Saturday, 1 July 2017

Sector B

Our business in Mine Town seems to be coming to an end. Bertha is now safe. The goblins have stopped attacking. Chandra is no longer under the control of the pendant. All that remains is to see the giant mural for our selves.

A day is spent touring the mine. Sector B has long been abandoned. There is only one other set of foot prints which certainly belong to the bard, Ricky Vallish. Upon reaching sector B there is an eerie aura emanating from the giant glyph on the wall. It is exactly as the towns people described, six giant diamonds made of metal with a fist sized recess in each. There is no doubt that a great and ancient evil placed this here. We must stop Vallish from doing whatever it is he intends to do with the orbs.


Sunday, 4 June 2017

The Girl and the Amulet

When we returned to Mine Town after our encounter with the goblins, Cole had an errand to run so Grim, Garruk and I decided to find out what is going on with the old magic shop. Tim and Tommy explain that it is haunted and no one has entered it in a very long time. They have even heard an increased number of moans and screams coming from within the last two months. When we tell them that we want to explore it and see what is happening they are taken aback. “What if there are giant spiders in there!” After a little while they agree to let us investigate but we have to promise not to let whatever is in there out.

The main floor of the magic shop is full of empty display cases and covered with dust. There is a noise coming from the basement so we head down. Down below we find a room full of cages. The cages are occupied by all manner of creatures ranging from goblins to children. They appear to be dead with the exception of one small child in a corner cage. The walls are covered in blood and appear to be some kind of ancient writing. There is one glyph that I recognize. It is the union of 6 diamonds. It represents the gods that lived before there was time.

As we are taking in the horror of this torture chamber a woman comes in the room and asks what we are doing. Before we are given a chance to respond she blasts us with some magical fire. Grim falls to the ground and I tend to him. Garruk engages her and she runs off. Just then Cole, enters the basement and helps Garruk capture the woman. After they subdue her I notice she has a pendant much like a portion of the ancient glyph on the wall. I take it from her and make it safe. Grim regains consciousness and the little girl is let out of her cage. This is without a doubt the evil my superiors sensed in this area.

The child in the cage turns out to be Bertha, the girl Cole was hired to bring back to her uncle. The woman was the redhead from the bar, Chandra. When Chandra regained consciousness she had no memory of the last two months. Apparently, the bard Rickie Vallish gave her the necklace and it took over her mind. She has spent the last two months conducting ancient rituals and unspeakable acts in an attempt to bring “them” back.

When I showed the pendant to the local priest and described the glyph on the wall he mentioned that long ago the miners had seen a similar shape in sector B of the mines before the collapse. There were giant metal diamonds shaped just like the pendant set into the walls of the mine and each had a hole, roughly the size of a fist in them.

My theory is that 75 years ago, the adventurers came to investigate the giant mural on the wall. Whether deliberately or by accident they collapsed the mine. There the symbol lay dormant for generations, until the bard arrived two months ago. He stole the orb (which I theorize will fit into one of the 6 recess), did something in the mine and then gave Chandra the amulet which then bewitched her.

It has become clear that nothing is more important than learning about this symbol. The bard must be tracked down and the orb and any others like it must be recovered. Additionally, we must learn if anyone else has been possessed in the way Chandra was and free them of their burden as well.

The Eye of Grok

In the morning, while Grim, Cole and I are discussing our plans to visit the goblins, the ranger we had been told about comes into the tavern. He introduces himself as Garruk and offers his assistance. Apparently the goblins have an establishment about 3 miles to the east and he can take us there.

As we approach the goblin  settlement, it is obvious that they are waiting for us. This band has been fortifying their home over the last two months. Primitive towers and walls surround their village. The towns people and our ranger friend mentioned nothing of this. Clearly it is a new development. When we enter bow and magic range Grim and Garruk start picking off the Goblins on the towers. Their leader comes out and offers a challenge. Cole accepts the challenge and engages him. I approach to help with the  others while Grim and Garruk cover us. The goblin boss quickly realizes he is no match for Cole. Cole offers a Parle.

