Giantslayers

Interlude
Wreckage and Aftermath

The Giantslayers—as your party has now come to be known—spend the next week helping rebuild Trunau and healing the wounded. The admiration of the townsfolk is clear from the moment you emerge from Uskroth’s Tomb, but becomes muted as everyone faces the situation at hand. Restoring the city to its original might will be a long process.

Turin manages to steal some time to copy the two spells (Phantasmal Killer and Tongues) from the scrolls you found in the tomb into his spellbook. Silaqui recruits a blackbird companion, whom she names Bracken, during a hunting expedition with some Trunau militia members.

After three days, when you’re not rebuilding and healing, Gydion, Jane and Turin finish identifying the magic items retrieved from the tomb. Uskroth’s armor is +1 half-plate that changes size based on the size of its wearer. In addition, the wearer can invoke Righteous Might once per day for five consecutive rounds. You also learn that the four magic arrows found in Uskroth’s funerary are Human Bane.

Being an artifact hunter, it doesn’t take long for Turin to confirm that Uskroth’s war hammer is indeed the mighty dwarven artifact Agrimmosh, the “Hammer of Unmaking”, as he originally guessed. Legend has it that it was used to forge the first dwarf! Made of stone and bearing the symbol of Minderhal (dwarven god of creation and justice), this item has significant magical ability, and unlocking its secrets is a complex affair. So, to that end, Turin enlists the help of Trunau’s resident dwarven wizard, Agrit Staginsdar. Together, you confirm that it’s a +2 Impact Warhammer that resizes to fit its owner. In addition, once per day as a full-round action, the wielder can use it to cast heightened Enlarge Person (Fortitude DC 23 negates), which lasts for 20 minutes. You’re both convinced that the artifact has additional powers, but you cannot discern them at this time.

After five days, some of the shops re-open, allowing you to sell and trade your newly acquired non-magic treasure. If you attempt to sell any items which belong to the town, or to the survivors of the raid, you are compensated for your heroic efforts with an amount of gold equal to half the items’ value.

At this point, in the evenings, you’re able to relax a bit, and share war stories with the Trunuan natives in the Killing Ground Pub. Although its owner, Rabus Clarenston, perished in the raid, the pub is open for business under temporary management. One patron is very interested to hear that Gydion and Jane are Druids, and his interest is piqued when he learns that Jane is Silvermane’s granddaughter.

“Silvermane—now there’s a character for ya! Word is, he’s the last survivin’ member of the Council of Thorns—Druids who died defendin’ Ghostlight Marsh when the orcs of the Hold of Belkzen pushed their southern border to Lastwall. That was way back in 4237, I reckon. Silvermane never says nuthin’ ‘bout it—in fact, he never says nuthin’ a’tall! Been hearin’ some words about the goin’s on up there recently. Me bruver, Max, he says he seen strange lights and shapes moving in the mist. Nobody goes near that nasty bog now—not even orcs.”

At the pub, you also learn some interesting facts about the orcs who raided Trunau. “Did you see their banners? Their insignia? They’re called the Twisted Hearts—so-called because they’re a combination of the Twisted Nail orc tribe and the Heart Eater hill giant tribe,” one Trunaun old-timer tells you. “They operate out of the Mindspin Mountains to the west and north. Tribe’s been around a long time—since the forty-third century AR, if memory serves. That’s when their Chieftain, Uskroth, led them south and conquered these parts of Belkzen. They were finally defeated by crusaders from Lastwall. Looks like they’re on the move again!”

On the seventh day after the raid, Trunau’s Council of Defenders meets at the Ivory Hall in Upper Trunau, which was untouched by the devastation inflicted on most of the city. All of you—Draken, Gydion, Jane, Silaqui and Turin—are summoned by Halgra. You are asked to bring the warhammer with you. “Well then,” begins Halgra, “Trunau owes you Giantslayers our thanks. Trunau is forever in your debt.” She looks around at the rest of the Council. “I’ve reconsidered my original assessment of you. I… misjudged,” she adds. You notice Council Members Agrit Standisdar and Sara Morninghawk exchange a knowing glance, and a wink. High Priestess and Council Member Tyari Varvatos nods and smiles at you.

Council Member Lessie Crumkin speaks up. “The note you found on your captives is alarming, to say the least.” Tyari nods. “The Council is very concerned that a Hill Giant chieftain engineered this attack, and in addition, that she was searching for objects long-buried and forgotten beneath our fair city,” she says solemnly.

“About those objects,” Halgra interjects, regaining control of the meeting. She scans each of you with her eyes, and then she looks at the war hammer on the table in front of her. “What have you learned about that hammer?” she asks. You tell them that you believe it is a mighty dwarven relic, Agrimmosh the Hammer of Unmaking, and they look at you with wide eyes. Halgra nods, looks at Trunau’s Master of Stores and says: “Kessen, tell the Giantslayers what you’ve learned about the geode they discovered.”

Council Member Kessen Plumb rises, and places the sparkling stone on the table in front of you. Unable to glean any more information from it, you had left it—together with the note from Grendelsek—in the Council’s hands, soon after emerging from the tomb. “As Draken said, it is a rare tourmaline, almost certainly from the Mindspin Mountains,” he begins. Then his face becomes hard as he leans forward and squints at the stone. “See here,” he continues, pointing at the crystals inside the geode. “As Turin suspected, the pattern of crystals is not random—it has meaning.” Then, looking up at you, he declares, “It’s a detailed map of the southern reaches of the Mindspin Mountains.”

Kessen takes a few minutes to show you the geode and explain the map in detail. He and other Council members tell you that, according to the note you found on the half-orc alchemist’s body, it appears to be a map to the tomb of the “giant-killer” mentioned in the note. “We believe this ‘giant-killer’ to be none other than the legendary dwarven giantslayer Nargrym Steelhand,” he adds, quickly glancing over at Draken. “Unfortunately, the map is incomplete,” he continues. “The other half of it, according to the note, is in the hands of Grendelsek, evil Chief of the Twisted Nail Tribe.” He then looks at Halgra, who addresses you again.

“We’ve…interviewed…the two half-orcs you captured in Uskroth’s Tomb,” she says. “Their names are Skreed Gorewillow and Urnsul Vandro. Apparently, they and a team of four other half-orc saboteurs infiltrated Trunau months ago, casing the town and providing vital information to Grendelsek. Skreed was their leader, but he always kept his identity safe using his magic tattoo. He told us he was using the Plague House to meet with flood troll allies, who sent messages back and forth to Grendelsek, whose headquarters is an abandoned border station known as Redlake Fort, located on the River Esk at the base of the Mindspin Mountains to the north of here.”

She continues: “Which brings us to Rodrik’s unfortunate death. From what Skreed told us, Rodrik Grath accidentally came across one of Skreed’s flood trolls at the Plague House while on patrol. Skreed couldn’t risk Rodrik pursuing the matter any further, so he murdered him in his sleep—making it look like a suicide, using a fake hopeknife crafted by Urnsul, who was working undercover at Morninghawk’s Fine Steel.” You look over to see Sara Morninghawk gazing at the floor and slowly shaking her head. Agrit has her arm around her.

Halgra then produces a map from a desk drawer and hands it to Silaqui. It details the area north of Trunau, and a route is traced on it. As you pass the map around the table, you note that the Kestrel River, Ghostlight Marsh, the River Esk, and Redlake Fort are all labeled—the route spans all four. “We can’t risk Trunau being targeted by Grendelsek—we can’t afford another raid. You will follow this map to Redlake Fort, and eliminate Grendelsek and her monstrous minions once and for all. You must also obtain the other half of the geode, as a guarantee that none of Trunau’s enemies will ever lay hands on Nargrym Steelhand’s secrets.”

Halgra then takes the map, holds it up, and points to an area just north of Trunau on the southern bank of the Kestrel River. “You will begin your journey here,” she says. She informs you that she has already secured passage for you aboard a keelboat owned by a half-orc named Raag Bloodtusk, who has agreed to transport you to Ghostlight Marsh, and then up the River Esk to a location near Redlake Fort. The only things he wants in exchange, she explains, are your assistance in sailing the boat, and defending it from any dangerous river denizens. “Why can’t we just journey overland to Redlake Fort? It seems more direct,” interjects Silaqui, who has studied the maps of southern Belkzen extensively. Halgra considers the ranger’s suggestion thoughtfully. “Overland travel to Redlake Fort would be foolhardy and dangerous, as it would take you right through the orc-infested Hold of Belkzen,” she says. “On the other hand, Bloodtusk’s riverboat is well-known among the orc tribes along the river, and he enjoys rights of safe passage from those tribe’s chieftains.” Halgra then takes a document from her robe and hands it to Gydion. “This is a letter of introduction to give to Bloodtusk,” she says.

Tyari looks between you and Chief Defender Halgra, and then speaks: “I will send Asa de Ray with you as an emissary, as soon as he and the rest of my paladins finish burning the Plague House—as Iomedae has commanded.” She smiles again. “Right, now, if you need anything while you are in town, you have but ask. If there are no other questions, you have preparations to make: you’ve a long journey ahead of you. Thank you, good luck, and may our Lady of Valor guide you and keep you in her care.”

In the space below, indicate what YOU are doing to prepare for the journey to Redlake Fort. What items are you selling, and what equipment will you buy? What magic items might you be creating or buying? Is there anybody you want to interact with before you leave Trunau? [NB: You can email this information to Scott if you don’t want to post it publicly here]

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Episode 10: The Battle of Bloodmarch Hill, Part III
Rodrik's Killer Revealed!

With the battlefield cleared for the moment, Trunau’s heroes took a few rounds to catch their breath, and plan their next move. Just as they decided to head into Lower Trunau and light the Hopespring beacon (the fourth and final beacon), they caught sight of figures moving towards them, from beyond the smoke-filled inner gate. Suddenly, a great monitor lizard appeared through the gate, being led by a fierce-looking orc warrior. Omast Frum was the first to leap into the fray, attacking with a solid blow from his great sword. Everyone followed the brave Patrol Sargeant, and soon found out that the lizard and orc warrior were not alone—three orc shield-breakers (warriors armed with shield-disabling javelins and curved swords) were right behind them. The next found, the orc warrior—an orc-ranger/beast-tamer—threw a potion of Enlarge Animal at the lizard, doubling its size!

The battle was short but intense, with Draken caught, at one point, in the Enlarged lizard’s mouth—grappled! Luckily for him, Kingsley finished the reptile off, while Janekfan vanquished its orc-ranger master. As soon as the party finished off the last orc, Halgra of the Blackened Blades appeared behind them with an elite Trunauan team of soldiers, shouting “We have secured the Inner Quarter! Victory is ours!!” The heroes turned to see citizens coming out of their houses, cheering the Chief Defender. “Halgra! Halgra!” they shouted. Dumbfounded, Silaqui muttered, “Figures she’d take all the credit. Let’s go light the last beacon,” and led the way through the gate, into Lower Trunau. As they walked through the gate, they noticed that Trunauan guards had retaken the guard towers, and the portcullis was dropped behind them, effectively quarantining the Inner Quarter.

Upon reaching the Hopespring, the party healed themselves magically, and then found their way to the fourth beacon. Jane, with her alchemical training, was the first to notice the yellow powder sprinkled liberally over the wood and kindling in the beacon. “Stop! Don’t get any closer!” she warned, “this is explosive!” She then ordered everyone back 30 feet, set one of her arrows on fire, and shot it at the beacon. Ignited in this way, the beacon exploded in a 15-foot radius, creating a bright bonfire—but harming no-one. Just then, a team of Trunauan militia-men appeared on the scene, begging their assistance: fiery boulders were still being launched at the town, from a catapult stationed behind the Barterstones. The soldiers told them that they must help eliminate the orc bombadiers, and their siege engine, if Trunau was to be saved!

Running out the front gates and around the Barterstones, the heroes caught a flash of light in the distance, and were surprised to see a giant-sized humanoid, surrounded by four staunch Trunauan defenders: Asa, Inez Grenell, Tyari Varvatos and Kurst Grath! The flash was evidently from a magic spell being launched by Inez—“Inez? Casting a spell? I didn’t know she was anything but an alcoholic!” muttered Silaqui. The others echoed her sentiments. Seeing that they were quite far from the giant and Asa/Inez/Tyari/Kurst, and separated by legions of troops, they turned to the task at hand: Finding and destroying the catapult.

Rounding the last boulder, the party spotted the catapult. It was being manned by three orcs, while two others stood watch. The heroes, gaining Surprise, launched the first attacks: two well-aimed arrows from Jane and Silaqui took out the two guards, while two of the other orcs were injured by Toboe, Kingsley and Draken. For their part, the orcs who were operating the catapult—the bombadiers—did some hefty damage with their exploding grenades. In the end, however, the party prevailed once more, collecting six unused grenades, and four bags of flash powder, in the process. They were busy disabling the catapult when they heard Trunauan guards hailing them from atop the city walls: “Giant in the town! Giant in the town!”

Entering the town, the guards hastily explained how another giant had busted through the wall and headed to the Hopespring. As they rushed into the Lower Quarter, the party noticed that the white graffiti mark in the Barterstones had been busted into rubble. And in the Lower Quarter, the white graffiti above the Sanctuary had been busted open as well. Upon reaching the Hopespring, they saw a ten-foot tall, tusked giant standing aross Hope Pond, directly in front of a gaping hole in the stone wall where another white graffiti-sword had been painted. The giant was growling something in Giant-language as it strained against the chains on its arms, each held by a rather terrified-looking orc raider.

