Thursday, February 26, 2009

Journal Entry 9












Journal – Session 9

Having explored the crypt of the dread Necromancer Marzoth and his wife Lucritica, 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; Luke, a cloaked half-elf Wizard of mysterious origins and arcane might; 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 – returned to the town of Folkestone to rest and re-equip before setting out on their next quest.

As the party departed from the crypt, they were set upon by the tiefling Rogue Forras Nooramor and his force of bandits, who were attempting to abduct Syxia; Forras was seeking to collect on a contract placed on the girl with House De’Nethryn. The attacking band was routed, and Forras was captured. In exchange for his life, the scoundrel pledged to tell the House that Syxia was killed in the fighting. She decided to travel for the present under the name Darenzia, claiming to be a Fighter. The party agreed to assist her in this subterfuge, in order to better secure her (and their own) safety.

The return journey to Folkestone was uneventful, and the party decided to visit the money changers of House Golhyrr and deposited their extra wealth before leaving town. The party returned to their usual lodgings at the Crested Cock, and the innkeeper Meldrick and his wife Ethyr gladly welcomed them back. The party enjoyed the comforts of civilization for the evening, and most spent the evening in the tavern area of the inn, sitting before the fire drinking dwarven ale. Syxia retired early to take a warm bath and wash her long, silky, midnight blue tresses before being forced to tough it again in the wilderness (which she hates to do).

Rising late, the well-rested party thanked Meldrick and Ethyr, and made ready to depart Folkestone. The Wizard Neltharian stopped the party before they left through the town gates, and handed over several weathered, eldritch manuscripts and ancient scrolls to Luke. He told the young Wizard to study them intently, because he suspected that the answer to the location of the Lost Temple of Shar-Ngrond lay within their crumbling pages. Neltharian stressed that this was of the utmost importance, and that Luke should focus solely on this task to the exclusion of all other endeavors. Luke heeded the Wizard's counsel, and he spent almost every second of his time awake pouring over the materials which had been entrusted to him.

On the second night out of Folkestone, during the cold watches of the night, the encamped party encountered the two experienced scouts that Lord Jessup had dispatched to investigate the road to the port of Inequity. While the hardy woodsmen were wary at first, they quickly recognized that the party was no threat, and that the heroes had also been dispatched by Lord Jessup. The men then discussed their findings openly. They reported that Orcs had taken up in Skylde Gate Keep; the monsters appeared to be laying low and not attacking travelers on the road (as the ruined Keep is situated near to the road through the pass). The scouts watched for three days, even making their presence boldly known; still, the Orcs did not attack or move against them in any way. They also stated that a man had walked up to the Keep and voluntarily surrendered. To their surprise, the man was not slain on sight by the brutes, but was instead bound and taken inside the Keep. As the scouts were already late in reporting back to Folkestone, they decided to return to the town and make their report to Lord Jessup. The scouts were fairly certain that the Orc band was not the reason for the lack of trade caravans or travel between the Inequity and Folkestone. Although this came as good news, it brought to light yet another mystery – why then was there no trade and travel between the two settlements? The scouts ended up staying in the party’s camp for the rest of the night, and then they shared breakfast and went their separate ways.

The group rode to the Keep and observed the Orcs lairing there. After much debate, they decided to ride by the Keep, in the hope that the Orcs would attack or send out scouts that ended up getting too close (and who could then be seized for questioning). To the heroes’ disappointment, the Orcs kept their distance and did not attack. The party therefore decided to make for Inequity, instead of attempting to sneak into the Keep somehow, recognizing that their most important task was to deliver the message that Lord Jessup had given them for Braccus von Jallach, Lord of Inequity. After they delivered the message, they felt that they would have plenty of time to return and free The Fish (as this is who they assumed the man who surrendered was). There was some concern among the party that the cause of the trade and travel stoppage lay between the pass and Inequity, or even that Inequity was under siege, was leveled, had been reduced to ashes/rubble or was for some other reason isolated or deserted.

Once past the Keep, the road was clear, and the party arrived in Inequity. Although it was clearly a wretched hive of scum and villainy, it appeared to be a free port, and was neither besieged nor deserted. They made for the Keep to deliver their message to Lord Braccus, despite having to show the seal on the message to three separate sets of guards, having to hand over their weapons (friends and guards alike marveling as Syxia produced many daggers hidden in numerous and surprisingly improbable places), and then waiting for what seemed to Barrack to be an intolerable amount of time, they eventually were escorted into an audience with Braccus and his administrator and advisor, Zurin Troyas (with two guards carefully watching the party from the shadows in the rear of the great hall). It was immediately apparent that Braccus was the polar opposite of Jessup. He was a large man with a barrel chest and a booming voice; it was clear that the man rose to power through well-rendered military service. He appeared impatient and quickly read through the note; as he did so, his face visibly began to turn red. For a moment, he seemed to forget that the party was there and launched into a string of curses involving Erathis, Melora, Kord, Pelor and two more deities the names of whom the party couldn't clearly hear. He yelled about it being just one more thing that he had to deal with. Between the Sea Drake stopping all traffic (and more importantly, revenue), the bold raids of the “fish people” upon coastal dwelling, and rumors about murderous cultists, he simply didn't have time to deal with this now. He says he would like to see King Danold, monarch of Ithacar, again but he simply did not have the time to spare, and in any case, his report would be no cause for confidence given the difficulties and dangers threatening to engulf Inequity.

Barrack spoke, and Lord Braccus started as though he had completely forgotten that the party was there, and offered him the assistance of the party, and indicated that they would like to investigate the matter of the Sea Drake. Braccus let out a hearty laugh, and said that he would like the help, and that if they were successful they could also collect a 1,000 gold piece reward for defeating the fell serpent. Braccus told them that the drake had attacked and sank a ship a little over two months ago, and since that time it has completely shut down the harbor. He said that he would appreciate their help, but thought there was little that they could accomplish against such a dreadful and terrible wyrm. He suggested that the party might wish to talk to the harbor master of Inequity, Thulmir Runkin, as well as to the soldiers in the coastal guard tower for more information. The fish people were not a concern as of yet, because they had not injured any townsfolk thus far. He also added that the rumor of cult activity seems to come from the fact that there have been a number of missing persons recently; he went on to note that such disappearances really are not all that rare in Inequity (by choice or otherwise), but the rumors still persist. Braccus personally doubted that there is any validity to the rumors of cult activity.

The group decided to find an inn in which to spend the night, and where that could obtain food and drink, stable their mounts and discuss their options before deciding upon a particular course of action to pursue. Barrack wanted to pursue the Sea Drake; Ur-Kadar wanted to root out and destroy the evil cultists; others felt the need to rescue The Fish. In reviewing their option of inns, they considered the Bilge Rat (a massive inn located in the heart of The Hive – the wretched thieves quarter of Inequity – next to the town brothel), the Silk and Spoon ( an upscale inn located inside the Keep) and The Black Gull (a good-sized and seemingly reputable inn located near the docks). They decided upon the Black Gull, as it was most likely safe, fairly priced and in an area where they could gather much useful information.

