Tuesday, September 30, 2008

Jounal Entry #4



Journal - Session 4

Having partially explored the ruins of Stillthorn Keep, an abandoned, ancient and crumbling fortress from an earlier realm, a party of five bold adventurers – Barrack, a plain-spoken dwarven Fighter, powerful wielder of the hammers favored by that strong and dour race; Marik, a reptilian dragonborn Warlock, heir to an ancient and proud lineage, but inescapably bound to a pact granting him supernatural powers; Jaeran, an elven Cleric upon whom the gods have granted a measure of divine power as a reward for his faith; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; and Ur-Kadar, dragonborn Paladin of Bahamut, the Platinum Dragon, a holy warrior dedicated to upholding the tenets of his faith and protecting the weak with his battle axe – rested, gathered their strength and then penetrated the second level of the eldritch ruins.

Working diligently, the party was able to clear enough rubble from a buried staircase that Barrack had located previously. The steep steps were slick with subterranean moisture and slime, and descended into the inky, stygian darkness below; the steps were only wide enough for two to go down at a time. With Syxia and Barrack leading the way, the group arrived in a long (80’ x 40’) chamber where 12 skeletons in rusting, ancient armor were positioned, lining the wall. Also present at the far end of the room was a large statue of a noble warrior, with an additional area set off from the rest of the chamber by a 7’ ledge. A large, heavy tapestry could also be seen covering the back wall. As Jaeran moved forward, the skeletons suddenly animated; the Cleric boldly called on the power of the gods in an attempt to turn the skeletal horde, but was unsuccessful. As battle with the skeletons was enjoined, bolts of energy, firing from the darkness at the end of the long chamber, suddenly began hitting the party. Seeking the source of the magical bolts, they also noticed two magical constructs on the raised area at the far end of the room (these constructs, known as arbalesters, were magical crossbows mounted on small, animated tables; the legs enabled the arbalesters to move around and adjust their direction of fire). Taking heavy fire, Ur-Kadar bravely charged, hurling himself up onto the platform, while the others dispatched the remaining skeletons. The arbalesters meanwhile continued firing deadly bolts of energy at the party members. While Ur-Kadar was cleaving the constructs, Marik teleported into the area and started smashing them with mighty blows from his halberd. Ur-Kadar was blasted at point-blank range and fell into unconsciousness, although he was immediately healed by the Cleric. Despite inflicting heavy damage, the arbalesters were destroyed once all of the party members closed in on them.

After the battle, the party examined the room and found many small polished mirrors behind the tapestry. Barrack, using his innate dwarven abilities with stonecraft, searched the statue of the noble warrior, but found nothing. Syxia, using her thieving abilities could detect no traps or hidden compartments in, on or around the statue. During the battle, the party had noticed that an imposing steel reinforced door was located along the north wall. Moving to the steel door, Syxia successfully picked a very difficult lock. The door opened into a hallway with several small alcoves in it. The party came first to a very large room in which there was a pool of clear, calm water. The room had just a little bit of light in it that seemed to come from a small shaft (that most likely led to the surface). The party quickly noticed a circular hole in the ceiling; Syxia realized that this led to the hidden room above that contained the crown, and through which she was previously lowered on a rope by Barrack and Ur-Kadar. The group guessed that the ring they sought could have fallen into the pool from the room above.

After discussing possible strategies, Jaeran produced and read a ritual scroll that granted the party the ability to breathe underwater. Jaeran and Barrack waded out into the pool while the others remained near the edge of the pool. Jaeran noticed that the water level was deceasing just before gushing waters burst forth from the middle of the pool. With a primal scream, a water elemental attacked with a blasting geyser of water that hit several party members and pushed them back, knocking them prone. Barrack and Jaeran stood toe-to-toe with the elemental, but they had a difficult time battling the brute in the deep water of the pool. Marik’s blasts and occasional halberd strikes proved to inflict the most damage. Using her positioning strike ability, Syxia managed to force the creature into the shallow water near the edge of the pool, where the party began inflicting more damage. The elemental then suddenly disappeared into the water.

The party used sections of rope to tie themselves together as they begin to search the cool, dark depths of the pool. To no one’s surprise, they found a deep trench far beneath the surface of the water, and as the party descended some 40’, the small passage before them opened up into a larger area. The elemental, having retreated to the dark depths of the pool, renewed its attacks, but the party was well-prepared (having expected to find the creature here) and destroyed it. After a quick search, the party found the signet ring for which they were searching, and quickly returned to the surface. Syxia took the ring and placed it on her finger to go along with the crown (found in the room above, with the wretched, cursed spirit and the death-trap machine), which was already upon her head (although she would had preferred a tiara instead).

After a brief respite, the water-logged and battle-weary group returned to the hallway. They could see that the hallway ended in two doors (to the north and the east), but they elected to take a small side passage that turned into a parallel hallway. Upon entering the hallway the group got the feeling that something unseen had just passed behind them. The south end of the hallway ended suspiciously (i.e., suddenly); Barrack watched the north door of the hallway while the other party members searched the place and discovered a secret passageway that doubled back and led to the room with the arbalesters. A ghostly phantom warrior then suddenly phased through the door, appearing directly in front of Barrack. The phantom had apparently seen Syxia wearing the crown and ring, and was enraged by this blasphemy. The incorporeal phantom attacked Barrack while the rest of the party moved down the hallway to engage the ghost and assist the brave dwarf. While Barrack and Marik exchanged savage blows with the ghostly warrior, a second phantom phased through the wall, flanking the party. The phantoms seemed to deflect a good amount of damage from weapons and other attacks, and the outcome of the battle was thrown into doubt. In time, however, the battle turned and the phantoms both phased out of the hallway. Syxia quickly picked the lock on the door and the party entered a small, square room with a door to the west and a small passageway leading north. The room was empty, and there was no sign of the ghostly figures. The door to the west was found to connect back to the original hallway. The party thereupon returned and carefully examined the smaller passageway to the north. This passage had three doors, one in each direction. The group opened the door to the west and one of the warrior-phantasms howled and attacked the party. Outnumbered and already damaged, the phantasm was quickly dispatched. The room was little more than an old closet, and contained nothing of value. The north door opened into a room containing a bed and a few pieces of very old wooden furniture. As soon as the party entered the room, the second ghostly warrior phased into the room and attacked; it quickly suffered the same fate as its fellow ghost. Taking a careful look around, the party determined that everything in the room was dusty, aged and worthless. The final door opened to reveal an ancient bedroom containing two very old beds and fragments of wood.

The party then returned to the original hallway and opened the northern door. It opened into a large room (approximately 70’ x 40’). In the middle of the northern wall was a set of stairs flanked by two columns, between which hung a heavy tapestry that prevented the party from seeing what was beyond it. The room was defended by 6 decrepit skeletons, 2 skeleton warriors, 2 skeletons with short bows and a larger skeleton wreathed in flames. Using her natural quickness and agility, Syxia raced into the room and attacked, only to find herself far out in front of her companions and surrounded by enemies (as she has on any number of occasions). The party engaged the skeletons and several quickly fell to the dragon breath attack of Ur-Kadar. Syxia was caught in the fiery blast, but was unscathed due to the resistance to fire bestowed upon her by her infernal bloodline. Jaeran inflicted additional damage by calling upon the holy power of Pelor, bathing the undead in divine light. The blazing skeleton (as identified by Jaeran) began hurling balls of fire at the party, inflicting serious damage. Ur-Kadar’s magical axe, combined with Marik’s halberd and curses, quickly destroyed a number of enemies. Barrack rushed forward to engage the fiery leader of the undead band and absorbed several balls of fire while making his way to the front before engaging the lead skeleton and trading blows with it. The skeleton’s blazing aura wore heavily on the bearded Fighter, but he steadfastly fought on. The party’s inner strength, martial prowess and divine inspiration prevailed and their enemies were dispatched. With the room now secure, the group proceeded up the stairs and tore down the musty tapestry, revealing a large double door inscribed with a riddle and an arcane mark. The riddle read:

I am that which is seen only in darkness
Swiftest of all, and near as old as time
Day's distant brother; fire and faintness
I live without shadow.


The group began working on the riddle in hopes that stating the answer aloud would activate the arcane mark and open the door. The puzzle proved to be more difficult than the Wizard Neltharian’s riddle, and the group mulled it over for several minutes. A myriad of possible answers began to flow from the party. Following several failed solutions, the party began to focus on the possibility that the answer was “light,” when Barrack directed the others to arrange several mirrors so that the small shaft of daylight that filtered into the room with the pool was redirected onto the arcane mark. This failed to activate the mark, and the door remain closed to the party.

