Wednesday, September 29, 2021

Session 40: The return - more recap of days 3 - 9 and adventure on day 10.

 

Players - Christa as Tatania with henchman Kyro, Tommy as Hoddour, Alex as Armatzi, Brad as Yldarb with henchman Chiki, Lillian as Gnorcia with henchman Arnd, Nick as Ronan, Randen as Calbach. DM Quint. 

As recorded by Tatania --- 

The town of Orlane is recovering from the cult that had previously tried to crush its spirit.  Travelers and immigrants arrive daily, prompting the owners of the Slumbering Serpent to warn our group that they may have to let out the rooms that we've been using once we are gone again.  As we don't want to damage our relationship with them, nor deny them income that is so sorely needed, we quickly reassured them that we will be fine and will see what the situation is when we return.  Negotiation for room and board is a hassle, but nevertheless expected.  It was an unexpected luxury to have rooms held for us at a pre-settled rate, and not something that should ever be expected.

Some members of our group decided to take on additional members as hired hands.  Negotiation led to an agreement that these hirelings will receive a half-share of all treasure found.  Lhoss hired Hilja, a druid, and Yldarb contracted with Chiki the Turtle and his chicken Chik Chik.  Gnorcia negotiated with Arnd, and because he was eager to remain part of the group, he readily agreed to the new contract.  Kyro and I (Tatania) came to an agreement that he would essentially be my bodyguard while I try to broaden my magical studies and abilities.  Despite his extreme homeliness, I find Kyro to be good company and I enjoy spending time with him. The more time we spend together, the less his ugliness registers with me.  I don't see a worn, battle-scarred man anymore.  I just see my friend Kyro. This has led me to comment on how his appearance isn't so bad.  I'm not blind; I see the oft-broken nose and the crooked jaw and how one eye doesn't always track with the other, but I try to look beyond the surface to see who he is inside.

Hoddour, the dwarven thief that joined the group in the same mysterious event that brought me to the Barrowmaze, has been looking to find an animal companion.  He told me that prior to appearing in the dungeon, he had a faithful friend in the form of a ground squirrel.  Squirbo was such a profound influence on Hoddour that he has all but given up alcohol.  He continues to drink dwarven ale, but will heavily dilute his drink with apple juice and nurse a single drink for an entire evening.  As he doesn't bring any attention to this habit, nobody else has noticed that he isn't a drunkard like many dwarves are.  He admitted that his inattentiveness while exploring the Barrowmaze earlier was at least partially because he was missing his dear friend.  While in Orlane, Hoddour attempted to begin a friendship with a local squirrel.  Despite being fluent in Squirrel, his "ground" accent was off-putting to the arboreal natives and his approach was rebuffed.  He has vowed to not give up, and is considering sending a message to his home to invite Squirbo to join him here. He would like to let his brothers and cousins know that he is healthy and relatively safe anyway, so maybe his brother Adelbertus will accompany Squirbo and join the group.

When it is time to head back to our adventure, we selected Ronan to be our company leader.  We decided this on the fail-safe reasoning of his manly demeanor and genteel turn of phrase.  Surely we can't go wrong with such qualities.  

A few days previously, a Knight of Hookhill came around searching for Ronan.  As Ronan was finishing a course of training, he wasn't available at the time, but did find the time to search out this knight before we left again.  The knight, named Bearnard, was very officious and quite dismissive of everyone besides Ronan.  We were obviously not worthy of his time and he practically accosted Ronan with demands of "proof" of Ronan's identity.  Assertions from other members of the group were soundly ignored.  Ronan was blindsided by the demand and fumbled around for a bit before he eventually revealed a patch sewn to his tunic.  The patch displayed the heraldry of the Gran March, proving that Ronan had been accepted as a knight-in-training for that esteemed group.  Thus mollified, Bearnard proceeded to interrogate Ronan about what he has discovered regarding the villain Nanor and his cult ties.  Unfortunately, beyond the rumors that Nanor has been hiding in the Barrowmaze, the report was essentially "nothing yet, still looking."  Reluctantly, Bearnard passed along the information that Nanor and his gang are behind some vicious attacks that have been destroying merchant trains around the area.  In most cases, everyone within the trains have been slaughtered, but there was one man who managed to survive an attack.  He told the rescuing Knights of Hookhill that Nanor had brazenly announced his identity to the whole company before he and his men set to killing everyone that had been captured.  It was pure luck that the informant survived his wounds to pass along what had happened. Knowing that this monstrous killer is in the Barrowmaze makes our group even more determined to clean the evil place out.  Bearnard dismissed Ronan and the rest of us disdainfully and we headed off to continue our quest.

While traveling back to the entrance to the Barrowmaze that we'd used before, it was astounding to see multiple abandoned farms and ranchlands being reestablished.  It was heartening to see life returning to the blighted countryside, and I hope that the growth continues for a long time.

