Regent of Jade

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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Session 1
Summary of Session 1

A group of fresh adventurers is on the trail of the exiled goblin Scribbleface (formerly known as Meckrin Rotfoot, now cast into the swamp for becoming literate, a vile crime in goblin society). The adventurers are Elsa, Guillaume, and Rehoofa.

Their adventure started in Brinestump Marsh, a few miles outside the village of Sandpoint. Guillaume and Elsa rode in on the Varisian caravan of the half-orc Arach Ivanovich, where they met Rehoofa just outside the goblin village in the Brinestump Marsh. Arach and Rehoofa had both come there to trade with the goblins, who had recently come across a stash of fireworks, which they see as mighty weapons. More importantly, Arach had come to the swamp, off his normal travel route, on the promise of a lead on the next big deal from Meckrin. Finding that Meckrin (turned Scribbleface) is exiled, Arach now stands to be out a fair sum of money if this deal falls through. Suddenly desperate to save his business, Arach offered Guillaume, Elsa, and Rehoofa a reward if they can bring back knowledge of what Scribbleface knew, and will double the reward if they can find Scribbleface and bring him back alive.

The group of hopeful heroes went to the goblin village. The goblins’ leader, a corpulent goblin named Chief Gutwad, was deeply suspicious of humans and dwarves, and this group of outsiders asking about the exiled Scribbleface was not making them any friends. The party left before they could be thrown out, but only just barely.

Having asked around the goblin village, the group has several leads to look into:

-The kobold Yikyik, self-appointed warden of Brinestump Marsh, who lives in a shack to the north. Though known as being a little strange in the head, he probably knows the swamp well enough to give some directions.

-The witch to the west, who Scribbleface spent a fair amount of time with in the days leading up to his exile. According to the goblins the witch has since been driven out of the swamp with their new weapons (fireworks), but has left a curse that kills anyone who goes back there. There may be some clues in her home, but only if the party can find it…and survive whatever this ‘curse’ is.

-The ship to the north of the goblin village, previously the home of the goblinc cannibal Vorka, recently killed by goblin champions. The goblins said there were wards against Scribbleface there. It’s possible there is something still on the ship that the goblins haven’t burned.

After conferring on their options, the party decided to go see the kobold warden, as they have directions to his place and he may be able to give more specific directions to the other locations. They will need to worry about the monsters of the swamp, such as the Soggy River Monster, which some goblins believe is the witch transformed into some beast.

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Session 2
Summary of Session 2

Guillaume, Elsa, and Rehoofa emerged from the swamp in time to meet two newcomers, Marcel and Grigori, who had come to the caravan to see if Arach had any odd jobs for them. Arach at first was not sure he had anything. However, then a group of goblins came from the swamp, and a very pompous goblin accosted Guillaume directly, saying that Chief Gutwad did not appreciate them poking around Scribbleface’s whereabouts, especially in their village. Guillaume responded in a less than diplomatic way, but the goblins let him off saying that the Chief, in his mercy, is allowing them this one chance to leave “their” swamp.

Arach, seeing this exchange, thought that perhaps they could use someone with a better talent for words, and told Marcel he could accompany the group, and might as well take Grigori along as well. He doesn’t believe in breaking up lovers, after all. He seemed to be mostly joking about that part, but he was not joking about the reward: he will pay the party 500 gold pieces if they can find what Meckrin was up to, and 1000 gold pieces if he’s brought back alive.

The party rode/walked the long way around the swamp, using the Old Coast Road which let them move at their slow, plodding speed of Rehoofa the dwarf. En route they encountered Maia Shirayuki on her way to visit Arach, and had a mixed response. Maia took several jabs at Guillaume, which were unappreciated. She was, however, quite amused by Rehoofa, the dwarf who wanted to outdo an elf in archery.

The group made its way past the Old Fish Trail, which Grigori identified as another path to the goblin village, and finally around to the New Fish Trail, which would lead them through the northern part of the swamp to the shack of the warden, Yikyik. They arrived at the shack without much trouble beyond a brief encounter with a few giant maggots, one of which vomited its guts all over Guillaume. At the shack they encountered two traps: one, a simple alarm to announce their presence, and two, a net trap that had clearly been built to snare a small creature. Guillaume had the unfortunate luck of stepping in this trap, ending up stuck in a net for a critical few seconds as a twisted monster jumped off the shack and attacked them.

The monster was vicious, but it was still one against five. A few arrows from Marcel, some stabs from Guillaume, and a fingernail-swipe from Elsa put it in its place. After its death, the creature (a Sinspawn of Wrath, as identified by Grigori) mostly dissolved into ectoplasmic goo, leaving nothing but a human skeleton behind.

The party found that poor Yikyik had fallen into his own pit trap and skewered his leg. What followed was a comedy of errors in which Guillaume pulled the kobold off of the spike (much to his pain) and Marcel got stabbed in the foot while trying to gracefully leap into the pit. The party, realizing that no one had rope to pull the lot of them out, harvested the net trap and pulled the now-unconscious Yikyik out, where Elsa healed him.