“It’s a cave giant,” Draken whispered to the others as they cautiously moved to the edge of the pond. Jane crouched and fired the first arrow, hitting the giant squarely in the chest, and it cried out in pain. Silaqui fired next, killing one of the giant’s orc handlers. The remaining orc shouted, “Crusher! Throw rock!” [as translated by Silaqui], and the giant threw a massive rock at Jane, missing her. Gydion moved into the water and attacked with his sling, but missed. The giant flung another massive rock at him, pegging him for a lot of damage, while Silaqui injured the remaining orc-handler with another arrow. After a few rounds of exchanged missile fire, Crusher went berserk, rushing into the pond, splashing towards the party with an angry growl. Having readied his action thoughtfully, Gydion gestured and spoke a Druidic incantation, activating a Soften Earth and Stone spell under their opponent’s feet. The cave giant found himself sinking in quicksand up to his chest, making him prone for two rounds, unable to move or attack! Seizing the advantage, the party launched a massive missile attack at the stuck giant. Finally, at the beginning of the third round, Silaqui landed a critical hit with her longbow on the beast, delivering 21 points of damage, killing it. As it fell into the pond, lifeless, its remaining orc handler—terrifying and struggling against its chains as it hopelessly tried to escape—was put out of its misery by missile fire from Draken and Jane.

Just then, Kurst rode up to them on horseback. “You did it!” he congratulated them. “Trunau is forever in your debt”. He explained that the orcs were retreating, and with Crusher defeated, the orc raid had effectively been halted. There was, however, an additional problem: just after the giant had opened the tunnel where the white graffiti mark had been, Trunauan guards had spotted two humanoids, accompanied by wolves, dash into the tunnel. He then asked them to enter the tunnel, secure whatever’s inside, and apprehend whoever’s hiding within. Meanwhile, he told them, he would appoint guards outside the tunnel entrance to ensure no-one else enters or exits it.

Silaqui’s brother Turin wandered up the road at that point, wide-eyed at the devastation around him. “What on Golarion happened here?” he asked the others. “I’ve been so busy copying spells into my spellbook in the basement of the Sanctuary, I didn’t know we were under attack!” Then, spotting Crusher, he exclaimed: “Wow, is that a cave giant?” The rest of the party explained that Trunau had been under attack for the past hour by orc raiders, and that they’d brought a few cave-giants along as back-up. They pointed to the newly-opened tunnel and told him that their magic was nearly depleted. They asked for the elven wizard’s help, and he nodded silently. “Let’s see what’s in that tunnel!”, he answered.

Steeling and healing themselves, the party crossed the pond and entered the tunnel. Their marching order was deliberate: Draken first, because of his darkvision; Turin last, to support with ranged spell attacks. The humid tunnel was laced with gossamer spiderwebs, dripping with condensation, and water could be heard down below. Exploring further, the heroes came to an intersection with a narrow tunnel heading west; a steep drop-off to the south; and a stone bridge, spanning an underground river, to the west. Silaqui and Gydion successfully checked for any signs of passage, and found tracks heading across the bridge; the party cautiously followed.

A large cavern opened up on the other side of the bridge. As soon as Draken set foot off the bridge, however, he was set upon by a small, stork-like bird with black, greasy feathers, a razor-sharp bill, and six legs! The bird missed! The dwarf, returning the attack, cut it deeply with his battle axe. Silaqui and Toboe joined Draken at the front of the line, only to be attacked by two more of the avian horrors, swooping silently down from the dripping stalactites above. During the brief battle that ensued, Toboe found himself grappled by one of the foul birds—which then twisted its abdomen around, revealing an ovipositor with which it attempted to deposit eggs into the wolf’s torso. Luckily for Toboe, the attempt failed. In the end, Draken defeated one of the birds; Silaqui killed the second; and Kingsley & Gydion cut down the third, with a Force Bolt assist from Turin.

The party moved further into the cavern and found another stone bridge, 10-feet wide, traversing another underground river. Draken, who was still in the lead, found himself immediately stuck in a strong, nearly invisible web as soon as he stepped onto the bridge—he was snared! A giant spider dropped down and attacked him, narrowly missing the dwarf with its snapping chelicerae! Draken broke free of the web (a full-round action) and found himself attacked again (again, unsuccessfully)! Meanwhile, four other spiders dropped down from the ceiling and attacked the other party members!

Aware of Silaqui’s arachnophobia, Gydion bravely stepped between her and the nearest spider, and attacked with his quarterstaff. Jane and Toboe double-teamed another spider; the wolf got bit, but managed to resist the spider’s poison. Silaqui overcame her fear and took aim at another spider, nearly killing it; her brother Turin finished it off with a Force Bolt as it attempted to escape up a wall. The next round, Jane and Toboe’s spider attempted to shoot webbing at them, but missed both times. After six founds of combat, the group dispatched the spiders, Draken killing two of them. Luckily, all of the heroes avoided being poisoned by spider venom.

They attempted to cross the bridge once more and found that there were more webs than they originally thought—the ravine seemed to be covered by them; they were strung between stalactites, and spanned the entire bridge. So, the party moved off the bridge, and Draken used Silaqui’s torch to set the strands on fire. They burned quickly and brightly, revealing an underground river, slowly flowing, 10 feet below the bridge. The party quickly crossed the bridge and once again found tracks, indicating that the half-orcs and the wolves had somehow crossed the bridge and come this way.

The heroes followed the tracks down a 10-foot-wide, natural stone corridor which opened up on one side, revealing, once again, the underground river below them. Draken heard voices, and quickly hushed the group. Approaching cautiously, he found the corridor opened up into a large, natural cavern, roughly 100 feet long by 65 feet wide. With his darkvision, the dwarf saw ledges and stairs carved into the stone walls of the wide-open, high-ceilinged cave, in the middle of which stood a 15-foot-tall spire of old bones and broken equipment—an ossuary. And, embedded in the spire, stood the skeleton of a massive, armored warrior, surrounded by the bones of his enemies, armor and broken weapons, and other trappings of battle. To his dwarven eyes, it appeared they had found a burial chamber—the burial chamber of a giant! The giant’s scarred, half-plate armor was still on its body, and his hands gripped a massive stone hammer. Beneath its helmet, a thick, round rock was embedded in one of its otherwise empty eye sockets.

Tearing his eyes away from the dramatic funerary spire, Draken spotted the source of the voices he’d heard: two half-orcs appeared to be busily searching the ledge along the southeast corner of the cave. He recognized one of them: it was Urnsul, the half-orc mercenary he’d battled in the alleyway in the Inner Quarter! Draken scanned the room again and spotted two huge, black dire wolves standing guard, close to the spire’s base. He whispered his observations to his friends, and quickly planned their attack.

Luckily their enemy had not yet noticed them! Even the dire wolves seemed taken by surprise as Silaqui jumped into the room, firing an arrow and Urnsul which hit her squarely in the shoulder. The half-orc rogue screamed in agony as Draken, Gydion, Jane and Turin filed into the room, ready for battle.

The other half-orc turned and stared at them. He was blonde, and rather gangly for a half-orc: tall and skinny. His face was tattooed with bizarre lines, and his belt held a mesh bag with glass spheres. In his hand he wielded an orc falchion, dripping with a strange black liquid. “My assassins should have finished you meddlers off, days ago!” He smiled at them. “But now, it looks like I’ll have to do it. Just like I did with Rodrik Grath. That’s right, I killed Rodrik Grath!… and now, I’m going to kill you, too!”

Draken moved to attack, but the blonde half-orc was quicker, throwing a glass sphere at Silaqui which detonated and seriously burned her. Urnsul dropped her sword and loaded her crossbow, aiming at Silaqui. Turin was next: he moved within range and then cast Scorching Ray at one of the dire wolves—hitting it and damaging it for nearly half its hit points! Toboe then rushed in to finish the job, the small white wolf contrasting strongly with his larger, black, now-scorched opponent. Jane fired upon the dire wolf that Toboe had engaged while the second wolf ran up the stairs, only to be met with Kingsley’s claws—Gydion’s lion companion had wisely readied his action as soon as battle had begun.

At the beginning of the next round, Draken cleaved the half-orc raiders with his axe as Turin came up behind him and stunned them with a Color Spray spell. Down below, Toboe landed a bite on his dire wolf opponent which tripped him, leaving him prone! Meanwhile, on the stairs, Kingsley and Gydion attacked the other dire wolf, wounding him deeply, though they both suffered painful bites from its razor-sharp teeth in return.

Stunned and blinded as they were, the two half-orcs didn’t stand a chance against Draken’s second cleave, which (assisted by an arrow from Silaqui) dropped them both. Toboe endured a dire wolf bite and then offered a bite in return, reducing his enemy to a furry, bloody pile on the floor. Next, Gydion and Kingsley vanquished the second dire wolf, which collapsed on the stairs in a pool of blood. The battle had ended!

Jane Stabilized the two half-orcs while the rest of the party searched the cavern. They found various equipment and items on the two half-orcs, including a peculiar, handwritten note from someone named Grendelsek, “Glorious Chieftain of the Twisted Hearts”, apparently asking for the war hammer and a rock of some sort.

But the most exciting treasure was to be found in the funerary spire (detailed below). The chests, vases, and other containers piled around the spire were overflowing with coins, gemstones, jewelry and other fineries, including more than a few magic items. Using a combination of Detect Magic, Read Magic, and Spellcraft skill, the heroes managed to identify nearly every magic item they found. The most notable item was the war hammer in the skeleton’s bony hands, which Turin identified as the powerful artifact known as Agrimmosh—the dwarven Hammer of unmaking—an item he’d been researching in the Sanctuary’s library. “I knew that Uskroth’s burial chamber must be nearby Trunau”, he muttered to himself. (When questioned further, he told his friends that Uskroth was the name of the ancient giant hero who had wielded Agrimmosh, and that this must be his final resting place—underneath Trunau, the entire time!).

The heroes busily examined all of the treasure, and took what they could carry—including the stone embedded in the skeleton’s eye socket, which Draken identified as a rare tourmaline geode, the nearest known deposits of which lie in the Mindspin Mountains, to the north and west of Trunau. “This must be the rock that this Grendelsek-person must be looking for. Sort of looks like a map,” said Turin, examining it.

“But why did they kill Rodrik?” Silaqui asked.
They all looked at each other.

Why, indeed?

Experience: 4,096 xp each player.

Treasure: 3 potions of Cure Light Wounds, 3 antitoxins, 1 potion of Enlarge Animal, 6 fuse grenades, 3 bags of flash powder.
On Urnsul: two alchemist’s fire, one thunderstone, one masterwork studded leather armor, one light crossbow with 10 bolts, one masterwork warhammer, one Shield Cloak .
On the blonde half-orc: two alchemist’s fire, 2 does of black adder venom, 2 does of bloodroot, blue whinnis poison, one oil of taggit poison, one tanglefoot bag, 2 thunderstones, masterwork studded leather, masterwork cold iron falchion, dagger, light crossbow with 10 bolts, Forula Alembic, Kin’s Face Tattoo [currently stuck like glue to the half-orc’s face], True Love Locket, two antitoxoins, his alchemy kit/lab, masterwork thieve’s tools, and an alchemy book.
In Uskroth’s funerary spire: magic half-plate armor (properties of which remain undiscovered), four magic arrows (properties not yet discovered), 13 adamantine crossbow bolts, a masterwork breastplate, a suit of masterwork splint mail armor, a Heavyload Belt, scrolls of Phantasmal Killer and Tongues, and a Wand of Inflict Moderate Wounds. Plus, 1750 gp worth of gold, gemstones, equipment and fineries.

Next: Interlude: Wreckage and Aftermath

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Episode 9: The Battle of Bloodmarch Hill, Part II
Tonight’s menu: Orc-kebabs a la Gydion

The party took in the view from the eastern tower’s roof. With the skald’s drums silenced for good, it was strangely quiet, though the faint sounds of war cries, screams and barking dogs echoed up from the city below. In the gloaming, they could see a group of orcs operating a catapult near the Barterstones, bombarding a guard tower on Trunau’s western wall with flaming boulders. They watched as it collapsed into a heap of rubble. To the north, a small group of orc raiders could be seen charging towards the town’s front gate. Further away, to the northeast, eagle-eyed Janekfan could just make out the forms of Kurst Grath and his companions charging a group of orcs who were accompanying a monstrous giant hurling boulders at Trunau’s palisade.

The orcs had a giant! That was what one of Kurst’s men had referred to, a short while ago, as “that thing”, which was throwing boulders at the city’s battlements. The party healed themselves by expending charges from one of their magic wands of Cure Light Wounds, and headed down the tower. They were intent on lighting the last beacon, near the Hopespring, and then leaving through the front gate to help Kurst and his men.