On the way to the Black Gull, the party stopped in Knaves and Knives –a disreputable drinking hole crawling with sailors, cut-throats, thieves and worse – for a quick drink and an opportunity to gather information. While this tavern technically had rooms for rent, these were essentially a mere repository for those too drunk to leave the establishment under their own power. On their way into the place, a huge, hulking man semi-blocked the door and demanded a one gold piece deposit for entering the establishment. Syxia, not wanting to draw attention to the group, paid while the others decided what to do. With that, the large man pocketed his gold and then walked off down the docks. The party then entered the tavern unmolested and went to the bar. Barrack ordered a draught of their best dwarven ale, along with a round for the rest of the group. While the price was steeper than expected, the party paid it and then struck up a conversation with the barkeep and owner, Geirston Murtha. He told the party that there have been eyewitness accounts that the Sea Drake is almost 50 feet long, and that the beast is reportedly capable of smashing small ships with ease and swallowing several men whole. It is also said to belch steam that can causes a man's flesh to fall right off his bones. Geirston said that the downed ship, The Eastern Wind, did have a few survivors that made their way to Inequity. He wasn’t sure who they were or where they were now. The sighting of the thing had been good for business, at least for the present time; but Geirston confessed his fear that once the sailors run out of coin, it could get ugly. Melora forbid he runs out of ale! Barrack paid Geirston 10 gold pieces to keep an ear out for anything related to the drake, and told him that the group would check in with him later.

The party then made its way to the Black Gull, where they met Radak Carmona, the owner of the inn. He made small talk with the group and they eventually settled on a price for four rooms and stabling for their horses. After that, they made for their rooms to unpack and agreed to reconvene later that evening to discuss their options. They decided that Ur-Kadar would go and talk to the guards in the harbor tower, Jaeran would go to the Sun Temple and try to gather information on the rumored cultists and Marik would make his way through the town and see what information he could gather. Syxia and Barrack paid another visit to Lord Braccus in an attempt to gather more information. Luke remained secluded in his room and continued to study the texts provided by Neltharian.

Ur-Kadar and Marik learned, independently, that the Sea Drake seemed to come back every 2 - 3 weeks, and that it had been sighted in the waters off Inequity, within striking distance of the town, just a couple of days ago. The soldiers said that they had managed to keep it out of the main harbor by catapult and ballista fire when it came too close. However, the sea monster had completely shut down the port, as no ships dare to come or go. Marik also heard a great deal of information about the great wyrm, but there appeared to be a wide disparity in what people were saying. After listening to all the various sources, he concluded that the Sea Drake was more likely between 20 - 25 feet long, but does possess a breath weapon of steam. It is almost always spotted going east to west along the coastline. Ur-Kadar found out from the soldiers that the fish people have been raiding the fishing villages, particularly those east of town, and are stealing their catch. They have not harmed the villagers, yet. Still, the party surmises that there is a connection between the appearance of the fish people and the Sea Drake. Given that these creatures were only stealing food, it was considered possible that the Sea Drake had been depleting their food supply. Jaeran learned that the cultists are thought to worship the demon lord Orcus.

The group reconvened at the Black Gull to discuss what they had learned. While they would like to embark on a quest to slay the Sea Drake, they all agreed that trying to find it would take some time. They would prefer not to have to fight it in open water, and would instead prefer to engage it in its den. In light of the fact that the Sea Drake had recently been seen (and if it held to its pattern, would not be back for several days, at the very least), the group decided to sojourn back to Skylde Gate Keep in order to rescue The Fish. There was also some concern voiced that the lack of aggression from the Orcs may mean they are being controlled, or possessed, by a more powerful agent. With their decision made, they retired for an uneventful evening at the inn (with Syxia taking a bath, washing her hair and going to bed early and rising late). On their way out of town the next day, the party made a quick stop into Snick’s Swap Shop to see what wares were for sale. The shop was very large and well-guarded, but appears to contain a various assortment of mundane items like cooking pots, clothing, weapons, armor, adventuring gear, tools and dried food stuffs. The proprietor of this establishment was a weasely-looking man named Finneas Snick. After talking to him for a few moments, it became clear that the man had more expensive, unique items for sale. Barrack specifically inquired after potions of Water Breathing, and Snick confirmed that he had two, but more could be had if he were given time. Jaeran pointed out that a ritual scroll of Water Breathing would be even more helpful. Snick again confirmed that he could acquire such an item if given the time. It wouldn’t come cheap, of course, but he could make one available for sale.

The journey back to the pass went without incident, and the party arrived in the valley watched over by the Keep. The group devised a plan to lure out a scout patrol, ambush them and then interrogate a survivor. Barrack, Marik and Luke hid off of the main road while the others approached the main gate. Approximately 120’ from the Keep, a group of four Orcs and a timber wolf emerged and began to slowly move forward. The remaining Orcs in the Keep raised the old (but still solid) drawbridge and sealed the Keep. Jaeran, Ur-Kadar and Syxia then slowly retreated, drawing the Orcs into the ambush. When the trap was sprung, the Orcs tried to retreat, but it was too late; the party cut down all but one of them, and killed the wolf. The fearsome dragonborn Warlock roared in an attempt to intimidate the remaining Orc, who quickly submitted to questioning. Though his trembling, guttural voice the party made out that the Orcish leader, Groshnak, had left the Keep with a majority of his forces. The Orc told them that there were roughly 20 or so Orcs remaining in the Keep to go along with many Goblins, two Ogres, two Orc shamans and one of Groshnak’s fiercest warriors. The captive also confirms that the Orcs are holding two prisoners in the dungeon, an elf and a human. It was clear to the party that the Orc prisoner was merely a grunt soldier, and that this information was all they were going to learn from him. Fearing that the Orc might alert the rest of the guards in the Keep, Barrack thumped him on the head, perhaps a bit too hard.

After contemplating their next course of action, the party decided to wait for nightfall, at which time Syxia and Marik would drink the two potions on Invisibility she had been given by Neltharian, scale the walls, descend into the towers and lower the drawbridge. The others would be waiting a short distance from the Keep under cover of darkness and would rush the gatehouse when the drawbridge fell open. The party waited for nightfall, and the execution of the plan went well - at first. Syxia and Marik drank the potions, quietly approached the gatehouse towers, skillfully made their way up the walls and into their respective towers, where each saw the lever on both sides of the gatehouse that controlled the drawbridge. At the appointed time, they both pulled on the rusted, ancient levers that would release the drawbridge and allow their companions to enter the Keep. The huge Marik, his muscles rippling under the scales of his reptilian hide, easily pulled his lever with no problem, and a loud clanging accompanied the heavy chain as it began to fall. The slight (but toned) Syxia, however, wasn’t so lucky. Her lever refused to budge and the drawbridge remained standing. Despite her very best efforts (including riding the lever like a horse; rocking it back and forth; sitting and kneeling on the floor while reaching up and pulling down on the lever with all of her might; and even standing on the lever, bracing with her hands against the wall and using her legs to force it down), she utterly failed to move her lever even one inch.

