Archive for November, 2006

Rewards Earned

  • Experience Points: 625
  • Treasure: 2 candleabras; 2 bronze incense burners; large bronze gong; incense; 515 gp; 9,200 sp; 4 onyx gems (60 gp each); 3 gold rings (25 gp each); key ring; lots of blasphemous books and scrolls; The Book of the Unspeakable One; 2 progress reports on the construction of the Lighthouse of Drac; letter from N’Tal; various mundane weapons
  • Unidentified magic items: Ring; potion; shield; halfspear

Stumbled back to the Last Resort and slept through a quiet night. After reporting to Brother Egil the following morning, the group went to the Broken Mug for lunch before investigating the address obtained from the thug leader. Met Vivian, a dwarven mugfighter, at the bar. While in the area, checked out the warehouse wherein the party had previously defeated the yellow-robed cult and their summoned horror. Finding nothing amiss, the group continued to the Black Gull, the seedy tavern at the specified address.

Chow and Spike waited around in the bar for a bit, while the rest of the party arrayed themselves about the surrounding area. Eventually, a nervous fellow wandered into the bar, sat watching the door for several minutes, and abruptly left. The group tracked the guy to a bricked-up house in the Eastern District (Finn’s territory). Moth questioned some people in the area, and discovered that the man, a tailor with a shop in Drac’s End, did not live in the bricked up house. Indeed, the house had stood abandoned for quite a while.

Vivian smashed his way through the house’s locked front door. Finding nothing in the wrecked house, the group continued into the wine cellar. Were surprised by the tailor as he burst from a dark corner and fled up the stairs, but caught him before he got through the front door. He cowered behind Moth and spilled his story with little prompting. Enzo, a low-ranking member of the Brotherhood, had been ordered to hire someone to kill the party after they had angered ‘The Master.’ In exchange for his life, the tailor gave the group the key to his store in Drac’s End, and agreed to board a ship out of Freeport within the day.

With Enzo gone, the party investigated the nine casks in the wine cellar, and discovered that the cask in the northwest corner concealed a stone passage and a staircase leading down. While exploring the halls at the base of the stairs, the party’s first rank fell into a pit trap. They managed to extricate themselves, but not before attracting some unwanted attention. As the rest of the group opened doors to the north and east, a secret door in the west wall of the T-intersection burst open, revealing a squad of strange bipedal creatures with the sinuous necks and long tails of snakes. The serpent people hurled javelins at the party before closing to melee range, but did little damage before being cut down.

The party patched themselves up as necessary and proceeded down the rough-hewn tunnel behind the secret door. The end of the tunnel opened into a larger cavern with a dark pool in the northwest corner and a suspiciously well-crafted wall in the northeast corner. The ‘secret’ door opened into a well-lit temple to the same Unspeakable One whose image graced the other subterranean temple the party had visited. As the party entered the temple, the robed figure at the altar removed his hood and revealed himself as Milos, the priest of Tinel with whom the group had consulted the previous day. He congratulated them for finding the temple, but warned them that the discovery was also their doom. With that, he motioned for his attendants to attack.

The ensuing combat was only marginally complicated by the appearance of a dozen skeletons in the temple, and the party vanquished the followers of the Unspeakable One without much trouble. As Milos slumped to the floor and uttered a string of final gibberish, the group discovered his true identity: the ‘human’ priest was in fact a disguised serpent man. The party let the ramifications of Milos’s deception sink in as they examined the remainder of the temple complex. They found Lucius, the object of their current quest, bound behind the basalt altar in the north end of the temple. After they used healing magic to bring him back to consciousness, he thanked them profusely and promised to tell them his story when they were all safely back in the city.

Rewards Earned

  • Experience Points: 390
  • Treasure: 25 gp each (from Brother Egil); 4 short swords; 4 light crossbows; 15 bolts; 5 daggers; 17 sp; 10 gp; brooch (5 gp); ivory-hilted dagger with ‘L’ carved into the hilt; crumpled parchment with address in the Docks district

Spent an uneventful night in various locations. Talked to Egil and found out about his friend Lucius. Agreed to try to find the missing librarian. Went with Egil to check out Lucius’s house. Found a scrap of paper labeled ‘To Do List’, numerous geographical scrolls and books, and Lucius’s diary.

Attempted to talk to Captain Scarbelly, but were rebuffed by his first mate. Chow offered to wait for the captain to leave, and the rest of the group went to talk to Father Milos at the Scriptorium of Tinel. Found out more about Lucius and his strange past behavior, as well as his recent questioning and disappearance. Also asked Milos about the book recovered from the cult leader’s abode below the warehouse. Left the temple, and scattered to ask around town about various topics (cults, turnips, Finn, investment opportunities, etc.).

Spent several hours chatting up the locals at the Indecipherable Scroll, with varying degrees of success. Talked to Wilmina Gertz, the propietress, about Lucius, possessions, and unspeakable cults. Chow eventually showed up with confirmation that Lucius had been on Scarbelly’s ship for several months after disappearing five years ago, and had traveled to most of the ports around the Inworld Sea.

Left the bar, and were ambushed on the way back to your lodgings. Took out most of the assailants, but the crossbowman on the roof escaped. Found what appears to be Lucius’s dagger on the leader, as well as a crumpled piece of parchment containing an address in the Docks district.