Ur-Kadar sensed that the party was close to a solution, but was still not quite right. “Light” seemed to answer the first two lines of the riddle, but did not work well with the final two. After much thought, Ur-Kadar thought that “moonlight” could be the solution. When he spoke the word “moonlight” the arcane mark again failed to illuminate. The group continued to think about the answer – with Syxia curled up in the most comfortable spot she could find, feeling as though conquering the riddle was beyond her skills, interests, talents and/or abilities – and focused on the final two lines. Suddenly, Barrack stood and exclaimed that the moon only reflects light; it does not create it. Therefore, the other light that is seen at night is from the stars. He spoke the word “starlight” aloud and the words on the door begin to glow a faint blue color. The party then realized that they knew that they had solved the first part of the riddle. They surmised (correctly as it turned out) that the final part of the puzzle was to redirect starlight onto the arcane mark. The party settled in to wait a few hours for the sun to set. As the light coming in from the arranged mirrors turned to starlight, the arcane mark activated and the door was unlocked.

The group, now having been well-rested, proceeded through the door and into the next room. It was a large room (measuring approximately 80’ x 70’) with a large stone sarcophagus near the north wall. Also in the room were 6 skeletons and one very large skeleton with four arms. The two arms on the right side of the skeleton held a glowing halberd while one of the left hands held a scimitar. With a series of actions, the party made quick work of three skeletons. Jaeran and Marik engaged and dispatched the remaining skeletons while the other three party members made for the larger one. With the party closing in, the undead guardian stepped forward between Barrack, Syxia and Ur-Kadar. It unleashed a wicked series of blows that hit all three, and knocked Syxia and Ur-Kadar to the ground; it followed up with a vicious overhand strike on the fallen Syxia. The skeletal tomb guardian’s strength caught the group off-guard, but they quickly regrouped. With only the tomb guardian remaining, the group bore down on it and focused on destroying it. Despite several more rounds of very dangerous combat, the group prevailed and the thing shattered, and turned into dust. The magical halberd was claimed by Marik.

With the crown and ring in hand, the strongest party members pushed back the lid of the stone casket and returned the crown and ring (which had to be forcibly taken from the reluctant and pouting Syxia). Upon doing so, the ghost from the ruins above reappeared and thanked the party for returning the crown and ring to their rightful place. He led them to a secret door in the northwest corner of the room that opened into a small room, in which rested a suit of magical chain mail armor, a keen-edged short sword and a chest containing six hundred gold coins. The chain mail was donned by Jaeran and the short sword (which possessed the dangerous magical property known as “vicious”) was taken by Syxia. With their quest completed, the group decided to return to town in order to repay Olthair and meet Neltharian.

The party returned to Folkestone and headed directly to the Crested Cock. The group paid Olthair his 1/6th share of the treasure from Stillthorn Keep (100 gold pieces) and recounted their tale to him. He was satisfied and told the group that he may have use for them in the future, if they are interested. With that he left the tavern. The group then turned to talk to Meldrick, to see if there were any messages for them and to find out if anyone else had been looking for them. Much to their surprise, Meldrick indicated that things had been very quiet in their absence. A decision was then made to send Syxia and Jaeran to the Gilded Lilly (a higher-class inn that is a competitor of the Crested Cock), while the others split up to accomplish individual tasks. The tiefling and elf headed to the Lilly in an attempt to throw off any would-be followers, with Syxia wearing her finest attire and posing as a wealthy traveler passing through Folkestone. Barrack went to meet with the dwarven blacksmith to check on the plate armor he was having forged, while Ur-Kadar and Marik went to check on the progress at the Shrine of Bahamut.

Syxia and Jaeran proceeded into the Gilded Lilly, where they noticed a man look up, make eye contact, lower his eyes and then pack up and head for the door. The pair decided to keep up the ruse and ask for the owner of the establishment, Fastieth Silverpoint, who quickly appeared. Syxia made sure that everyone present overheard her inquire about renting a room for a week. She then paid for a room at the Lilly for a full week. They decided to check out the room and then returned to the common area in order to ensure that everyone in the area noticed the presence of a tiefling female. They noticed that the man who had left earlier reappeared, and beckoned Fastieth outside. Following a quick conversation, Fastieth re-entered the Lilly. Syxia and Jaeran waited a few minutes before leaving, as the appointed time to regroup at the Crested Cock drew near. On their way back, both of them thought that they spotted the man from the Lilly behind them, but a quick retracing of their steps revealed nothing. With that, they rejoined the party.

After lengthy discussions, the decision was made that Syxia and Jaeran should return to the Gilded Lilly in an attempt to find out the identity of the man who had talked to Fastieth and what his interest in Syxia was (well, aside from the obvious and irresistible one). Syxia and Jaeran returned to the Lilly and pulled Fastieth aside to question him. The inn-keeper broke quickly and indicated that he wanted to be left out of whatever trouble Syxia was in. After refusing to divulge any information, Syxia pulled out one of her wicked daggers and held it to his throat, demanding answers. Fastieth then told them that the man they sought was Cadrick Quickwhistle. While Cadrick has a small shop in town, it is generally known that he serves more as the eyes and ears of House De’Nethryn in Folkestone, rather than as a legitimate shop-keeper. When Syxia pressed him for more information, he told them that Cadrick had asked him about how long she was staying, and then asked him to try to keep her there or at least find out where she was going. Fastieth then pleaded with the pair that that was all that he knew, claiming that he was “just an innkeeper for the finest inn to be found in Folkestone.” He again claimed that he did not want any trouble, and suggested that Syxia seek Cadrick herself to find out what he wanted with her (although she had a pretty good idea already). The duo then left the frightened Fastieth and returned to the group. After recounting the events inside the Lilly, they decided to pay Cadrick a visit.

It was decided that Syxia would confront Cadrick directly, flanked by the two hulking dragonborn. Barrack volunteered to guard the front door, while Jaeran watched the rear of Cadrick’s shop. The three entered the building only to find an older woman tending the place. She appeared very afraid when Syxia asked for Cadrick, and replied that he was upstairs in his room. The trio ascended the stairs and threw open the door. Inside, Cadrick was hastily packing up some things; the group had caught him by surprise. Unable to restrain herself (as usual), Syxia blurted out that she knew that he was looking for her and that she wanted to know why. Cadrick eyed the window but noticed the dwarven Fighter waiting for him below. Knowing that he was trapped, Cadrick stated that he was not interested in hurting the girl, and agreed to tell the party everything, although he noted that it was “too late”, as he had already sent the message. Syxia demanded details.
Cadrick started by saying that several days ago his contact, a man named Gweth, appeared in Folkestone. Gweth met with Cadrick and told him that two contracts had been placed on a tiefling female. Both paid very well, and Gweth was looking for her. Cadrick was instructed to keep an eye out for a tiefling female matching Syxia’s description, and to send word if she showed up in Folkestone. He went on to add that the first contract was for the female to be captured and taken to a specified location (which he claimed Gweth did not elaborate on). Cadrick said that an extraction team would then come and abduct her, taking her to a place (or places) unknown. The second one – and this one visibly scared Cadrick – was merely for information on her whereabouts. It was rumored that the information would then be passed on to the one known only as The Devil’s Canvas. None know his real name, but all fear him as a renowned assassin with a reputation for sadistic cruelty. Gweth had remained in Folkestone for a day or so, but then left, presumably with no information. Cadrick then begged the party to spare his life. He pleaded that he didn’t know that Syxia was the girl they were looking for, and that he was only getting paid 100 gold pieces for passing along information. He swore that if the party let him go, he would immediately leave Folkestone. After deciding they had learned as much as they could, the party released Cadrick. On the way out the front door, however, Barrack confronted the Rogue, and made it very clear that if anything untoward happened, the dwarf was holding him responsible. He also told Cadrick that if he ever saw him again, he would kill him. The shaken Rogue then fled Folkestone as quickly as he could.

Upon returning to the friendly hospitality of the Crested Cock, the group surmised that several questions still remained unanswered. Who did Cadrick send the message to and how long would it take for them to make it back to Folkestone? Where is Cadrick fleeing to? Given that Cadrick sent the message after seeing only Syxia and Jaeran, it is likely that the House doesn’t know the true size and power of the party (and this could certainly be worked to the advantage of the party). The group then retired, and planned to wake in the morning, ready to meet Neltharian.

Thursday, September 11, 2008

Jounal Entry #3



Journal – Session 3

Having annihilated a tribe of kobold bandits menacing the trade routes to and from the settlement of Folkestone, a party of six bold adventurers – Barrack, a plain-spoken dwarven Fighter, powerful wielder of the hammers favored by that strong and dour race; Marik, a reptilian dragonborn Warlock, heir to an ancient and proud lineage, but inescapably bound to a pact granting him supernatural powers; Jaeran, an elven Cleric upon whom the gods have granted a measure of divine power as a reward for his faith; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; Tolinyr, an eladrin Wizard of the Feywild, wielder of potent magic; and Ur-Kadar, dragonborn Paladin of Bahamut, the Platinum Dragon, a holy warrior dedicated to upholding the tenets of his faith and protecting the weak with his battle axe – returned to their accommodations at the Crested Cock in order to rest, enjoy the comforts to be found in a town and plan their next adventure.