After some discussion with the boss we learn that the goblins have been attacking so consistently because about two moons ago a human in fancy clothes came and stole their sacred orb, The Eye of Grok. It is a beautiful glowing orange globe that the goblins have had for generations. We tell them that we will retrieve their orb and they agree to stop attacking the city. However, if we do not return in three moons the deal is off.

It would seem that the bard who came through a few months ago did more than just spend time in the mines. There is very little doubt in my mind that he is responsible for the theft of the orb and the resulting raids on Mine Town. When we return to Mine Town Stonebeard isnt happy about the arrangement. But then, he isnt happy about much.


Sunday, 14 May 2017

Journey to Mine Town

I have been assigned to investigate a disturbance in Mine Town. I departed with a team to escort Bobby and his son Little Bob and their shipment of ale. A mercenary named Cole and a wizard named Grim rounded out our party. There was supposed to be a fourth member but he never showed. Along the way we encountered some goblins but they, as goblins always are, were little threat and we quickly dispatched them.

This poor town, once a thriving gateway into the great maze of the mountain, has been reduced to little more than a place to drink bad ale and hope to catch the eye of the barmaid. (Which our companion Grim managed to do.) The city walls are in ruin. Most of the building are in shambles. Even the church, lead by Father Shamus of the Moridan order, has seen better days. There is one building though, an long closed magic shop, that stands strong. Though, it to has long been boarded up.

After spending some time at the Gold Nugget Inn we learn that a bard called Rickie Vallish came through about 2 months ago. He seemed to have quite an effect on the women of the town, especially a redhead called Chandra. He was here looking for a gem. No one could recall what it was called but they all said it had a funny name.

An old dwarf, Stonebeard, told us of the old days when the mine thrived. You could find anything your heart desired in this mine. Especially in sector B. That was, until 75 years ago, when a group of adventurers came through and the mine collapsed. Since that day things were never the same. He went on to tell us about how the bard had asked for a map to get to sector B. When he returned from the mines he bragged about having found what he came for and was on his way.

Everyone has noted that since the bard left the goblin tribe just outside of town has gotten much more aggressive. Stonebeard even promised to give Cole an old sword that was found embedded in the stone in sector B 75 years ago if we take care of the goblins for him. It truly is a beautiful sword. Long and sharp with a hilt that had a dragons head on the pommel and wings for the guard.

Cole and I agree that in the morning, after Grim has had his fill of the barmaid Sandy, we will head out to find the goblins and see if we cant take care of this problem. Rumor has it there is a ranger in the area that might be able to guide us to their lair.


Sunday, 5 March 2017

What Lies Below the Swamp

After trudging through the swamp for the better part on an hour, our muscles burning with exhaustion, we come to an abrupt stop. Before us, rising out of the swamp like a mangled hand from a shallow grave, is a dilapidated old fishermans shack. Surrounding the disintegrated wooden platform is a line of common people. A young boy steps forward from their ranks and bellows a defiant scream that unnerves us and the flocks upon flocks of ravens lining the surrounding trees.

These people are no doubt suffering from a curse that has befallen this land. And with every step we take closer to the shack we can feel the affects taking hold of us as well. While it would have been best to simply bypass the farmers, something came over our barbarian friend and in a very short time the peasants were no more. This blood lust has grown considerably since Patrin found his great ax in the Temple of Sulprax. We may need to bring him to a priest for I fear it may be cursed.

The tree stump that supports the back portion of the shed was covered by a locked iron lid. This was no doubt the entrance to the hags lair. Using a clever combination of fish, fire and ax we are able to penetrate the portal.

Bits of wood and grubs fall to the ground as we shimmy down the rotting tree stump and into a large, well it, chamber beneath the swamp. A quick movement near a table catches our eyes but we could not make out what caused it. Roots drop down from the ceiling and everything is coated in a sheen of wetness.

Before we have a moment to completely take in our surroundings a barrage of  Quicklings emerges form the holes in the walls. These creatures move so fast that our only reaction is to take their blows and watch them scurry back into the walls. Fortunately I prepared the right transmutation for this scenario. Patrin and Zedheir were able to dispatch them pretty quickly once I slowed them down. We barely had enough time to drink some potions before the room began to fill with smoke.