As the four adventurers rushed down the street towards Lower Trunau, however, they were distracted by the sounds of guttural, orcish voices down a dark alley, partly filled with green mist—a nauseating smoke emanating from the burning trees along the roadside beyond. Stopping to listen more intently, they heard a female voice growl, in rough Common, “Move an inch and six of my best come to join us. They won’t be as friendly as we are!”, followed by a male voice pleading “Please don’t hurt me! I’ll give you anything you want!” Draken, who was in the lead, immediately ran into the alley, battleaxe raised. There he saw two half-orcs (one female, one male) threatening an elderly male human kneeling and cowering on the ground. Silaqui rushed into the alley next, shooting an arrow above the dwarf’s head and striking the female half-orc squarely in the shoulder. Battle was engaged. As Draken’s axe bit into the half-orc’s other shoulder, she let out a low whistle. Two rounds later, six orc raiders appeared at the opposite (western) end of the alley.

The alley was only five feet wide, so the rest of the party were forced to wait as Draken and Silaqui rescued the old man. The orcs at the western end of the alley couldn’t join the battle either—so three of them ran around the building and attacked Jane and Gydion, and their animal companions. In the more well-lit street outside the alley, Gydion, Jane, Toboe and Kingsley proved more than a match for the three orcs. As the last one fell, however, a female orc rounded the corner, leading three snarling dogs on chains. “I am Vilma, orc ranger!” she cried, in Common, and then spoke an Orcish phrase which seemed to make her dogs grow angrier, and bigger—to Large size! “Let slip the dogs of war!” she shouted, in Common, as she released the chains. The wild-eyed dogs bounded towards the druids, growling fiercely. Hearing someone announcing herself as an “orc ranger” forced the curious elven ranger Silaqui from the alley, leaving Draken on his own against the two half-orc mercenaries.

Silaqui and Jane fired arrows to defend themselves against two of the magically enlarged canines, while Gydion Summon ‘ed a dire rat to deal with the third. He and Kingsley rushed Vilma, who threw a javelin at him, missing. Gydion struck the orc with his mightly quarterstaff while Kingsley attacked her with tooth and claw. Vilma then switched weapons and drew her orc double-axe, which caused her to lose an attack; Gydion seized the opportunity to land a crushing blow on the ranger’s hide-covered head, killing her. Kingsley, meanwhile, took down the war dog that was engaged with the summoned rat. At about the same time, Jane and Silaqaui put down the other two dogs—Jane somewhat saddened over the unnecessary loss of another, innocent animal life.

Meanwhile, in the alley, Draken had prevailed, his most recent axe blow having reduced his half-orc opponent to zero hit points! Stepping back, she produced a potion from a belt-pouch, downed it, and disappeared! “Urnsul! Where’d you go? Come back here!” her male, half-orc comrade yelled, as he stepped forward and drew his great axe to attack Draken. The dwarf and his new half-orc combatant traded axe blows, while the female half-orc was nowhere to be seen.

Gydion, who was within earshot, recognized the name “Urnsul”—wasn’t that the name of the new, female, half-orc apprentice of Sara Morninghawk, who’d forged Rodrik Grath’s replacement hopeknife, and then had disappeared—along with the hopeknife—the day before Rodrik’s death? He relayed this to Jane and Silaqui—and Silaqui realized that her conspiracy theories were, in fact, true: half-orcs had indeed inflitrated Trunau, and had apparently laid down the groundwork for the orc siege happening around them. Unfortunately, the elven ranger’s thoughts were shattered by the sound of three orcs bursting through a window to her right. Apparently, the three orcs from the other side of the alley had run through one of the buildings, in an attempt to surprise her, Gydion and Jane. Once again, battle commenced, and the war raged on!

Draken, weakened from his fight with Urnsul, was getting shaky after his new half-orc opponent swung his axe widely around his shield, hitting the dwarf in the torso and drawing a lot of blood. Lucky for him, the half-orc was shakier still, and Draken brought him down to one hit point with a crushing blow to the head, splitting his iron helm. At that precise moment, having finished off her orc opponent, Silaqui ran back into the alley, and shot an arrow above Draken’s head. It landed squarely in the villain’s left eye, finishing him off. Blood squirted everywhere as he slumped to the ground beside the cowering old man, who had covered his head with his cloak at this point. Draken helped the old man to his feet. The man thanked him profusely, quickly explaining that he was a merchant from Lastwall who’d been visiting a trade partner in Trunau when the raid began. Drawing open his rucksack, he offered Draken one of his most prized possessions—a set of portable platinum merchant scales worth 600 gp. The dwarf happily accepted the gift, and promised they would accompany him to a nearby medical station, from which he would be escorted to the safety of Trunau’s militia’s headquarters, the Longhouse. Meanwhile, Silaqui searched the fallen half-orc’s body and turned up three potions: Bull’s Strength, Cure Moderate Wounds, and Enlarge Person. In addition, Jane grabbed the dog’s collars, which radiated magic.

As the party regrouped, distributed the newfound potions, and magically healed, Toboe cocked his head and sniffed the air. Via their empathic link, Jane felt the wolf becoming more and more alarmed. Suddenly, he took off through some buildings to the west, empathically urging her to follow him. The adventurers followed Toboe through the alley, and then through a destroyed building, where they carefully picked their way through smouldering debris. They emerged in a wide clearing in front of the Inner Quarter’s western gates. The Hopespring, where they were headed next to light the last beacon, was not far away, on the other side. As they entered the clearing, a familiar voice greeted them: “Hail, heroes!” It was Omast Frum! He was being propped up by two militia members between two makeshift (5-foot wide, 3-foot high) barricades, who were apparently trying to sober him up. The adventurers brainstormed sobering Omast up with a dose of antitoxin, but Jane (the only party member with Alchemy skill) knew it wouldn’t have any effect—the antitoxin substance in question was only useful against poisons—and her wolf was urging them all onward, across the clearing. As they crossed the clearing, they noted a barrel of pole arms, two large bundles of logs tied together, and a 10-foot boulder positioned between the barricades. Passing the western gate, they were greeted with a troop of six orcs swearing at them. The orcs picked up an iron-clad, wooden battering ram and started banging it against the portcullis, which had been closed by the Trunauan militia. Gydion tried to enter one of the towers that flanked the gate, but it was locked. The group hurried across the field while the orc’s ramming attempts became louder and louder. “We’ll be back!” they yelled.

As the group pursued Toboe down another alley across the field, they heard the sounds of another wolf up ahead, howling and whining. It was Alphonse, Silvermane’s animal companion! He was faithfully guarding the body of his master, lying near the rubble of the first guardtower the adventurers had watched crumble, at the end of Rodrik’s funeral. Jane ran to her grandfather and, after a successful Heal check to verify that he was alive, cast Stabilize. Then, after failing to wake him up, she used one of the wands of Cure Light Wounds to revive him. Helping him to his feet, she asked him, “Who did this to you?” He took his staff and (after casting his special sign-language-orison on it) drew long elven letters in the air: “Orcs”. He seemed unsteady, and when Jane questioned him about it, he drew the Elvish word for “poison”. Jane gave him some antitoxin, which appeared to help him—but didn’t’ heal him completely. They heard shouts from behind—Omast was calling for their assistance—and she asked her grandfather to stand with them—with Omast—against the next wave of orcs. Silvermane simply embraced her, and then, releasing her, wildshaped into an eagle. The mysterious druid then took to the sky, flying towards the sunset. Alphonse was nowhere to be seen. Confused, Jane and the others hurried back to the field, which was in danger of becoming thick with orc invaders.

The porcullis wouldn’t last long. The party raced up the hill towards the first barricade, when one of the militia men jumped over the barricade and intercepted them. He spoke quickly, his words a “crash course” in military tactics. He told them that orc bloodlust causes them to charge blindly—and if they braced spears and polearms against them, they’d be likely to charge right into them. He also urged them to cut the bundles of logs once orcs entered the battlefield. Jane examined the boulder, and found it covered with a strange, green powder which smelled like the smoke coming from the burning trees, not far away. They toyed with the idea of lighting the boulder on fire, but decided it was too dangerous. They decided to ready an action, to release the logs, once the orcs broke through the gate. So after helping the elderly merchant into a hiding place between the barricades, the four adventurers readied themselves at the log bundles (two per bundle) while their animal companions climbing into striking positions at the top of the barricade.

CRASH! The portcullis gave way. Sure enough, as the soldier had predicted, the orcs immediately dropped the battering ram. and ran at full speed towards the barricade. Having readied their actions, the adventurers cut the lashings on the two log bundles, to devastating effect: all six orcs were instantly killed by the rolling timber. Omast, between swigs from his flask, cheered them from atop the barricade, shouting “Huzzah!!”

Our heroes had a brief reprieve before another, smaller wave of orcs charged through the gate: three orc soldiers and one orc bombadier. Rather than charging headlong into the fray, the orc bombadier allowed the others to run up the slope, while he stayed behind and tossed what appeared to be alchemical grenades! The first grenade missed its target, exploding on top of the barricade; Omast’s men then spent the round putting the fire out. Omast himself lept over the barricade and shouted “Let’s give them orcs what they came for!” while the party rushed to engage the three orc soldiers.

Fortunately, the three orc soldiers didn’t make it far upslope—their progress was restricted by the twisted tangle of logs and dead orcs before them. The heroes met them downslope and prevailed against all of them—Omast and one of his two men bringing down two of them with their greatswords—just as a third wave of orcs charged through the gate. Silaqui’s heart skipped a beat as she counted eleven more orcs entering the battlefield!

Swords clashed and blood spilt around her as the elven ranger shot arrow after arrow at the charging orc batallion. Some of the enemy managed to reach the barricade, but were stopped cold by Kingsley and Toboe (unfortunately, the wolf was reduced to two hit points and had to retreat from battle). The orc bombadier used his last grenade against Omast’s second man, lighting him on fire and renderingunconscious from the severity of his burns.

At this point, Gydion found himself inescapably cornered between a the rolled-down logs and the guardtower. To his left, he watched as Omast desperately tried to extinguish his second man, whose clothes and hair were burning. Gydion had an idea. “Let’s fight fire with fire,” he thought, pulling out his potion of Fire Breath. The druid stepped back, took a swig, and exhaled towards the advancing orc host. His breath was like a flame-thrower, incinerating six orcs simultaneously. One of them, the orc bombadier, exploded like a fireball, owing to the mass of explosives and smokesticks he was carrying. After two rounds, the fire died down. The logs which had been in the path of Gydion’s Fire Breath were now smoldering, however, creating a wall of thick smoke in front of the gate—they were safe from further invasion, for now.

Gydion then turned then to the fallen, burned Trunauan militia man and _Stabilize_’d him. Then, the other Trunauan militia man escorted his burned comrade, and the old merchant, to the Inner Quarter medical station.Meanwhile, Jane healed Toboe while Silaqui picked off the last orc with her bow. The Inner Quarter had been secured.

Or had it?

Experience: 2696xp each player.

Next: The Battle of Bloodmarch Hill, Part III

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Episode 8: The Battle of Bloodmarch Hill, Part I

After a hasty explanation to the guards at Trunau’s front gate, Gydion and Janekfan interrogated their two half-orc captives in the Sanctuary’s meditation room. That didn’t work, so they confronted them with the sheer power of nature—an ancient, Druidic intimidation technique. Even so, the Drethan cleric, Malgorzata, remained tight-lipped; and the only answers Elga, her witch friend, offered were hissing and spitting. Frustrated, the party put them into Jagrin Grath’s custody at the Longhouse. He was in a heated discussion with his old friend Omast Frum, regarding the latter’s relationship with Inez Grenell, but the two stopped talking when they saw Malgorzata, whom they recognized as the town’s midwife, in chains. Jagrin took the two captive cultists and informed the party that Chief Defender Halgra herself would lead their interrogation; he would let the party know what information (if any) they acquired.

Next, the adventurers walked over to That ‘N Such (the Trunauan consignment shop and general store), where they tried to sell some of the treasure they’d recently acquired. Proprietress Jess Meeson gave them gold pieces for nearly everything except the two Drethan Passwall tokens, which the party had tried to activate themselves, to no avail. Jess asked them to remove the tokens from her store at once—they were probably bad luck! So they made for the Countinghouse (the Trunuaun bank), where they received the same response. “These aren’t proper orc coins” they were told by bank owner Lessie Crumkin, who eyed the tokens suspiciously. She did, however, allow them to deposit the large, red chrysoberyl set in a gold bracket—the Drethan unholy symbol that they’d snatched from the top of the Drethan altar—in the bank’s vault. After leaving the bank, they, together with their Silaqui’s wizard brother Turin, identified the five potions they’d found in the Plague House “wax museum”: one potion of Fire Breath, and four potions of Cure Serious Wounds.