Rising late (having greatly enjoyed a restful night in a soft bed), the adventurers – minus Tolinyr – gathered in the common tavern room of the Crested Cock to plan their next move. Upon their arrival, Meldrick the innkeeper advised the party of several messages waiting for them. One was from Greven the magistrate, assistant to Lord Jessup Holtsbridge, lord of Folkestone – the message requested that the heroes appear at the keep for an audience with Greven. The second message was from the Wizard Neltharian, a powerful magic-user with whom the party had previously made contact; a well-regarded (if eccentric) Wizard, the party has recognized that he is a man of power. The final message was from Tolinyr, himself one of the companions.

Meldrick informed the party that there were two separate instances of people asking questions about the party or its members. The first was a man – possibly a traveler or adventurer – who inquired of Meldrick if he or anyone else in Folkestone had seen a female tiefling in or around the town. He also stated that two men, again possibly travelers, mercenaries or perhaps even Rogues, were making subtle inquiries about the new town celebrities (i.e., the party); Meldrick guessed that they didn’t know any of the heroes by name, but were casually trying to gather as much information as they could. He also mentions that a fighting-man known as Olthair was waiting for them across the tavern. Meldrick has known Olthair for approximately three years, and has a decent opinion of him.
The party quickly read the note from Tolinyr, which read as follows: “My friends, I’m afraid I must bid you goodbye. An urgent matter has come to my attention and I must return home to Avalar right away. Best regards, Tolinyr.” Meldrick then produced Neltharian’s note for the party, which read: “I'm not sure if the package was intended for someone in Folkestone. Those responsible could be looking for the box. Be careful.” The party already knew that Neltharian was away on a mysterious errand – as is often the case with Wizards – and that he was due to return to Folkestone in six days’ time. The party discussed the note, and then moved across the tavern room to meet Olthair (as identified by Meldrick).

Olthair greeted the party very warmly and introduced himself; he was an older man, with a small scar on his face. He informed the party that he had a proposition for them. He claimed to be a retired adventurer (a Fighter by trade and training), and that he had acquired a map leading to the ruins of an old keep a short journey from Folkestone. He believed that there could be substantial treasure remaining inside the ruins. He asked a price of 20 gold pieces for the map itself, and a further 1/6th of the haul. The party agreed to these terms.

Repairing to their rooms upstairs to plan the expedition, the always-direct Barrack directly questioned Syxia regarding the shadowy man seeking a “female tiefling” in Folkestone. Syxia became sullen and withdrawn, and for the first time appeared as a frightened girl rather than as a bold adventurer; she did then relate to her companions a significant secret regarding her backstory. She told them that her father is a powerful and wealthy tiefling Warlock, and that after years of being treated as little more than a servant girl by her father (who murdered her human mother in a fit of rage when Syxia was 12, showing little, if any, remorse about the fell deed) and her 12 brothers (most of whom barely – if at all – concealed their lustful intentions towards their sister), she came into the good graces of her father following his negotiating her marriage to an aged and evil tiefling Warlord. For the first time in her life, Syxia was treated as a treasured daughter, rather than as a slave girl subject to being beaten for real or imagined slights, as well as other sadistic cruelty. Using her new-found freedom, she slipped away from the secluded manor house shortly before her wedding was to take place. Unknown to virtually all non-tieflings throughout Soltara, the descendants of the tielfing noble houses continue a shadowy “realm”, hidden from the rest of the world, that to some degree reflects the ancient empire that they once ruled; worship of and trafficking with fiends led to a dark curse on the bloodline of the noble houses of that empire, and the empire fell. Syxia’s arranged marriage would cement her father’s position as a wealthy and powerful nobleman in the clandestine underworld of the tieflings, and would allow him to consolidate his power and control rival houses; Syxia’s flight has ruined this chance for him, and derailed his quest for the one thing he seeks at all costs: power over others. Likewise, her husband-to-be is also furious at having lost his chance to control a beautiful and busty young bride, using her as – among other things – a means to influence others noble houses through her connection with her father. While Syxia has no idea what might happen between these two houses, she is hoping that each blames the other for her disappearance (or abduction), and that she could be forgotten during the bitter in-fighting that could ensue. With the arrival of the stranger asking questions, however, that hope is gone. She is certain that the man is looking for her, and that he seeks to return her – by force – to either her father or her husband-to-be (a vile being who is old enough to be her grandfather); both of them have likely put a price on her head to be returned to “her rightful place” unharmed. Due to her cruel mistreatment at the hands of her father and brothers (and indeed, all male tieflings), she hates the tiefling race and all the dark things for which they and their ancient, vanished empire stood. Syxia was very grateful when Barrack vowed to kill any tiefling – or anyone else – who tried to abduct Syxia and return her to a life of servitude. Or who even stepped into the street in front of the dwarven Fighter.

Moving on to the destination specified in the next note, Greven welcomed the party back to the keep. He again praised the heroes for bringing home the children of Desh the weaver and destroying their bullywug captors (for which the party was rewarded with gold and a magical war hammer that had been a family heirloom for Desh – Barrack gladly accepted this prize, and vowed to use it bravely; all party members can attest that he has done so). Greven told the party that there have been rumors of strange sightings in the graveyard, as well as the desecration of several gravesites. He believed the issue to be one involving pranksters or those stirring things up in an effort to then sell phony protective trinkets. Greven requested that the party quietly stake out the graveyard, evaluate the cause of the disturbance and deal with it appropriately. Syxia, giving in to her darker nature, was very eager to spend some “quality time” in a creepy graveyard.

Before heading to the burying ground, the party thought it best to discuss the matter with Father Corus at the Temple of Pelor; Marik, Syxia, and Jaeran therefore went to the temple and told Father Corus everything that had been told to them by Greven. Ur-Kadar went to the shrine of Bahamut and found the keeper of the shrine to be a middle-class merchant named Siolad. Siolad noted that the main benefactor of the shrine is a man named Olthair; he further noted that the shrine can always use funds to help build it into a full-fledged temple. In the meantime, Barrack met with Gimmar Fellhammer, the town blacksmith, about making a suit of dwarven plate (Syxia would rather have gone shopping, but was pressured to visit Father Corus instead, perhaps to keep her out of trouble and/or to keep the clothing and lingerie merchants of the town from having to show her every single item in every single store. For the third time.).

The party decided that the best course of action would be to spend the night in the graveyard, keeping watch over the place. Around two in the morning, the group heard sounds coming from the southeast gate of the graveyard. Two gravehounds, nine zombies and a hideous creature known to Jaeran as a deathlock wight entered the graveyard, making their way through the crumbling gravestones by the light of the moon, a deathly mist swirling throughout the jumbled headstones and crypts. The undead band did not notice the party, and the heroes watched as the undead creatures crept further into the graveyard. At one point, the wight extended a clawed, cadaverous hand and commanded a recently-deceased body to rise, at which point a body slowly pushed its way out of the ground and joined the ghastly group. At that point, the heroes sprang from their hiding places in and around an ancient mausoleum and attacked. The gravehounds were swift and proved formidable foes. One gravehound caught Marik behind the group and engaged the Warlock in a bitter struggle. Jaeran called upon the divinity of the gods and disintegrated several zombies, as the other undead recoiled from his radiant aura. Despite the wight’s raising of an additional zombie ally, the group was able to hack their way through the zombies. The wight was a deadly foe, and hit Barrack with a claw that drains his strength with the cold, withering touch of the grave. The wight also was able to push back the heroes with a horrific visage. Ultimately, the heroes destroyed the undead; just before a final blow felled the wight, he proclaimed “This is not over . . . the Animator will get you; he’ll get all of you soon . . .”

The party spent the next several hours attempting to follow the tracks left by the undead band, in the hope of finding their lair, but they were not successful. They then returned to the graveyard and disposed of what was left of the putrid undead remains using Marek’s acid breath, and burning the rest. They returned to town after dawn, and told their story to Father Corus. The Cleric was relieved that they had dealt with the issue, and he stated that he would report back to the superiors of his clerical order and seek guidance. He also gave the party two healing potions (held by Barrack and Ur-Kadar). The party also reported the matter of the undead attack to Greven, who was also happy the party had dealt with the issue. He also indicated that he thought Lord Jessup could deal with the issue by doubling the guards posted along the southeast wall, and keeping the area well lit at night. He also asked that the party keep this quiet, so as not to distress the general populace. Following their meeting with Greven, the party was asked to meet with the recently-returned Lord Jessup, who posed a series of questions to them – Why had they come to Folkestone? How long would they be staying in the town? What are their intentions and goals? What were their future plans? Although the lord was matter-of-fact and direct, he did not seem hostile. There was a hint in his tone, however, that indicated that he could be worried about the growing popularity of the heroes among the townsfolk.

