peaceful night, interrupted only by the sound of wolves.

7th of Mid-season Harvest

The team headed back to town and split up into two teams. One team headed for the church graveyard and, with proper permissions, proceeded to exhume the aforementioned graves. As suspected, the graves were empty.

The other team interviewed Jo again. He was definitely hiding something, but they couldn’t figure out what, so they watched him. Eventually, in the evening, he headed out of town and into the woods with a backpack full of supplies.

They tracked Jo to a cabin in the woods. After a bit of recon, they approached the cabin and knocked on the door. They were greeted by an exotic looking female- a tiefling. She was responsible for a small portion of the rumors- the grave robberies and the rumors of paranormal activity in the woods due to her using magic and relocating the graves of her parents. She had befriended Jo, and he had been bringing her supplies from the town.

With most of the town’s mysteries solved, the party headed out to hunt some wolves and hopefully remove the last threat to the rancher’s goats. The strange new woman offered to join the hunting party.

“Putting cats in your mouth is different than licking them.” – Kara
“Well, I’d still like to dig up some graves.” (unattributed, but I suspect Mike)

Session 18
A Cursed Village

Morning of mid-season harvest 4th, 1044 YK
Temple of the Stars, Dravlen, Eldor, Brandobia, Kalamar

We woke up to the smell of exotic tea. It was dreary and cold outside. We went down to the seedy pub by the docks for breakfast. We got our money (250gp) for the pirates. Cora got directions to the city from a guy in the pub. We were told to take this road East, take the left fork and follow until a “T” which is Hilden.
We rode along the rolling hills, seeing boulders and stone walls. Suddenly, from behind a rock, a large creature with antler-like mandibles jumped out. It was a giant stag beetle. Cora knew that they fly, poorly. They’re not very intelligent. Faust hit it with a magic missile. Brinn rode in and fought with it. Didymus charged in and nearly killed it, and in another moment it was dead.

Mid-season harvest 5th
Up ahead luhluh saw a recently used campsite with a left behind bag. It held a gear maintenance kit, a jar of leeches, and a local map.
We continued on and luhluh saw a meadow of purple flowers which Sir Didymus remembered is Blue Mallow and Hedge Mustard, both good for healing.

Mid-season harvest 6th
We came to a small town (smaller than Yelden). It’s been raining on and off, currently light sprinkling. The town has boring humans in boring clothes. The population is between 500 and 1000 people. We noticed a tavern, “The Grey Keg”, an inn “The Angry Hedgehog Taphouse”, a blacksmith, a leatherworker, two tailors, a cobbler, a ferrier, a carpenter, a mason, a general store, a market square with a well, a guard tower, and a magistrate. The locals seem to focus on service industry because of their location on the road.
We spoke to a guard, who told us we should talk to Krendon Thorbren who can be found at the church or the inn. We headed to the church first, “The Assembly of the Four Corners”. It’s a neutral church. They pray to the mother of the elements. This is the earth church, so they have the mole as a mascot. Their colors are brown and the vestments are durable. They gather atop the hill and worship outside.
We asked a “keeper” about Thorbren and he pointed us to a tall bearded guy, contemplating a tapestry. Thorbren took us to the blacksmith shop to discuss further.
Thorbren said they don’t have money to give us, and the magistrate doesn’t acknowledge the issue. The distressful weather has them importing food, so they’re poor. He’s been keeping track of rumors and complaints. Crops are bad/wilting/funny colors, people have fever/illness/vomiting/rash, strange dreams/visions, creek water is a foul color and the fish are dying, livestock missing, psychic travelers who roam at night and read minds, strange noises and sights in the woods, a witch or demon or evil spirit lives in the woods, possessed children, and grave robbings / undead walking. It began to rain. Luhluh did something that made it snow, but then it went back to rain.
We went to look at the fields. One of them looked wilted, which Luhluh thought was due to overwatering. Another field looked different, which seemed to be mold also because of the unstopping rains. Luhluh thought some drainage trenches would help. Sparkboom came up with some plans.
Next we went to the creek. The water was very high and fast, and a dark brown color. Sparkboom and Cora believed that soil erosion was causing this color. Sparkboom formed a plan to sandbag the shores to reduce the erosion. There were dead fish in the creek. Faust checked out a fish and decided that the extra sediment in the creek is killing them.
The rainfall they are experiencing was above average, but not unnatural. We saw a sick person next, a woman with a fever. We couldn’t figure out what was wrong with her, but we eased her pain a bit. She couldn’t tell us about anything strange that she did or ate before getting sick. After more discussion, Sparkboom and Luhluh thought that bread made from moldy grain may have caused this sickness.
We went along with Thorbren to the tavern for lunch. Cora heard of a family with skin rashes. Their three boys have it. Brinn learned about a child who is thought to be possessed because he goes off into the woods and takes stuff with him. He’s been very suspicious and he shirks chores at home. Luhluh overheard two sketchy characters talking about how their pickpocketing business is disturbed by people who seem to know they’ll be robbed before it happens. Tommy overheard Defrin complaining about goats going missing. His house is on the outskirts near the woods. Didymus overheard talking about strange dreams. Nothing really out of the ordinary, just weird dreams.
We organized two work parties, one to dig ditches and one to sandbag. Next we will go to check out the woods where the child has been going and the graves that have been disturbed and the Mineln family (kids with rashes) and Defrin (goats).

