Burnt Offerings
Part One: Festival and Fire
The Swallowtail Festival
Five years
after the church at Sandpoint had burnt to the ground, while a service was
taking place, a new cathedral has been built. Today, it's hallowed ground will
be consecrated in a ceremony and celebration, marking a new beginning for the
town. The festival has drawn visitors from far and wide, with all but one of our
heroes staying at The White Deer and so meeting in the bar; Wesh, a local
fisherman, is staying on his boat. On the day of the festival, a large crowd of
locals and visitors gathers outside the cathedral in buoyant mood, with several
stalls selling alcohol and others offering free food - sponsored by the local
inns. Mayor Deverin gives a light-hearted speech, welcoming one and all to the
town and making weak politicians jokes. Sheriff Hemlock sternly provides the
health and safety lecture, with particular reference to fire safety. Cyrdak
Drokkus restores the mood with a rousing and possibly litigious speech about the
absurdities of financing the great project that they are about to celebrate the
completion of. Finally, Father Zantus thanks everyone for coming and declares
the Swallowtail Festival to be under way.
A little later, after sampling the
wares of various stalls, our heroes reconvened at noon for the next stage of the
festival. Father Zantus told the tale of Desna's fall to earth and her nursing
back to health by a blind child, who she rewarded by turning into an immortal
butterfly. At this point, a thousand swallowtail butterflies were released from
a cart in the centre of the square, drawing cheers from the crowd and providing
much entertainment for the children present. The afternoon passed peacefully in
an atmosphere of quiet reverence, apart from the drunken behaviour of some
members of the crowd.
Goblins in the Streets
As the sun set,
Father Zantus called for order by using a thunderstone and prepared to
consecrate the cathedral after reciting the Prayer of First Dreaming.
Unfortunately, others in the crowd had decided to use the thunderstone as a
signal for darker purposes and screams began to rent the air. Our heroes looked
for the source of the trouble and swiftly found it - Goblins. Thorfinn ordered
the crowd to go home and keep out of the way as the rest of the group headed for
the small group of goblins. A brief combat ensued, with the goblins proving a
tougher challenge than expected.
As the last goblin fell, our heroes looked
for any other problem and noticed a second group of goblins setting fire to the
wagon of dry wood for the bonfire. This would not be a major issue apart from
the fact that the wagon was parked next to a house made of wood. Realizing this
may be a problem, they headed swiftly to the wagon and, as the heroes engaged
the goblins, Zarlis and Aramir pushed the wagon to safer territory, taking some
painful damage as they did so.
Looking around again, the heroes saw one man
and his dog under attack in front of the White Deer. They joined the fray and,
with some near death experiences, were able to save a local noble, Aldern
Foxglove, although his dog was less fortunate. With this combat, it appeared
that the goblins assault on the town was vanquished and the heroes prepared to
investigate the extent of the raid.
Part Two: Local Heroes
Aldern was profuse with his thanks for the rescue
and asked the heroes to visit him in the next couple of days at the Rusty
Dragon, a local hostelry near the quays. They checked that the situation was
under control with the sheriff , who they discovered had captured one of the
attackers. The interrogation of the little shifty blighter revealed little,
other than the attack had been orchestrated by a 'longshanks' - a human!
The
next day, Thorfinn visited Father Zantus, finding him in a state of some anxiety
- apparently, during the raid, a grave had been desecrated and the remains
stolen. The remains were of Ezakien Tobyn, the previous religious leader of the
town who had perished in the church fire five years previously.
The Boar
Hunt
The next day, several of the party were surprised by the generosity
of the local population, who viewed them as heroes after the horrors of the
previous night. The following evening, the party headed to the Rusty Dragon to
visit Aldern. He demonstrated his regard for them by offering them dinner and
some pecuniary reward. He also invited them to go on a boar hunt with him in
Tickwood, a nearby wood. After a degree of trepidation the heroes agreed to his
suggestion and arranged to meet him at the stables the following morning.