The party then returned to the Crested Cock and ate lunch before retiring upstairs for rest (and in Syxia’s case, a hot bath). While eating, the group met Pendingle, a local bard. Pendingle seemed very interested in the party, and he asked to sit down and talk with them to gather information for a ballad he is working on for them. Syxia shared her journal with the minstrel after first getting the approval of the party. She also paid for lunch for everyone in the inn and also gave away a few gold pieces to a couple of children in an attempt to build goodwill among the residents of Folkestone (as she is painfully aware that all of the party members are unusual in appearance, especially her), and to assure them that the party is there to help and protect them. The party then retired upstairs and quickly fell into deep, restful sleep. Syxia first took a long, hot bath and models – for herself, in the full length mirror in her private room – all of the new clothes she has spent a small fortune on, making a mental note of what makes her look her best (her new, expensive clothes are, of course, to remain behind, safely locked in her room, until she returns to the town after each adventure).

The next day, the party set off for the ruins of the Stillthorn Keep, using the map they had purchased from Olthair. They travelled for a day into the wild, hilly country around Folkestone without issue, and arrived in mid-morning to an area that fit the location as noted on the map. The party decided to take a careful approach, and Syxia was sent to scout ahead. She was quickly hit by a volley of goblin arrows, and a number of goblins charged out of the ruined keep. The group of goblins included several archers hidden amongst the ruins, two large and fierce grey wolves, two goblin skullcleavers, multiple goblin cutters, a stealthy goblin blackblade and one goblin bombardier. Ur-Kadar and Marik charged to the north while the others made their way to the goblins near the main entrance to the keep.
The wolves moved quickly and tried to flank the party. Ur-Kadar belched forth his fiery breath weapon, taking out five goblins. The first goblin skullcleaver charged and engaged Barrack, who was also engaged with a wolf. The second skullcleaver also charged out of the ruins and accidentally launched his battle axe (following a critical fumble). The party had a difficult time fighting the goblins and appeared rusty, which was alarming to the heroes. Even with these difficulties, however, Barrack and Syxia put down the first wolf. The goblin bombardier then launched an explosive cinderbomb. Barrack was engulfed in flames and acrid black smoke, but owing to his tough dwarven nature, he escaped with only his beard singed; Syxia deftly avoided the explosion, and lightly leapt aside. The bomb also set fire to two of the allies of the goblin bombardier – he did not seem to care about their fate, however.

Jaeran kept up accurate arrow fire with his bow, felling several goblins. The party then decided to focus on the tough goblin skullcleavers – once they went berserk with rage, the party took advantage of the lowering of their defenses, and quickly dispatched them. Barrack then charged the bombardier who flamed him, just as it pulled out another bomb. The charging dwarf killed the bombardier, causing the bomb to go off as the wretched creature dropped it. Barrack was again injured by the fiery blast, but several goblin archers around him were also seriously wounded. Two goblins broke off contact and tried to escape down the stairs; the others were either quickly dispatched or forced to flee.
Following the ruined and crumbling stairs led the party down to an empty room, where two doors could be seen on each side. The western doors were ajar; Syxia checked the east doors. As she knelt before the doors and started to examine them for traps, the portals flew open and a horde of goblins attacked from both sides. The number of goblins was small, consisting only of one skullcleaver, a blackblade, six warriors and twoarchers. The party quickly dispatched the goblins, although it was painfully apparent that the party can no longer count on surprise. The party went through the east doors, only to find another set of doors that led south. These doors were locked.
The party opened the doors to find this is where the goblins had been discarding their trash. Out of the mounds of trash leapt six ravenous dire rats and two swarms of rats. Ur-Kadar's breath weapon again came in handy, scattering the vermin. The swarms of rats presented a new challenge, however, but the party was able to deal with them. The party breathed a sigh of relief upon finding that no one was infected with filth fever. The party then tried the set of doors to the west, and found that they opened into what looked like an old dining room. Following a diligent search, a secret door was detected; it led to a flight of stairs and another secret door.

Syxia silently knelt and listened at the door; she heard goblins bracing for defense on the other side of the door, assuming that the party would be coming through the passage from the north (the goblins were totally unaware of the secret door to their left). The party surprised the goblins (four cutters, a skullcleaver, two archers and a blackblade) and was quickly upon them. A short skirmish ensued, but the shellshocked goblins were quickly overcome. The party then carefully listened at the double doors to the south of the room, and heard more goblin chatter.

The party opened the door and surveyed the room. Multiple columns were seen throughout, supporting the large room (40’ x 80’); there was also a 5’ wide ledge along the south wall. Positioned on the ledge were three goblin archers, while seven goblin warriors defended the room on the ground. The party took constant and accurate fire from the goblin archers, but they were able to effectively use the columns for cover. The goblins on the ground engaged the party and melee combat ensued. Marik teleported onto the ledge, and dispatched one archer before the other two fled. Leading north from the room was a passageway that led to another room, as well as a door that led south. The open room through the north passage led to a filthy room that the goblins were apparently using as a sleeping chamber. Syxia checked the door to the south and found that it was locked.

With that, the party began carefully checking the room for secret doors, mindful of how helpful they were last time. Indeed, another secret door was found under the ledge in the southwest corner of the room. The door did not lead to the locked room, however. It led instead to a 10’ x 40’ room that had a large round hole in the floor; the room was very dusty and appeared as if it had lain undisturbed for a long age. Also present were the broken remains of what looked to be an ornate table. Atop the table was a jeweled crown of ancient craftsmanship. While the party was deciding whether or not to enter the room, a ghostly figure rose through the dark and ominous hole in the floor, whispering in a ghostly, soul-shredding moan from beyond the grave, “Return them to me . . . return my crown and ring.” The ghostly figure then retreated back down the hole from whence it had issued. The party was not exactly sure what to make of this, so they retraced their steps back down to the south door.

Syxia took her usually position, kneeling and listening at the south door; she heard nothing, only silence. She successfully picked the lock and threw open the door. The room beyond was a 40’ x 40’ room with a curtain along the narrow part of the west wall. There could also be seen a small ledge along the north wall. This room was empty, but noises could be heard coming from the west. Suddenly, a number of goblins charged and combat was enjoined. Two archers appeared on the ledge and begin peppering the party with arrows. The fight then moved through the narrow passage previously covered by the curtain. In the room beyond were the goblin chieftain, one skullcleaver and several goblin warriors. Barrack and Marik both managed to climb up on the ledge, which could slide along both rooms. Barrack smashed one of the goblins off the ledge with his shield while Marik took care of the remaining archer. The rest of the party quickly dispatched the goblin warriors and then focused on taking down the skullcleaver as quickly as possible. With his troops defeated, the goblin chief begged for parlay. Syxia spoke the language of the goblins, and acted as the interpreter. The group let up while the chieftain attempts to bargain for his life with an amethyst amulet (estimated to be worth perhaps 75 gold pieces). Knowing the wicked goblin chieftain could present a future problem for the good people of Folkestone, the party did not let him live to escape the ruins, and he fell beneath Barrack’s powerful blows.

In the northwest corner of the room was a large pile of rubble. The dwarves are no strangers to the stonework of dungeons and the underworld, and so Barrack discovered that the rubble actually covered an ancient, crumbling staircase that appeared to lead down to another level of the ruins, descending into inky, stygian blackness. However, the stout dwarf proclaimed that clearing the staircase would likely take several hours of back-breaking work, so the attention of the party was turned back to the secret room and the ghost.
Syxia and Barrack volunteered to return to the room, but could find no sign of the ghost. Syxia carefully checked the ceiling and floor of the place, and discovered some kind of trapped floor plates near the hole in the floor. The trapped area, adjacent to the hole in the floor, blocked Syxia from going to retrieve the crown. Barrack and Syxia moved over to the hole and lowered a torch to see what lay below. As the lightest member of the party, Syxia volunteered to be lowered into the hole. A rope harness was securely rigged around her slender waist, and she was lowered through the hole, held fast by Barrack (who was by that time joined by Marik). While being lowered on the rope, she could see an underground pool within a large cavern. After being pulled back through the hole opening, Syxia made a bold attempt to disarm the pressure plates. However, she made a critical error by attempting to balance on her toes, and she pitched forward onto her knees, directly onto the trapped floor tile, setting off the trap.