After healing their wounds (and egos), the party retired to Yikyik’s shack, which while dilapidated on the outside was quite well cared-for on the inside. He made them some food of questionable quality and explained that he had seen Meckrin/Scribbleface just a few days ago. The goblin shaman had saved him from an attack by a blood-sucking creature called the Soggy River Monster, something Yikyik believes might have been a creation or an ally of the swamp witch, Old Megus. Seeking to repay his debt to Meckrin, Yikyik offered to lead the group to the Witch’s Walk the next day, since he confirmed that Meckrin had spent a great deal of time with the witch. He also warned the party that old Megus had not been a pleasant person, and had done things like keep a pet that looked like a man she’d mostly changed into a rat.

The party rested overnight, waking briefly to see a tremendous display of fireworks coming from the southern edge of the swamp, in the general area of the goblin village. The party decided to stay where they were and set out the next morning, though they were worried about what would have the goblins firing off so many of their powerful “weapons”.

In the morning the party set off back the way they’d come, going off the trail for a little bit to investigate a supposedly abandoned lair of the Soggy River Monster, where they found a dead, blood-drained bandit, and a foul-smelling hut full of mud-packed skulls. Rehoofa went into the hut to investigate, and was left sick to his stomach for the next hour.

The party went back onto the swamp trail, where they encountered a wounded goblin named Mogmurch, who claimed the goblin village had come under attack by some terrible creature. He said that Chief Gutwad would appreciate it if the party would slay the beast, since he knew they hadn’t been the ones to send it. Mogmurch also said that he was wounded and might be better off going back to the warden’s shack with Yikyik while the party investigated the village. It was at this time that Marcel became suspicious: Mogmurch’s wounds didn’t look like they’d been caused by a creature, and his flesh rippled like water. In reaction, the “goblin” sucker-punched Marcel, knocking him unconscious, and shape-shifted into a pale-skinned, faceless thing with a hollow, blood-sucking tongue: the Soggy River Monster.

Though it was a more difficult fight than they’d faced so far, the party ultimately triumphed, through the use of many arrows and a Grease spell that tripped up the monster. The climax came in a remarkable display of agility from Rehoofa, who flipped over the Grease and finished the thing off before it could get away. The thankful Yikyik gave the party his almost-full wand of Cure Light Wounds in appreciation.

Rehoofa had managed to recover from his sickness by this point, though he may have nightmares for some time about the smell. The party kicked through the remains of the Soggy River Monster, finding the skull-mask and glass-less spectacles it was wearing in its disguise. Not seeing any value in these, the party left them by the wayside with the Monster’s corpse.

Getting back around to the caravan, the party found that there had indeed been an attack last night, but it had not been a creature at all. It had been an attack by the undead! Arach and his drivers had had to destroy a few animated skeletons, and were worried about what condition the goblins must be in. Arach was also dismayed at how much of the goblins’ “merchandise” must have been consumed in that fight, and felt that there was no longer any reason for him to stay. Wishing the party the best, he said he was going to head off to Sandpoint, where it would hopefully be safer and more profitable for his caravan.

The party, choosing to leave the goblins to whatever fate has befallen them, was about to set off for the Witch’s Walk. It was time to see what Old Megus was up to before she was driven out, and what, if anything, her supposedly cursed home can reveal about Meckrin’s whereabouts.

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Session 3
Summary of Session 3

The party said their goodbyes to Arach, who was preparing his caravan to head up to Sandpoint. He asked if the party would be interested in investigating the Licktoad village to see if anything was left. The party was not interested, at least until such time as the Licktoad village became important to finding Scribbleface. So, led by Yikyik, the party moved along the southern edge of the swamp for about a mile, reaching the entrance to the Witch’s Walk, which would supposedly lead them to the home of Old Megus, the swamp witch.

Yikyik said he was not going any further than the entrance to the path. He knew that Old Megus was an unpleasant person, and even if the goblins had successfully “driven her out” as they claimed, there was still clearly something nefarious at work: no goblin that’s gone near the shack has returned, and on top of that, now the dead bodies buried in the Brinestump Marsh are getting up and moving around on their own.

The party moved down the path, finding that it had not been traveled for some months. About halfway down it, they found that some creatures of approximately human size had recently gone across the path: the whatever-they-were cut a straight path through the swamp, going from southwest to the east and then back again, and happened to cut across the path as they did so. Though this was suspicious, the party decided not to follow.

At the end of the path, the party encountered the home of Old Megus: a dilapidated shack and storage shed, both well on their way to being reclaimed by the swamp, and sporting relatively recent scorch marks, likely from goblin firework “weapons.” Grigori also found a cleared-out lot and a pathway leading down to the water around back. Investigating the buildings, the party found this was a nest of many rats: giant rats in the storage shed that nearly killed Rehoofa, and a creepy half-rat-half-man (identified as a ratling) in the main house, which summoned a swarm of rats and used hit-and-run tactics on the party.