When they met with Aldern and he realized that they were lacking in the
horse department, his generosity overcame him again and he bought each of them a
mount. They had a pleasant ride to the location selected for the hunt and spent
a lot of time looking for a quarry. Finally, a boar broke from cover, nearly
disemboweling a neater and the hunt was on. Immediately, most of the heroes got
off their horses and began to flank the boar to avoid its escape. The hunt
proved extremely dangerous, as several of the team were badly wounded, but
finally the boar fell and dinner was caught. Thorfinn swiftly moved to the aid
of the beater and stabilized him just in time. Aldern, meanwhile, did not seem
to notice his servants wounds and was far more interested in the transport of
the boar to town. That evening, they feasted on wild boar at the Rusty Dragon,
prepared by the owner, Ameiko Kaijitsu.
Monster in the Closet
The
next evening, as they sat in the White Deer, they were approached by a young
lady in some distress, clutching a baby to her chest and with a young boy in
tow. Addressing them as 'The Heroes of Sandpoint', she introduced herself as
Amele Barett, wife of Alergast and mother of Aeren and Verah. She requested
their aid and recounted a harrowing tale. For the last few nights, Aeren has
been waking screaming and terrified, with stories of a monster living in his
closet. Alergast searched the closet, finding nothing and the boys tale was
ignored. However, this evening, they heard Aerens screams and the shrill sound
of the family dog, Petal, crying out in pain. Rushing to Aerens room, they found
Petal dead with a knife in his head and a goblin crouched over their son, trying
to chew his arm off. The goblin dived back into the closet and vanished through
a hole in the floor. As Alergast started to tear the closet apart, Amele
panicked and ran to the only people she could think of to help her.
The team
immediately set off for her house, then came back and asked her where she lived.
She accompanied them to the house and waited outside as they investigated. They
quickly found Aerens room where Alergast lay, face down in the closet. As Wesh
pulled him clear, an insane goblin burst from a concealed hole in the floor of
the closet and stuck a very unhygienic knife in him. This was, however, the last
thing the goblin ever did, as the team ganged up on him. Amele was horror struck
by the death of her husband and the heroes turned her and her children over to
the care of Father Zantus at the cathedral, as well as informing Sheriff Hemlock
of the grim tidings.
Grim News from Mosswood
The following
evening, their presence was requested, as the now official 'Heroes of
Sandpoint', at a meeting with Mayor Deverin and Sheriff Hemlock. On arrival,
they found that the reason for the meeting was that a ranger who spent her time
scouting the surrounding area was in town, with grim tidings. Shalelu Andosana,
the ranger, told them that the five goblin tribes of the area appeared to be
working together, for a mysterious third party, and that this meant they were a
considerable threat, as normally they kept themselves under control by
inter-tribe feuding. Sheriff Hemlock request that the team stay in town for a
while, as their presence as the 'Heroes of Sandpoint' appeared to calm the
tensions in the town following the attack. He also said that he would go to
Magnimar to try to secure further guards for the town in this time of danger.
After the meeting, Shalelu stayed and talked to the party, telling them that
they were also famous among the goblins. She gave them some details of the five
local goblin tribes:
Goblin Tribes: As she mentioned earlier, there are five major goblin tribes in
the region.
The closest to Sandpoint are the Birdcruncher goblins that live
in caves along the western edge of the Devil’s Platter, although traditionally
these goblins are the least aggressive of the five. To the south are the
Licktoad goblins of the Brinestump marsh, pests that are excellent
swimmers. East are the Seven Tooth goblins of Shank’s Wood, goblins who’ve
secured a place for themselves by raiding Sandpoint’s junkyard and rebuilding
the stolen refuse into armor and weapons. Further east still are the Mosswood
goblins, likely the largest tribe but one traditionally held back by feuding
families within their own ranks. Finally, there are the Thistletop goblins,
who live on the Nettlewood coast atop a small island that some say holds a
passing resemblance to a decapitated head.