From the center of the 10’ square area arose a quickly-spinning, large pole, equipped with many metal instruments of death. The trap moved about the room quickly and seemingly randomly, slashing Syxia. At that point, the other members of the party hear Syxia’s screams and rushed to the room. After several seconds the quickly-spinning deathtrap moved south, an opening appeared, and Syxia dashed forward and secured the crown. The trap, however, was now blocking her exit. Barrack began hammering on the trap with his magical hammer and shield in an attempt to create an opening. Ur-Kadar joined in with his enchanted axe, and eventually the whirling pole of death was smashed, after landing several crushing blows on both Barrack and Ur-Kadar. With the crown now secured (on Syxia’s head, as she was wearing it), the party was left to wonder what happened to the ring the ghost spoke of, and what, exactly, they should do with them once they find both items. It was possible that the ring was also with the crown and simply plunged down the hole into the water when the table fell apart, or perhaps the crown and ring will need to be returned to a place located on a lower level of the subterranean labyrinth before the ghost could finally be at peace. With that, the heroes tended their wounds and got some rest, before turning their attention to uncovering the stairs Barrack had discovered.

Wednesday, September 10, 2008

Regional map around Folkestone


Folkestone is the tower symbol near the top left of page. The large lake next to Folkestone is Gossamer Lake. In relation to the larger map of Soltara, this small section represents the border area between Ithacar and Wysteria, east of Carrowheel, south of Gartmoore, along the southern shore, just beginning to touch the range of hills.

Folkestone, a map of



To the left is the map of Folkestone, the player's base city of operations, for the time being.

Partial Map of Soltara


This is a partial map of Soltara. The characters started in Ithacar, in the capital city of Dunwin. You'll find that just south of Ravenwoode.

Jounal Entry #2


Journal – Session 2

Commissioned by Lord Jessup Holtsbridge to eradicate the scourge of kobold bandits menacing the trade routes to and from the settlement of Folkestone, a party of six bold adventurers – Barrack, a plain-spoken dwarven Fighter, powerful wielder of the hammers favored by that strong and dour race; Marik, a reptilian dragonborn Warlock, heir to an ancient and proud lineage, but inescapably bound to a pact granting him supernatural powers; Jaeran, an elven Cleric upon whom the gods have granted a measure of divine power as a reward for his faith; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; Tolinyr, an eladrin Wizard of the Feywild, wielder of potent magic; and Ur-Kadar, dragonborn Paladin of Bahamut, the Platinum Dragon, a holy warrior dedicated to upholding the tenets of his faith and protecting the weak with his battle axe – found and eliminated a band of the small, reptilian creatures; upon questioning the lone survivor of the battle in the kobold caves, the adventurers were told of a larger force of kobolds, who maintained a large, well-protected cave lair not far from the smaller outpost that had just been eliminated by the heroes.

The party members easily followed the general directions that the surviving kobold had provided, and the information appeared to be accurate. The scrubby grasslands soon gave way to rocky, wooded hills, and the party soon had to lead the horses rather than ride them. The kobold dragonshield they had questioned had indeed been truthful, and the information the wretched creature provided led them to the tribal lair of the kobold bandits – a stronghold carved into the rocky slope of a range of hills. As the creature had indicated, the main lair of the kobold tribe was a cave complex on the opposite side of a 30-foot gorge. Syxia carefully scouted ahead, and discovered that the only way across the chasm was a small, free-swinging rope bridge that was swaying dangerously over the rocky gorge below. In addition, the bridge was well-guarded on both sides; on the near side of the gorge, just past the forested hills where the party was hiding, two small towers could easily be seen, each nearly 10 feet high. These towers appeared to be watchtowers of old, the ruins of an earlier realm now fallen; the ancient guard towers were crumbling, and now served as little more than lookout posts, rather than stout defensive works. However, the ancient watchtowers still made effective lookout posts for the kobold guards seen on the ramparts and near the towers. The party noted that on the near side of the gorge (the side on which they were hiding), the bridge was guarded by only one kobold warrior and a kobold slinger, the latter posted on the tower and keeping a careful lookout for signs of danger.

Looking across the gorge, the party saw two makeshift towers, obviously erected by the kobolds in a rather hasty manner (clearly, these were not the proud ruins of an ancient empire, as were the crumbling towers across the gorge) – which were really just large piles of rocks outside the cave entrance – could be seen; these were manned by a number of kobolds, and slingers were observed perched on the watchtowers. In addition, the wide entrance to the cavern complex was guarded by a fierce guard drake, a kobold skirmisher and several kobold warriors. A huge fire, ringed by rocks and boulders, was positioned to the left of the cave opening.

The party carefully discussed several plans of attack, with Syxia arguing for a direct assault. Cooler heads prevailed, however, and the planning turned to subterfuge. Of obvious concern was the potential that the wily kobolds would cut the rope bridge before the party could make it across or while they were engaged and stuck out on it – a fall from the decrepit bridge onto the rocks below could easily be fatal. After much discussion, the group decided the best course of action was for Tolinyr to use Syxia's powerful Dust of Disappearance (replicating the power of an experienced Wizard) to turn invisible, sneak up to (and then across) the bridge, and then attack with surprise, using his arcane Flaming Sphere power to guard the opposite side of the bridge. The other party members would then rush to the bridge, and try to hold and cross it. The plan was carefully laid out, and it met with success. Tolinyr was able to cross the bridge and keep the kobold defenders at bay while Barrack, Syxia and Ur-Kadar eliminated the kobolds guarding the approach to the gorge before navigating the bridge (despite the incoming barrage of sling stones). While Syxia lightly bounded across the bridge, the heavily-armored fighting-men required more caution to avoid being thrown into the gorge. Once on the other side, Syxia furiously unleashed a barrage of daggers to blind a number of the kobolds while Ur-Kadar’s dragon breath and Barrack's hammer worked together to crush the other kobold defenders. After blinding a dragonshield warrior who was leading a number of kobold warriors, Syxia used an expertly-executed positioning strike, and forced the dragonshield off the cliff and into the gorge. Relying on his elven accuracy, Jaeran provided deadly arrows to go along with Tolinyr’s Flaming Sphere and Marik's slashing halberd. Marik also used his Warlock’s curses, which marked many kobold attackers, reducing their effectiveness.
The battle against the kobolds defending the cave opening was over quickly, despite the seemingly endless waves of kobolds coming from the caves beyond. However, an attack from the rear caught Jaeran by surprise and a well-aimed gluepot from a kobold slinger immobilized him on the bridge as he was attempting to join his comrades. When several kobolds led by a dragonshield approached from the rear, while he was balancing precariously on the bridge, things began to look tenuous; but the Cleric prayed for guidance, and unleashed divine power that slew three of the kobold attackers. He then freed himself and escaped the bridge. While the noble heroes held the cave mouth, the Wizard's Flaming Sphere burned down the bridge to prevent any further rear assaults; the remaining kobolds advancing from the wooded terrain on the other side of the gorge melted away into the rugged terrain.

With the cave entrance finally secure, the party regrouped, summoned their courage and made their way in. Tolinyr provided a magical light that allowed the party to see inside the cavern (but that also yielded any chance of surprise). The cave entrance opened into a large, irregular cavern with three passages connecting the chamber with caves deeper in the complex. Inside the room were a large number of kobold warriors, as well as two skirmishers and four slingers; the latter were strategically positioned behind small, natural cave walls providing them with cover. The center of the room was empty and was conspicuously avoided by the kobolds, which gave the party a hint that there was probably a pit trap or two waiting for them in the general vicinity (especially given the known shifty and underhanded propensities of the kobolds). Ur-Kadar and Barrack pressed forward, battling numerous foes in brutal melee combat, keeping close to the walls as they advanced. The Warlock and Rogue pressed forward as well, intent on working as a team to combat the massed kobolds. As the pitched battle shifted, Ur-Kadar and Marik took the left side of the cavern, while Barrack and Syxia proceeded up the right. The kobolds were as tricky as they were rumored to be, and had placed an additional trap on the right that caused the rocky wall of the cave to collapse. Syxia’s reflexes and training allowed her to skirt the falling hazard of rocks and rubble without trouble, but Barrack was not as evasive; he was injured by the trap, but his innate dwarven stability saved him from being pushed into a large pit trap in the middle of the room. With the trap exposed, the party made quick work of the remaining melee combatants, forcing the kobold slingers to retreat.

A quick exploration of the place revealed that the tunnel to the left led to a small cave in which a groundwater pool that served as the kobolds’ water source was situated – the water in the pool, no doubt fed by an underwater spring, was cool, clean, clear and refreshing. Doubling back to the large cavern, the party discovered that the tunnel to the right led to a large room littered with bundles of straw and flea-ridden, poorly-stitched dire rat hide blankets; the dank place clearly served as the common sleeping chamber for the kobold tribe. Needless to say, the room smelled rather noxious and foul (as Syxia loudly – and continually – pointed out).