The ratling was clearly intelligent, and fiercely territorial: it screamed at the party to get out of “its” house, saying that the witch had left long ago with some kind of fairy, and that “the goblin” was surely rotting in a ditch somewhere. Though the creature was quick and able to cast spells (sending Guillaume riding off in magically-induced terror), the party ultimately triumphed, Elsa dealing the final blow by ramming her sharp fingernails through the floor and spearing through its body.

As the party fought the rats, the house was damaged severely, the floor crumbling under their feet and the ceiling starting to collapse. Their explorations of the house afterwards did nothing to help things, either. As they pried open a secret compartment in the witch’s laboratory, they pushed the old house too far: the whole thing began to collapse. Fortunately, on their way out Rehoofa was able to grab a metal cylinder that had been hidden in the laboratory. This turned out to be the witch’s stash of treasure, including some gold pieces, a masterwork dagger in a detailed sheath, several papers, and a few scrolls the PC’s will identify tomorrow when someone takes Read Magic.

The papers included notes on a few ships in the swamp and some mystery that was being investigated; the childlike writing hinted it might not have been Megus who wrote them. The party has not yet taken the time to read through the notes in detail to determine exactly what they say.

Among the papers recovered from Megus’ home, the PCs also discovered a detailed map of Brinestump Marsh, showing the locations of the various trails, the Licktoad village, the warden’s shack, the ships mentioned in the papers, and a skull-and-crossbones symbol with the note “too dangerous to investigate further.”

At last check, it was about noon, and the party was considering resting and recovering their strength. The party has concluded that the ruin of Megus’ home is a safe place to make camp, since everything else in the swamp is giving it a wide berth.

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Session 4
Summary of Session 4

The party was set up at the house of Old Megus, the swamp witch. They debated resting for the day and getting a head start on things tomorrow, but since everyone was in good physical condition thanks to the wand of Cure Light Wounds, they decided to keep on exploring for a bit more.

The notes from Megus suggested there was something interesting in a pair of ships that were in the swamp, referred to as the Blossom and the Star. Megus seemed more curious in the shapeshifting creature she found, and how it might have been connected to the passengers or the cargo of those ships. The details, however, were missing. Since one of the ships was close to Megus’ home, the party set off to investigate in a small rowboat that they found behind Megus’ house. They left behind Grigori and Guillaume’s horse as a sort of camp guard.

After a brief boat ride and a not-so-brief slog through the marsh, the party reached the wreckage of the first ship. Whatever happened to it, it happened years and years ago, since the shipwreck had rotted down to bare ribs of the ship. The party’s investigation revealed that this ship was called the Kaijitsu’s Blossom, as written in the Tien language on a rusted nameplate. But no sooner had the party discovered this than they were attacked by skeletons! Bursting out of the ship’s wreckage and the mud under their feet, the undead attacked with rusted swords. They proved resilient, taking direct hits from arrows and swords without slowing down. Rehoofa’s kick shattered one, and Guillaume managed to hack the other two to pieces.

The party recovered the skeletons’ swords, which were odd things roughly the size of short swords, but with curved blades built for slashing instead of stabbing. The skeletons’ rusted-out armor was also clearly not of Varisian make. The only other clue was a set of goblin-sized footprints the party followed for a ways, leading in the direction of the “too dangerous to investigate” area marked on Megus’ map. Not wishing to run in unprepared, the party fell back to Megus’ home to rest, though they were attacked by fire beetles during the night. The beetles severely hurt Rehoofa before he could wake up, but were quickly driven off.

In the interests of completionism, the next morning the party rowed their little boat over to the other shipwreck, to find it was in much better shape than the other one, but this one was occupied by goblins, possibly refugees from the Licktoad goblin village. The party ran into a trio of goblin guards who attacked in a blind panic, one of them using a firework that hit Guillaume a few times, angering him more than hurting him. With a mix of diplomacy and nonlethal attacks, the party ultimately beat up the goblins, leaving them unconscious but alive, while one of the guards scampered onto the ship.

The party was left standing just outside of this goblin ship, hearing the panicked cries of other goblins onboard, and is deciding what to do. So far, no one has used any spells, though the healing wand is being used quite a bit.

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Session 5
Summary of Session 5

Marcel’s diplomatic skills let him successfully talk down the group of goblins hiding in the ship. The new goblin shaman, standing up at the ship’s prow, explained that skeletons had attacked the Licktoad village. The skeletons had killed many goblins but had left when Chief Gutwad threw the Licktoads’ treasure to them. It seems the skeletons rose from the dead so they could turn to banditry.

The party backtracked to Megus’ house, where the silent elf, Kaellara, was waiting for them. She passed them a note from Grigori, explaining that he had become scared of waiting alone in the swamp and had gone back to Sandpoint. The party recovered Guillaume’s horse and set off for the dangerous cave on Megus’ map. Passing into the cave (having some brief trouble with poisonous nettles), the party explored it, finding a spider and a pair of stirges who served as dangerous distractions, draining Guillaume’s strength and vitality.

In the heart of the cave, the party found skeletons lying dormant on the ground. When Guillaume crushed one, the others rose and attacked. The party was penned into a tight space, but ultimately won, with Rehoofa tumbling around and crushing the skeletons while Elsa and Guillaume weathered the blows. Afterwards the party continued on, finding a small chamber where a final opponent waited: a lone skeleton sitting on a chest. This skeleton stood up and drew a vicious curved blade. It proved to be far stronger and more vicious than the other undead, and nearly killed the whole party.