The Barrowmaze retained its gloomy atmosphere and we quickly steeled ourselves against it and descended into the dungeon once more.  In an attempt to stay organized, we established a marching order:  Ronan and Arnd lead off, followed by Gnorcia and Chiki.  Next was Yldarb and Calbach, and then because Hoddour didn't want to be left at the back, he and Armatzi came next.  Kyro and I were, pretty much by default, the rear-guard.  We proceeded down the hallway to a point where previous explorations hadn't reached.  There was a bricked-over doorway that Gnorcia noted and she carefully listened for any sound beyond the bricks.  Hearing nothing, it was decided that Arnd and Calbach would use the sledgehammers stored within the bag of holding to breech the wall.  It took a good half hour of hard work to remove all the bricks, and the noise was deafening in the eerie silence.  Several of us were worried that monsters or other trouble would be attracted by the ruckus, but fortunately nothing showed up.  Peering into the darkened room revealed beyond the reopened doorway, we saw a large demonic-looking statue surrounded by multiple rows of burial alcoves.  The dust layer was extremely thick and had been undisturbed for a very long time.  Gnorcia quickly reminded us all to not talk to the statue, or even make eye contact with it.  This good advice was taken by all, and Kyro took the lead in cautiously entering the dismal room.  The dust was easily stirred up and billowed in clouds around anyone who entered.  Kyro started to cough, and quickly pulled his neckerchief up over his face.  He grabbed one of the 10-foot poles from the bag of holding and Gnorcia took another.  Together, they carefully poked at the two cracked-leather bags that sat at the foot of the statue.  The leather was so old and dry that it fell to dust, leaving a pile of gold and a pile of silver.  This treasure was quickly stored in the bag of holding along with the poles.  Gnorcia used her quick fingers to count the treasure as she piled it in, discovering that we had found 400 gold and 300 silver.  Kyro nervously asked if there was anyone who could check the statue for enchantments or curses, but before anyone could answer, the statue moved its head to glare menacingly at our group.  Armatzi gestured to the rest of us to leave while he soothingly told the statue to "calm down."  As the statue didn't seem to be listening, we abandoned that room with alacrity.  Fortunately, it made no move to follow us.

Back in the original hallway, Gnorcia discovered a new door and once again listened intently.  Again, her efforts were met by silence.  Ronan stepped forward to try and open the door, but Gnorcia stopped him before he could.  She had noticed a loop of wire cable sticking out of the top of the door.  To our suspicious minds, that practically screamed "trap!"  Yldarb pulled out a grappling hook and Ronan took it and wound the cable around a barb of the hook before wedging it tight in a wall crevice.  With the wire now secured, Ronan attempted to open the door.  It was stuck fast.  Arnd tried his luck next, with identical results.  Kyro used his powerful legs to tug the door loose and it opened with a grating squeal.  We were immediately grateful for Gnorcia and the others for finding and disabling the trap as the open door showed a light crossbow set to fire through the open passageway.  Closer examination showed that the crossbow and the cable both showed signs of great age and damage, so who knows if it would have fired anyway, but better safe than sorry.  Ronan removes the 25 feet of cable and stores it in his bag, thinking it may come in handy despite its age and ill repair.  Gnorcia makes sure the crossbow is stashed in the bag of holding after two members of the party decide they don't want it for themselves, because maybe it can be sold for something.  Waste not, want not, after all. 

Once the weapon was secured, the group searches the room.  This is yet another burial chamber (big surprise, since the entire Barrowmaze is essentially just a huge tomb), and it appears to have been ransacked in the not too distant past.  Burial shrouds and remains of people have been pulled from multiple alcoves, but the earlier tomb raiders appear to have left in a hurry for some reason.  Our careful searching nets us an additional 108 gold as we return the bodies to some semblance of respectful rest.

Before we settle down for the night, we divide up the treasures of the day, netting each of us a tidy sum.  If only every day could be so profitable, and without fighting a single battle as well.  Hush, you.  I did NOT jinx us.


Sunday, September 26, 2021

Session 39: A period of time and reflection Days 3 - 10 of Planting

After the party explored the area with the doomed adventurers, a discussion was made to return to Orlane, as Ronan was ready for more training in the crafts of fighting. The group decided to stay a bit longer in Barrowmaze before returning. 

The group then decided that the doomed adventurers should at least be removed from the wall (they were pinned there by spears). The stench was horrible, and the group was able to remove the first body but the second body burst open in a foul stench when it was detached, and Calbach and Ronan started retching. This disturbed the unnatural quiet of the tomb, and alerted something to the east. A pounding began at the door, which shortly gave in to the ghastly sight of three skeletons with glowing sapphires in their foreheads. 

Armatzi was able to turn the skeletons, and they started to flee. The group engaged them in combat, and the first fell to the ground, with the sapphire falling free. Lhoss and a new adventurer named Tatania pursued after the other skeletons, with Arn and another new character named Hoddour (another dwarf), went with them. Calbach, Ronan, Chikki, and Armatzi hung back. Armatzi detected a strange magic emanating from the gem. Something distracted the group, and Ronan grabbed the gem and put it in a pouch. About this time, Lhoss and company were able to take down the second skeleton, aided by magic missiles from Tatania. Unfortunately, the gem forcibly burst from Ronan's pouch, and rapidly reconstituted with the skeleton, fully ready for further combat, and the gem glowing a foul blue. 

Lhoss and company were able to take down the second skeleton, and the first skeleton was taken down again. However, the second skeleton then reconstituted, followed by the third shortly after. The party perceived that the gems had something to do with the skeleton's power, and so the group around the first began to smash the gem, Calbach finally succeeding - the shards shot through the passageway. 

The second skeleton was taken down, but as per tradition, Lhoss was also knocked unconscious. Hoddour tried an un-conventual technique of throwing the gem, which cracked. However it reformed again before the second gem could be destroyed, but the third skeleton was taken down again. After a bit more back and forth, Tatania was able to shatter the third gem, the second skeleton was downed, and finally its gem was destroyed by Calbach's mace. 

Lhoss was revived, but she suffered a damaged knee, which the cure light wounds proved insufficient to mend. She now has a pronounced limp, which slows her down a bit. With that bit of down news, the party decided to travel back to Orlane, which occurred without incident. The party sold some goods, and spent several days relaxing, talking to some of the villagers, training, and also doing some recruiting. Yldarb the bard joined the group, and recruited Chikki as a henchman. Lhoss recruited Hilja and Tatania recruited Kyro. 

Session 200: Rest and Rekindling in Orlane

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