“I think whore-titties could make an acceptable breakfast” Erica
“Put on Will Smith. He’s a blacksmith.” Tommy
“Fuck you, book.” Kara

Session 17
Second Half of the Sea Voyage - 8/10/2013

Day 4 at sea – 26th Declarations – afternoon
The rain picked up, and it made Brinn nervous. Cora was excited about the new food, and had to rest her voice after all the battle singing. Sir Didymus checked on the horses. Luhluh took a post-feast nap, then buzzed energetically about the ship. Sparkboom relaxed with some of his alchemist things.

Day 5
There was a thunderstorm, and everyone got seasick (except for some of the ponies).

Day 6
We all felt better, but still somewhat ill (-2 to attacks, etc). Brinn and Cora spotted something in the distance splashing (Luhluh could also hear it). They thought at first that it seemed to be a human torso in the water, and quickly suspected a merperson. Cora recalled that merfolk are aquatic humanoids with coloration varying by region. They rarely talk to non-merfolk, and usually steer sailors away from their homes. As the ship approached, we could see that the figure was a mermaid in a large patch of seaweed, caught in a fishnet. She answered Cora’s hail in Merchant’s Tongue, calling for help.

Sparkboom, Luhluh, Cora, and two seamen went down in a launch to aid her. When Sparkboom reached out to cut her free of the net, he was grabbed around the waist by some sort of tentacle and pulled from the boat! He responded by drinking a potion to breathe fire at it (which came out as steam under the water). More seaweed tentacles reached for Sparkboom and one of the two seamen. Luhluh used the blue portion of the rod to heal Sparkboom.

Brinn lept off the boat to attack the seaweed monster, but tripped and couldn’t strike it on the way down. Cora tried to use the wand of Magic Missile without success, and Sir Didymus determined that it was not, technically, evil (and thus he could not challenge it). As tentacles began to grab Brinn and Luhluh continued her healing efforts with the rod, Sir Didymus ran to the stockpile to grab a bow.

Sparkboom realized that the creature is a “Strangleweed”, a large aquatic plant that hunts by ambush. And it is also resistant to fire. They, actually; there were two of them. The tentacles tightened, and Cora hit with an arrow. She also used magic to help Sparkboom swim, and he managed to break free! But the tentacles quickly came for him again, grabbing Luhluh this time as well. She soon slipped out of it. Brinn struggled to stay afloat in his armor. Sir Didymus, after missing with his arrow, changed tactics. He downed a potion of Bull’s Strength and jumped into the water beside Brinn. Sparkboom also turned to potions, in his case Cure Light Wounds. Cora hit with another arrow, and observed that the first strangleweed seemed nearly dead.

Luhluh switched the rod from blue to gold, and we all found ourselves moving faster! We were able to strike more often and dodge more deftly. This was very helpful.