The party was not alone, though. The exiled goblin Meckrin (“Scribbleface”) was trapped in the back of the cavern, unable to leave with the skeletons in the cave. Seeing the party doing battle with this last skeletal warrior, he finally revealed himself. His channeled energy healed the party, and he let the party know that healing energies can harm the undead. The skeleton finally fell when Elsa tapped it with the healy wand to finish it off. The party promptly set about looting, finding many items of value in the chest. Guillaume suffered a brief overwhelming burst of rage as he touched the skeletal warrior’s severed arm, but in so doing unraveled the last of the dark energies in the cave. In a way it was like putting out a flame with his bare hand.

The party also made introductions. Meckrin Rotfoot, the exiled shaman of the Licktoad tribe, was rather grateful for the save, but his abrasive goblin nature kept him from becoming quick friends with the party. He had little love for dwarves such as Rehoofa, and the horse-riding Guillaume was frightening to him. He also had a suddenly aversion to Marcel, whom he said “smells like a dog.” He did, however, show an interest in Elsa, and was all too eager to tell her of his goddess Calistra, the goddess of vengeance and lust.

The party headed back to Sandpoint, Meckrin explaining that Megus had been investigating a treasure but had gotten sidetracked by her studies on changing creatures’ natures, until her studies had ultimately caused her to leave the swamp. Meckrin had taken over the research (using Megus’ glasses to protect his mind from the danger of written words), but when the Licktoad goblins had taken the treasures of the cave, the skeletons had risen up to get it back. While Meckrin was explaining this, the party was ambushed by several goblin warriors sent by “chief” to kill the humans who’d come to the Licktoad village.

The party fought off the goblins and made it to town safely, but they were still confused by what great treasure Meckrin and Megus had been investigating. All they knew was that the boats had been carrying something important enough to make the dead walk when it was stolen. The answer came when they met up with Arach. After listening ot their story, he found a secret compartment in the skeletal warrior’s sword. It held an old note from Rokuro Kaijitsu, the grandfather of Ameiko Kaijitsu. The note made reference to Brinewall, a city hundreds of miles to the north which had been destroyed by some mysterious force around the same time the boats had crashed.

It seems the party have stumbled upon something much bigger than a skeletal raiding party or a single lost goblin.

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Session 6
Summary of Session 6

The party had arrived in Sandpoint in the evening. They had a reunion with Grigori, who had gone back to being one of Maia Shirayuki’s employees at the Rusty Dragon. The party turned in for the night, most of them going to the Rusty Dragon, but Guillaume specifically went to the White Deer inn instead, not wanting to spend any more time with Maia and her jabs at him.

Everyone had baths drawn, washing off the lingering smell of the swamp. However, in the morning Rehoofa was ill, having contracted Filth Fever from his exposure to the rats. He hesitantly accepted the help of Meckrin, who proceeded to put him through several painful and humiliating treatments (including being dunked in a horse trough and spanked with a wooden board), which supposedly would drive out the “bad luck”. To the surprise of everyone, Rehoofa woke the next morning to find his fever had broken and the sickness was cured.

The party spent the next few days unloading loot from the swamp and spending the proceeds. Through some luck and the charms of Elsa, the party found a nobleman, Titus Scarnetti, who was interested in the Gorge of Gluttons. Deciding to gamble, the party spent 600 gp to repair the Gorge, finding that doing so more than doubled its value.

The party investigated the note they’d found in the skeletal warrior’s sword, which mentioned the town of Brinewall to the north. Arach explained that Brinewall has a dark history, all of its inhabitants vanishing suddenly one day about 30 years ago (a matter of days after the letter was written, to be exact). It is now seen as a cursed city, avoided by most travelers, and the few that have gone to investigate have not returned. The party asked Maia about the note, since it was signed by Rokuro Kaijitsu, the grandfather of Ameiko Kaijitsu, who had owned the Rusty Dragon before Maia. Maia was unhelpful, however: she became very angry that the party wanted her to fill in for Ameiko. She has apparently grown sick of travelers coming to her looking for the nigh-legendary Ameiko, and seeing her as a second-best alternative.

Despite her reaction, Maia still obliquely invited the party to her wine cellar: she told them to talk to Arach, who would understand that this was an invitation for them to accompany him that evening. Arach and Maia had made plans to test the wines he had just delivered to her, and the party helped test. As more wine was drunk and everyone began to loosen up, Elsa stepped outside to check on the kittens she’d bought for Arach. Out there she met Kaellara, who was apparently snooping on the caravan, though the elf politely refused to come into the inn.

While Elsa was outside, Maia approached Guillaume, asking for more explanation of how he’d found the note. She seemed kinder, explaining that the curved short swords were called wakizashi, and often wielded alongside the longer katana. She also asked to see the note again. When Elsa came back in and joked that a woman had come to see Guillaume, Guillaume tried (unsuccessfully) to get a name, but ultimately made his way outside. Maia followed upon hearing that it was Kaellara.