In the next room we are meet by a sweltering heat. A bonfire crackles and pops as we enter this completely dry chamber, its flames falling well short of the vaulted ceilings. A large bellows sits near the bonfire and lining the far wall of the chamber are three sleeping cots. Various books, kettles and other detritus litter the floor, and beyond the fire is a gigantic pile of bones, scraps of flesh and skulls of various animals. A strange humming noise permeates the silent room, and it is growing steadily louder.

Dangling ominously from a chain above the fire is a skull made of iron. Patrin, in what I can only surmise is an attempt to knock the skull into the fire, strikes it with his javelin. The clamor of the evil bell awakens a flesh golem from the rubble of body parts in the corner.  As an experienced fighter of flesh golems I know what to do; stay out of Zedheir and Patrins way. The monstrosity is quickly destroyed but not before a team of Redcaps Gnomes appear from a hole in the ceiling at the far end of the room. My companions aim their focus at these new foes as I investigate the Talisman. As I attempt to remove it from its chain I again trigger its evil chime. As before, all of the dead in the room are reanimated. As we defeat them we decide to add the bodies of the dead to the fire. This new fuel causes the fire to blaze so hot that the skull melts away. Safe again, we decide to take a short, much needed, rest to regain our strength.

Through a secret door we find a long narrow, slick looking walkway. Open cages and platforms dangle precariously over a writhing black mass on either side of the isthmus. Light flickers from a fire beyond what appears to be a cage made from stalagmites. Three voices emanating from the direction of the fire are arguing and bickering rising to a crescendo and then falling into silence as you hear a small, barely audible sob say, “Please, dont turn me into you…”

At the end of the pathway there is a wall of force keeping us from entering. Not to be thwarted, Zedheir runs along the wall and I spider climb to a break in the stalagmites. Patrin on the other hand just brakes the stalagmites. Its not long before we have defeated the two green hags and the black hag flees in terror. With Shayen now safe we return her to her home and her older sister. After we recuperate from this adventure we will set out to rescue her twin, Vicia, from the vampires.

Sunday, 19 February 2017

A Burning in Sidol

Having solved the mystery of the vanishing dragonborn and concluded our business in Neverwinter, Zedheir, Patrin and I head south along the coast and then eastward into the interior of the sword coast. It is uncertain why we chose this path but we chose it none the less. And some might say that it was not by luck that we did…

After half a days travel we arrive at a small, but prosperous, mining village called Sidon. Like many villages in the area, a field stone retaining wall protects the inhabitants and there is a dirt square in the center of town. As we make our way through the square, we hear a booming voice coming from beside the church. A man dressed in plate armor and waving a great sword is preaching to a crowd of onlookers. Beyond him there is a small girl, no older than 10 years of age, tied to a stake. A pile of oil soaked sticks sits below her upon a patch of ground that has been charred black as night as this is no doubt a regular practice in this place. The girl looks frantically around the square as she slips and slides on the oily stick and her eyes lock with Zedheirs. The preacher bellows out “Burn her for witchcraft!” Her eyes still locked with Zedheir, she screams out a wordless plea for help as the men ignite the nicket at her feet.

Zedheir quickly rushes to the girls aid, Patrin fights off the guards and I summon a powerful wind to extinguish the fire. The common people flee but the charlatan and his minions insist the girl must be burned. After a short battle we prevail and rescue the child.

Now safe, the girl takes us to her home on the country side and explains that she was to be burned at the stake because the men believed her to be a hag. She was seen exiting the the swamp where hags are known to live. This fact alone was enough for the impressionable villagers to side with anything the chaplain decided. The girl, Rissa, explained that she has two younger sisters, Shayen and Vicia, who were sold to the Hags and Vampires in the area after their father died. Her mother has since died and she went to look for her sisters. She has no way to pay us but begged that we would help her rescue the twins. Naturally, we agreed. In the morning we venture to the swamp to find the hags.