Luhluh also used the white portion of the rod on Brinn, which made him feel luckier. However, the choking tentacles had knocked him unconscious, and he seemed to be dying!

Cora was able to cast Cure Light Wounds on Sparkboom, and shoot the nearly-defeated monster. Sir Didymus cast about for a way to heal Brinn, and chose a spell which gave him temporary hit points. Sparkboom broke free of the tentacles once again and backed out of the way. The first monster struck at Cora, then dropped; it was dead. Yet the second was still hurting Brinn, and grappled Sir Didymus as well!

Luhluh tried to get to Brinn, diving gracefully to his side and giving him a potion, which stabilized him. Meanwhile Cora hit the second monster with one of two arrows, and aided Sir Didymus’s swimming with some magical inspiration. Sir Didymus then laid hands on Brinn, who woke up. Sparkboom, with his hands now free, switched to hurling ice bombs at the monster, which was more effective than fire.

The strangleweed continued to attack Brinn and Sir Didymus, and Luhluh and Cora continued to respond with potions and arrows. Then Sir Didymus smote the monster twice with his sword, and a final bomb from Sparkboom brought an end to its rampage.

Freed of the tentacles and insisting he was fine, Brinn swam to the mermaid and freed her from the net. She pressed an amulet into his hand in thanks, and quickly swam off. We all returned to the ship to share healing spells. Cora took a closer look at the amulet, determining that it held magic to make the skin grow tough fish scales, improve swimming ability, and something else she couldn’t quite identify.

Day 7 – 29th Declarations
A sunny day. Luhluh hung out with Seaman Gary Gygax in the crow’s nest. Brinn stood in the prow looking out. He spied a small vessel ahead to the east. It was a coracle with three skeletons in it (not animated skeletons, but skeletal corpses), wearing pirate hats. Cora grabbed a hat with Mage Hand, cleaned it with Prestidigitation, and wore it for the rest of the day. There was nothing else of value in the coracle.

Later in the day we spotted a hat floating in the water. Cora snagged this one with Mage Hand too, but a spider hopped out and bit her! Sparkboom threw a bomb at the spider. Luhluh tried to catch it in her listening cone, but it was too fast for her. Yet somehow, Brinn shot it with an arrow! When Cora calmed down, she identified the spider. It was indeed poisonous, but she was okay.

In the evening, we saw a floating chest, and fished it out of the water. It was a standard woman’s hope chest, containing linens embroidered with the initials E. S.

Day 9
Cora spotted a large red thing in the water. It proved to be the soggy red wax coating from a wheel of cheese. It reminded one of the sailors of a story, which he then shared. The long tale of Captain Coravel, a fearsome pirate. His ship was blown off course, and Sirens lured some of his crew off his boat to an island. The Captain had the rest of the crew plug their ears with wax from cheese to resist the tempting song. There was a fight which lasted days. In the end, the pirates stole a giant pearl from the island, but it was cursed. The Captain renamed his ship the Siren’s Prize in its honor. Some time later, he murdered his whole crew in a storm.

Cora had heard a bit of this legend before, but not in such detail. The group decided that the wax may be useful and kept it.

Day 10
Just after lunch, there was a cry of Land Ho! We had arrived at the city of Dralven. In the harbor, we saw a fleet of beautiful ships in their own private part of the docks. They were flying a flag with a golden serpent and the symbol of the king of Eldor.

We observed that the countryside features low rolling hills, houses, plowed fields, and a fancy house on a hill. The town has one major road, between the crowded dock district and the more open rest of the city. Dralven is bigger than Yelden, but smaller than Dayolen. The buildings are made primarily of a deep red wood. There are only humans in the city, just a few non-humans in the docks. The citizens are dressed in browns and tans. It is a well-kept city with a reserved, serious look. The Captain reminded us to check in at the guard post before doing anything else. Later, we should send just Brinn and Sir Didymus with him to claim the prize money for taking down a pirate ship. The docking paperwork and unloading began in a much more quiet and orderly fashion than we were used to.

At the guard post, Brinn did the talking and slipped the man there two gold. He gave us paperwork and told us to check in again when we left town. We reported that we only planned to stay the night before leaving. Next, Brinn, Sir Didymus, and Captain Gale turned in the captured pirates. They were told that the reward would be delivered in the morning.