Upon hearing the noise from the chains that was the agreed-upon signal, the party leapt forth and quickly made for what they assumed would be an opening into the Keep. Unfortunately, the Orc guards in the gatehouse also heard the noise, and they sprang into action, coming to investigate. Fortunately, the majority of them rushed to Marik’s side of the gatehouse, in response to the origin of the noise. While remaining invisible, Marik quickly used his skills to ascended to the top of the tower. Barrack arrived at the drawbridge only to find the door closed. He began slamming the door with his war hammer while Ur-Kadar attempted to climb one of the towers into the gate house, albeit slowly. Jaeran climbed the crumbling wall of the left tower not knowing if Syxia had been engaged by the enemy or not. Syxia, still invisible, continued to pull unsuccessfully on the lever, using whatever positions and combinations she could. The Orcs were focused on raising the chain on the right tower until they saw the hulking, massive dragonborn Paladin climb over the wall of the right tower; Jaeran also appeared near the top of the left tower. By then, the alarm had been raised and reinforcements begin to pour into the main courtyard. After what seemed like an eternity to Barrack (seeing how he was “on the outside looking in”, so to speak) the lever finally gave after Marik arrived to move it for Syxia, and the drawbridge lowered to the ground with a thunderous boom.

The inhabitants of the Keep had not been idle while the party was assaulting their lair. An Ogre and an Orc shaman charged Ur-Kadar and Marik, while a majority of the mob of Goblins, Orc drudges, and a brutal Orc bloodrager rushed toward Barrack and the now-visible Syxia. Jaeran remained on top of the crumbling left tower for a few rounds, raining down sling stones upon the Goblins and Orcs. The Ogre hurled a javelin that hit Ur-Kadar, while Marik unleashed the eldritch power of his forbidden pact, causing a horrible power to cloak the Ogre, the shaman and several Orcs in a zone of swirling, maddening shadows. The lesser Orcs were destroyed, but the powerful Ogre charged out of the pulsing necrotic blackness with his massive club. Ur-Kadar and the Ogre clashed in a mighty exchange of punishing blows. The shaman somehow shook off the crippling damage to his psyche that he endured at the hands of the Warlock, and stepped out of the zone and targeted the party with a nasty incantation that drained both the ability to press on while causing damage at the same time. On the left side of the battle, Barrack engaged the bloodrager, and the ancient courtyard of the Keep rang with the sound of steel on steel, as they engaged each other with a hatred that seemed as old as time. Barrack’s wide, powerful swings managed not only to hit the bloodrager, but also crushed the skull of the Orc grunt that stood beside him, causing a tremendous gush of black, ichor-like blood to gush from the Orc’s shattered skull. Syxia used her elusiveness in combat to continually reposition herself to inflict maximum damage, and she and Jaeran teamed-up to take down the Orc raiders. Within a few rounds, the courtyard was littered with Orc and Goblin bodies. With a final blast of eldritch power and a deafening roar of triumph, Marik finished off the blood shaman acolyte.

The Ogre and the Orc bloodrager remained standing, and proved to be powerful combatants. Jaeran commanded the Ogre to lie down, helping Ur-Kadar and Marik. The bloodrager’s huge axe continued to rain down mighty blows on Barrack, but the sturdy dwarf refused to yield; he was staggered by one blow in particular, but recovered quickly thanks to his magical dwarven armor. However, for every attack Barrack made, it seemed that the bloodrager made two. The bloodrager seemed to grow stronger as Barrack weakened, so Jaeran continued to chant divine prayers to energize and heal Barrack. The combined strength of the five party members finally won out and the Ogre and bloodrager both fell. However, seeing the strength of these two foes combined, the party worried mightily about what Groshnak was doing with his four Ogres, two bloodragers and a score of Orc troops.

With the main defending force now destroyed, the party cleared out the Keep and found the entrance to the dungeon underneath it. They descended underground and faced a small horde of Goblin minions (all of whom fell quickly). The last fight began in a large, funnel-shaped room, as the party found itself facing several Goblins, a few Orc drudges, an Orc shaman and an Ogre. The room played to the advantage of the party, as the two dragonborn unleashed their powerful breath weapons and swiftly cleared the room. The Ogre, though tough, was unable to threaten both Ur-Kadar and Barrack; the shaman held back and attacked from the rear. Suddenly, out of nowhere, one of the doors in the back of the room hurled open, and a dark-haired man wearing a long black cloak appeared and charged, cutting down the shaman in one blow. The party was unsure of his motives, but they anticipated that this was The Fish. With the rest of their enemies now dealt with, the newcomer introduced himself to the heroes – he was indeed The Fish. He chuckled at the notion that Neltharian thought that he needed help/needed to be rescued, but he did appreciate the old Wizard’s concern. He explained that he was gathering information on the Orcs, and that the best way to do that was by being inside the Keep. He intentionally surrendered after Groshnak left; he knew that the best source of information would be the Goblins, so he willingly joined them in the dungeon. When the Goblins were otherwise occupied, he would escape his cell and wander the dungeon only to return to imprisonment, slipping back into his cell before the Goblins returned, in order that the Goblins would think that he was securely held prisoner. He suspected that the large force of Orcs under Groshnak was moved here in response to King Danold Galifor's impending visit to Folkestone. The Fish concluded that Groshnak must be doing someone else's bidding, and must expect to be exceptionally well-rewarded if he succeeds in doing so. The Fish stated that he must to return to Folkestone, in order to warn Neltharian and probably Jessup as well. The Fish also mentioned that there was also another prisoner who was being held in the Keep, and that Groshnak took the other prisoner with him when he left. The prisoner was an elf, and probably a Ranger. His identity was unknown to the Fish, as they were held in separate cells. The Fish could not be certain, but he thought that Groshnak led his troops into the wild lands of Wysteria, the remote and isolated border country to the east. Wysteria is now an unknown land, cloaked in mystery and danger, and is wholly uncivilized. None could know what Groshnak might do there.

The group then parted ways with the Fish; the Rogue headed north to Folkestone, and the party returned to Inequity. After their return to the port, they returned to the Black Gull. While drinking ale around the fire, Luke, staring into the flames, recounted that it was possible that the captive elf Ranger was his father, Erdan. Luke had always planned to following in the footsteps of his father, an adventurer. Luke also spoke of his mother – she was human, and was rescued from a raid on a ship somewhere on the Whytehorn River by his grandfather. She was taken back to the elven lands, and Luke’s grandfather never sought to return her to her own kind; Luke never forgave him for this – it is for this reason that Luke hates both his grandfather and his elven heritage. That said, he still holds his father in high respect. It is for this reason that Luke demanded that the party seek to find the elven prisoner and free him from Groshnak’s Orcs. Luke reasoned that if they found and rescued the unknown elf, and he was not Luke’s father, the party would be able to rest easy in the knowledge that they have freed a fellow adventurer from the evil Orcs. Turning an ominous stare on his companions, with ice in his voice, Luke stated “But if this elf is my father, and you keep me from saving him, I will never forgive you.” Nearly overcome by emotion, Luke then retreated to his room to turn his mind again to the eldritch manuscripts entrusted to him by Neltharian.