• Goblin Heroes: Shalelu notes
that goblins generally live short, violent lives. It’s unusual for a single
goblin to achieve any real measure of notoriety, but when one does, it’s
well-earned. Currently, five goblins enjoy the status of “hero.”
Big
Gugmut is an unusually muscular and tall goblin from Mosswood who, it is said,
had a hobgoblin for a mother and a wild boar for a father. Koruvus was a
champion of the Seven Tooth tribe, who was as well known for his short temper as
he was for his prized possession—a magic longsword sized for a human that the
goblin stubbornly kept as his own (despite the fact that it was too large for
him to properly wield). Koruvus vanished several months ago after he supposedly
discovered a “secret hideout” in a cave along the cliffs, but the Seven Tooth
goblins remain convinced that he’s out there still, a ghost or worse, waiting to
murder any goblin who tries to discover his hideout. Vorka is a notorious
goblin cannibal who lives in the Brinestump marsh, a “hero” mostly to goblins
other than the Licktoad tribe.
Ripnugget is the current leader of the
Thistletop goblins and controls what the five tribes agree is the best
lair. Bruthazmus, an infamous bugbear ranger who lives in northern Nettlewood
and often visits the five tribes to trade things he’s stolen from caravans for
alcohol, news, or magic arrows. Shalelu notes that Bruthazmus has a
particular hatred of elves, and that they have fought on several occasions. To
date, neither of them has managed to get the upper hand on the other, but
Shalelu bitterly vows that she won’t be the first to fall in their private war.
The next few days were spent in peaceful contemplation, accepting the adulation
and thanks of the towns folk - apart from Zarlis, who became obsessed with the
glassworks. Finding the glassworks locked up and seemingly empty, the paladin
decided to find out all about it, lacking a more direct method of investigation
known as breaking and entering. She started by asking around town and discovered
the owner was Lonjiku Kaijitso, father of Ameiko, the woman who ran the Rusty
Dragon. She visited the fathers house to find it locked up and empty and went
from their to the Rusty Dragon, where she asked Ameiko about her father as she
was worried about him. The net result of all this effort was to panic Ameiko,
with unfortunate consequences later that night.
The Missing
Bartender
The next morning, as the heroes ate breakfast, Zarlis was
approached by an elderly Halfling woman she remembered from the Rusty Dragon as
Bethana Corwin, a maid. Bethana told them that Ameiko had gone missing and that
she had found a disturbing note in her room once she had plucked up the courage
to enter. The note read:
Hello, sis!
I hope this letter finds you
well, and with some free time on your hands, because we’ve got something of a
problem. It’s to do with father.
Seems that he might have had something to do
with Sandpoint’s recent troubles with the goblins, and I didn’t want to bring
the matter to the authorities because we both know he’d just weasel his way out
of it. You’ve got some pull here in town, though. If you can meet me at the
glassworks at midnight tonight, maybe we can figure out how to make sure he
faces the punishment he deserves. Knock twice and then three times more and then
once more at the delivery entrance and I’ll let you in.
In any case, I don’t
have to impress upon you the delicate nature of this request. If news got out,
you know these local rubes would assume that you and I were in on the whole
thing too, don’t you? They’ve got no honor at all around these parts. I still
don’t understand how you can stand to stay here.
Anyway, don’t tell anyone
about this.
There are other complications as well, ones I’d rather talk to
you in person about tonight.
Don’t be late.
Tsuto
Bethana
also told her that the brother of Ameiko, Tsuto, was something of a local
scandal as he was a half-elf and neither of his parents were elvish! With her
worst fears confirmed, Zarlis pressed the rest of the group into service and
they headed for the glassworks.