Sunday, 21 August 2016

A Day in Neverwinter

Upon arriving in Neverwinter, we make our way to the Hall of Justice. Here we check in with the clerk, Draiden. The guards take our prisoners to their cells. After we receive our payment, Draiden informs us that the Dragonborn of Neverwinter have been fleeing town and no one knows why. The Lord Protector is looking for people willing to help solve this mystery. Ready for a new adventure, we journey to the Lord Protectors office. Apparently we arent the only ones looking for adventure. A long line of mercenaries and adventurers winds its way up to the office doors. Patrin and Zedheir decide to investigate the asylum that is said to be housing Tokul.

After some time I arrive at the front of the queue, but not before Zedheir returns with news that there has been an assault on the asylum. Zedheir alerts the guards while I quickly speak with the the Lord Protector, Dagult Neverremember. He explains that they are offering a bounty of 10,000 gold for any information regarding the flight of the dragonborn throughout the north. Confident that the bounty will be ours, Zedheir and I return to the asylum to see what has happened.

golemFleshThe halls of the madhouse are crawling with all manor of vile creatures; hobgoblins, goblins, gnolls, werewolf, and a strangely resilient flesh golem. We learn that Tokel is being kept in the tower and head there only to find the lock on his door melted and the cell empty. We wander the halls until we find the wardens office. Inside there is a wardrobe behind which winds a secret passage leading to a very different kind of cell than those we have encountered thus far. A giant bolder is suspended by a chain on a winch above a hole in the ground. From within the hole we hear several voices. Inside the chamber we find a dragonborn, presumably Tokul, who is being restrained by several hobgoblins and a man in a crimson robe.

We decide to take advantage of the element of surprise. I cast a web on the two hobgoblins holding Tokul, Zedheir blasts the mage with his Ki, and Patrin jumps down and starts hacking the remaining hobgoblins to bits. What happens next is unlike anything I have ever seen before. The wizard seems to stop time, gather himself, walks over to Tokul, and vanishes with the dragonborn, at which time time starts again. The remaining hobgoblins were easily subdued and we learn that there is another dragonborn, Dralasar, who resides at The Tired Quill bookstore in town.

After a much needed rest we head to The Tired Quill. When we arrive we find Dralasar feverishly packing. At that moment the shop is overrun by bandits attempting to capture him. We quickly dispose of them. Dralasar offers us a large payment and answers to all of our questions if we help him get to the harbor. Naturally we agree and escort him through the city. On the way we encounter several bands of  thugs and mercenaries. Some of whom wear the same crimson robe as the wizard in the asylum, others who are simply looking for a pay day.

Safely in the harbor, Dralasar explains that Sulprax, a deity of the dragonborn, has been collecting dragonborn and anyone else with dragon lineage of any kind. When he has them he drains their innate abilities and absorbs them into himself. In the morning we will be this information to Lord Neverremember. But first we need to rest.

Friday, 17 June 2016

Terrible Trouble in Tenboar

lute1Recently I learned of a beautiful song that pays tribute to the great Kellen of Wellpath. I intend to learn the Gylas Bolfa so I may preform it at the next Silver Family Carnival. This gathering of my kinsmen, the countries greatest performers, is always the highlight of the year. Paying tribute to Kellen, the man who founded the Temple of Dylo, will be a great honor. It is of great importance that we remember the past as it was. There is always the added delight of the Odali familys disapproval. Those fools have no love for life or tradition and concern themselves only with money and figures.

farmersdaughterOn my way to Tenboar, while chatting with a local farm girl, I encounter the noble Luther Strag. Luther has been sent by his father, Lord Linal Strag of Ilkwater Province, to investigate a disturbance in Tenboar. Equipped with his families crest and personalized sword this paladin is a site to behold. Traveling country roads is always better with a companion so we continue our journey together. The farmer seemed displeased with my encounter with his daughter so it was quickly becoming time to move on.

We arrive to find the main bridge entering the city of Tenboar is occupied by the militia. This ragtag band of men refuse us passage into the city at first. Luther explains that he is here to help and would like to hear both the local authorities and the peoples side of the story. After some persuading, the militia man agrees to bring us the head of the militia, Behrto Ormund.