The next day, the party struck a deal with Braccus. If the Lord of Inequity could provide a ship and crew, the party agreed to track the Sea Drake to its lair and destroy it. The party also thought that the priestess at Melora's temple might also be able to help locate the drake. Failing that, the party could also concentrate on finding the cultists and laying them low.

Luke, by spending all of his time pouring over the ancient, crumbling manuscripts, finally made what he believed to be a very important discovery; he believed that he had at last learned the general location of the Lost Temple of Shar-Ngrond.









Friday, February 20, 2009

NPCs

Index of NPCs (Alphabetized by Session)

(If NPCs appear in more than one session, their entry is noted in the session in which they first appeared; (D) denotes that the NPC is deceased)

Session 1
Corus – Cleric of Pelor in the town of Folkestone.
DelTorin, Ravil – Captain of the Guard Folkestone.
Ethyr – Wife of Meldrick, the innkeeper of the Crested Cock in Folkestone.
Ghaleon – Cleric of Erathis in Folkestone.
Greven – Magistrate of Folkestone.
Holtsbridge, Jessup – Lord of Folkestone.
Korvis (D) – Guard of the caravan from Dunwin to Folkestone.
Madran (D) – Guard of the caravan from Dunwin to Folkestone.
Meldrick – Innkeeper of the Crested Cock; husband of Ethyr.
Neltharian – Wizard, proprietor of Neltharian’s Necessities in Folkestone and agent of the Order of Candrical.
Roreth (D) – Lead guard of the caravan from Dunwin to Folkestone.
Silverpoint, Fastieth – Innkeeper of the Gilded Lily, a well-to-do inn in Folkestone.
Sylvani, Drachen – Lead merchant of Folkestone.
Tathairn (D) – Agent of the Order of Candrical known to the Wizard Neltharian, his severed head (concealed in a box) was sent to Folkestone from Dunwin, along with a ceremonial dagger and an amulet; his identity was not known until Neltharian revealed it to the party in session 6.
Tolinyr – Eladrin Wizard who was an original companion of the party.
Vaslan (D) – Guard of a the caravan from Dunwin to Folkestone.

Session 2
Desh – A weaver in the town of Folkestone, father of Soria and Ghaelon.
Ghaelon – Child of Desh the Weaver, kidnapped by Bullywugs and rescued by the party.
Soria – Child of Desh the Weaver, kidnapped by Bullywugs and rescued by the party.

Session 3
Alleria – Tailor in Folkestone
Animator, The – Shadowy controller of the undead, known by reputation only (i.e., the party did not meet him).
Fellhammer, Gimmar – Dwarf blacksmith and armorer in Folkestone.
Jalin – Leatherworker in Folkestone
Olthair – Retired Fighter and contact of Neltharian the Wizard.
Pendingle – Bard in Folkestone.
Siolad – Merchant in Folkestone, also the keeper of the Shrine of Bahamut.
Thantos, Ileana (D) – Human mother of Syxia and wife of Valen Thantos, she was slain by him in a fit of rage when Syxia was 10.
Thantos, Valen – Tiefling nobleman and Warlock, father of Syxia.

Session 4
Quickwhistle, Cadrick – Rogue who ran a front operation (a locksmith shop) in Folkestone, while serving as an agent of House De’Nethryn.
Gweth – Rogue and an agent of House De’Nethryn.
The Devil’s Canvas – Notorious and infamous assassin, known by reputation only (i.e., the party did not meet him).

Session 5
Belandor – Corporal of the Guard in Folkestone, on whom Syxia has a crush.
Ven-Ghol the Necromancer (D) – Feared Wizard from ages past, whose ghostly hand possessed Luke.

Session 6
Janglemere – Wizard known to Neltharian, author of A Complete Guide to Gates and the Planes, known by reputation only (i.e., the party has not met him).

Session 7
Lucritica (D) – Dread Necromancer from ages past, wife of Marzoth.
Marzoth (D) – Dread Necromancer from ages past, husband of Lucritica.

Session 8
Dzaram (D) – Dread Necromancer from ages past, friend of Marzoth and Lucritica.
Fish, The – Rogue who is known to the Wizard Neltharian, he has disappeared while on a mission for the Wizard; the Fish had been mentioned in an earlier session, although it was just his name – no other details were mentioned at that time.
Galifor, Danold – King of Ithacar.
Nooramor, Forras – Tiefling Rogue who sought to kidnap Syxia, he was spared by the party after he was defeated in battle and captured.
Von Jallach, Braccus – Lord of the port city of Inequity.

Session 9
Carmona, Radak – Owner of the Black Gull, a reputable inn and tavern in the port city of Inequity.
Erdan – Elf Ranger, and father of Lucan (Luke) the Wizard; his current whereabouts are unknown, but Luke is interested in finding him.
Darenzia – Alias Syxia began using to throw off would-be pursuers and kidnappers who are trying to abduct her.
Groshnak – Orc chieftan of a band of Orcs who have taken Skylde Gate Keep as a lair.
Murtha, Geirston – Owner of the Knaves and Knives, a tavern in Inequity catering to sailors, thieves and assorted low-lifes.
Snick, Finneas – Proprietor of Snick’s Swap Shop, a general store in Inequity (and also clearly a Rogue with certain connections).
Thulmir, Runkin – Harbor Master of the port of Inequity.
Troyas, Zurin – Administrator of Inequity, and advisor to Lord Braccus.

Session 10
Delyd – Sailor and former captive of the demon cultists who was freed by the party.
Eramora, Sister – Priestess of Melora in Inequity, and keeper of the Sanctuary of the Sea in that port city.

Session 11
Alderwald, Titus (D) – Late Lord of Carrowheel, he was ambushed and slain by a force of Orcs and Ogres en route to Folkestone for a council with the King.
Angronomir (D) – Human Wizard of ancient legend; he is said to have led a band of heroes in banishing Orcus back to the Abyss nearly 2,000 years ago, destroying and scattering his powerful staff in the process.
Ba-bool – Sahuagin who led the party to the lair of the Sea Drake, and who assisted them in battling a rival tribe of Sahuagin raiders.
Balthazar – A Wizard of 1,000 years ago, who is thought to have obtained one of the pieces of Angronomir’s legendary staff; he has not been seen in a millennium.
Blackwell, Sebastian – Appointed as the new Lord of Carrowheel by the King following the death of Lord Titus Alderwald.
Greenleaf, Luthien (D - ?) – Elf Ranger and member of the Order of Candrical, he was also a long-time friend of Luke’s father Erdan. It is likely that the dead Elf the party found in the jungle temple was Luthien.
Kleros, Brother – Priest of Pelor in Inequity, and keeper of the Sun Temple in that town.
Weeden, Captain – Captain of the Inequity port patrol ship the Swift Retribution.
Zharam, Danelious – A recluse living in the city of Carrowheel, who may or may not be the dread necromancer Dzaram.