We walked to the Temple of the Stars. On the way, people stared at our group and yelled rude and racist comments. We discussed our options, and chose to stay the night at the Temple. It’s clean, safe, and quiet. The staff are a little hostile toward us, but we don’t expect the trouble we may encounter at the tavern.

Despite their distant attitude toward foreigners and non-humans (particularly elves), Cora is able to learn gossip from the Temple staff. The cursed town we have heard about is called Hilnden. It is 38 miles by road to the north. Rumor has it that a demon lives near there, and has turned the creek black, the fish are dying. Cora thinks the various details are paranoid exaggeration. She also hears rumor that Lord Colbrander is practicing necromancy, and that the Breezekeeper, a ship which vanished years ago, has been sighted.

Brinn also converses with locals. He hears more about Hilnden, reports of ghosts in the woods and livestock going missing. Also, it seems a wizard lives north of here in a tower on the cliffs. The locals do not view him as welcome, but he’s dangerous. Finally, one of the Gilded Runners (the fancy ships we saw in the harbor) has crashed into the cliffs.

There is not much shopping to be done in Dalven, mostly just seafood. Prices are quite high in general, and will be even worse for foreigners and demihumans.

“Orc’s balls!” -Kara

“I think the seamen act on your turn.” – Jimmy to Mike

“It’s got a mouthfull of blue seamen.” – Mike

Kara: “And Sparkboom, you’re feeling less cursed.”
Tommy: “I don’t know if that’s true.”

Mike: “Lefty, my lap is warm.”
Meghan: “First world problems.”

Session #15

((So…I probably shouldn’t have been in charge of this log post. The trip got in the way of me posting it early, as I tend to do, and now my memory of what happened is hazy. I don’t have time to take notes during a session, so I rely on the session outline and my memory, which is why I always write it up within a few days. Please, edit this post with details from your notes or that you remember))

Lunchtime, Declarations 22nd

After the party concluded that they were likely dealing with a mere Forest Drake, and not a True Dragon, they headed into to the forest (leaving Trosk and Faust to guard the wagon). After some searching, they found a cave…a good home for a Forest Drake. Luhluh was sent ahead to scout. The dragon was sleeping, but the party was unable to completely surprise it (dragons sleep with one eye open). The dragon spit acid, but the battle went fairly well, overall. The rod summoned a tiger which did much of the heavy lifting, and a bomb thrown by Sparkboom finished the beast off much quicker than we had expected.

However, while searching the cave, Cora observed that there was another nesting spot and surmised there was likely two dragons. Sir Didymus exclaimed in the direction of Brinn, “The Horses!” and Brinn ran outside (not fully comprehending the situation) and Sir Didymus chased after him. Another dragon arrived on the scene shortly thereafter and a second battle commenced. This battle resulted in the magical stick producing a plush purple couch for the halfling and gnome to sit on/hide behind.

After the second battle, the massive dragon hoard of treasure was packed up, along with the plush purple couch (+5 couch of napping…which may also produce popcorn when the occasion arises), and carried back. Highlights of the treasure include a small bag full of gems and two magic rings. One uses a spell Cora is familiar with which she calls FeatherFall (although the others dislike that name), and the other has something to do with jumping. The party declined the community’s reward for handling the dragon. After some debate on how best to help them, the group donated one of our spare bows and some money with the notion that they hire a trainer, along with words of wisdom in an effort to set up a better defense for the farming community.

Next, the party met with the Captain Westin Gale of the Waveraker and made plans for leaving the following day. The captain explained that the govenors of the cities at either ends of his route are offering a reward of 250 gp per pirate vessel eliminated (as vouched for by the ship Captain). Effective and honest pirate hunters will get free passage, and the voyage should take ten days.

The group agreed to divide up the cash and gems before leaving town, with each party member receiving 603gp 7sp.

Declarations 23rd

The party set sail with the Captain at noon. The day was uneventful.

Declarations 24th

Interesting Flotsam- a floating name plate of a ship “The Lucky”, an empty glass vial “Potion of Waterbreathing”. The captain grumbled a bit about the repeated requests to change course and intercept flotsam, but the party viewed the items as clues.