With all their treasure safely stored and accounted for, Silaqui broke from the group to walk the town’s perimeter, outside the town wall, searching for places where orcs might hide—or any places where they might easily invade. All the while, Trunau’s archers guarded her from atop the wall, not letting her out of their sight. Not finding anything useful outside the town’s walls, she next questioned Sara Morninghawk about a possible half-orc conspiracy. Sara said she knew nothing about disgruntled Trunauan half-orcs, or any conspiracy plots; and, unfortunately, took offense at what she perceived to be a racist line of questioning. Silaqui apologized, and next visited all the white-sword graffiti symbols in town, hoping to discover hidden doors or tunnels near them, where orcs might invade. Unfortunately, she found nothing of the sort. The last graffiti symbol she investigated was at the Barterstones outside Trunau’s front gate, where she struck up a conversation with a merchant selling arrowheads. Silaqui asked her about the white symbol in the Barterstones, and the merchant told her that it had just appeared one day, overnight; she had no idea how anyone could have painted it so high on the rocks. Silaqui asked her if she’d noticed any strange half-orcs who were new in town; the merchant knew nothing, saying that lots of folks come and go every day. Silaqui then informed her that an orc invasion seemed imminent; and, even the farmhouses surrounding the town were not immune—she told her about the Drethan cult she and her friends had tracked down and exposed earlier that day. Spooked, the merchant passed the information along to the seed-seller in the next stall, who then passed it on to the merchant next to her. Within a few minutes, Silaqui’s news had spread, and the entire market started packing up. They thought it best to close early today (and probably tomorrow as well), they told her.

Meanwhile, Gydion, Draken and Jane passed the afternoon at the Killing Ground (Trunau’s most popular pub, located in the Inner Quarter). Upon learning of their brave exploits against the Drethan cultists, bar owner Rabus Clarenston offered them free drinks for the rest of the day, and dinner, too! After about an hour, Inez joined them. She explained that she and Omast had decided to stay in Trunau, and Omast was going to come out to his boss, Jagrin, about their relationship—and let the chips fall where they may. The three adventurers congratulated the couple on their bravery in the face of half-orc prejudice. Just then, Kurst Grath entered and invited them all to his brother Rodrik Grath’s funeral, scheduled for sunset the next day at Trunau’s Flame of the Fallen. After dinner, as the trio strolled home, they spotted Brinya Kelver in an alley, dressed as a prostitute! She approached them and whisperedly asked if they’d uncovered anything about the Drethan cult, or what had happened to Inez and Omast. She was happy to hear that they’d already exposed the cult and rescued their friends, that very morning. “Well, I’m relieved I won’t have to be undercover anymore”, she added, “although I must admit, I’ll miss the extra money. It certainly pays a lot more than weaving!”

The next day passed quickly, with everybody assisting High Priestess Tyari Varvatos with preparations for Rodrik’s funeral. In addition, Turin (having memorized Read Magic overnight) identified the two scrolls they’d recovered from the cult of Dretha as Endure Elements and Touch of Idiocy. The elf added them to his spellbook. Soon, it was close to evening, with a beautiful sunset in store on the horizon. The group headed southwest towards the Flame of the Fallen, joining dozens of Trunauans to pay their last respects to the late Patrol Captain.

Tyari began the funeral ceremony by consecrating the Flame, and the body, with sacred herbs: wormwood for Rodrik’s skill in battle; hart’s tongue fern for his literary accomplishments; and lungwort for its perfume and cleansing properties. Next, she said a few words about Rodrik before requenching his hopeknife in the Flame and handing it to his teary-eyed widow, Brinya. Her acolytes next placed the body on the flames as Tyari took a white bird out of a golden cage. “I commend Rodrik’s spirit to the Great Forever. May he soar on wings, like eagles, to the Great Beyond.” She then released the bird into the sky, saying, “Although the sun is setting on Trunau, Rodrik’s soul is enjoying a new dawn, as he enters eternal life.” Her eyes followed the bird as it flew, but then she squinted and turned her eyes eastward. What was that thing in the sky?

At this point, the player characters had noticed it, too: a flaming boulder, hurtling through the air! A militia man on the town wall interrupted the peaceful ceremony as he shouted “INCOMING!” Then, the boulder crashed into the southwest tower of the town’s inner quarter, utterly demolishing it with a mighty boom. The landscape quickly transformed into chaos: crowds of running, screaming people; sounds of barking dogs; and plumes of smoke rising from Lower Trunau. The invasion had come: Trunau was being attacked by orcs!

The funeral attendees scattered in every direction as Kurst approached the adventurers. Acknowledging their great success investigating his brother’s death, he assigns Gydion, Draken, Silaqui and Jane one more task: light Trunau’s beacons. He quickly explained to them that orcs always attack as darkness falls because it gives them a great advantage over the light-dependent humans of Trunau. In addition to the Flame of the Fallen (already lit), there were three beacons in town: One in Upper Trunau (not far from where they now were), one in the Inner Quarter, and one in Lower Trunau, near the Hopespring. Kurst urged them to light them as soon as possible, while he rallied the militia. In addition, he said, you must clear orcs everywhere you go, and point all injured and non-combatant people to the Longhouse for healing and safety. “Good luck!” he said, and headed to the nearest tower to get an overview of the invasion.

The party rushed to the Upper Trunau beacon, not far from the open-air amphitheater known as the Commons. As they approached, they heard a familiar voice—a voice seething with hatred—shouting “This is all her fault! Get the half-orc wench!” It was Basil, a cleric of Aberdon, and head teller at the Trunau Countinghouse. As the party rounded the corner, they saw that he was inciting a mob, which had completely surrounded poor, grieving Brinya! The angry crowd had her cornered, backed up against the unlit beacon. Another man piped up, suggesting they burn Brinya at the stake! Gydion was the first to react, attempting Diplomacy; when that didn’t work, he tried Intimidation. Unfortunately, Basil was not so easily intimidated, and reached for his sword. Suddenly, Halgra herself appeared, throwing down a thunderstone, which instantly silenced the angry mob. “Stop this at once!” She commanded. “I will not tolerate prejudice in our fair city, least of all against half-orcs. Some of my own children are half-orcs, you know. Basil, you should be ashamed of yourself. Brinya, come with me.” Then she took the half-orc weaver under her arm and headed towards the Longhouse. Before she left, she addressed the party, reminding them that they need to follow Kurst’s orders: Light the town’s beacons! She then warned them: “You’re all going to have to think and act more quickly if you’re going to survive this raid!”

Chagrined, and a little annoyed, the party lit the Upper Trunau beacon and then made haste to Trunau’s Inner Quarter. The Inner Quarter, surrounded as it was by its own protective wall, had closed its gates against invasion; but, when the guards in the Southern Gate Towers saw the heroes, they hailed them, and raised the portcullis. The scene inside the Inner Quarter contrasted sharply with the relative peace of Upper Trunau: screams and cries pierced the air; and, up ahead, strange, green smoke was rising from some burning trees, stinging their eyes. Compared to Upper Trunau, the Inner Quarter was a war zone, filled with burning rubble, obstructed pathways and half-destroyed buildings. Unfortunately, the adventurers noted, the Inner Quarter beacon had been destroyed as well—the wood and fuel were scattered all over the place.

Jane was the first to spot a short, makeshift barrier up ahead, apparently constructed of furniture, rubble and agricultural equipment. It was about three feet high by five feet wide, and already covered in the spilled blood of raiders and innocents alike: several victims of the bloody fight were strewn about the ground north of the barricade. Suddenly, Kurst Grath appeared from behind, leading a squad of stalwart Trunauan militia members towards Trunau’s front gate. He told the party that they were to secure the Inner Quarter as they make their way to the final, unlit beacon near the Hopespring. Already under heavy attack, he tells them, “The Inner Quarter may well fall to the raiders if you don’t restore some semblance of order.” He then instructed them to send any injured (or non-combatant) to a recently erected medical station located just behind the barricade (which he pointed out to them) rather than to the Longhouse (which was much farther away at this point). The heroes look over at the medical station, where they see clerics and acolytes busily tending to injured militia members and townsfolk.

Draken, Silaqui, Gydion, Jane, Toboe and Kingsley carefully navigated the rubble-strewn path through the war-torn district. Dark storm clouds were moving in over the town, mingling with smoke and the fading light of day to reduce the ambient brightness to dim light, putting Gydion (the only party member without darkvision or low-light vision) at a disadvantage. As the group passed one house, engulfed in flames, they heard a familiar voice crying out for help! It sounded like Agrit Staginsdar, the dwarven wizard who owned Trunau’s magic shop, the House of Wonders. “Help us! Somebody, please help us!” she cried hoarsely, in between coughs. The adventurers stopped and watched helplessly as burning beams crumbled to the ground beneath the weight of the sagging roof. Yet, the front entrance remained accessible—for now.

Jane quickly ran around the burning building to assess exactly where in the house the voice was coming from. Meanwhile, a group of four orc invaders charged out of nowhere, attacking Silaqui and the others! The foul creatures were quickly put down just as Jane reached the front door of the house, where the voice was closest. After a quick discussion, the group decided that Draken should attempt a rescue. The dwarf rushed through the front entrance and found Agrit desperately trying to lift a burning beam off of her wife, Sara Morninghawk, who was unconscious. Unfortunately, before he could act, Draken was overcome by smoke inhalation, coughing and hacking uncontrollably. Jane heard what was going on and rushed in. Assessing the situation, the druid cast a Warp Wood spell on the fiery beam, altering its shape just enough to free Sara, whom she dragged out of the burning house, the two coughing dwarves flanking her on either side. As the party accompanied Sara and Agrit to the medical station, they turned and saw the burning house collapse in a heap behind them.

After leaving Sara and Agrit, the group once again headed west down the debris-laden path. On their way, they noted a drinking well, surrounded by bodies of all kinds—orcs and humans, men and women, children and the elderly—scattered across the cobblestones where they fell. Veins of watery blood crawled from the base of the well, spreading from the limp body of a slain Trunauan guard draped over the side of the well. Draken investigated the scene and found a potion of Cure Light Wounds that had evidently slipped from the guard’s hands before he could drink it. He offered a moment of silence, and then pocketed the potion, thanking the now-dead guard.

Our heroes were almost to the cloud of green smoke that was being generated by three burning trees ahead of them. The cloud barred their path, and so Draken (who was in the lead) prepared to enter it by covering his mouth with a wet cloth. Before he reached the cloud, however, the group was distracted by what sounded like orcs ransacking a cluster of nearby homes. When they entered the courtyard between the homes, they heard the sound of drums beating from the east—not far from their current location. They turned and saw a tower inset within Trunau’s town wall—was the sound coming from there? They also saw a cart piled high with clothing, food and other items—including a golden bird cage and bottles of fine wine. Just then, two orcs came out from inside one of the houses, and were immediately set upon by Silaqui, Jane and Toboe. As the three of them dealt with the looters in the courtyard, Draken, Gydion and Kingsley entered one of the houses, where they found three more orcs busily looting. One of the orcs was holding a metal statue of a dwarf and saying, to his comrades: “Check out this pig-faced iron trash can!” Draken grew furious and angrily raised his battleaxe. He cleaved through the orc, instantly killing both him and the orc standing next to him. He then turned and cut down the third orc, who had just begun sparring with Gydion and Kingsley.

The party regrouped outside, where they heard the drums getting louder. They decided to clear two more houses of orc looters before investigating the beating drums. The looters offered little resistance, and after doling out some healing, the group approached the tower, where the sound of the drums was loudest. The tower, which loomed 30 feet over the Inner Quarter’s eastern border, had two floors and one door, located on the first floor. The door was half-opened. From what the adventurers could tell, the drumming seemed to be coming from the tower.

Draken, Gydion, Jane and the animals entered the tower while Silaqui attempted to climb up to a window on the second floor. Three orcs occupied the guardroom that the dwarf and the druids found themselves in. Three human Trunauan guards who had been stationed there lay lifeless on the floor. Jane, Gydion and Draken heard shouts from above as they battled the three orc interlopers—more orcs were waiting for them upstairs! Silaqui, meanwhile, through the second-floor window, spotted three orcs climbing a ladder between the second floor and the roof! Unfortunately, at precisely that moment, the elf ranger lost her footing and fell to the ground, taking six points of damage.

After defeating the orcs at the base of the tower, the team of outlander heroes gathered inside and discussed what to do. They heard a door slamming and locking somewhere above them—apparently, the orcs on the second floor had reached the roof, and closed and locked the roof-door behind them. Gydion contemplated using Soften Earth and Stone to bring the tower crumbling down, then realized that the spell would only work on natural stone—not worked stone. So, leaving Kingsley and Toboe behind, they headed up the ladder to the second floor. They were greeted with pointed javelins raining down from the door above, which was quickly shut again. Draken followed them up the ladder to the roof and, sure enough, found it locked from above. The war drums were even louder than before, echoing inside the hollow tower walls and sending chills down their spines. In the name of Iomedae, what was going on up there?

Jane ordered everyone to stand back as she gestured a prayer, speaking ancient words that summoned nature’s fury in the form of a Flaming Sphere, which she directed upwards at the locked door. After two rounds, the door was incinerated. The drums stopped momentarily and the party carefully headed up the ladder, led once again by Draken. Fighting his way through the doorway with axe and shield, he found himself on the tower’s roof, completely surrounded by three orc raiders and two giant centipedes! Across the rooftop was a fierce-looking orc captain whose face with covered in blue warpaint; he held a large, hide-covered wardrum. As the rest of the party piled out onto the rooftop, the fierce captain started beating his drum once again. As his minions fought the four heroes, the orc captain (actually a skald—a primitive bard!) cast spells through his wardrums. Fortunately, none of the evil enchantments had any effect on the adventurers—all of them made their required saving throw. Within a few rounds, the skald’s minions were unconscious on the ground, together with Gydion, who was taken down by an orc’s unfortunate attack of opportunity as he tried to launch a spell.