Outside was an altercation: Guillaume met Kaellara briefly, who showed an interest in the masterwork wakizashi of the skeletal warrior. However, further interaction was interrupted as Maia came outside and angrily snapped at Kaellara that she was not welcome, how dare she come here, etc. Kaellara, saddened, left without protest.

The party was invited to join Arach’s caravan for a new business venture: Arach had a new business partner in Maia, who wanted to investigate Brinewall and the mention of enemies of the Kaijitsu family. Maia worries that she is in danger from the enemies of Ameiko, who might come to Sandpoint just as her admirers do. The party agreed to accompany Arach on this next adventure. Using the 2000 gp that Maia put up for capital, the party bought 5 wagons and enough supplies and employees to prepare the caravan for the journey to Brinewall, which is over 500 miles away.

When the caravan was leaving town, whatever history Kaellara and Maia had came up again: Kaellara approached the caravan, offering her services for free, and Maia was angry for the offer. Guillaume successfully got Maia to back off, though this did earn him a furious look from her. The party tried to ask Arach about what was going on with Kaellara and Maia, but Arach answered that he didn’t know the whole story, and even if he did, it wasn’t his story to tell.

Just outside of Sandpoint, the party encountered a last remnant of the Licktoad tribe: Chief Gutwad himself, with a handful of firework-equipped goblins. The party fought and slew him, though their horses (including Acimon, Guillaume’s horse) were gravely injured by Gutwad’s arrows. The caravan was also damaged by the goblin raiders that attacked it alongside Gutwad, but the party decided to wait to fix it until later. After 4 days of travel, the caravan reached the first stop on their path to Brinewall: a small town named Galduria.

So far all is well, but the caravan is only 4 days into its journey to the north, which Arach estimates will take nearly 2 more weeks on the road.

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Session 7
Summary of Session 7

The caravan had just rolled into Galduria. They spent a day there selling off trade goods and goblin equipment, and restocking for the journey ahead. The party also bought a few things for the key NPCs: arrows for Maia, writing materials for Arach, and potion-brewing equipment for Meckrin. Leaving Galduria, the caravan made a 1-day journey to Wolf’s Ear, to find they were preparing for a pagan ritual for calling in fall. Wolf’s Ear has a myth of a one-eared white wolf god who apparently served the town in ages past, and Wolf’s Ear still has celebrations in its name, “Rogha An Da Dhiogha,” or “Rowah” for short. Elsa recognized this name as a bastardized Druidic for “Sky’s Knee,” though no one has any idea what that is supposed to mean.

The caravan set off north through Churlwood. When Marcel confronted Meckrin about whether the little goblin still owes the party (and should give a discount on potions), Meckrin responded by saying that as shaman, he has had a vision of someone in the caravan coming under “a terrible curse”, which would make that person forget who they were. He clearly intended this for Marcel, and spent the next few days pestering him with cries of “terrible curse”. Marcel also (perhaps by accident) angered Arach when he suggested that Maia is good for nothing, and/or should be left behind.

On their last night in the Churlwood, Maia rode off on her own, finding an old shrine. When the party went to track her down, they arrived in time to find a missing hunter from Wolf’s Ear, Zandu Quinn. Zandu emerged from the brush, but was then attacked by a large white wolf. At the same time, the caravan came under attack by powerful, intelligent wolves. The resulting fight was a dangerous one, in which the caravan suffered much damage, and in which Marcel and Maia were both bitten by the great white wolf. The white wolf showed it was intelligent, even able to talk. It was struck down finally, and the party rode back to the caravan to fight off the wolves.

Zandu explained that he’d come out here to try and call the ancient wolf god to aid Wolf’s Ear, since the town was suffering from a bad harvest this year. The party pointed to how this white wolf had both ears, however. Further answers were denied when Guillaume chose to execute the white wolf instead of question it. This earned him the sarcastic nickname “godslayer” by Maia.

The group split up then, the caravan continuing on to Roderic’s Cove while the party escorted Zandu back to Wolf’s Ear, where they were rewarded with what the town could manage to scrape together, along with a pot of magical face paint. The party also joined in the pagan celebration to the wolf god, Marcel getting the most involved, sporting a fox tail and ears for a little while.

The next day, the party made their way back through the Churlwood and made their way to Roderic’s Cove, where they met up with the caravan around the time it finished repairs and healing from the wolf attack. Marcel tried getting on Kaellara’s good side, giving her flowers. Her reaction was unreadable, however.

The party loaded the caravan to the brim with provisions and set off for Brinewall. They were not attacked again, though the trip was not uneventful. Along the way, they noticed that Maia was becoming sicker and sicker, though there was no visible reason why. When Elsa rode out with her all day, Maia did nothing out of the ordinary, yet still grew weaker as the day went on. At one point Guillaume approached Maia, trying to bury the hatchet and get on good terms with her, but at the time she wasn’t interested in changing her mind.