Session 12
Bapsezru – Massive and powerful Carnage Demon whom Brother X attempted to summon from the Abyss during the battle at the Temple of Shar-Ngrond.
Brother I – Unknown Priest of Orcus and spy (presumably in Inequity).
Brother X (D) – Warlock in charge of the Temple of Shar-Ngrond.
Levron, Brother (D) – Priest of Orcus at the Temple of Shar-Ngrond.

Session 13
Baldknuckles, Ballen – Dwarf thane of Draig Drammen (under an enchantment).
Blackpick, Duergan (D) – Dwarven king of Draig Kharrak, slain by invading orcs.
Gargengrimm, Thurr – Dwarven thane of Draig Durrok.
Hammerhand, Torin – Dwarf warrior and counselor of Ballen Baldknuckles.
Isenicus – Cleric of Sehanine in Inequity (possibly a spy/demon cultist).
Naarash (D) – Powerful Bar-lgura demon summoned from the Abyss.

Session 17
Brokke (D) - Frost giant inhabiting the Palace of Burning Ice.

Session 18
Argus, Zarunkumar (D) - Tiefling Patriarch of House Argus, fiance' to Syxia, slain by the party in retribution for Syxia's death.

Wednesday, February 18, 2009

Updated Maps


Inequity
This a map of the port city of Inequity. Inequity is located southeast of Folkestone and can be reached by a 7-10 day journey via a trade route. There are three main sections of town. The area nearest the harbor is referred to as "The Docks," the area in the Keep is referred to as "Uptown," while the poor, slum section that is walled off from the remainder of town is called "The Hive." The street near the Keep on which the temples to Melora, Avandra, Sehanine and Pelor reside is known to the locals as Redemption Row.

Friday, February 13, 2009

Journal Entry #8


Journal – Session 8

Having partially explored the ancient crypt of the dread necromancer Marzoth and his wife Lucritica, 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; Luke, a cloaked half-elf Wizard of mysterious origins and arcane might; 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 after their difficult first attempt to penetrate the subterranean vaults; having recovered their strength, they set forth on the next stage of the quest.

Having set off several traps during their previous attempt on the crypt, the party cautiously ascended the stairs leading from the water-filled room to the locked door beyond. Syxia found no traps and picked the lock. The ancient door opened into a hallway, and revealed a long corridor. Syxia and Marik both checked the entire area for traps, and through their combined efforts were able to detect a pit trap in the middle of the hallway. After probing the other side, Syxia elegantly leapt across, and lightly landed on the far side of the dangerous and deadly obstacle. The rest of the party decided to jump the pit as well, after Luke used his Mage Hand to apply force to what the party believed to be a false section of the floor; no other trap or false floor was detected. Jaeran then attempted to hop across the pit, only to trip; the party was surprised when the Cleric did not fall into the pit, instead spraining his ankle and falling flat on his face (so much for elven grace, which in any event is as nothing compared to the grace of a buxom and beautiful tiefling damsel). Taking no chances, the others safely leapt across.

The party followed the corridor until the passageway turned to another door. Syxia found no traps and (shutting her eyes tightly and fearing the worst) opened the door. The party was on-guard, against both real traps as well as illusions. However, the 20’ x 40’ room beyond appeared to be empty. Free of furnishings or other clutter, the only decoration was an indention of a hand on the far wall with the word “Choose” inscribed above it. The group searched diligently for traps but found none. Luke inspected the room and found that it was awash in arcane energy. A dialogue began on the size of the hand, what the group must “choose” and what might happen when they did so. Luke again used his Mage Hand power to apply pressure to the hand-shaped indentation, but his efforts evoked no response. Barrack stepped forth and raised his hand, saying “Marzoth” and “Lucritica” to no avail. The party then discussed the riddle in the entrance to the tomb, along with the flaming eye that had been emblazoned on the floor of the entry chamber. Barrack tried again, saying “To Live”; again, nothing happened. At this point, the heroic dwarf Fighter advised that the entire group should be in the room to avoid being separated; all agreed and complied. Despite a sense of dread, he tried again and verbalized “Death.” With that, the indentation of the hand began to glow with a pale blue light; suddenly, the door slammed shut and the floor disappeared. The party fell 30’ feet to the hard stone floor below. Syxia managed to use her acrobatic prowess to avoid damage as well as stay on her feet, and through sheer dumb luck, a few other party members were able to land upright as well. The other party members found themselves strewn about the room and prone from the fall.

The room the companions found themselves in was similar to the room they had just fallen from, with the exception of six alcoves. Out from the alcoves emerged six skeletons wielding wicked scimitars. The religious studies of Jaeran and Ur-Kadar enabled them to recognize the undead monsters as boneshard skeletons, and the holy men knew them to be particularly dangerous foes because they explode, propelling slivers of sharp bone fragments in a wide area upon their destruction. The party suddenly found itself in a difficult tactical position (through no fault of Syxia, for once) as Barrack and Ur-Kadar engaged boneshard skeletons in one corner of the room while the other party members faced the remaining skeletons on their own. Her hot blood surging with battle-lust, Syxia reacted more quickly than the skeletons and unleashed a critical strike that crippled one of the skeletal fiends. With heroic flair, she followed up her strike with yet another damaging blow. The other party members struggled to their feet and braced themselves for combat. Luke moved to the center of the room in an effort to avoid melee combat and find an area from which he could cast spells, and Jaeran repositioned himself and prepared to channel radiant power. The skeletons hit back hard and landed significant blows to the sturdy dwarf and devout Cleric. Syxia relentlessly hammered the skeleton facing her with yet another critical strike; sensing her enemy’s demise at hand, she followed up with a quick flourish of strikes and destroyed the skeleton. The explosion wrought by the death throes of the skeleton damaged Syxia and Jaeran, as the skeletons remained very dangerous even as they were destroyed.

On the other side of the room, Ur-Kadar infused his magical axe with radiant light, and his holy strikes inflicted additional damage on the skeletons. Barrack unleashed a crushing blow that cracked more than a few of the bones of his skeletal foe in retaliation for its attack. The battle raged on, with Jaeran channeling divine power and unleashing a flash of radiance that hurled two of the skeletons backwards while inflicting severe damage on another. Marik’s halberd arced through the room, landing heavy blows on the skeletons while his curses filled the air. Luke busied himself hurling fire balls into the midst of the enemy to damage several of them at one time. While Barrack had been hit several times, his dwarven resolve allowed him to continue on, unbowed. Jaeran and Syxia teamed up to unleash a vicious combination – uttering the prayer of abjuration against the undead, Jaeran Commanded one of the skeletons to lie down on the ground; Syxia followed up with a mighty blow from her enchanted sword that destroyed the skeleton, and it exploded harmlessly into the ground. Ur-Kadar put his remaining foe down, and made his way back to the middle of the room to help finish off the remaining skeletons. After weathering a few more exploding skeletons, the battle was won. The group took a few minutes to catch their breath and regrouped. They searched the area and found a lever in one of the alcoves. Using Mage Hand, Luke pulled the lever and returned the party back to the original room above using an elevator-type mechanism.