Jane healed Gydion to consciousness, and the party focused their attacks on the orc skald, now alone, growling and wildly beating his drums… Silaqui, Draken and Gydion moved in and surrounded him. Silaqui hit him with a point-blank arrow for one point of damage. Then, Jane hit him with another arrow (from a safer distance). Next, Gydion hit him with his quarterstaff (equipped with Shillelagh). Finally, Draken finished the brute off with a cleave from his mighty axe.

Treasure: Upon searching the skald’s body and his pack, the team recovered a potion of Cure Moderate Wounds, a scroll of Cause Fear, a scroll of Grease, a scroll of Remove Fear, and a wand of Cure Light Wounds. They also found a thunderstone. He was wearing the following: masterwork chainmail (now broken and ruined), masterwork light steel shield, masterwork battleaxe, five throwing axes, antitoxin, and war drums.

Experience: TBA.

Next: the Battle of Bloodmarch Hill, Part II!

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Episode 7: The Cult of Dretha

It was late evening when Gydion, Silaqui, Asa, Janekfan and Draken returned to Trunau with Othdan, the pig-farmer’s son whom they’d rescued from the Plague House. It had been a grueling, trying night which had changed them all forever. Upon entrance Silaqui insisted on bringing Othdan to the Long House to speak to Patrol Captain Jagrin Grath, but he’d already gone to sleep for the night. So they took the boy to Halgra of the Blackened Blades (Silaqui using her friendship with her daughter, Ruby Red,— to gain entrance) and had him recount the story of his kidnapping for her. At Silaqui’s urging, he added that he’d heard his half-orc captor speaking with others about a planned orc invasion of Trunau. The Chief Defender listened quietly, said she would call a Council meeting in the morning to discuss the matter, and wished them goodnight. Jane sensed that she was more concerned than she was letting on.

Silaqui and Jane then returned Othdan to his home via the South Road; his parents were overjoyed that he’d been found. They offered the two elf-ladies one silver piece each as a reward, which they politely declined. The others, meanwhile, went to the Sanctuary, where they found Tyari Varvatos getting ready to turn in for the night, having just finished her evening prayers. They excitedly informed her that they’d made great progress clearing the Plague House of evil undead monsters. As the cleric healed their wounds, she thanked them, and told them they’d earned the undying gratitude of the Church of Iomedae; and, further, because of their heroic efforts, she invited them to stay at the Sanctuary, rent-free, indefinitely. The group graciously accepted and quickly retrieved their possessions from their rooms at the nearby inn, the Ramblehouse, where they’d been staying since they’d first arrived in town the past few nights. Each was then show to their own cozy (if sparse) monk’s cell; the two elf maidens joined them upon their return from Othdan’s farm.

The next morning, Tyari’s acolytes served them breakfast while she reiterated her gratitude. As a token of Iomedae’s favor, she gave them each a medallion with the holy symbol of Iomedae (a longsword with the sun in the background) on it. Silaqui’s wizard brother Turin was there, and even though he hadn’t set foot in the Plague House, he was also presented with one, by virtue of his affiliation with the party and their virtuous act of bravery. Tyari then excused herself, explaining that she and the rest of the church members were spending the day in prayer (it happened to be high holy day), during which she would be asking for divine guidance regarding the fate of the Plague House—should they try and salvage it, or raze it to the ground? Then she disappeared, with Asa and all the other Iomedaean disciples, into the Sanctuary’s worship space. The party was left alone in the dining hall with the scullery maid.

There was a loud knock at the door, and then the door opened. It was Brinya Kelver, and she needed help! She excitedly told them that she’d been visited, late last night, by Patrol Sergeant Omast Frum, and town drunk Inez Grenelll. The pair had just left the Killing Ground pub, where they’d decided to elope! The party expressed surprise, because they’d had no idea that the two had even been dating; Brinya nodded in agreement. Omast explained that he needed to leave town and get a fresh start, and Inez was going with him. He further explained that he’d been wracked with guilt over the untimely, mysterious death of Rodrik Grath, which the party had been charged with investigating. He told them how he’d sworn to Rodrik’s father (and Omast’s boss), Jagrin, long ago, that he would look after his two boys as their godfather—and now, he’d failed. Still further, he’d fallen in love with Inez, and Jagrin hated half-orcs. Omast couldn’t face working for Jagrin any longer, under the circumstances, and hence, their plans to elope. They were coming to Brinya to express their sympathy over Rodrik, and to tell her they were leaving Trunau that very night, for good.

Brinya told the party that they all shared a few drinks at Brinya’s, and then the pair left her. On her way out, Brinya said, Inez was so drunk that she fell into a basket of weaving yarn in her front room, and was covered in the stuff. After they left, she noted that the twosome didn’t take the path in front—instead, they ducked around into her backyard, towards the city wall. Then she saw a flash of light, which she found very peculiar. Unfortunately, the alcohol had got the better of her, and she fell asleep at her kitchen table, without going outside to investigate.

When Brinya woke up this morning, she replayed the previous night’s events in her head. Something didn’t seem to add up; she though that Inez’s behavior in particular had been very odd. So she went into her backyard, where she followed a trail of yarn right up to the base of the city wall. She then looked down and found a strange, gold token with a symbol on it: a glaring, bloodshot eye. Grabbing up the odd coin, she went to go find Jagrin, but when she found him, he wanted nothing to do with her—he wouldn’t even listen to her. He clearly didn’t like her, because she was half-orc; and moreover, because she had been the secret girlfriend of his dead son, Rodrik. Desperate, Brinya headed to the Sanctuary next, in hopes that someone there would know what the token was.

One by one, the adventurers examined the token, but no-one could say what it was. Turin cast Detect Magic on it, and determined it was indeed a magical item—but could not determine what powers it possessed. Unfortunately, they explained to Brinya, that was the best they could do, because Tyari and her followers were cloistered all day, celebrating an Iomedaean holiday. Just then, the seer Katrezra passed by in the hallway. Would the sickly, elderly half-orc know what the token was—and what the symbol meant? They hailed him and asked his advice.

When Katrazra saw the token, his eyes went wide. “Goodness!”, he exclaimed, “this is the holy symbol of Dretha, the Dark Mother.” He revealed that the symbol had featured in his dreams the past few nights—and now, he knew why. The seer revealed that Dretha is the orc goddess of fertility and domesticity, but also the goddess of possessiveness and revenge. He didn’t know what the token’s magical properties could be, but he was adamant that the appearance of the token was a very bad sign. The group listened intently as he told them that the Dretha’s cultists are almost always female orcs or half-orcs who live at the margins of society—refugees; embittered divorcées; disabled women; and scorned prostitutes. The group eyed Brinya suspicously, as she fit the cultist profile perfectly—but she rebuked them for even dreaming she’d be involved in a cult like that. Katrezra continued on saying that if such a cult existed in Trunau, and Omast and Inez were involved with them, they could be in serious trouble.

After some discussion, the group decided to examine the area where Brinya had last seen the couple: Brinya’s backyard. While they walked to her house, Brinya proposed a “plan B”: making contact with the Drethan cult; becoming one of them; and hopefully, being invited to one of their meetings. She said that since she fit the cultist profile, she was the natural choice for infiltrating their ranks. She proposed going undercover… as a street hooker! She asked Silaqui and Jane if they wanted to go with her—perhaps as “wingmen”? She said she might even be able to disguise them as half-orcs. Jane accepted the offer, and the two went into Brinya’s house to “slip into something more comfortable”, while the others investigated Brinya’s backyard, and the city wall that defined its back border.

The party easily picked up the trail of yarn that Brinya had found earlier, and followed it to the base of the wall. They tried fitting the coin into different slots in the wall, in an attempt to activate the coin’s magic—but nothing happened. They then noticed that a piece of yarn actually seemed to be imbedded in the wall itself! Which they found very peculiar. The group then decided to see what was on the other side of the wall—to do so, they needed to climb up the tower a few hundred feet to the south. The guardsman on duty let them pass freely—“you have the run of the town, as per Halgra’s orders,” he smiled. Looking down, the group could see that there was a ladder positioned on the top of the cliff, outside the wall at its base, directly behind Brinya’s house. Silaqui asked one of the militia members about the ladder, and he told her that it must be new—he’d never seen it before, and it wasn’t there the day before! Then, the nimble elf ranger carefully climbed down the wall and down the ladder, while the others made a beeline for Trunau’s front gate. (Turin took the lead, because he was worried about his sister, out there on her own). On their way, the party ran into Jane coming out of Brinya’s house—she had poured herself into one of Brinya’s hand-woven knit dresses, and was ready for action. They informed her that they had found another lead they wanted to investigate. Slightly disappointed, she went back inside Brinya’s; quickly changed; and joined them as they headed towards the front gate.

By the time Jane and the others reached them, Silaqui and Turin had picked up a trail of yarn, which had begun again at the bottom of the makeshift ladder. The group followed the trail west to the South Road, and saw that it continued down the south road for about two miles. It was easy to follow in the bright, Spring sun. They passed a few farms on their way, and wondered: What happens to these farms when orc invasions come?

Munguk.2.jpg

As they rounded a bend in the road, they saw a most unusual sight: a garagantuan figure, sitting on a pile of rocks, shaking a jug above his head—as if he were trying to get the last drop out of it. The creature was sobbing to itself in some unknown language. Half of the group decided to head towards it, surreptiously, through a farm field, while Gydion, Kingsley, Jane and Toboe approached it from the road. As they got closer, Gydion, Jane and Draken recognized the creature: It was a hill giant! It had blue liquid dribbled down its chin, wore a necklace of humanoid skulls, and was surrounded by empty jugs and flasks. Gydion addressed the creature: “What seems to be the matter, friend?” The giant shook the jug in front of him and said “All gone! No more!” Over the course of several minutes—and fits of tears—he told Gyidon, in broken Common, that his name was Munguk, and that another hill giant, Queen Grenseldek of the Mindspin Hills, had left him, and now he was left with nothing! “All gone!” he kept repeating. As Munguk spoke, Gyidion recognized one of the flasks as belonging to Innez! (They’d seen her drinking out of it often, over the past few days they’d been in Trunau). Gydion pointed to the flask and asked the giant, do you know where we can find the owner of that flask? Munguk answered, with a question of his own: Could Gydion or his friends get him any alcohol? Gydion told him that unfortunately they didn’t have any alcohol on them; however, if the giant could kindly tell him where the owner of the flask was, he promised he would bring some alcohol to him. Munguk grumbled “OK” and then pointed to a farmhouse in the distance.

The group thanked him and quickly moved towards the farmhouse, the giant’s sobs booming behind them. The red, wooden building that Munguk had pointed to loomed before them: it was roughly box-shaped, about 100 feet on either side. Silaqui quietly scouted the perimeter of the place and found some stables on the west side of the building; she had to climb a fence, beyond which she found some horses grazing. She looked through the stables and saw a dimly lit barn inside, piles of hay strewn about. Meanwhile, Jane went up to the door and knocked—they waited a minute, but there was no answer. Jane then examined the door closely to see if it was locked, and found a thin, nearly invisible tripwire across it. She backed away and explained to the others what she’d found. Turin offered to use his Mage Hand to trigger the wire: his Hand threw a rock at the wire, instantly springing the wire loose. Nothing happened.

Finally, Jane went back up to the door, opened it, and shouted “Inez?!” She looked around and saw piles of hay everywhere inside the dimly lit barn. There was a loft space, with haystacks in it, on the far side of the barn. The room had opened horse stalls to the left, as Silaqui had reported to her. She and Toboe moved into the barn and beckoned the others to follow. After a few tense minutes, Jane found a bloody, woven blanket—resembling those made by Brinya—under some hay. At about the same time, Gydion found a door in the floor with a handle on it. The others gathered around.

Draken pulled the hatch open, revealing a set of iron stairs heading downwards into a dimly lit room. The dwarf started down the stairs slowly, the others close behind him. As soon as he reached the midpoint on the stairs, dark laughter reached his ears. Looking into the darkness, he saw an altar of piled stones, with a glittering red gem atop it resembling a glaring, bloodshot eye. Two doors, one on the north side of the room and the other on the south, exited the room. In front of the altar stood three figures: a slender, female half-orc wearing a black tunic and an ornate headdress; Omast Frum in his militia uniform; and a shorter, feminine figure wearing a black wedding dress, the veil pulled over her face. Omast seemed frozen in place, and his eyes were half-closed and glazed over. “Your too late!” screamed a voice, and Draken saw it was coming from the black-garbed half-orc. She seemed to be the one in charge. “They’re already been wed in an orc church!” She sneered, and added: “But you’re just in time for the sacrifice! Kill him, Inez!!”

Turin was the first to act: he darted down the stairs and cast Magic Bolt at the female half-orc, which sent her reeling towards the altar. Silaqui was next, firing an arrow that missed her by only a few inches. The black-garbed female composed herself and directed her minions—six dark-robed figures half-hidden in the shadows at the edge of the basement room—to attack the intruders. She then chanted an incantation and pointed a finger towards Turin—whatever spell she’d cast, the elf had successfully made his Will save, and he shrugged it off.