Rewards Earned

  • Experience Points: 1230
  • Treasure: 243 gp, 6 sp, 2 cp each (split of the loot from the previous 2 sessions, minus the fee for raising Moth and identifying the magical items); 14 sp each (cultists); 16 mustard yellow cultist robes; 2 short swords; 2 short bows; 20 arrows; 1 masterwork dagger; a scroll written in Abyssal; numerous books detailing evil cults, torture techniques, and blasphemous rites; the keelboat Brinewolf (to keep or sell – your choice)
  • Unidentified magic items: dagger, wand, pearl, rapier, dagger, bracers

The party agreed to Captain Carr’s proposed split of the loot from the Brinewolf and from the diving expedition to Mother Merrow’s caves. Upon reaching the atoll known as the Serpent’s Teeth, the ship encountered a smaller keelboat whose crew offered to guide the Seafoam into Freeport, in order to avoid damage to the larger vessel. Captain Carr agreed, and Captain Fletcher soon introduced you to Freeport itself.

A small band of ruffians attempted to shanghai the party on the docks, but fled when their efforts were rebuffed. Brother Egil, a cleric serving the local Scriptorium of Tinel, approached the party with a job offer, and they agreed to meet him at the Indecipherable Scroll after attending to Moth and Captain Fletcher.

The group met the fallen captain at the temple of Harrimast, the Pirate God, in the Temple district. Father Peg Leg Peligro, High Priest of Harrimast, agreed to raise Moth for the price of the spell, discounting the cost of the diamond material component as a reward for returning the Eye of the Dragon Turtle. While Captain Fletcher was saying his goodbyes, someone used a spell to break into the secret chamber beneath the temple and steal both Eyes of the Dragon Turtle. Father Peligro divined the location of the gems, a blasphemous temple situated beneath a warehouse in the Docks district of the city. The party set off immediately to recover the gems again.

The group entered the warehouse after Chow set off a trap opening the front door. Three cultists attacked, but were slain without much trouble. A trap door disguised as a crate allowed access to the subterranean temple complex. A small demon of some description attacked the party at the base of the ladder, but the group drove him off. The party then heard and followed some creepy chanting coming from a large cave further down the underground tunnel.

About a dozen cultists in yellow robes surrounded a low, bloody altar upon which rested the Eyes of the Dragon Turtle. With a few well-placed spells and rapier thrusts, the party made short work of the chanters and their leader, but not before a hideous, unspeakable horror manifested upon the altar. The summoned aberration attacked the party and the sole remaining cultist, but was dispatched within a few rounds. The group looted the temple, returned the gems to Peligro, and bid the late Captain Fletcher adieu.

Rewards Earned

  • Experience Points: 675
  • Treasure: 12,365 cp; 1,742 sp; 521 gp; 16 pp; small garnet (50 gp); six gold teeth (5 gp each); bronze ring (25 gp); gold bracelet (125 gp); big ol’ gold belt (500 gp); black coral shark pendant (5 gp); masterwork trident; rotted ball gown (50 gp worth of gold and pearls); gold bracelet (150 gp); tarnished silver tiara (75 gp); pearl earrings (25 gp each); jade pendant (35 gp); mermaid figurehead (500 gp); various masterwork weapons and other items (2500 gp); Eye of the Sea Dragon
  • Unidentified magic items: dagger, wand, pearl, rapier, Mother Merrow’s spellbook

The party extricated Captain Fletcher’s remains, scaring off an octopus that had attacked Chow during his first rope-tying attempt. They then followed a trail of loot dropped on the sea floor between the wreck of the Stingray and the nearby volcanic island. Chow found a submerged entrance to a series of tunnels and caves beneath the island, wherein the group fought and killed a blue shark. Were attacked by a sahuagin cleric while investigating a sea chest altar in one of the caves. Moth charmed the sahuagin, but Gor-bob sent the cleric into a frenzy by asking, ‘Could we use your sea chest to haul stuff in?,’ and was knocked unconscious during the ensuing fray. Bartered with First Mate al’Fazim for a healing potion to revive Gor-bob and proceeded back into the caves.

Tangled with Mother Merrow, the leader of the sahuagin tribe. She fled with her dogshark familiar after running out of spells, but circled around with a sea devil underling to attack the party from behind. She managed to kill Moth and incapacitate Gor-bob and Chow, but Will finally took her down with his daggers. After patching up his unconscious comrades and finding the Eye of the Sea Dragon on Mother Merrow’s corpse, Will dragged the rest of the group to the surface. Captain Carr ordered Spike and the Seafoam’s marines and diver to assist Will in hauling the loot from the sahuagin hideout onto the ship. With the transfer complete, the Brinewolf in tow, and the gem’s authenticity verified by Captain Fletcher, Captain Carr ordered full sail to Freeport.

Rewards Earned

  • Experience Points: 120
  • Treasure: 6 rapiers, 6 suits of padded armor, 60 cp, 3 bags containing 50 gp each, 5 potions of water breathing

Got on a boat. Talked to each other and the ship’s officers. Killed some crazy cannibal pirates and claimed their keelboat. Talked to a pirate captain ghost and agreed to help him find a gem he’d promised to the Pirate God. Sailed to Fletcher’s wrecked ship. Spike dove in and found some potions of water breathing, some bags of gold, and Fletcher’s remains.

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