Declarations 26th

On the fourth day of the journey, a ship is spotted on the horizon.

Session 14

Declarations 20, 1044 YK, Dayolen, nighttime
We sat in the oversized chairs at the Humble Giant, enjoying some evening entertainment and chatting with the other guests. We learned some rumors:
- There is a cursed town up North; a demon was born there, it’s been raining for days and days
- Children of fishermen keep disappearing from the cliffs near the city.
- Pirates attack merchant ships between Dayolen and Dravlen.

Declarations 21
To the docks! We looked into buying passage for Uhwhzi to get back home. There was one boat going that way, it’ll take 32 days and the price is 72gp per person, one way. Brinn convinced the captain to lower the price for Eldane because he can be useful on the trip. Sparkboom talked the captain lower for the princess because her father is very rich and powerful. Brinn wrote a letter of introduction for her father and gave Eldane a sculpture to give him. Luhluh gave Eldane a purse with some money to help him get home if something goes wrong. Luhluh found out that there is a merchant ship sailing north to Eldoor in two days.
Next we did some shopping. At the Bower & Fletcher we saw a poster for a missing girl, the one we rescued from the ogres! He ran off to the church where we left her and the other shopkeep gave us 50gp and a 20% discount.
We picked up a phrasebook to give Eldane so he could communicate with Uhwhzi on their journey. The art gallery was holding a show called “Arbitrary Relevance: Deconstructing Change”
Brinn picked up two jeweled broaches for future gifts. Sparkboom helped him get a good deal on broaches that looked fancier than they are.
We decided to look for more info about the missing children and the dragon that terrorizes farmers. The children have been playing on the fields above the cliffs, but some kids haven’t come back. Families named Galborne, Thronal, and Lellten have missing children.
The farmland to the northeast about 7 miles outside the city is where the dragon trouble has been. The Dayolen News had more info on who we should talk to: Malvis Strone at the Fermented Apple (a tavern outside the city). The dragons were flying over the fields and burning the crops (but no deaths reported).

Declarations 22
We headed to the cliffs to learn more about the missing children. In the past three weeks five children have gone missing. A woman showed us the area where the children like to play. It’s near the huts that have kids. There’s a tree to climb, some big rocks and tall grass. Sparkboom finds some scales, possibly reptilian. Cora thinks they’re unnatural. Sparkboom thinks they’re from a chupacabra, a lizard-like creature with a mane of scaly spikes and walks on two legs. They live in warm hilly areas and rocky outcroppings. They are excellent at climbing and jumping. They like high grass and they eat farm animals and lone travelers. They pin their prey and suck their blood. We search around and see some evidence near the cliff. We decided to walk down the cliff path to get a better view and then we could see the entrance to a cave. We sprinkled Sparkboom with blood powder and dangled him off the cliff by a rope. Three chupacabras came out of the cave! One of them jumped on Brinn. Brinn tried to escape but failed. Luhluh used the rod to pelt one of them with jellybeans. Brinn managed to reverse the grapple. The rod made twenty trail rations. The rod STOPPED TIME, allowing us to kill the creatures. We climbed down to their cave and found the dessicated corpses of the missing children. We took the bodies back to the fisher families, then headed back into the city.
We headed to the Fermented Apple to investigate the rumors of a dragon. We found Malvis at the tavern. He said they’ve got 75 gp together as a reward for getting rid of the dragon. It’s green, flies over the crops before they are destroyed. We had some cider and stew for lunch, then headed out to the last farm that was attacked. We went to the Durguld farm. The farmer saw it fly overhead a few times. In the field it smelled bad. The crops seemed to have been burned by some kind of gas. Sparkboom identified acid on the plants. All these things pointed to a forest drake. They spit clouds of acid, they can breath underwater, they’re the size of an ogre, and they’re bullies. They eat elves and fey.

Notable Quotes:
“I am also a member of the Bridgeworker’s local 425” -Jimmy
“Forgot to draw a smile on the sun” -Tommy in response to Kara needing to add something to a note.


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