The woman in the black wedding dress acted next, drawing out a dagger from the folds of her dress, and stabbing Omast in the chest! Their would-be rescuers—our heroes—were greatly dismayed by this, and moved to intervene, but were blocked by the dark-robed Drethan minions, five of whom were rapidly advancing on them. (One moved towards the woman in the black wedding dress). It was only after the woman in the black dress stabbed Omast a second time that Draken broke free from the crowd, barrelled towards the altar, and tackled her. (In doing so, he suffered three attacks of opportunity, including one from the woman, but he only got hit by one of the minions, which only cost him one hit point). Helplessly grappled, the woman in the wedding dress dropped her bloody dagger onto the floor.

After a few rounds of combat, four of the Drethan cultists were lying on the ground, bleeding out—and Toboe, too, had lost a lot of blood. The black-garbed, slender female half-orc reached inside her tunic and pulled out a gold token—identical to the one that Brinya had found in her backyard—and pointed it up, towards the ceiling above her. Gydion tried to incinerate her with a Produce Flame spell, but missed. The woman then shouted a command word (Turin interpreted it as Orcish for “open sesame”) and a hole appeared in the ceiling above her—hay fell in on either side of it, onto the altar below. Before she could escape through it, however, she was hit with a double-whammy: Turin hit her with another Magic Bolt, and Jane hit her with an arrow. She fell to the dirt floor below; and, seeing this, the two remaining cultists surrendered. At the same exact moment, Omast woke up out of his stupor, and cried out in pain from his injuries.

Jane bound Omast’s wounds. She then checked the cult’s ringleader, now bleeding out on the floor, and Stabilize ‘d her. Next, she tied up the two remaining cultists, and then helped Draken tie up the woman in the wedding gown. Once secured, Draken ripped the black veil from the woman’s face, revealing the face of… Inez Grinell! Or was it? Turin’s elvish eyes were not fooled: upon closer inspection, the wizard saw the face of an old half-orc woman behind an illusion; perhaps Alter Self? The old woman hissed and spat at them, but would say nothing. Gydion ordered her to tell him where the real Inez was, but she remained mute. He threatened her with violence, and still, she said nothing. He acted on his threat and smacked the old woman with his quarterstaff—still, she said nothing!

Jane, meanwhile, was making better progress with the two half-orc cultists, whom she had also tied up. It didn’t take much encouragement to get them talking; they told her that the wedding ceremony and the intended post-wedding sacrifice were offerings to Dretha, to ensure that the orc attack on Trunau would be a glorious one. The party was very concerned at this news; however, the cultists didn’t seem to know much more—they didn’t know when the supposed invasion was taking place, or who would be leading it. After some prodding, however, they did reveal the names of their unconscious leader, as well as the woman in the black wedding dress who had posed as Inez: Malgorzata and Elga, respectively; a cleric of Dretha, and her witch accomplice.

While this was going on, Turin turned his attention to the two doors on the north and south sides of the room. When he approached the north door, he heard what sounded like muffled screaming! Throwing open the door, he found a small 10×10 closet, furnished with two chests. Behind one chest, he saw what looked like someone who was tied up and gagged. Pushing the chest aside, he turned the figure over, revealing Inez Grinell—battered and bloody, but very much alive. He untied her and removed her gag. She belched andthen asked him, “Is Omast OK?” Turin nodded, yes. She then quickly asked, “Hey, did you happen to see my flask on your way here? I could really use a drink!” He added that, in fact, they had seen it; and she told him that she and Omast had given it up to the giant Munguk the night before, in return for free and safe passage as they headed west from the city.

The party searched the bodies, and the rest of the basement, while Inez and Omast regaled them with a detailed account of their journey from Trunau. Inez told them that when she’d received word that some of her half-orc friends were going to surprise her and Omast with a country wedding as they left Trunau and the Hold of Belkzen for good, she was thrilled. When they arrived at the farmhouse, however, where her friends had told them they would be wed, they were jumped! Omast was quickly overpowered by Charm and Hold Person spells, forcing Inez to surrender herself. If it weren’t for Brinya’s instincts and the party’s intervention, Inez told them, she was sure that both of them would have been sacrificed to Dretha.

Treasure:

Opening the chests inside the north closet revealed three gallons of wine, and some dried food. A search of the other closet turned up a sack holding the following items: a wooden bowl and spoon; an empty clay jug; a few strips of dried meat (which Jane fed to Toboe); a glass jar containing a partially eaten pickled sheep’s head; a bent grappling hook; and 60 gp. The sack also contained two scrolls (which could not be determined, yet), and a gnarled piece of driftwood, which (after some careful study) Turin determined was a wand of Hideous Laughter. The party added these items to those found on the cultists themselves:

One magic shawl (worn by Malgorzata), granting a +2 bonus on Diplomacy and Intimidate checks;
One magic shawl (worn by Elga) of Protection +1;
30 gp (on the bodies of the six cultists).

The only other treasure in the basement was the glittering red gem (which Draken identified as a chrysoberyl worth at least several hundred gold pieces), perched on top of the altar; it radiates magic, but abilities/properties couldn’t be determined.

Experience: none.

NB: As the party walked along the South Road, back to Trunau, they paused to deliver the wine to Munguk, who received it gratefully. He allowed them to pass unharmed.

Next: The Flame of the Fallen!

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Episode 6: The Plague House, Part III

Upon returning to town, the group went straight to the Sanctuary and told High Priestess Tyari Varvatos that the former Iomedean church, the Plague House, is overun with undead monsters. She looked troubled but regained her composure, and proceeded to heal the injured among them.

Afterwards, Silaqui went to the Longhouse and found Jagrin Grath, who was just turning in for the night. She told him that he needed to warn the town’s leader, Halgra of the Blackened Blades, that orcs and flood trolls were working together, and that a major invasion of Trunau is imminent. She then presented him with Rodrik Grath’s original hopeknife, which the party had found inside the Plague House. Upon reading the inscription (“to Rodrik, my love”), he wrinkled his nose and tossed it back to the elf. “Give it back to Brinya Kelver,” he instructed her, “it belongs to her, in any case.” He then shut his door, muttering something about his distaste for half-orcs.

The next morning, Janekfan—together with Draken and Gydion—went to Lessie Crumkin’s bank and deposited the undead giant king’s golden crown in the vault, for safe-keeping. The three then stopped at the local magic shop, the House of Wonders, and traded the gems they acquired from inside the Plague House for healing potions. While there, Jane told Agrit Staginsdar (the proprietress of the magic shop) about the golden crown, and Agrit told her that, if Jane was interested, she could find a buyer for it—and added that the group could perhaps get 400 gp for it. Jane politely declined.

After leaving the magic shop, Gydion suggested that they return Rodrik’s hopeknife to Brinya. Rodrik’s beloved girlfriend was extremely excited to see the knife, and thanked them again and again. She immediately took the precious knife to the Sanctuary, and gave it to Asa, who returned it to Rodrik’s body in the temple’s basement, where it was being prepared for burial.

As night began to fall, the party prepared for their second journey to the Plague House. From what they could remember, they had one more level to explore. As they returned to the scene of their ambush by trolls the night before, they noted that the bodies of the flood trolls were missing, as were some of the orcs. The remaining orc bodies, meanwhile, had been thoroughly ransacked, and their eyeballs were missing. They entered the burned church and were immediately set upon by what appeared to be freshly-made orc-zombies. Draken and Asa led the charge and attacked, while Silaqui poked her head inside the large, adjacent haunted infirmary. Seeing nothing, she turned back towards the rest of the party, and pulled out her magic sword—it was humming, in response to the undead in the next room. By the time she joined the rest of the party, however, Jane had already dispatched two of the undead monsters, and her wolf animal companion had destroyed the third.

The group heard low moans and growls coming from the hole in the floor across the room. Approaching cautiously, Jane lit a torch and threw it down, revealing scores of zombies writhing around in the darkness below. Tying a rope around her waist (with the others holding tightly to the other end), Jane approached closer, and hurled flaming flasks of oil down the hole, setting some of the zombies on fire. After this, Gydion, Draken and Kingsley started pushing furniture into the hole—including the large bookshelf. Unfortunately, Kingsley got too close to the edge, and started to fall in—luckily, the two she-elves, Jane and Silaqui, stopped him by grabbing his tail. It was a close call.

Giving up the idea of punishing the undead hordes from above, the group turned once more towards the dark staircase in the corner. Although they had barely survived the encounter with the undead giant king the night before, they knew they had to clear the last, remaining level of the Plague House… so they filed down the damp, stonework stairwell once again, the darkvision-endowed dwarf, Draken, in the lead.

Again, they felt the oppressive darkness closing in on them; and again, they heard strange, otherworldly noises emanating from below. Soon, Draken could look through the stair’s railing at the chamber below, and warned the others: six zombies were waiting for them! Silaqui drew her bow, and, moving to the front of the line, shot one of the beasts. Draken, Gydion and Kingsley then rushed down the stairs and engaged the others. Asa, who was towards the back, jumped over the railing onto the statue of Iomedae, while Jane stayed behind on the stairs, shooting arrows at whichever zombie she could get in her sights.

The group makes quick work of the six zombies, although Kingsley suffered serious injury from a zombie’s claws—luckily, Gydion saved him with his quarterstaff, knocking the head clean off his undead attacker. After the battle was over, Asa layed hands on the lion, and Silaqui, who was also injured.

There were three exits from the room: two doors, and one staircase. They had explored the staircase the night before, so they focused their attention on the two doors. Silaqui took the lead, opening one door and heading the hallway that presented itself. After about twenty feet, she found the stone floor moving under her, so she jumped backwards, narrowly escaping a pit trap. Up ahead, she could see that the hallway turned to the right, where a soft glowing light emanated. Shouting a warning to the others about the trap, the ranger downed her potion of Invisibility and, jumping over the trap, continued down the hall.

Asa checked out the second door. Cupping his hand, he listened and heard a faint voice, calling for help! He threw open the door to find absolute darkness awaiting him. He took out a torch and lit it; he then reached his torch-bearing hand inside the darkness. The paladin was amazed to see that the darkness was indeed absolute—and it was clearly an unnatural, magical darkness, because the torch was completely useless within it. Puzzled, he backed away and shut the door. Jane and Toboe then grabbed the halfling (frustrated with him and not wanting to lose him) and pulled him, together with Draken, into the hallway where Silaqui had disappeared. Gydion and Kingsley stayed behind in the chamber, standing guard to ensure that nothing threatened the party from behind.

Meanwhile, Silaqui found herself in a large, brickwork chamber, softly lit by wall sconces. The chamber was lined with six waxen statues. One of them (the largest) looked like an angel; the other five were disfigured, Bizarro-like versions of celestial beings. Suddenly, Silaqui felt the angelic statue’s eyes upon her, and soon found that when she moved, its eyes tracked her—even though she’s invisible! Alarmed, she walked up to the angel statue and pushed it, but it was too big for her to move. Her actions rendered her visible, however. Frustrated, she pushed another statue—one of the disfigured ones. To her horror, it immediately came to life, and, joined by the others, closed in on her, about to attack!

Luckily for Silaqui, Asa, Draken, Jane and Toboe had nearly reached the room, distracting some of the golems as they entered, and allowing Silaqui to find her footing. Draken cleaved through one, and then landed a second, solid hit on the one adjacent to it. Asa and Jane both injured another one, Asa slicing its arm off with a critical hit. Toboe attacked the angelic one, but missed it—in response, the angel met the wolf’s eyes with a sad gaze, and Toboe moved cautiously away.

Eventually, after many rounds of combat, the party gained the upper hand, and Draken dropped the last golem with his mighty battleaxe! All that time, the angelic wax statue remained motionless, silently watching the proceedings. Finally, as the last golem fell to the ground, the angelic figure began to glow. Softly at first, and then more brightly, completely enveloping the party in a sphere of pure, radiant light. Instantly, they felt better (healed for 6 hit points each). Then, as if by telepathy, the statue asked them a question: “Will you accept a gift from me?” Asa and Draken immediately said yes, but Silaqui, Gydion and Jane hesitated. After a moment of staring into the statue’s soft, pleading eyes, however, the elves and the human acquiesced. Suddenly, everyone present was infused with warm, celestial energy—permanently granting them one point to their major ability, and permanently altering their alignments to Good. While Silaqui and Asa were unaffected (both already being Lawful Good), the other three found themselves changed forever.

It was then that Asa recognized the statue: It was none other than Jingh, a celestial being of the highest order, and Iomedae’s right-hand man. He bowed down in reverence.

After clearing the room and collecting what treasure they could (including five magic potions), they explored an adjacent chamber, which contained wax-making forges, cauldrons and machines. The group then left the brickwork chambers, and headed towards the last remaining unexplored part of the Plague House: the supernaturally dark hallway that Asa had discovered about twenty minutes before.

The group opened the door, heard the plaintive cries for help, and contemplated the situation. Eventually, they decided to send Toboe down the hallway, with a rope tied around his waist. Toboe soon found himself in complete darkness, followed by a sharp pang of fear—and the next second, Jane pulled him back, to safety. Jane herself headed down the hallway next, with the rope around her waist, bearing a rock with Light cast on it. After about 30 seconds, she returned as well, coming out of the darkness and warning the others that something awful is coming! The party backed away and waited in silence.