Part Three: Glass and
Wrath
On reaching the glassworks,
they found it locked and Nattie set about breaking in by picking the lock. As a
crowd gathered, wondering why the heroes of Sandpoint were breaking into the
towns major industrial plant, Zarlis and Thorfinn set about calming their fears
in their own individual ways. Zarlis explained that they were looking for
Ameikos father and that everything was alright, while Thorfinn was a little more
direct. As the door opened, Thorfinn handed the remains of his breakfast to the
crowd and they moved in. Wesh and Aramir started to head down a long corridor
while Zarlis moved through a door to their left, discovering a gruesome room
full of goblins and their handiwork: the remains of the glassworks workers,
dismembered and partially covered in glass. As the combat started, Wesh
continued down the corridor as the others went to the sore pressed paladins aid.
One of the goblins left the room by the far end while the rest caused some
difficulty to our heroes, badly injuring a couple of them. As Wesh continued to
explore the rest of the complex, the heroes defeated the goblins and searched
the area, finding Lonjiku dead and fully encased in glass. Passing through the
door at the far end, they met up with Wesh, who was able to inform them that the
rest of the area was clear.
Left with only one door and some stairs leading
down, Thorfinn lead them into the darkness. The others lit lanterns, torches and
sun rods and followed him, causing him to move off down the corridor and round a
corner to avoid them. As Aramir rounded a corner, he was hit by a crossbow bolt
and he moved to attack Tsuto, who had fired it. Tsuto promptly shut the door he
was standing behind and locked it. Meanwhile, Thorfinn had found the only place
he could stand with no light sources near and Zarlis was busy opening crates in
a dead end. After some confusion over whether to open the door and pursue Tsuto
or open a locked door Thorfinn has discovered, the group set of in pursuit of
Tsuto, leaving Thorfinn glaring at a door and Zarlis discovering that sand was
one of the main constituents of glass.
The pursuing party chased the half-elf
for some time, finding a couple of side passages before reaching a dead end.
After searching, they found a secret door into the goblins cave, fortunately
empty and could see Tsuto rowing off round the coast in a jolly boat. Wesh,
being a man of the sea, immediately dived in to give chase and swiftly
disappeared round the headland. Tsuto beached the boat and disappeared into the
forest. Recognizing a lost cause and being a little tired after such a long
swim, Wesh promptly stole Tsutos boat and rowed back, where he found A'luna
sitting on the beach below the cave looking at the stars in the morning light -
they're mysterious, these elves! Eventually the party regrouped and found that
Zarlis and Thorfinn had found Ameiko alive in the room Thorfinn had expressed an
interest in. They summoned the mayor and arranged for the glassworks to be
cleaned up, the bodies taken to the cathedral and the relatives to be
notified.
Catacombs of Wrath
They headed back below ground to
investigate the side passages, finding one blocked off. The other proved more
interesting. Aramir, leading the party, saw an opening to the right and, peering
in, saw a creature of nightmare and horror. Being a sensible sort, he
immediately moved back to the others and warned them. Wesh moved forward and,
seeing nothing in the cave, headed past it. The others began to file past as
well when the hiding sinspawn charged them, causing a degree of consternation.
After a brutal and near fatal combat, the dread beast was put down and the
heroes regrouped to lick their wounds back up the corridor.
The heroes retreated to cathedral and once more implored Father Zantus for aid.
Repaired, after a fashion, they returned to the catacombs. After searching the
guard sinspawns cave and finding little of interest, they continued down the
passageway. The next corridor lead to a room with the floor covered with broken
pottery and crumbled duty remnants. Moving on, down a dogleg corridor, they
found a large room with what looked like a rough hewn altar to one side. After a
heated theological debate regarding the rights and wrongs of desecrating it,
Nattie lead them through a door at the far end, into a massive chamber where the
strange, spiky runes on the wall, the large pool of water with a ring of human
skulls in it and the mighty pulpit at the far end would normally have drawn
their attention. However, Natties first comment was regarding the three sinspawn
moving towards her.