With mounting dread, the heroes suddenly realized that the riddle in the entry room was yet another trap. The solution appeared simple enough that it could be easily solved, but would probably not be thought of as a “trap” in the usual sense. A discussion ensued, and the group decided to try “Life.” The fearless and battle-hardened dwarf again walked up to the indention and spoke “Life” aloud. Like the time before, the hand projected a bright blue light around the dwarf’s rough and calloused hand, and the air crackled with arcane energy. This time, however, it wasn’t the floor that disappeared - it was Barrack! With a sense of urgency, Ur-Kadar quickly advanced and placed his huge, reptilian hand within the indentation and spoke the key phrase aloud; he too disappeared. Syxia followed, placing her small, soft hand into the indentation (being very careful not to break a nail). The Rogue was followed by Jaeran, Marik and finally Luke.

Barrack found himself alone in a 30’ x 40’ room that was well lit. Toward the middle of the room were two stone sarcophagi, and in each of the four corners of the room were raised dais, upon which stood one of four stone statues. A quick glance at the statues revealed that two were male, one was female and the last was a statue of a male with a missing forearm. The statues were labeled Marzoth, Lucritica, Ven-Ghol and Dzaram. While the heroes knew of the connection between the first three (dread necromancers all), the name Dzaram was new and could perhaps provide useful information later. Within seconds, however, the statues came to life and began to move stiffly toward Barrack. The dwarf wasted no time and delivered a crushing blow to the statue to his right. The statues retaliated and began to rain down blows on the stout Fighter. He was staggered by the attacks, but refused to be forced to the ground. He countered with another blow from his warhammer before another onslaught of stone fists arrived. Ur-Kadar then materialized and instantly engaged two of the statues in an effort to reduce the danger to the dwarf. Blows were exchanged, but despite the best efforts of the animated statues, the dwarf stubbornly refused to yield. Syxia materialized next and unleashed a Blinding Barrage of daggers that momentarily distracted several of the statues. The dwarf and dragonborn seized this opportunity and landed additional blows. Syxia also took advantage of the distraction and hit home with an attack to a vulnerable location of the statue nearest her. She attempted to move out and reposition herself, but was knocked down by the nearest statue just as Jaeran arrived. Leaping to her feet, Syxia was faced with a split-second, life-or-death choice – break a nail and/or risk damage to one of her stockings, or lose her grip on her sword hilt. She chose to drop her sword, and the enchanted blade clattered across the floor. Unfortunately, the statue struck her again, and she was knocked prone. Trying to scramble to her sword on her hands and knees, the beautiful devil-girl was knocked unconscious by a brutal blow from the statue. The combat continued to rage on, and the party finally began to gain the upper hand as more party members arrived. The stocky Fighter’s continued smashes eventually caused one of the statues to collapse and break apart into rubble, just as Ur-Kadar reduced another to dust. With that, the statues were seriously outnumbered and ultimately destroyed. After reviving the fallen Syxia, the party regrouped and exchanged a word of thanks that the dwarf and dragonborn were the first two into the room, as all realized that if they had entered this room in a different order, they might have lost a companion or two, if not their lives.

After resting, they inspected the room and found another hand indention on the far wall. There was also an inscription above it, which read:

By escaping the bonds of death, we no longer suffer the ravages of time.
Choose:


The party was instantly concerned that the only way out may be to return Marzoth and Lucritica to the realm of the living. They searched for secret doors to without success. Again, the dwarf put his hand in the indentation and said “Marzoth lives”; nothing happened. He tried several different combinations using both Marzoth and Lucritica’s names, but things remained the same. The party thought for a while (with the understanding that thinking makes Syxia’s pretty little head hurt) when Ur-Kadar identified Marzoth’s sarcophagus. The party braced for combat as he pushed off the lid. However, the tomb was empty, with the exception of a powerful magic rod and a sack of six large coins. The party next toppled the lid from Lucritica’s tomb and found an enchanted mace and a powerful amulet inside. With the room secure, and their fears allayed, they began inspecting the items they had found. With the combined arcane knowledge of Luke, Jaeran and Marik, they identified a Rod of Malign Conveyance +2, 6 creature coins, an Amulet of Health +1 and a Magic Mace +1. The rod was claimed by Marik, the amulet was given to Luke, the Mace went to Jaeran and the creature coins were shared equally. With the division of treasure complete, they turned their attention to getting out of the room. The party tried several combinations, and when “Marzoth life” was mentioned, they noticed that the indentation lit up briefly when the word “life” was verbalized. They then tried “Lucritica life” and the phenomenon repeated. They tried “Marzoth death,” and again the light returned at the mention of “death.” Several other combinations were attempted, all referring to the afterlife, life eternal or the undead. Noting that the light appeared at the words “life” and “death,” they stumbled onto the solution of “Life after death” (the fact that the party indeed used the words “life” after “death” to gain entrance to this very room was lost on them, but they eventually succeeded in exiting the chamber). With that, they were magically teleported back into the small mausoleum where the adventure began.

Upon arriving back in the mausoleum, a disembodied voice boomed out threats of dire vengeance on those who had violated the tomb (i.e., the party). There was very little time to consider the source or meaning of the murderous threat, as the party heard a loud thunderclap and Luke had a message whispered to him: the familiar voice of the Wizard Neltharian warned that “Her guests are on their way.” While the sudden interruption was unsettling, the heroes were pleased to discover that the mausoleum door remained locked, and the room appeared otherwise undisturbed. Syxia quickly checked the door, but she did not hear any noise coming from outside. Given their ordeal, and the relatively safety of their surroundings, the group determined that they could use an extended rest to heal and regroup. The group rested peacefully and awoke rejuvenated, their powers recharged. They knew now to expect an ambush on their long trip back to Folkestone. With each member of the party ready, Barrack opened the door to the outside, flooding the chamber with sunlight.