The party waited in the chamber for the thing to appear. Suddenly, they heard the door slam shut. Apparently, whatever was inside was not about to leave the safety of the hallway. The rest of the party questioned Jane about exactly what she saw, and she tells them it was awful—a rotting orc corpse, putrid, floating in mid-air. She had shot an arrow at it, but the arrow just stopped, frozen, about a foot from the corpse.

After a quick discussion, the party decided they had no choice but to go after the creature, and rescue whatever was calling for help inside. Although it might be a trap, they reasoned, they had to chance it. What else could they do?

Draken went first, followed by Asa. When they reached the edge of the supernatural darkness, they saw exactly what Jane had described. Next, Silaqui came up from behind and shot a flaming arrow over their heads, which also stopped in mid-air. However, the extra light shed by the arrow revealed that it was some sort of transparent, gelatinous creature—and the rotting orc was trapped inside it—its latest victim! Jane and the others then entered the narrow, five-foot hallway, bringing up the rear.

Draken and Asa drew closer and, elbow to elbow in the narrow hall, attacked. As the others fired arrows over their heads, the dwarf and the halfling continued hacking bits of its gelatinous flesh. To their horror, the gelatinous cube rolled over on top of them; while Asa tumbled out of the way, Draken wasn’t so lucky—he was trapped inside its jelly!! The two desperately starting hacking at the cube, and Gydion started barraging it with Produce Flame spells. Meanwhile, Silaqui heard the door slam shut behind them, so she rushed back and tried to open it, to no avail. Then, swallowing her potion of Gaseous Form, she slipped out the door as a trailing mist, and examined the door from behind. She saw that it had indeed firmly locked itself, and so returned to her companions with the news that they were locked in.

Meanwhile, Kingsley and Toboe had joined Asa and Draken, engaging the jelly in melee, while Jane and Gydion continued to attack it from a distance. Silaqui, meanwhile, slipped around the creature in gaseous form and found that the hallway ended in a solid, metal door, from which she heard a voice calling desperately for help. Resuming her solid form, she took out her magic sword and sliced into the jelly-creature. A moment later, Jane brought down the foul, rubbery cube with one last, well-aimed arrow, and it collapsed into liquid around her now-freed dwarf brother.

Silaqui opened the door and found a pale, young boy—who couldn’t have been more than 15—looking up at her from the shadows. “You’ve saved me,” he cried, and ran into her arms. “My name is Othdan—I’m the pig-farmer’s son, from down the South road!”. The others quickly gathered round as the boy hurriedly explained how he’d been kidnapped by a half-orc while exploring the Plague House on a dare. He didn’t know how long he’d been locked in that room—a few days, perhaps?—and knew that he didn’t stand a chance against his gelatinous prison guard. When questioned further, he said he’d heard snatches of conversation from outside his cell, including talk of a planned orc invasion of Trunau. One of the voices was his half-orc captive’s; he didn’t recognize any of the others, though. Gydion offered him some water and food and allowed him to pet his lion Kingsley. The strong animal seemed to comfort the shaken boy.

Further exploration of Othdan’s dirty cell revealed 55 platinum pieces hidden under a pile of coal. The party added this to their treasure from the rest of this episode, which consisted of:

470 gp
95 sp
144 cp
5 magic potions (to be determined)
1 book of How to Make Lesser Wax Golems
Red gold unholy symbol of Nulgrath (worth 60 gp)
6 black onyx gems (25 gp each)
Star rose quartz amulet (75 gp)
Shiny dagger
Steel scroll case (50 gp) with damaged scroll inside
+1 sturdy magic chain mail shirt
fine silver mace (260 gp)
wand of Cure Light Wounds (21 charges)

Experience: ? xp

Next: The Wedding from Hell!

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Evil in Trunau's Backyard
A Post by Silaqui

Post by Silaqui: Evil in Trunau’s Backyard.

Our first trip to the Burned Church met with some hard trials and tough battles. Asa, Iomedae’s paladin, was nearly killed, and others in our troop suffered very severe wounds — so much so that we had to break off the quest and return to Trunau to heal and refit. I don’t think the Trunauans knew they had such evil in their backyard, in the Burned Church so close to their back walls.

We’ve yet to see all the nefarious beings in the Burned Church, but we can hope that our return can uncover and defeat Trunau’s enemies there. Asa felt the presence of Iomedae still strong in her sanctuary, and he now wields her sacred sword. Her presence was still in her statue in the basement. Hopefully, she will help guide us during our return. Hopefully, we can rid the Burned Church of all its evil presence and make it once more a place of Iomedae’s peace and love.

To do so is a matter of extreme importance to Trunau’s safety and future. Perhaps one day the church can be rebuilt and consecrated once again to Iomedae to be a beacon of peace instead of a concealment of evil in a troubled land.

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Episode 5: The Plague House, Part II
Against the Undead Giant King

Using most of the potions they had left, and Asa’s remaining lay on hands ability, the party healed themselves as much as possible. Then, they quickly divided their new-found magic items among themselves (e.g. the Oil of Magic Weapon, etc.), and descended the dark, winding staircase. As they approached the bottom, they could feel the air growing heavier and more stale, as if imbued with a foul presence. The dwarven fighter Draken, who was in the lead, found that the left wall soon turned into a railing, over which he could see a large, empty room below. There were three exits out of the chamber, and a large statue of a woman holding a longsword in the corner. Low moans and occasional howls emanated from every exit, disturbing the party’s thoughts—especially those of their animal companions. After everyone was at the bottom and safely accounted for, he and Asa examined the statue. The halfling paladin identified the woman as his patron deity (and the patron of the now-burned church they were in), Iomedae—the goddess of valor, justice and honor. While the others guarded the three exits from the room, Asa carefully removed the sword and noted it was of masterwork quality, and had a holy symbol of Iomedae carved into it. Taking it as a sign from above, he claimed it for his own, laying his old sword down while whispering a prayer to Iomedae—after which he found his thoughts and moods calmed for a moment, despite the moaning he heard, which seemed to be getting louder.

Meanwhile, the others were investigating the room, and guarding the three exits from it. The elven ranger Silaqui noted that the southwest exit from the room, which held another downward staircase, was the source of most of the strange noises they were hearing. After some discussion, they agreed to head down and strike at the very heart of the haunting, while they were still fresh and in relatively good health. Silaqui offered to scout ahead of the rest of the party; while some of the party had reservations about this, they let her go.

The human druid Gydion stood at the top of the staircase with his quarterstaff, now glowing with Light, illuminating the first set of stairs. Silaqui descended cautiously and stealthily, and quickly noticed the air was becoming even heavier, darker, and more putrified than basement above. After turning a few corners, she found herself in complete darkness, and had to feel her way to the bottom, which seemed to open into another chamber. The moaning grew louder. As the brave elf stood in the threshold, straining with all her senses against the darkness, something cold rushed past her, chilling her to the bone. She quickly turned and fired an arrow blindly in the direction of the movement she felt, but heard nothing but the clatter of the arrow against what she presumed was a stone wall. She then bolted back up the stairs, and told the others what she found.

The party regrouped and divided up the magic items they’d discovered in the level above, to prepare for their descent. Then, they cautiously headed down the stairs together, again with Draken in front. Upon reaching the bottom, his darkvision revealed what Silaqui’s low-light vision could not—a large crypt lined with stone sarcophygi. The group cautiously filed into the dank, dusty room. The perceptive elf druid, Janekfan, was the first to note that the darkness in the corners was shifting—appearing to take on a life of its own: a shadowy figure appeared to be moving towards them, along the northeast wall! Silaqui was the first to react, throwing a vial of holy water (taken from the upstairs loot) at it, causing the shadow to twist and recoil. Just then, they spotted three other dark figures emerging from an iron grate set in the middle of the stone floor. The shadows were moving towards them!

Battle was engaged. Draken quickly applied his Oil of Magic Weapon (taken from the upstairs loot) to his battleaxe and readied himself. Gydion and Jane (who were completely out of first-level spells at that point), drew their bows and fired arrows above the heads of Draken and Asa, who were cautiously closing in on the monsters. Draken’s battleaxe connected with one of the shadows, but it grabbed the dwarf’s shoulder in response—sapping his Strength and visibly shaking him. The same exact thing happened to Asa, who fell away, swearing, and reeling from the blow.

The fight raged for several minutes, with Kingsley and Toboe entering the fray as well—each scoring solid hits on the spectral, shadowy figures. Jane threw a rock imbued with Light at the figures, illuminating them and making them easy to spot. Finally, Jane and Silaqui dropped one each with well-placed arrows, while Draken cleaved through the other two. Before it fell, however, Asa’s opponent diminished the Asa’s Strength further with another chilling grasp. (Draken joked, “that’s what you get for swearing in a church of Iomedae!”)

Fatigued, Draken and Asa rested on top of two sarcophygi while the rest of the party investigated the ancient crypt. It was L-shaped, with a west wing that terminated in an earthen wall that seemed to be of newer construction. Silaqui approached it, and heard a strange, low, chanting noise coming from somewhere behind it. She also heard an alarming scratching sound coming from inside the sarcophygus closest to the wall. Opening the sarcophygus lid, she saw a skeletal figure inside, which suddenly urched to life and grabbed her by the throat! Gydion ran to her aid and struggled with the creature. Asa mustered enough strength to load his masterwork hand crossbow (which he had taken from the upstairs loot) and fire it at the creature, striking it in the arm. After a few rounds of combat, the undead figure lay prone and unmoving on the crypt floor.

Silaqui then turned her attention to the west wall, chipping away at it with her shield. What was making that weird noise noise behind it? Gydion approached to help her, but suddenly, the undead skeleton on the floor lept up, this time grabbing him by the throat! Silaqui got spooked so badly, she stopped what she was doing and ran as far away as she could, towards the stairs, before finally regaining her composure. The others came to Gydion’s aid, and quickly put down the undead creature for a second time. Jane stuffed it back into the sarcophygus from which it came, and lit it on fire with a flask of oil. The party then regrouped, and turned their attention to the west wall. They noticed that some of the smoke from the fire appeared to escaping through a crack in the top of the wall, and the low chanting continued. What was behind the wall?

Using weapons, helmets and shields, the five adventurers managed to dig a small, hobbit-sized hole in under a half-hour. (Luckily, Draken’s and Asa’s Strength scores returned to normal during that time). Illuminating the way for him with his quarterstaff, Gydion helped Asa up as he climbed through the hole to investigate. The corridor behind the wall was illuminated by softly glowing runes on the floor. Skeletal figures in armor were gathered around what could only have been an undead giant of some sort, wearing a golden crown bestudded with jewels that sparkled in the eerie light. The giant’s eyes were black holes, with fiery pupils that seemed to bore into the halfling’s very soul, causing Asa to wince. All the skeletons except the giant were chanting, but were otherwise motionless. As a paladin, Asa knew he couldn’t allow these abominations to continue their twisted, unlife, evil existence—so he drew his crossbow and fired at one of them. Immediately, the glowing runes disappeared and the skeletal army charged towards him. (Were the runes keeping the army at bay?)

Knowing he was vastly outnumbered, Asa jumped back out through the hole, to the safety of his friends, narrowly escaping two attacks of opportunity. The party plugged the hole with Draken’s shield just before one of the skeletons reached it. A few seconds passed, and suddenly, the wall started shaking. The skeletons were pounding on the wall, trying to bring it down on top of them! After a quick discussion, the party decided to respond in kind, pushing and slamming the wall from their side! (Jane, who doesn’t have a high Strength score, retreated to a corner to watch). A “tug-of-war” of sorts ensued, each side trying to toppled the weakened wall on the other. At first, the skeletons appeared to have the advantage, as the wall moved a few feet towards the party, loose earth crumbling on their heads. The next round, the party moved the wall back a few feet, and more of the wall crumbled. The third round seemed to be a draw—the wall stood still.

On the fourth round, the party succeeded in knocking the damaged wall down, in a spectacular show of force. As the dust settled, Asa noted that only half of the undead army was standing (including their giant leader), the rest buried underneath the remains of the earthen wall. The remaining skeletons closed in, and battle began.

Gydion hit one with his quarterstaff, Asa hit one with his longsword, and Jane fired arrows into another. Toboe and Kingsley worked together to flank one of the skeletons, bringing it down in one round! Silaqui slowly but surely picked off a few other skeletons. The giant skeleton started attacking Draken with its great sword, and the two traded blows for awhile. Hoping that the rest of the skeletons may halt if their giant leader was defeated, Asa decided to end the battle quickly, and activated his Smite Evil ability—slicing into the marrow of the giant leader’s huge tibia with his longsword. The giant wheeled around then, focusing its eyes once again on the halfling—Asa felt that cold stare boring into him once more. He attacked Asa with his giant longsword, but could not penetrate Asa’s defense.

Draken took full advantage of the giant skeleton’s distraction, cleaving into his other tibia with his great axe. That was its undoing—and as it fell to the ground, it exploded in a huge cloud of bony shrapnel, injuring everybody in a 10-foot radius. Luckily, the other skeletons in its army dropped to the ground motionless, to the party’s relief! Searching through the wreckage, the party recovered the treasure listed below. They left the Plague House, heading home to rest for the night, but resolving to return the following night to continue their investigations.