It all came to a head when the caravan stopped for the night outside of Brinewall: Guillaume found Maia wandering towards Brinewall, and when he stopped her, she started babbling in Tien before she collapsed. He carried her back to the caravan, to find Kaellara, who apparently could understand her babblings. Meckrin studied her, finding that her body was stable, but she was being cursed by some great power from a distance, too strong for his magic to heal. It didn’t take long for the party to decide that whatever this power was, it was coming from Brinewall.

Kaellara transcribed Maia’s babblings, writing them out in Varisian for the party:
“One treasure beyond two seals in the third vault.”
“Beware the birds who wish to fly but cannot.”
“A key you seek lies in the grip of the ten-handed one – his fear is your greatest ally.”
“Beware the cuckolded cuckoo – it is in his shattered silent love you should seek aid.”
“Grandfather waits in the dark, but he knows not who he was.”

Some confusion rose over one of the things Maia said: “Grandfather waits in the dark.” A worried Arach admitted he knew that Maia is a bastard half-sister of Ameiko, on her mother’s side. Therefore, her grandfather would also be Ameiko’s. It was possible she was referring to Rokuro Kaijitsu, the author of the letter that had brought them here. (Though something still seems off about this).

The party headed into Brinewall the next day, investigating a lagoon. There, they fought carnivorous lobster/eel things and studied a dead lizardlike creature in the lagoon. They then looked into the town itself, finding everything falling apart from the passage of time. Notably, there was a half-sunken ship at the pier which looked relatively new, though it suffered from claw marks and lightning scars, possibly from the dead lizard-thing in the lagoon. Any survivors from the boat were suspiciously absent.

Answering ghostly whispers they were hearing, the party then headed to the graveyard, where they found a fairy-like creature called Spivey. She explained that she’d come here as the new familiar of Megus, the vanished swamp witch. Spivey explained that Megus had changed her own mindset with a spell that removed her anger and shot it into the swamp (perhaps unintentionally sparking the troubles the party had originally dealt with). Spivey is also blind, struck down by Megus’ jilted ex-familiar, the ratling the party had killed back at the swamp. Spivey is unsure of what has become of Megus: Megus left almost 2 weeks ago to investigate the castle, leaving Spivey behind to make a safe haven for her. There has been no sign of Megus since then, but Spivey knows the castle is dangerous, full of creatures that smell bad and are bad singers, sounding like a chorus of crows.

The party was left with 2 spots to investigate: an old lighthouse to the north, and the castle. They chose to go to the castle, approaching and wondering if there were any hidden entrances anywhere. The gates were shut, and the guards walking the walls were bizarre, anthropomorphic crows. The party so far has decided to go up and try to talk to these creatures.

In other words, trick or treat.

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Session 8
Summary of Session 8

The game started with the party approaching Brinewall castle. Marcel explained that he thought the crow-men on the walls were Tengu, and he laid out what he remembered about Tengu from the days of his youth. However, this turned out to not be helpful. When the party tried to talk to these crow-men, they screeched back in a language no one understood, then started throwing their droppings at Marcel. They quickly upgraded, moving out of sight and one of them coming back to yell commands back inside the castle. Shortly afterwards, there was the THUNK of a siege engine and the party found itself running from masonry chunks launched out at them. Rehoofa got off a solid parting shot, and the party pulled back without further incident.

Turning to plan B, the party started looking for any secret entrances they could. After spending a few hours going through the houses on the lagoon and finding nothing, the party started walking along the cliff edge around the peninsula that the castle sat on. This search had a few tense moments, as Marcel learned that telling jokes doesn’t help a stealth mission. At one point, Elsa looked up briefly to see a humanoid face looking down at them from over the cliff edge, but nothing else came of it. The party lucked out and found a secret entrance in the cliffside, Rehoofa managing to open the lock and get everyone inside right as the wall guards came back around. Guillaume, the last one in, heard the wall guards talking to someone above him, right as he closed the door.

The party made its way through the caverns beyond, Rehoofa’s lock-picking skills coming in handy in getting through the doors. They ran into a small tribe of troglodytes in the castle’s old mess hall and arena areas, and plowed through them with some effort. The stench was unsettling to everyone but Guillaume, who turned out to have an iron stomach. The troglodytes’ leader turned out to have some grasp of tactics, pinning the party in a tight space and doing some damage to Guillaume. Fortunately, a smoke arrow from Rehoofa and some healing from Elsa kept them alive. Ultimately, the trog leader was slain.

After looting the rooms they found (including an old armory that had a crossbow and a case of alchemical-somethings), the party continued on, finding the castle’s dungon. There, they found a true menace: the ogre Slugwort, whose stupidity was second only to his brute strength. He pounded the party quite solidly, nearly killing Marcel when Marcel tried to shoot an arrow too close to the ogre. However, ultimately the party brought him down.

With the ogre downed, the party talked to the one prisoner in the dungeon: a stoic Ulfen woman named Kelda Oxgutter. Though Kelda was standoffish to start, Elsa and Marcel’s talent with words ended up getting her to open up. Kelda explained that the “Tengu” were actually creatures called Corbies, led by someone called Kikonu. Kelda had come as part of an Ulfen raiding party to look for treasure, but after killing the drake in the lagoon, the survivors of the party, a few ogrekin, turned traitorous and threw in with Kikonu. Kelda also mentioned she had been prisoners with an old woman, possibly Old Megus the witch, who was taken away some time ago and has not come back; the trog leader seemed to think the witch has been fed to some god of the Corbies.