At her shout, Aramir, Thorfinn and Wesh moved to her
aid, as Zarlis and A'luna prepared bows and healing. As the combat dragged on,
it quickly became apparent that there was another being in the room - an
occasionally visible Quasit,. As Wesh, Thorfinn and Nattie all fell unconscious
against the sinspawns assault, matters looked grave in deed. However, the
sinspawn were also taking casualties and, as the last fell, Aramir moved up the
room to seek out the Quasit, moving to the pulpit. Meanwhile, various heroics
and healing spells were restoring some movement to the comatose. As Zarlis
joined the hunt for the Quasit, preparing her bow, they saw the Quasit appear,
briefly, above the altar pool at the back of the pulpit, squeezing blood from
its arm. Seconds later, a sinspawn stepped from the pool and attacked Aramir. A
brief and potentially lethal fight ended as the sinspawn was ganged up on by the
heroes.
After healing as best possible, they moved on. A little further down
the corridor was a statue, of a woman, her face beautiful but a mask of fury.
She wears flowing robes and her hair is held back by an intricate headdress of
hooks and blades. In her left hand is a book inscribed with a star, in her right
a glittering metal and ivory ranseur. Moving on, the heroes opened a door at the
end of the corridor and moved into a large room, with a raised wooden platform
leading across it and cells dotted around the walls. Wesh and Thorfinn moved to
the stone floor as the others mooched around a bit on the platform. Suddenly,
A'luna and Nattie were attacked by two sinspawn, hidden under the platform. This
battle was a little more short-lived, although part way through it, Zarlis
noticed the Quasit trying to steal discarded equipment and managed to scare it
off.
The heroes healed a little and moved on, out of the room and along the corridor
to the east. The corridor opened out into a torture and interrogation chamber,
littered with the debris of machines of pain. Thorfinn stopped to examine three
stone doors to the south, as the others continued a little way to the east.,
heading down a flight of stairs and into a room with square patches of floor,
from beneath which came moaning sounds. As they entered the room, they came
under attack from a monstrously deformed goblin and battle was joined. At the
same time, Thorfinn found himself under assault from the Quasit and tried to
grapple her. The goblin hurt several members of the team, but was quickly
dispatched. The Quasit took a lot longer and proved herself a very dangerous
foe.
As the heroes gathered around the Quasit, with Aramir and Zarlis
blocking her escape, Thorfinn set off to retrieve the ranseur from the statue.
Nattie used her hook hammer to trip the Quasit several times, but the heroes
found it difficult to injure the little blighter. As Thorfinn returned, Zarlis
and the Quasit were locked in a deadly battle with the others gathered round to
help, and the Quasit finally fell. Tehy spent some time using the ranseur to
finish off the Zombies in the pits beneath the wooden covers and moved
on.
Down a corridor to the south, they found a spiral staircase blocked by a
cave in and, a little further on, a strange room. Fifteen feet in diameter, the
spherical room had several items floating in it and the walls had black
electricity rippling across red metal walls. Thorfinn set off to consult Farther
Zantus on this phenomena as the others searched what was left of the complex.
Aramir and Nattie found a scroll in one of the rooms as Thorfinn and Father
Zantus returned. After some debate, both theological and more earthy, Thorfinn
ventured into the room and easily retrieved the various items from it, which
were in turn taken from him by A'luna.
With that, they returned to the pub to
consider the omens and portents (or to see if the stuff was magical, anyway).
Part Four: Thistletop
The party spent the next two days wandering around
town being Heroes of Sandpoint - apart from Thorfinn who continued his ongoing
struggle to understand the ruins on the cliffs. As Zarlis and Nattie were
strolling one day, they saw a poster offering 250GP reward for the return of a
horse (colour random and indeterminate, but probably sort of browny bay) and
headed to the Rusty Dragon to learn more. The two merchants they met said they
had been set upon by goblins at the road ford across the Thistle River and had
their warhorse stolen. Zarlis immediately set off to gather the team for a recce
of the area but was surprised by Thorfinn wandering in to town with exactly the
same destination in mind, having been informed by Father Zantus that his
divinations indicated that this was where the remains stolen from the graveyard
were. With that, they set off for the ford.