Following the center cave passage leading from the entry chamber, the party found that they could go forward some distance in the twisting passageway before it turned into another cavern. Tolinyr's magical light again proved valuable, as it revealed a number of kobolds awaiting the party on the other side of a section of the curved cavern. Syxia charged in, unable to control herself (her hot, Hell-cursed blood forcing her to seek danger), only to spring another kobold trap. After ill-advisedly charging into the room, she was bloodied by a volley of slingstones. There were several kobold slingers positioned behind a ledge of rocks that could not be seen from the earlier vantage point of the party. The heroes reacted quickly to save their companion: Ur-Kadar turned the tide as he rushed toward the kobold slingers, jumped atop the ledge and unleashed his fiery dragon breath, scorching the ambushers.

The main battle was then joined. The large natural cavern was guarded by a number of kobolds – dragonshields and skirmishers, as well as ordinary warriors. A fearsome-looking kobold chieftain wielding a magical battle axe confidently strode into battle with the front-line party members, who quickly found themselves surrounded by a number of kobold attackers. At this time, two new and deadly opponents made their appearance – a sinister hooded and cloaked kobold wyrmpriest wielding a magical orb, and a fierce spire-top drake – and things began to look dark for the heroes. The party managed to avoid yet another shifty kobold trap that involved the kobolds rolling a large boulder off of a ledge, straight toward the area where several party members were engaged in combat in the middle of the cavern. The natural path of the boulder led through the cavern and along the winding passageway that led to the main chamber.

A large group of kobolds charged forward, led by their chieftain, and the stalwart defenders of the party formed a defensive wall to stop the rush. The wyrmpriest continued to hurl flaming orbs at his foes from a distance, while simultaneously inspiring the kobolds to rally around the chieftain. Syxia had been in the rear, battling the remaining kobolds that had not swarmed Barrack and Ur-Kadar, and she felled several of them, taking full advantage of her Rogue abilities to deal crippling damage to her foes. The chieftain proved a formidable opponent, as a mighty blow from his axe connected with Ur-Kadar’s knee and immobilized the holy warrior. Striking back with steadfast determination, the combined blows from Ur-Kadar and Barrack slew the mighty kobold chieftain before he could do further damage.

With the chieftain dead, the kobolds on the cliff above the fighting rolled another large boulder down the incline in another attempt to crush party members beneath the great stone. As the spire-top drake flew through the cavern seeking to rake party members with its deadly claws, it was brought down by Marik, who downed the drake in front of the rolling boulder using the terrible, eldritch power known only as the Curse of the Dark Dream. After being wounded by the boulder, a flanking attack by Syxia killed the beast. Jaeran’s healing words were needed as combat drew on, and the divine power he channeled to his allies proved crucial. On the opposite side of the cave, the kobolds that were using their position on the rocky outcropping as cover were finally overcome by Tolinyr. Attacking at the last with his longsword rather than with arcane magic, his blade dripped with the black, ichor-like blood of the reptilian kobolds.

As the tide clearly turned against the kobolds, they fell back and rallied around the wyrmpriest. The wyrmpriest unleashed a furious blast of fire that was worthy of a young dragon. The shields of Ur-Kadar and Barrack deflected the heat and flame and the heroes stood their ground, unrelenting. His power waning, the wyrmpriest and his remaining followers soon were lying dead on the cavern floor. The exhausted party members mended their wounds and rested from the brutal exertions of combat. They looted the kobolds, and wrested the magical battle axe of the kobold chieftain from his dead, taloned hands (the axe was claimed by Ur-Kadar). The wyrmpriest’s magical orb was claimed by Tolinyr, and Syxia collected the gold and silver coins the kobolds had managed to steal from hapless merchants and travelers on the caravan road. Each party member received a share of the kobold treasure, and the magic items went to those who could best put them to use. It was beyond dispute that each party member proved his or her worth in the fight.
As Lord Jessup Holtsbridge had directed that the heroes return with some proof that they did indeed eliminate the kobold raiders, it was decided that the head of the chieftain and the robes of the wyrmpriest, along with the magic items recovered from the kobold leaders, would establish that they had completed their quest. The body of the spire-top drake was also carried back to Folkestone (and was ultimately given to Meldrick, innkeeper of the Crested Cock – after arrangements were made with the local taxidermist – who announced its mounting over the main fireplace in the comfortable tavern that was a part of his establishment).

Upon returning to Folkestone, the town guards informed the party that Lord Jessup would like a report on the elimination of the tribe of kobold bandits. The group proceeded to the Keep and gained entrance. Unfortunately, the lord was away, but Greven the magistrate was available, and he was pleased to receive them. He asked for a full report, including evidence to reinforce the statements made by the party members. The group provided details about their conquest of the caverns and provided as proof the head of the kobold chieftan, the robes of the wyrmpriest and the carcass of the spire-top drake, as well as the treasure and magic items found in the caves. Greven accepted this evidence of the success of the quest, and authorized payment of 75 gold pieces to the group from the lord’s treasury.

At that moment, a man known as Desh (the town weaver) rushed in, and demanded an audience with Lord Jessup. He exclaimed that “frogmen” had taken his children (Soria and Ghaelon) and pleaded with Greven that town guards be immediately sent to look for them in the trackless swamps to the northeast of the town. Greven was sympathetic to Desh’s pleas, but told him that Jessup was tending to matters outside the Keep and that it would take time to find him. Greven did not have the authority to send troops out on his own and time was of the utmost importance. Ur-Kadar proclaimed that he and his friends would go after the frogmen and attempt to rescue the children. The group quickly obtained information from Desh before setting off for the swamplands. Greven thanked the party and wished them good luck.

The party made its way to the eastern gate of Folkestone, quickly talking to townsfolk along the way in an effort to gather as much information as they could about both the swamp and the “frogmen.” They learned that creatures that could be described as “frogmen” had been spotted by a number of citizens several times before, but the strange creatures had never before been so bold as to attack. Based on the information provided by the townfolk, the heroes were able to discern the general direction in which these “frogmen” (known to Jaeran as bullywugs) had retreated. The elf’s keen eyes, in conjunction with the information they had successfully gathered, led them deep into the swamp, and after several hours of hard trekking through the dismal marshes and trackless mire, they came to a small clearing. The air was heavy and humid, and the light was failing as the sun was going down. Through the cypress trees, the party could make out a makeshift camp and an estimated 20 bullywugs, as well as several large frogs. The bullywugs were croaking and groaning in their strange, alien language, and were so involved in their own activities in the camp that they did not notice the heroes hiding nearby. The party also spied a roaring fire and two bullywug thugs carrying the two children, still alive, tied to a pole. The party quickly surmised that the children were soon going to be served as the main course at a tribal feast, and so they lost no time before launching a surprise assault.

Having never faced such creatures, the party did not know what to expect. They quickly learned that their enemies charged into combat with a mighty leap that was very dangerous. The killer frogs’ tongues proved to be a very dangerous threat, as they could use them to wrap up and drag their prey using great strength. The giant killer frogs of the swamp were over two feet in length, and were equipped with razor-sharp claws and teeth; they combined the worst ferocity and killer instincts of large predators with the ability to move through swamps and marshes with great swiftness in order to strike and avoid retaliation. One of the killer frogs wrapped its long, sticky tongue around Ur-Kadar’s waist, and struggled to drag the Paladin into a pool of murky water. The common bullywugs were no match for the party but their leader proved to be much tougher. Following the struggle with the giant killer frog, in which Ur-Kadar nearly ripped its tongue from its fanged mouth, the bullywug leader leapt into battle. With a staggering blow, he brought a stunned Ur-Kadar to his knees, dragon-like blood pouring freely from his gaping wound, before he fell to the muddy ground, where he fitfully passed in and out of consciousness. Jaeran responded with divine power, healing the Paladin and quickly returning him to his feet. The big dragonborn’s eyes burned with determination and with one mighty blow, he critically wounded the bullywug champion with his magical axe. The frog-like creature croaked its death-throes as a cascade of bile and blood arced into the air. With the leader slain, what remained of the bullywug tribe fled into the trackless swamps in the gathering darkness, their will to fight destroyed. The heroes untied the children and returned to Folkestone as quickly as they could.