Kelda wants to go back home to the northlands, and has agreed to join the PC’s caravan if they will take her home. She is quite interested in taking “blood vengeance” on her traitorous party, but was not so interested in going through some haunted caverns looking for a curse. So she hung back, letting the party continue to explore the dungeons while she watched for reinforcements.

Guillaume led the party deeper into the caverns, where they found a crypt dedicated to the goddess Pharasma. A ghostly image outside of it seemed to indicate they should leave their weapons outside, however. Worried, the party got the lock open and went inside, leaving their weapons at the door. Unfortunately, it was here that their story almost ended.

The crypt was the home of a strange, dark creature that called itself Nizindengo. Looking like a large, flying octopus with ten tentacles and a huge mouth, Nizindengo nearly butchered them all: he resisted Rehoofa’s arrows, he had a wand that he used to shoot flaming bolts, and when he felt like it, it swooped in to churn through the strongest fighters with his tentacles, claws, and teeth. Guillaume was completely dedicated to this fight, calling the party cowards as they suggested retreat, and saying they would not be able to retreat without being shot down. However, the battle did not go well. It ended with Guillaume finally going down for the count, shouting “Shoot him! Shoot him!” Rehoofa dragged Guillaume’s limp body out, along with Elsa and Marcel.

The party is alive, but the battle has left them drained: one of their healing wands is completely expended, and a magical cold iron morningstar from the trog leader has been abandoned back in Nizindengo’s lair, falling from Guillaume’s limp hand as he went down.
The conscious members of the party are now left in the bowels of an occupied, possibly haunted castle, wondering what their next move will be.

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Session 9
Summary of Session 9

The party found themselves in the bowels of Brinewall castle with Guillaume unconscious and Rehoofa exhausted from carrying him out. Though they had closed the door to the crypt, hopefully sealing Nindinzego inside, the demon-octopus-thing was not sitting quietly. It screamed at the party to come back and die, and then shouted for someone (or something) called Nevkali, screaming that “your god calls you”.

The party decided it was time to get out. Kelda came running up to find them, wondering what all the noise was. Seeing Guillaume on the floor in a puddle of blood and his armor ripped to shreds, she agreed that it was time to get to safety. Using her Rage for the extra strength, she picked up Guillaume while the party picked up their discarded belongings and quickly made their way to the secret passageway they had come in by. They managed to get in and close the door just as a search party came down. While the party hid and stayed quiet, they heard scuffling outside the door, along with a strange, whiny voice saying that there were apparently parts of this castle he hadn’t yet discovered.

The searchers were apparently unable to open the secret door, because no one came in after the party. The party spent a rough night sleeping on the ground of the secret passage, after Rehoofa did a check of Guillaume to confirm he was alive by some miracle, even though his injuries would have killed most men. Kelda, hearing what happened, said that Guillaume must have succumbed to the “blood rage”, a common problem of the men of the Linnorm Kingdoms, where she is from. Her people believe that the blood rage means the gods have chosen you to meet your fate that day. However, where she is from it is common to leave such a man behind during a retreat; after all, the gods only chose those that man to meet his fate, not him and the 3 men it would take to drag him away from the fight. Kelda seemed to approve that the party dragged Guillaume away, however. Perhaps his fate was to live, at least for that day.

Guillaume was first to awaken the next morning, and had a (possibly concussion-related) glimpse of Marcel brushing a long, foxlike tail. Marcel quickly hid his tail and changed the subject. After the rest of the party awoke, Kelda offered a few words of encouragement to Guillaume and the rest of the party. She also gave a rough description of the ogrekin (otherwise known as half-ogres) who had taken her: 2 stupid brothers who had captured her, and their smarter sister, Multildah. Kelda also warned the party about Kikonu, the leader of the Corbies. She said that he was smarter than the rest, and also seemed like something just wasn’t quite right about him. She doesn’t know why Kikonu kept her prisoner instead of killing her, but she had some ideas involving her ogre jailer: new ogrekin have to come from somewhere, after all.

The group discussed their next move, whether to risk going back in through the secret passage or back out the way they’d come in and finding another way in. Plans ranged from scaling the wall to tunneling through it, until Kelda suggested the classic Ulfen tactic: bash down the front door and kill anything that gets in your way. Going with this plan, the party snuck back out the passage and around the castle wall (with a hair-rasing moment when a guard almost spotted them), they got to the front gate. Elsa used a Warp Wood spell to bend the gate off its hinges, opening up the gatehouse, and the breach was on.