The Druids Maze
At the
ford they found signs of a struggle but no sign of a horse having been lead
away. With a little more research, they discovered wagon tracks leading to the
coast and with no other leads, they decided to follow them. The tracks followed
the river, leading to an impenetrable wall of thorny briars. Nattie pointed out
that there was a poorly hidden door and, opening it, they found a goblin size
tunnel stretching into the briars. This irritated the dwarf, since despite being
'vertically challenged', he still had to squeeze through, while Nattie kept
running around all over the place. They move in, heading to the right. They soon
found a hole in the ground, from which the sound of surf could be heard but
wisely decided to leave it for now.
As they moved in, they passed some dogs,
tethered in a clearing who immediately started to bark. Shortly after, several
members of the team noticed a thrush carrying a bloodstained white item in its
talons heading down a corridor. They hastened to check it out, looking both
ways. To the left they saw the coast and a rope bridge, to the right a Fire
Pelt. Nattie took up the front position, with Thorfinn and Wesh guarding the
rear, with Zarlis. As the fire pelt attacked, those at the back saw a figure,
wielding a flaming sword step out of the wall at the back of the dogs compound
and release two of the dogs. A few seconds later, he did it again. As the dogs
fell to Thorfinns attacks and Weshs use of his reach weapon, Nattie beat the
fire pelt.
They were just congratulating themselves on victory when a figure
stepped from the wall of the corridor and attacked Thorfinn (or it might have
been Wesh). This combatant, a goblin druid, proved much more resilient than they
hoped and the fight proved tricky, before their final victory. The exploration
continued, with a messy skirmish against many raggedy goblins giving Wesh and
Zarlis a bit of a workout, before they decided to rest for the night.
Ripnugget
The next morning, leaving A'luna and Aramir to tidy up the
campsite, they cautiously spied out the bridge. After ascertaining that there
was no obvious goblin activity atop the watchtowers, Nattie moved forward to
inspect the bridge. Noticing some structural issues, she successfully made the
bridge safe and the party advanced. Finding the way barred by fifteen foot
gates, Nattie and (surprisingly, for a Paladin) Zarlis climbed over and unbarred
them. They immediately instituted a plan to open as many doors as possible
simultaneously and were lucky enough to find some goblins, which started a
corridor fight. Just a victory looked certain, a fresh batch of goblins came out
from the foot of the watchtower on the far side of the combat and cornered
Nattie. This made the fight a little more complex, but the arrival of
A'luna and
Aramir, having done the cleaning, soon concluded it.
They continued to clear
out the complex, finding more goblins in a large throne room - these were
accompanied by a warchanter and the chief, Ripnugget, who swiftly mounted his
war Gecko (well, someone had to) and made ride by attacks as the other three
goblins pressed forwards. The warchanter did his thing and the battle was going
against the party for some time. However, as the goblin foot soldiers fell, the
party began to target Ripnugget and managed to back him into a position of
having to fight face to face - this did not go well for him. Searching around,
they found the goblins food storage and, in the chieftains room, a silver holy
symbol of Lamashtu, as well as the armoury.
They moved on, finding a room
with four more goblins (who were actually all dogs) which took very little
effort to deal with. However, in a corner of the room was a large container,
which Aramir swiftly ascertained contained the warhorse they were seeking. As
the others backed out of the room and A'luna went to fetch grain from the food
stored, Aramir opened the door and tried to calm the horse down - unfortunately,
this did not go well and he ended up knocking it unconscious in the ensuing
mess.
After some effort, the horse was restored to consciousness and calmed
down. It was resolved that Nattie and Zarlis would return it to town while the
others waited. Thorfinn and Wesh remembered the other watchtower and went off to
clear it out to relieve the boredom of sitting around, leading to a bit of a
barny with some goblins who were a little lethargic having eaten too many
pickles.