The party members received a heroes’ welcome upon their return to the town, and they enjoyed the attention. Desh was so happy to see his children safe and sound that he paid the party 25 gold pieces and awarded Barrack one of his prized family heirlooms, a magical war hammer. Although not of dwarven make, the craftsmanship was nonetheless excellent (notwithstanding the enchantment laid upon the hammer), and Barack vowed to use the weapon with pride. Meldrick, innkeeper of the Crested Cock (the inn where the party had decided to stay upon their initial arrival in Folkestone), proclaimed one week of free room and board for the heroes – it is merely incidental that his business might increase if the locals knew that the new heroes of the town were going to be there; in fact, every night since their return has been one long celebration in the common room and tavern of the Crested Cock, as travelers and townsfolk alike talked (and argued) about the heroes and their exploits. It seemed to everyone concerned that with the heroes basing themselves in the town, the grim mood in Folkestone had lifted. Any shadow that had fallen over the town was certainly lifted for a time, if not banished altogether.

D&D Journal #1


Journal – Session 1

Setting out from the city of Dunwin, capital city of the realm of Ithacar, a party of six bold adventurers – Barrack, a plain-spoken dwarven Fighter, powerful wielder of the hammers favored by that strong and dour race; Marik, a reptilian dragonborn Warlock, heir to an ancient and proud lineage, but inescapably bound to a pact granting him supernatural powers; Jaeran, an elven Cleric upon whom the gods have granted a measure of divine power as a reward for his faith; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; Tolinyr, an eladrin Wizard of the Feywild, wielder of potent magic; and Ur-Kadar, dragonborn Paladin of Bahamut, the Platinum Dragon, a holy warrior dedicated to upholding the tenets of his faith and protecting the weak with his battle axe – joined a simple trading caravan bound for the small city of Folkestone, located in southeastern Ithacar.

Each had his or her own reasons for wishing to leave Dunwin; no questions were asked of the companions, either by each other or by Roreth, the lead guard of the caravan with whom the group had made their arrangements for employment and/or travel over ale in the tavern of a Dunwin inn. Several of the party members were hired on as additional guards, as rumors claim that the roads are becoming more dangerous (but Syxia had heard the guards arguing before they left, and one of them – she isn’t sure who – bitterly complained about the addition of the party as extra guards; the unknown guard claimed that he did not want his share of gold reduced, but he could possibly have had another motive); those who did not sign on to the caravan as paid guards merely sought the safety that traveling in an armed group would bring and/or were simply looking to leave Dunwin in as expeditious manner as possible. It was understood that each of the companions had their own reasons for wishing to travel with the caravan.

It was unquestioned that the route would take them close to the wilderness of Wysteria, a rugged, uninhabited land that is now little more than a howling wilderness inhabited by all manner of creatures dark and dangerous. Whether due to attacks by monsters, disease or despair, all attempts to settle Wysteria have failed. In past times, an army of orcs and goblins, after plundering and pillaging the few human settlements in that land following the fall of Glyphstone Keep, attempted an invasion into Ithacar, but were defeated. Today, Wysteria is a wild land dotted with ruins, and it remains shrouded in mystery. Travelers’ tales claim that those journeying through the hinterlands near Wysteria will meet their doom, and it is common knowledge that hardy bands of adventurers sometime head into Wysteria to test their mettle and seek great treasures; most do not return. Other rumors maintain that Wysteria is once again an active bastion of evil that threatens Ithacar and the surrounding lands. The truth – or falsity – of these rumors has not been established, and remains unknown.

Following the arrangements made with Roreth, the companions met him and the other guards – Vaslen, Korvis and Madran – the next day on the outskirts of Dunwin. The caravan guards were anxious to begin the journey to Folkestone, which they estimated would take 30 days, depending on what sorts of hazards – if any – were encountered. The two wagons of the caravan were filled with mundane trade goods, including fabrics, spices, dyes, perfume, rope, glass, copper, and similar materials, and the contents were covered and tied down to protect and conceal the cargo. Beyond this basic information, Roreth frowned on further questions and/or investigation into the contents of the wagons.

The greatest part of the journey – nearly 30 days – passed without incident as the caravan left the more populous regions of Ithacar, passing through the woods, hills and grasslands in the heart of the realm. It was clear that Roreth and the other guards were eager to get to Folkestone and receive their payment. The men refused to discuss the details of their employment, but it seems understood that they were counting on good pay upon completion of the job. While they were always courteous to the group, it was apparent that they did not want to become too involved with the party. The third week of travel was harder, as the road became obviously less well-travelled, and the caravan slowed as the group gradually entered the rougher area of the borderlands between Ithacar and Wysteria, the country becoming more rugged with each passing mile. Also apparent were the increased signs of humanoid activity – kobolds, goblins and/or orcs. Watches were doubled, and everyone seemed more on edge. Four days out from Folkestone, a large number of tracks were found crossing the road; examination revealed these to belong to a large band of kobolds.

Three days out from Folkestone, the caravan came across the site of a skirmish. Three kobolds and a human warrior were found dead in the road, with the signs of battle all around – the ground was littered with arrows, splatters of blood and other signs of fierce fighting. Although the scene was almost two weeks old, Roreth and his men were now very eager to reach Folkestone as quickly as possible. The following day, shortly before noon, the road turned down into a shallow wooded valley. Two of the guards – Korvis and Madran – were leading on foot. As the caravan entered a heavily wooded section of the valley, Jaeran noticed a lack of woodland noise; before he could sound the alarm, however, small black arrows flew from the woods on either side of the road, and Korvis and Madran were felled. At that point, two armored kobolds and a guard drake stepped onto the road, blocking the caravan; combat was joined, and a brutal battle ensued.

Syxia drew her wicked daggers and quickly and lightly moved off into the rugged and wooded terrain to the east of the road, in an attempt to flank the archers hidden off the trail. In doing so, she encountered a number of other kobolds attacking from the rear. The remaining guard, Vaslen, followed Syxia. Jaeran had moved into a defensive position between the wagons and was using his longbow to harry the kobolds. Ur-Kadar had been in the rear wagon, but raced forward to confront the kobold dragonshields and the guard drake. The other members of the party were already at the front of the wagons, and charged forward. Barrack, his hammer swinging, directly engaged the largest kobolds and the drake, aided by Roreth and Marik, wielding his halberd and hurling curses at the swarming kobolds – a number of them were so marked by the Warlock. In the meantime, Tolinyr had positioned himself between the developing fights, and used an array of magical powers to swing the battle, including scorching burst and flaming sphere, sowing panic among the attacking kobolds, numbering over 20.

Syxia soon found that she was greatly outnumbered and unable to take full advantage of her Rogue abilities, given the number and position of the kobold attackers who were soon pouring out of the woods to the east as well as from behind the caravan. Vaslen came to her aid, and was immediately hewn down by kobold blades and arrows. Syxia retreated to the road, and Tolinyr and Jaeran took the fight to her kobold pursuers. Jaeran healed Syxia’s wounds and used his divine magic to attack the kobolds, searing them with radiant energy. At the front of the scene, Barrack and Ur-Kadar slew the dragonshields and the drake, and Marik continued to pursue and eliminate the kobold archers hidden in the rocky terrain to the west of the road. During the battle, Roreth was mortally wounded and staggered away to the west, plunging headlong into the dense woodlands.

Although Roreth and the other guards were lost, the tide soon turned, as Barrak, Ur-Kadar and Marik routed the kobolds attacking from the front. Syxia was able to flank the kobolds menacing Tolinyr, and working in tandem, the Rogue and Wizard dispatched several of the attackers. Jaeran was cornered by a determined kobold, and slew it. The few surviving kobolds broke and fled into the woods on the eastern side of the road, and the party realized that pursuit was impossible. They instead took to binding their wounds, resting and preparing for any further attack. None came, and the three guards were buried alongside the road. Roreth’s body was soon located – his bloody trail through the woods was easy to follow – and although his chain mail was battle-scarred and useless, the party recovered his longsword and two daggers. The kobolds had very little in the way of useful items or gold or silver coins. What little they did have was looted.

The party resolved to continue the journey to Folkestone, and decided to deliver the trade goods themselves. A search of the wagons revealed a ledger, which accurately described all of the trade goods, with one exception. A locked wooden box (no key could be found) was found carefully concealed in one of the wagons, and the only notation on the manifest regarding the box was a question mark (“ ? ”). Syxia examined the box, and tried her best to open it, but she could not do so. She secured the box, and resolved to try again once the party had safely reached Folkestone.

Two days later, the party had safely reached the town of Folkestone. At the gates, they made inquires of the guards there regarding the destination of the trading goods secured in the wagons. They were directed to Drachen Sylvanni, a leading merchant in the town. It was decided that three of the party members – Barrack, Jaeran and Marik – would deliver the goods and receive payment for them, while the other three members – Tolinyr, Syxia and Ur-Kadar – would secure accommodations for the party. To this end, they were directed to the Crested Cock, a tavern and inn catering to travelers. It was understood that Syxia, given her demonic appearance and likely reputation, should remain quiet and unobtrusive in the town. She agreed to control herself and stay out of sight as much as possible. To a lesser degree, the dragonborn would need to exercise caution and restraint as well, given their hulking and reptilian appearance, at least until the townsfolk recognized them as having noble motives.