Behrto explains that the Chancellor of Commerce, Peyton Odali, has raised the taxes suddenly and severely. Not only did he raise the taxes but Odali refused to meet with the city council to explain the increase. The violence started when one of the guards became forceful with Mrs Bealda and her son Jerid tried to protect her and the guard killed him. The townspeople lynched the guard in retaliation and the militia was formed in an effort to protect the people. Since then, there have been a few more murders but we were unable to get an exact count.

Having heard the militias side of the story we travel to the Mayors office. The mayor, Edmur Carley, was unavailable when we arrived. Instead we spoke with Peyton Odali. Odali explained that taxes were raised in an effort to purchase supplies needed to stave of a strange disease that had taken several citizens of Tenboar. The disease is being referred to as The Curse of Gylas. I suspect this may explain what happened to the boy, Johnny, who we encountered on our way to the mayors office. He was clearly deceased yet he was still alive. Hopefully we can get more information tomorrow when we meet with the mayor.

bard-4After our meeting with Odali we find rooms at The Stuborn Boar, a local pub and inn. The crowd was small and listless but I decided to preform a couple songs anyway. Nothing raises a groups spirits like demeaning their advisary. This was easy for me as we have a common enemy in Odali. As the crowd warmed up, Strag was able to endear himself to them and we learn about a great warrior called Lardo Kronstep of Relington: Slayer of Orcs. There are also tales of a ghost who comes out at night and hovers over the river howling.

Sunday, 15 May 2016

The Road to Neverwinter

Malcer, as the new sheriff of Phandalin, asked if I would be part of the party to escort two prisoners to Neverwinter. My new companions are the dragonborn called Patrin Verthisathurgiesh and the human monk Zedheir. The two of them already posses considerable skill and should make for great allies on this journey.

wowmop-orc-conceptThe first prisoner is, our wizard friend, Ilarno Albreck. He will be standing trial for his crimes against the people of Phandalin. The other is a dragonborn called Worbor. He has killed his best friend. Though, he claims it was in self defense.

What should have been a simple two day journey turned out to be quite an ordeal. While camped for the night we were raided by an orc war chief with two of his soldiers and a goblin boss with two of his minions. After we dispatched them, we found notes on the leaders calling for our prisoner Worbor and another dragonborn Tokul to be captured or killed. There were also instructions to capture me at all costs.

We captured one of the goblins, though, they are rarely of any value. We will bring him along with us to Neverwinter and they can sort out what to do with him there. Hopefully we can reach our destination without any further disruptions.

Sunday, 1 May 2016

Wave Echo Cave

Wave Echo Cave lives up to its name. Throughout its passages you can hear the sound of waves crashing against the walls. This place was clearly the location of a great battle between the Dwarves and Orcs as there are corpses strewn throughout its many halls.

The Black SpiderDeep in the mine, in what appears to be a dwarven temple, we find The Black Spider and her companions camped out. The bugbears were easy enough to deal with as they mindlessly lined up for us to destroy one by one. The drow that escaped us in Cragmaw Castle was with her along with 4 more giant spiders. These foes proved the most difficult we have faced so far. We were blessed to have two very powerful scrolls that I was barely able to comprehend. Though, I feel that, with just a little more experience, I may have been able to cast those spells on my own.

We decide to search the rest of the caves to ensure that there arent any more of The Black Spiders minions lurking about. Just outside of the thrown room there is a dwarf called Slint who is tied up. He was part of the Rockseeker group and was taken by The Black Spider to help her find her way through the caves.

spectatorEventually we find the Forge of Spells. This forge had been used by the humans to harness the strange magics emanating from the caves. There is a beholder who called himself Spectator protecting the forge. Thankfully he did not see us as a threat and allowed us to examine the room.

Confident that the forge is safe we return to Phandalin. Malcer will take up his post as sheriff. Gimble will probably set up a poison shop, though its hard to tell with him, communication is not his strong suit. As for me, I feel I must quest to find the source of my power.