To their surprise, the party saw the Bard Pendingle standing roughly 50’ away; he was accompanied by a tiefling male – judging by his battle-scarred leather armor and the way he carried himself, the party easily determined that he was an experienced adventurer. Pendingle gave the party a wave and said that he had someone there who would like to speak to them, and that this stranger had an offer for the party. The tiefling, with no weapon visible and with his open hands in front of him, began by introducing himself. He said that his name was Forras Nooramor, and that he had an offer for the party: he had come seeking the maiden Drusanasyxia, and he offered to make the party an exchange for her. He reiterated that he had not come seeking violence, only that he needed to take the girl back to House De’Nethryn to collect on the contract that had been placed with the House for her capture. Curious, Barrack asked Forras how much he was offering (ignoring Syxia’s horrified gasps, pleas, head-shaking and tears). Forras replied with a total of 1,000 gold pieces, pointing out that such an amount would be enough to last most simple men their entire life. Barrack barked back that they weren’t interested, and that they would not hand over the girl. Forras increased his offer to 2,500 gold coins in an effort to conclude the negotiations. Forras warned them that he would take her by force, and that they should accept his generous offer. At that point, Pendingle began to look confused, and started stepping back and away from the tiefling. Two human crossbowmen and several bandits then appeared from their hiding places in the brush and trees in front of the mausoleum. It was now a foregone conclusion that battle would ensue and so Pendingle stepped back even further.

Having taken careful aim at the tiefling for several minutes as the negotiations had taken place, Jaeran could wait no longer; with a barbaric shriek and a mumbled half-curse/half-prayer, he loosed a black-feathered arrow that streaked across the yard stretching before the tomb. Only at the last second did the Rogue move aside; even so, the elf’s arrow had found its mark, as the shaft caught the tiefling on the side of his face as he attempted to move aside, leaving a bloody gash (and likely a permanent scar). Realizing that battle was upon them, Barrack jumped out of the doorway and made straight for the lone tiefling, whom the dwarf recognized was a dangerous foe. Ur-Kadar decided to leave caution to the wind, and sprinted forward, Syxia-like, in an attempt to engage the leader before the bandits had a chance to close ranks. As the other members of the party emerged, several amateur soldiers appeared from either side to impede their progress. Ur-Kadar swung mightily, but the quick Rogue managed to duck the blow, much to the surprise of the hulking dragonborn. Just as quickly, Forras used the Paladin’s own weight against him, throwing him far ahead. The armed bandits quickly surrounded Ur-Kadar as Forras made his way back to engage the Paladin. The remaining bandits and warriors managed to cut off the other party members, and it soon became clear that Forras was going to try to subdue Ur-Kadar and then use him to bargain for Syxia. The party counter-attacked and began to carve their way through the rabble. To Jaeran’s surprise, he began to feel a strange compulsion to use his new magical mace in combat, but with great effort, he was able to resist its magical pull and use the weapon of his choice. Barrack continued smashing his way through the crowd, occasionally being hit by the bandits who seemed to focus on backstabbing him.

Forras stealthily applied a contact poison to his blade and struck Ur-Kadar, poisoning the stalwart Paladin. As had happened so often in the past, Ur-Kadar had a difficult time resisting the poison, as it raced through his bloodstream, quickly sapping his life force. Ur-Kadar suddenly found himself in real trouble as he was poisoned, surrounded by the Rogue Forras and four bandits and taking fire from the crossbowmen. He blasted forth his fiery dragon breath, which engulfed several bandits. Just as things looked the most bleak, out of nowhere Pendingle resurfaced and stabbed one of the crossbowmen in the backside. Ur-Kadar valiantly lashed out despite being heavily out-numbered, and began to take down the bandits, even as he slumped to his knees with his head swimming, almost fatally weakened by the noxious toxin flowing through his veins. Forras proved to be a dangerous adversary indeed, but his effectiveness was markedly reduced as he lost allies and the ability to pick and choose where he would strike. With all the lesser soldiers slain or retreating, Barrack and the others were able to make their way to the main battle. Marik unleashed his acidic breath weapon, damaging several more bandits. With mounting fury, Forras realized that the tide had turned, but spying a clear path to Syxia (who happened to be well away from the main area of battle), he broke for her and using the same trick as landed the Paladin in trouble, managed to throw the lovely and leggy Rogue a good distance further from the battle. At this point, good fortune intervened on the side of the heroes, as the remaining bandits realized that the battle was lost; they cut and ran, saving their own flea-bitten hides. That allowed the rest of the party to turn and rush to Syxia’s aid. As Forras turned to flee, Barrack caught and marked him, allowing the rest of the party to surround him. Realizing his fate, Forras admitted defeat and surrendered.

Forras quickly explained that he didn’t want it to come to this, and that it wasn’t personal (“Easy for him to say!” fumed Syxia). He just needed to abduct and transport Syxia in order to fulfill the contract – business is business. After Syxia angrily confronted the tiefling, Barrack ordered her carried away, recognizing that beating him would not yield any useful information (although everyone let her get in a few “Who sent you?” slap! “Who sent you?” slap! before she was taken away). After that, Forras yielded to the party’s interrogation. He told them that he was probably among only a handful of individuals that would try to collect on this contract, given its size. Forras confirmed that the mercenary soldiers were hired in Dunwin from House Marek, and that the bandits were thugs hired from House De’Nethryn. He admitted that he would have earned 10,000 gold pieces for capturing Syxia and bringing her back alive and unharmed, but he had no knowledge of who actually wants her or for what reason or purpose. He told them that his contact was a man named Gweth, whom the party knew found out about Syxia from Cadrick, the Rogue who fled Folkestone under Barrack’s death threat. Forras bartered for his life, and the party consulted Syxia about what she wanted done with him. She said let him go, and the party agreed. In exchange for his life and freedom, he was forced to part with his +1 magical dagger, an emerald, two sapphires and a diamond. The party agreed to free him, but he was forced to swear that he would tell the House that the contract cannot be collected on because Syxia was killed in battle. Forras was allowed to loot a few bodies for supplies before he fled into the wilderness. Mutual respect was formed between Forras and the party during this meeting, and Forras knows that he owes the party a debt – they had every right to kill him for a thug and an assassin, but they let him go. Syxia reminded him of that as he left, but it is unlikely that he will forget. And if he ever does, Barrack left him with his usual parting shot: “If I ever see you again, I will kill you.”

At least to the outside world, Syxia is dead. She decided to travel under the new name of Darenzia and will use it wherever necessary. The party knew that if the infamous assassin The Devil’s Canvas shows up in Folkestone, he’ll eventually figure out where they have gone, but the events at the crypt will, at the very least, buy them time. The focus then turned to Pendingle. The question is how did Pendingle know where they were, and why did he lead Syxia’s kidnappers there? The minstrel blurted out the answer innocently enough, oblivious to the fact that the party would even be upset: “Why, Neltharian told me where you were, and he also told me to take all of these men to you. He said that you wouldn’t want to have your discussion in town and that I should help them out by taking them to you. I didn’t really know it would lead to a fight. Although, I was sure you would win if one broke out. You are the mightiest of heroes, are you not? I can’t wait to include this in the ballad!” Barrack grabbed Pendingle by the scruff of his neck and gruffly explained in no uncertain terms that Syxia was dead. He was directed to help them and write a song about the battle, and her death, and tell everyone who asks that she died here this day, and that he was a witness. Pendingle agreed. Barrack, in a bad mood and/or on a bad day, has that effect on people.