Inside the gatehouse were the 2 Ogrekin brothers. Though they were dumb, they were also dangerous: powerful, misshapen muscular creatures wielding spears. On the castle wall, the Corbies were now armed with heavy crossbows, and peppered the party from above. An Unnatural Lust spell from Marcel made one Corby jump off the wall to cuddle up with Elsa for a disturbing few seconds. While that was happening, the party dealt with the ogrekin, Guillaume and Kelda leading the charge. Once the two ogrekin were down, Kelda stayed behind to decapitate them and break open the door to the courtyard, while the rest of the party ran up some stairs to the wall and fight the Corbies. They all took some hits from crossbows and claws. Marcel got slashed up when he had a moment of bravado and tried to take on a Corby on his own. The party also learned that Corbies are unnaturally tough: even when they’ve suffered injuries that should have them bleeding out on the ground, they keep fighting.

With the Corbies down, the party had a few seconds to breathe, but only a few seconds. Rehoofa jumped down off the wall and twisted his ankle when he landed wrong. He caught a brief glimpse of a strange, doll-like creature that looked at him, laughed, and then dashed off almost too quickly to follow. Then he had other problems: a giant spider ran out of the nearby stables, charging him. The party rallied and fought this beast off, but then its master, a human-spider thing no one could identify, ran out to extort some angry justice. This creature was far more dangerous, poisoning both Elsa and Marcel. Guillaume, slowed down both by his heavy armor and from starting up on the wall, arrived halfway through this fight. They finally put the creature down, and it died sobbing that it couldn’t save its pet spider.

The breach of the wall successful, the party took a moment to patch up its wounds, and looked to the main door of the keep. From inside came an odd, terrible singing, like a chorus of crows. They decided to investigate, though Kelda stayed behind: she’d had her blood vengeance, and had no interest in dealing with Kikonu or any of his minions. Leaving Kelda behind as a rear guard, the party entered the keep. That’s when things got weird.

Inside the main door was a large hall, probably used by the castle’s lord for public appearances back before Brinewall fell off the map. The party found it was now some kind of rehearsal room, with 4 Corbies practicing for some kind of musical, headed by a large raven-man, Kikonu, sitting on the small throne at the back. Far from upset that the party was breaking in, Kikonu welcomed the party and asked them to watch rehearsal and give their opinions. Speaking in Varisian (even though the Corbies didn’t understand it), he set the scene: they were crows whose wings had been taken away by humans, and now found the human thieves, the PCs. At Kikonu’s direction, the Corbies attacked. The battle was a tough one, Guilluame and Rehoofa dealing with 3 Corbies at once while a fourth hassled Elsa and Marcel. In the back of the room, Kikonu did not participate in the battle, but continued acting like this was a rehearsal. Apparently acting as the lead singer as well as director, he started singing 2 parts, male and female, with a decent level of skill. He only broke when a troglodyte peeked out of a side room, and ordered the creature away, saying it was not an actor or a singer in this scene.

When the party finally struck down the Corbies, Kikonu became very upset that the party didn’t know how the scene was supposed to go. Saying he was so close to finding “the right sound”, he stomped out, stepping behind the throne. When the party tried to follow, they found nothing: he had disappeared, possibly through another secret passage. The party’s investigations found no passage however.

The party tried to figure out where Kikonu had gone. Finding a heavy iron door in the north part of the chamber, Rehoofa did a search, finding nothing significant. Guillaume did find something though, when he tried to open the door and got a load of bricks dumped on his head from a deadfall cleverly hidden above the door. After Rehoofa picked the lock (requiring several minutes of work), the party progressed onwards, finding shortly that the “haunted” rumors were true: they found a haunted chamber, in which soldiers made of blood appeared, fighting opponents the party couldn’t see. The effects terrified most of the party, sending both Rehoofa and Guillaume running away, while Elsa and Marcel ran in the other direction, further down the passage. They found out why that was a bad idea a moment later, when an undead warrior stepped out of a door, attacking them. Marcel was hit by the creature’s sword, having some of his life-force drained away, and then he succumbed to the fear effect of the haunted room. With Marcel running away and Elsa cornered in a room with no visible exit, things were looking bleak.

The party managed to pull through, however: Guillaume came back, using his tactical training to quickly switch places with Marcel. Meanwhile, Elsa tried out a new spell, Flaming Sphere, on the undead. The creature was very resilient, walking out of the fire and attacking her, but it ultimately fell to the flames.

The party pulled out of the haunted space and investigated the area. The undead creature, identified by Rehoofa as a wight, wore an ornate dragon-decorated helmet that Marcel recognized as the classic headgear of the captain of the Brinewall guards. The wight also had a magic sword that Guillaume was quick to claim. The rooms turned out to be the guard captain’s office and bedroom, which had a few notes giving hints on what had happened in Brinewall decades ago, and an odd key the party found in the ruin of his desk. Guillaume, watching the blood-soldiers fight, could tell that whatever they had been fighting, it was creatures about their own size, using slashing weapons of some sort.

Drained of spells and still fighting the effects of spider venom, the party decided to pull back for the day. They got out without too much trouble, recovering Kelda and going back to the graveyard, finding Spivey and their horses unmolested. Spivey stayed behind, wanting to stay there in case Megus came back. The rest of the group, Kelda included, headed back to the caravan to check on Maia and unload some of their spoils.

We shall see what awaits them there.

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