At the Crested Cock, the three companions secured rooms as well as ale, and made the acquaintance of Meldrick, the innkeeper, and his wife Ethyr. A clumsy fellow, Meldrick did show himself to be a kind host (so long as his customers had gold); but he wrested a concession out of the party: that they would stay at the Crested Cock and not patronize the Gilded Lily, a rival Folkestone establishment (run by Fastieth Silverpoint) catering to well-to-do travelers. Meldrick exchanged small talk and some useful information with the party members, and Syxia then took her leave and went to her room (which was shared with Tolinyr; the dragonborn shared their own room; Barrack and Jaeran roomed together). Before going upstairs, she scanned the tavern area; most of the patrons were simple townsfolk, but two men in dark clothing appeared to be Rogues, and possible agents of House De’Nethryn (dealing in clandestine activities). A mysterious riddle was also posted in the tavern, with instructions as to where to deliver the answer (the riddle was “I have split one into five; I am the circle that few will spy; I am the path that breaks and gives; I am the bow no man may bend”). Later, Barrack was the first to suggest “a rainbow” as an answer to the riddle.

The others had in the meantime arranged to sell the goods from the wagons, as well as the wagons and horses. They exchanged information with Drachen Sylvanni, a leading merchant in Folkestone, and a possible agent of both House Zydanne (which specializes in agricultural trade) and House Golhyrr (dealing in banking and gems). In conducting business with Sylvanni, the party did not reveal to him the existence of the mysterious box still in Syxia’s possession. In addition, they made inquiries of the town guards, met the guard captain Ravil DelTorin, and managed to obtain an audience with Lord Jessup Holtsbridge, the lord of the town, and Greven the magistrate. They explained themselves to this local lord, and he was very interested in their account of the ambush and ensuing battle. The warlike kobold brigands had been a matter for the lord’s concern for some time, and he felt that the time was at hand to deal with the problem once and for all. He dismissed the party, but directed them to return to his armory, and outfit themselves for a punitive expedition against the kobolds. It was clear that the lord expected the party to find the lair of the wretched creatures, and throw them down by means of armed violence.

After the party reunited at the inn, Syxia took the others to her room and tried once again to open the mysterious box, the discovery of which had raised several questions: By whom had it been sent? Did the guards know about it? To whom was it being delivered – someone in Folkestone, to be sure – but whom? With all of the other goods delivered, is someone now looking for the box? Even aided by the others, she could not open it. Tolinyr determined that the box was magically sealed, and could not be opened by any of the party members; what was needed was a Wizard of some power who would be able to perform a ritual to open it.

Asking questions of Meldrick over dinner (and ale), it was determined that a visit to the Wizard Neltharian could solve the problem of the box. As the hour was late, the party retired to their rooms after dinner. The next morning, they arose from their much-needed and very restful sleep in large, comfortable beds (something Syxia, in particular, had sorely missed while on the journey to Folkestone) and sought the assistance of Neltharian. On the way to see the Wizard, Syxia had the uncomfortable feeling that the party was being watched – and perhaps even followed – by persons unknown. The Wizard was nowhere in sight, and his shop was locked and closed. Barrack, Syxia and Tolinyr waited for the old man, and the others proceeded down the narrow street to the temples at the end, those of Pelor and Erathis and a shrine to Bahamut, the Platinum Dragon. The temples of Pelor and Erathis were large and prominent buildings, while the shrine of Bahamut was more modest, and was without a dedicated priest. Father Corus, the priest of Pelor, told the party that there have been recent problems with undead in the area, and that he could use their assistance in determining if such rumors were true and in eradicating any undead that might be haunting the area. The party also made the acquaintance of Father Ghaleon of the temple of Erathis.

Returning to the Wizard’s shop, they found that the old man had arrived. He seemed more a befuddled old fool than a wise Wizard, but as the conversation continued, the party recognized that he was a man of some power. Syxia – unable to restrain herself – blurted out the answer to the old man’s riddle as “a rainbow”, and he was impressed that the party had answered correctly, thus proving their initial worth. He carefully examined the box, and stated that the box had been sealed by magic. He gave the party options regarding the opening of the box, and it was decided that all present would view the contents, regardless of what was inside. Using a powerful magical ritual, Neltharian opened the box – and was shocked by what was inside: the severed head of a man, along with a ceremonial dagger of unknown origin (which may have been the murder weapon) and an inscribed medallion bearing the seal of the “Order of Candrical.” Syxia dismissed the myth of Candrical as nothing more than a child’s fairy tale – she told everyone that ancient tales claim that Candrical is renowned as the source of all magic and is said to be a powerful force for good. Neltharian’s reaction was one of sadness and great concern, and he admitted knowing the man whose head was secured in the box (although he refused to discuss the identity of the dead man or reveal how he knew him). He kept the box and its contents for further study, but he did not answer any questions regarding the dead man’s identity, what the dagger and medallion might mean, or why these items were being delivered to someone in Folkestone.

Upon the order of Lord Jessup Holtsbridge, the party appeared at the town armory and selected additional weapons and equipment: Barrack chose throwing hammers after the manner of the dwarves, to allow himself a ranged weapon, should he need one; Jaeran replenished his stock of arrows; Syxia took a short sword, in case she should ever find herself in a tight spot, needing a blade other than her daggers; and Ur-Kadar selected javelins to hurl in combat. More importantly, the Lord of Folkestone provided the party with horses (and, in the case of Barrack, a pony), as they would likely face overland travel through the wilderness before finding the lair of the kobold bandits. He could spare no men himself for the expedition, given the climate abroad in the land. The lord did ask for evidence of the party’s success against the kobolds, but did not want much in the way of gruesome trophies.

The party retraced their path along the road, and came to the ambush site. From there, they followed the paths of the fleeing kobolds away to the east, where the woodlands gave way to rocky hills in which were situated a number of caves. The horses were left at a campsite, and the party moved forward on foot. They reached their goal – the cave lair of the kobold band – in a few hard hours of overland wilderness trekking.

Scouting ahead, Syxia noticed that the cave opening was guarded by a drake. The beast did not notice her, and she crept back to the party, and an assault plan was developed. The party then attacked the guard drake with surprise and had great success in driving the creature further into the cave. Tolinyr covered the floor of the cavern with ice, impeding the drake’s movement; the front-line fighters finished it off, but not before it could bellow a warning to the kobolds lurking in the cave complex beyond.

A large group of kobolds then attacked, and the battle was joined in the first of two caves inhabited by the bandits. Noticing that the kobolds were staying out of the middle of the large cave, the party suspected that a pit trap was in the middle of the chamber (this suspicion was confirmed after the battle). The battle did not go well for the kobolds, and they fell back into another, larger cave deeper in the hillside.
Syxia followed the fleeing kobolds and soon found herself surrounded and outnumbered, facing a large group of kobolds. Kobold slingers, hurling gluepots and concealed on a ledge on one side of the large cavern, managed to immobilize Syxia, who quickly found herself bound in a sticky web of glue (she managed to free herself later, but was out of action for a period). Barrack and Ur-Kadar then charged forward to engage the main body of the kobolds. Jaeran remained in the rear seeking to bolster his allies, later emerging to scorch the kobolds with divine radiant power. In the meantime, Marik was moving among the kobolds, cursing his enemies and attacking with his halberd, and Tolinyr was hurling magical energies through the cave. Soon, the battle turned. During the battle, the well-positioned slingers were having great success against the melee combatants, until Tolinyr heroically raced across the floor of the cavern, teleported onto the ledge using his Fey Step ability, passing for a moment through the magical realm of the Feywild, and used his thunderwave power to blast the kobolds off the ledge. The remaining kobolds were quickly defeated thereafter, and a lone survivor provided the party with valuable information about a larger tribe of kobolds; their lair was not far from the current location, but was well-protected by a ravine (crossed by a rope bridge) and traps. The kobold was then set loose, and fled in the direction of the lair he had just described. The group paused to rest and recover, and to further explore the hidden lair that they had decimated. A smaller cave off of the large chamber was found to be filled with looted trade goods stolen from travelers on the road – some of it was old and worthless, but many of the supplies were in excellent condition. The few gold and silver coins found with the kobolds were collected.

While they had defeated a large group of kobolds in the caverns, the party understood that further challenges lay ahead. It was very unlikely that a few dragonshield warriors were the leaders of the kobold bandits, or that the power of the bandit raiders was now broken. The party rested and planned their next move . . .