The party had an uneventful trip back to Folkestone, and they returned to The Crested Cock, the inn and tavern that serves as their base of operations, with Pendingle in tow. Syxia entered the gates alone, and a good deal behind the party. Wrapped in a borrowed cloak with the hood pulled very low and wearing long leggings and gloves, she completely concealed her features, and even wrapped her tail around her slender waist. The party entered the inn and informed Meldrick the innkeeper of Syxia’s passing (and gave him a wink and a nudge). The jovial innkeeper and his wife Ethyr understood what was expected of them, and so they acted a bit upset, and made sure that they were overheard discussing Syxia’s death by the tavern patrons. Syxia slipped into the inn unnoticed, and took her old room under the name of Darenzia, a tiefling Fighter from parts unknown.

The next morning Barrack, Jaeran and Luke went to Neltharian’s shop. The Wizard said that he had indeed sent the Bard to lead Syxia’s pursuers to you, as a fight in town would have been regrettable. The party would have definitely been in trouble with Lord Jessup had a town brawl taken place. Neltharian identified the Cleric’s new mace as being under a dark and cursed dweomer, and determined that the weapon would attack Jaeran occasionally, as well as compel him to use only it in combat. He did not know the Remove Affliction ritual, but suspected that Father Corus could remove the curse. Syxia traded her old +1 Dagger for an Elixir of Speed (and, making other inquiries, she traded Forras’ dagger and a large sum of gold for a + 1 Magic Silver Dagger). The party also bought several potions that Neltharian had available. Neltharian then asked the party for a favor, telling them that a friend was investigating something for him and had not been heard from in a while. Neltharian would like the party to go and check on this individual, and rescue him if necessary (and/or possible). Neltharian told them that the person was investigating Skylde Gate Keep for him. The Skylde Pass lies between Folkestone and Inequity. Barrack guessed that Neltharian’s friend was none other than The Fish, and the Wizard confirmed this. He told the party to see him before they set off for the mountain pass, as he had a few items available that may help them. The party then left the shop.

In the meantime, Marik and Ur-Kadar had paid a visit to Drachen Sylvanni, leading merchant of Folkestone, where they attempted to sell the gems that they acquired from Forras. Drachen initially offered them much less than face value, but when they threatened to go to House Golhyrr and the local moneychanger, he offered more. They sold the emerald for 250 g.p., the two sapphires for 400 g.p. and the diamond for 650 g.p. They also looked over the items he had for sale that were reserved only for his best customers. While they saw some interesting items, including an Elven Cloak, a Bashing Shield and a Bag of Holding, the prices were just a bit too expensive.

Jaeran proceeded to meet with Father Corus, and the good Cleric agreed to perform the ritual that would free the elf from the cursed mace. Additionally, he had a powerful Symbol of Hope that he gave to Jaeran in exchange for a sizeable donation and a promise to spend more time in the House of Pelor.

Meanwhile, Syxia had been busy ridding herself of any of the trappings that would allow someone to recognize her. While it crushed her spirit to do so (she cried herself to sleep that night, after a nice, long, hot bubble bath), she gathered up all of her exquisite dresses (although she kept all of her expensive lingerie, since she had encountered some difficulty in always keeping track of her panties, she realized that she would no longer be able to wear her delicate underthings as outer garments any longer, at least not anytime soon; but at least she could still wear something expensive, pretty and nice, even if no one else could see it – unless she wanted them to). Since she was leaving the comforts of civilization for a while, also tossed (and it killed her to do it – “Maybe it would be better if Forras had just kidnapped me!”) were her collection of stiletto heels (even the killer 4” black patent ones – more tears). She may never forgive the party for doing this to her. The exquisite custom corsets she had ordered (for 30 g.p. each!) were never picked up – it would make the “Syxia is dead” story more believable, since anyone who ever knew Syxia would know that there is nothing short of being dead that would have stopped her from picking up the hot lingerie she had custom-ordered (and paid half down on – even more tears). Although she is svelte, and Meldrick’s wife Ethyr is several times that, Syxia gave most of her clothes to the woman – perhaps she could let them out or something (or maybe give them to a pretty niece or something). Syxia also asked Ethyr to buy more down-to-earth clothes for her (“cute, but not too cute”) for her new identity, so Syxia herself would not be seen in the marketplace; given the circumstances, the less she was seen, the better. So with her new – and not-as-totally-cute – wardrobe, the new and improved Syxia (oops, “Darenzia”) was ready for action.

As the party got back together, one of the town guards spotted them and beckoned them over. He stated that he had been looking for the party and that Lord Jessup would appreciate an audience as soon as possible. The party agreed, and the soldier led them to the keep. They walked into the lord’s chamber and met with Lord Jessup and Greven the Magistrate. Jessup greeted them warmly, which set the group a little on edge, for Jessup was usually arrogant and forceful in his dealings with them, but this was a welcome change. After a short round of small talk, he explained that he needed a favor. He explained that King Danold Galifor would be coming to Folkestone to meet with the Lords of Folkestone, Carrowheel and Inequity. The king was only coming for a short visit, but made it clear that he wanted to inspect the progress Lord Jessup was making with the growth of Folkestone, while discussing the growth of southeastern Ithacar generally. The king’s visit will occur in approximately 6 weeks. The problem, as Jessup explained, is that he must deliver the message to Lord Braccus Von Jallach at Inequity. Given the recent lack of commerce or travelers from Inequity, he was fearful that any messenger he sent would be intercepted, and the invitation fail to reach Lord Braccus. Greven mentioned with some concern that he had not yet heard back from two scouts that he sent to investigate the road to Inequity. Jessup explained that the first priority is to get the message to Braccus, but if the party happened to find and eliminate any impediment(s) on the road, such actions would be looked on favorably. He could not offer a monetary reward, but he explained that he would consider this undertaking a personal favor. He also mentioned that the party might be hired by Braccus as security for his journey to Folkestone. He offered horses from his stables, as well as any supplies the party needed, and asked that the heroes set out soon, in order to give Braccus as much time as possible. The party agreed, knowing that they were already heading in that direction for Neltharian. Jessup thanked them and wished them good luck. They took what supplies they needed, and left the keep.

The party then retired to The Crested Cock for food and ale, and a last evening in civilized surroundings for a while. Syxia went to her private room early to wash her long, silky hair and take her last bubble bath for a while. Other party members remained in the tavern until well into the night, drinking and/or wenching, while others sought to prepare themselves and their equipment for the adventure ahead. They awoke the next morning, rested and refreshed after a few nights in comfortable beds (needless to say, Syxia would have begged them to stay in town, but knowing that her pleas would fall on deaf ears, she resigned herself to go with her friends). After breakfast, they said their goodbyes to Meldrick and Ethyr, and then made ready for their dangerous journey. On the way out of town, they stopped by Neltharian’s shop, where the old Wizard gave them two Potions of Invisibility as aids in their quest to locate The Fish. With that, the heroes headed out of town and made for Skylde Pass.