Treasure:
1 magic short sword +1, +2 against undead; hums when undead are within 20 feet of the wielder (given to Silaqui)
1 ring of protection +1 (given to Draken)
1 potion of Blur (given to Draken)
1 potion of Cure Serious Wounds (given to Asa)
1 potion of Gaseous Form (given to Silaqui)
1 potion of Haste (given to Asa)
1 potions of Cure Light Wounds (one each to Jane and Gydion)
1 chest with 200 gp (to be divided up among the party)
1 golden crown, beset with gems, worth 800 gp (to be sold and the gold divided among the party)

Experience: 920xp each.

NB: Asa and Silaqui told their friends that they didn’t want any part of the treasure taken from the upstairs level of the Plague House, because they felt that treasure belonged rightfully to the Church of Iomedae. Jane, however, convinced them to allow the party to spend some of that treasure on goods to help cleanse the rest of the burned church of evil; they were OK with that.

Next: The Plague House, Part III!

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Episode 4: The Plague House, Part I

It was now 5am, and the party was exhausted after receiving a hero’s welcome for rescuing the Trunauan farmers from orc raiders. Gydion stayed awake long enough to purchase a potion of Cure Light Wounds from the town magic shop, the House of Wonders, but the others took to their beds. Soon after Gydion returned to the Ramblehouse and fell asleep, the distaff members of the party, Silaqui and Janekfan—both elves—woke from their trance. (Elves only have to trance for four hours to be completely rested). Jane promptly went to That N’ Such and sold the beryl gem they had found on their would-be assassins, receiving 50 gp for it—which she then spent on a potion of Cure Light Wounds at the House of Wonders. [Our heroes knew the next stop in their investigation of Rodrik Grath’s death would be the haunted Plague House, and they wanted to be prepared with as many Cure Light Wounds potions as possible, to aid them against whatever evil may dwell there].

The elf maidens next walked over to the Hopespring to check whether the graffiti there marked a possible cavern entrance—Silaqui suspected that the strange, white sword graffiti throughout Trunau marked places where cunning orc raiders might try to tunnel into the city. Finding no signs of a cavern or other tunnel at the Hopespring, Silaqui left Jane to find Jagrin Grath. Jane stayed at the Hopespring to speak to her grandfather, Silvermane. The mysterious, old, silver-haired druid listened to her, but offered no help; he only repeated the words “solve this mystery” with his quarterstaff.

Silaqui found Jagrin and explained what they had uncovered so far, with regards to his son’s death. Jagrin listened carefully and intently, and then asked to see his son’s journal. Silaqui handed it over. Thumbing through the pages of drawings and writings, Jagrin’s nose wrinkled when he came across a sketch of Brinya Kelver. Then, reading about Rodrik’s encounter with a flood troll at the Plague House, he told Silaqui they should investigate as soon as possible. Silaqui questioned him about the Plague House, asking whether it was truly haunted—Jagrin answered that he didn’t know, but there were many stories about strange lights and sounds coming from the old, burned church in the middle of the night. She asked where exactly the church was, and he pointed in the direction of the Plague House, telling her she could see it from atop the town’s wall. Climbing the stairs up on top of the town wall, Silaqui peered over the edge and spotted the eerie, half-burned structure below, flush against a giant boulder on its northeast side. She considered climbing down the wall and investigating herself, but decided it was beyond her ranger skills. Frustrated, she shot an arrow at the charred building, shattering the highest window above the front door. She then went to meet Jane, and helped her bring the armor and weapons they confiscated from their would-be assassins to the Longhouse, where they donated them to the Trunauan militia.

Finally, at dusk, Draken and Gydion awoke and went down to the Ramblehouse Common Room, where Silaqui and Jane were waiting for them by the fireplace. Asa joined them, because the paladin of Iomedae wanted to see for himself what was inside the Plague House, it being the former church of Iomedae in Trunau. The five ate a dinner of salmon and talked about whether to attempt a visit to the Plague House that night, or wait until the next day. In the end, they decided to set off immediately after dinner, because while it might be more dangerous at night (due to all the strange nocturnal goings-on there), it also meant they might be able to catch someone on the premises. So, after a side trip to the Sanctuary to get fully healed by Tyari Varvatos and her colleagues, they set out for Trunau’s Front Gate. The militia gladly unlocked it for them, telling them: “Anything for you folk! You have the run of the place, by order of Halgra of the Blackened Blades!”

The group quickly and quietly followed the town wall around the west side of the city, where the sky was brighter. They spotted the Plague House and started heading for it, but before they could reach it, Gydion and Jane heard the sounds of tramping feet behind them. They alerted the others, but were too late—the party was under attack! First, a greenish arrow flew over their heads, missing them and hitting the door of the burned church, burning a small hole in it. This was followed by a volley of arrows, flying amidst a chorus of orc hoots and warcries. It was getting dark, but the non-human members of the party could count 10 orcs in the gloaming. Silaqui acted first, killing an orc with her trusty bow and arrow.

Battle was engaged quickly and efficiently:

First, Jane injures an orc with an arrow, while Gydion casts Shillelalagh on his quarterstaff. Kingsley and Toboe then close in, injuring two orcs, and Draken and Asa do the same, landing crushing blows with battleaxe and longsword, respectively. Another round of combat occurs, in which Gydion casts Produce Flame, killing an orc who is attacking his lion friend. Meanwhile, Asa finishes off one of his orc opponents.

During the next round, Draken (the only party member with darkvision) spots two large humanoid figures running towards them. It was two flood trolls! The hideous beasts pounce on the druids, pinning them with their hindquarters while raking them with their front claws. While Silaqui shoots two arrows at Jane’s troll attacker, Jane tries to blind it with a Flare spell. Unfortunately, she fails her concentration check, and loses the orison. Meanwhile, Gydion unsuccessfully tries to break free of his troll’s grip on him. Kingsley injures another orc, while a seriously injured Draken cleaves through two orcs with his axe, killing one of them. Asa fails to cut down any orcs for many a round, but finally kills the three orcs surrounding him, landing a critical hit on the final one.

The orcs were all defeated at that point, but the battle raged on for another couple of rounds while the party focused on the two flood trolls. Kingsley and Toboe rallied to their masters’ sides, and attacked the trolls on top of them with tooth and claw. Again, Jane lost another misfired Flare, while Gydion unsuccessfully tried to escape from his troll’s grasp. And all the while, the trolls kept raking their helpless opponent, tearing into them round after round. Finally, Gydion escaped, but Jane fell into unconsciousness from her wounds, and started to bleed out. Just then, Asa reached her, laying on healing hands and stabilizing her. Quickly, Draken drew close and sized up his sister’s attacker. If the little dwarf was afraid of the hulking flood troll, he did not show it, and he charged in to attack! He struck down the injured troll with one swing from his mighty battle-axe, while at the same time, Silaqui took down the other flood troll with an arrow at point-blank range.

Shaken and wounded but safe for the moment, the party regrouped and discussed retreating back inside the town walls, but decided against it. “We’ve come this far!” argued Jane; she further assured them that they could always leave the Plague House if the horrors inside were too much for them to handle in their injured states. As they approached the burned church, Asa asked everyone to stop and join hands, and offer a prayer to the gods to protect them from whatever was inside the haunted building. He then took the lead and opened the church’s front door, revealing a dark, barren, ashen foyer.

Inside the foyer, a set of double doors presented themselves immediately to the right; after some discussion, Jane opened them. The party entered the room and cautiously fanned out. The room had a high, cathedral ceiling and was full of old, scorched hospital beds, and a fire-blackened altar. Visages of celestial figures stared down from the stained glass windows above, seemingly watching our heroes as they explored the room.

Suddenly, burnt corpses of plague victims appeared on the bedframes, sitting straight up and screaming! Horrified, Gydion, Draken, Toboe and Kingsley run from the haunted room and left the Plague House, finally stopping 120 feet away on the plains outside. Jane followed them and convinced them to return, but not before they had thoroughly looted their fallen orc and troll opponents of 10 gp and 63sp. The party regrouped in the foyer once more, closing those double doors tightly as the spectres screamed on.

Next, the party heads further down the hall and finds another, single door at the far end, on the left. Entering cautiously, they round a corner and find a room where the western wall is completely collapsed in a heap of rubble. As the party searches through the rubble, they are surprised by giant centipedes. Luckily, the vermin are no match for them, and quickly put down. Gydion is injured but luckily makes his Fortitude save against the centipede’s poison.

After defeating these multi-legged horrors, Silaqui and Jane follow a rickety set of stairs and find a roofless chamber completely exposed to the elements, its only furnishing a soot-covered brass statue of a woman with a longsword in one hand and a kite shield in the other. No-one can identify the statue, although Asa suspects it depicts Iomedae herself.

Our heroes quickly left the room to explore the remainder of the house—the northeast section, against the giant boulder that Silaqui had spotted earlier that day. They noticed a bookshelf, and went to investigate. Above the bookshelf they spotted “R+B” carved in a support beam, and interpreted it to mean “Rodrik & Brinya”. Next, Jane found a hopeknife on a shelf of the bookcase, bearing the inscription “For Rodrik, my love”. They discussed their find, and Silaqui wondered out loud, “Could this be Brinya’s original hopeknife, lost by Rodrik in the Plague House?” The others muttered in agreement; it certainly made sense.

Suddenly, the intrepid group of investigators found themselves surrounded by giant spiders, crawling down from the beams above. They dispatched the hateful arachnids one by one, with Asa narrowly avoiding being poisoned by one of them. Silaqui ran out of the room back into the foyer, completely avoiding the fight, because (unbeknownst to the rest of the party) she is terribly arachnophobic.

After the battle, diligent investigation of the bookshelf by Jane and Gydion uncovered an empty, gem-studded coffer behind a loose back panel. Next, Draken and Asa investigated the other piece of furniture in the room—the cabinet—and discovered a stash of magic items: oil of Magic Weapon; a potion of Shield of Faith; three magic scrolls; and two vials of Holy Water. Asa cautiously went to investigate the northwest end of the room they were in, but was stopped short by a big, black hole in the wall and floor—the entire wall had apparently collapsed long ago, and left a deep hole in the ground. Looking down, he saw nothing but blackness. He quickly backed away.

The only way they hadn’t yet investigated was a single iron door next to the cabinet, in the southeast part of the house. Draken took the lead ,and cautiously opened the door, revealing a stairwell with a large, steel lockbox in one corner. He tried to open the lockbox, but it was sealed shut, so, as dwarves are oft wont to do, he started beating it with the handle of his axe. After much noise and much frustration, Draken was finally able to open the box. To everyone’s delight, he pulled out another stash of magic items: a potion of Darkvision, and two magic scrolls. Underneath these, under a false wooden bottom, lay a masterwork crossbow, and a case containing 10 normal bolts, 10 cold iron bolds, and 10 silver bolts.

Laying the crossbow and bolts aside for the time being, the party steeled themselves and headed down the dark staircase.

Experience: 1184xp for each character

Treasure:

10 gp
63 sp
One masterwork Hopeknife (Brinya’s, given to Rodrik)
One Oil of Magic Weapon.
One Potion of Shield of Faith.
Five magic scrolls.
Two vials of Holy Water.
One Potion of Darkvision.
One masterwork crossbow, with a case containing 10 normal bolts, 10 cold iron bolds, and 10 silver bolts.

Next: A Nasty Surprise!

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Silaqui is worried.

We’ve seen evidence of a nefarious conspiracy to destroy Trunau. There’s been murders, assassination attempts, and vandalism. It’s very difficult to discover what really happened to Rodrik Grath, definitely not suicide, though. We’re not getting much help from the Trunauans with the investigation; meanwhile, disturbing incidents happen with more frequency and violence.

I’ve been thinking about what these incidents all mean. Our band is being attacked, and pulled into rescues that pull us away from what is really happening behind the scenes, what may be happening underground. Are the attacks a diversion?

I have seen it happen many times in attacks of walled cities — the two most effective ways to breach the walls is by internal conspiracy and undermining. We have plenty of evidence of the conspiracy, but what if this is only secondary to undermining? Roderick was investigating the Plague House, and now Roderick is dead. We’ve been diverted away from going there by assassination attempts and rescues.

I believe that the enemies of Trunau, whoever they are, have begun to undermine Trunau’s defenses and have started at the Burned Church. This may be the site of a tunnel entrance and digging operation. It’s close enough to the town’s defensive wall, and we heard that Roderick saw a Troll out there. There’s plenty of spooky ghost stories that keep the timid from going there, and we already have word of a missing Trunauan teenager.

I hope I’m wrong. But, it needs to be looked into. The graffitti — it’s specific symbols, repetitive markings, even if we don’t understand them. It has to be a part of the conspiracy. And, it marks very strategic spots within Trunau’s walls, most especially the Hopespring. What if these markings are pointing out where the tunnels are opening? If breeched this way, the upper town could be taken before the lower town, and with no water supply and assault from both sides, the lower town wouldn’t last long.

Like I said, I hope I’m wrong. But we should look into this, even if we can’t get the Trunauans to listen. We could go to the Hopespring again and examine the area around the graffitti. We might not find a tunnel entrance, but maybe it’s worth a look. When we go out to the Burned Church, we need to examine the cellar and other possible sites for undermining.

What do you think? Maybe I’m giving Trunau’s enemies too much credit for implementing such a sophisticated operation, but it’s worth checking into. They’ve had plenty of time before we arrived at Trunau to work at a violent scheme.

Silaqui

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