Once the others had returned from dropping off the horse, the party
set off downstairs, finding a large empty room. In accordance with custom, they
opened two doors at once. One lead to a filthy room with empty cages in it, the
other to a goblin recreation room, containing four goblin females and a large
bugbear ranger, Bruthazmus. The fight was very brutal, as Bruthazmus used his
'wives' to defend himself and fired arrows at the party. For several rounds, the
combat could have gone either way, until only Bruthaznus was left, facing the
party with a flail in his hands. It did him no good and he soon fell before the
might of our heroes.
They moved on, after some healing, and Zarlis
discovered a heavily armed man in a room off a corridor off the main chamber. At
first, the fight went against him but a couple of truly mighty blows, including
a smite evil, dropped the man as though pole-axed.
Nualia
They swiftly searched the other rooms in the corridor where Zarlis
had killed Orik, finding little of interest apart from an everburning torch and
some silk sheets. Moving back to the main chamber, they headed West, down a
short corridor and into an empty cell block. A door to the North lead to the
jailers old room and a set of keys for the cells. A second door to the North
proved a little more eventful. Thorfinn opened it, to find a short flight of
stairs leading to a second door into a temple. The temple proved to be guarded
by two Yeth hounds, which gave off a fearful howl, causing Aramir to run
randomly around the complex in fear. The rest of the party engaged the second
hound and swiftly discovered that they could barely scratch it. Taking heavy
damage, Thorfinn called for the retreat and Zarlis and Nattie followed him out
of the room. Unfortunately, Wesh was already badly damaged and fell as they shut
the door.
Thorfinn immediately came up with a strategy for helping their
fallen comrade and, pausing only to cast Sanctuary and Shield of Faith, he moved
back into the room supported by Nattie. As the hounds had gone, Nattie quickly
moved to the door into the temple and closed it, while Thorfinn ascertained that
Wesh had gone the way of all flesh. Chastened and chagrined, they collected
their fallen comrade and returned to Sandpoint, where they were welcomed by the
citizens, who joined them in their mourning.
The next morning, Father Zantus
lead a huge open air funeral service for Wesh, the only home grown Hero of
Sandpoint, and the mayor declared a holiday for the town. The rest of the day
passed in a wake for Wesh. During the day, Thorfinn (and shortly after the rest
of them) met Franck, a huge fighter who decided to join them, and, after a day
of mourning, they returned to Thistletop.
Exploring the rest of the complex,
they made their way to the North West, finding the main entrance to the temple
(and wisely ignoring it). Further on was a room with crude depictions of goblins
on the wall, including one of a giant goblin in a cave beneath Thistletop. In
the North West corner they found a room with battle plans for the recent raid on
Sandpoint. Disturbingly, there also appeared to be future raids planned,
incorporating more goblin tribes from the Northern Fogscar mountains, as well as
creatures called sinspawn. The next room appeared to be the site of an
archeological dig, and the woman working there showed her displeasure at being
disturbed by casting Mirror Image and dying very quickly. Some stairs lead down
from the room via a secret door in the western wall.
The group decided to
explore the rest of this level first and headed to the East, finding caverns
which had not been worked, but which had a floor polished like glass. As they
cautiously moved in, they were attacked by a bizarre mess of teeth and tentacles
- a Tentamort. Being heroes, this did not un duly worry them and the poor little
beasty achieved very little before being dispatched.
Having run out of
options, they headed down stairs, with Thorfinn leading the way. At the bottom
of the stairs was a canted room, running down to the West and containing some
badly damaged statues. Thorfinn moved to the door in the eastern wall and opened
it to reveal a corridor. As he moved down the corridor, he felt a section of
floor give under his feet and threw himself back, narrowly avoiding being
trapped by the portcullis that fell from the ceiling. After waiting a while for
the trap to reset, Nattie disabled it and they moved on. Thorfinn opened a door
to the North and, on seeing a Yeth hound and its mistress, promptly closed it
again. After some time spent preparing, the party opened the door again and
moved in against the hound, with Franck proving himself a deadly warrior as they
set about killing the hound. Thorfinn then showed that this is truly a time of
miracles as he cast Hold Person on the woman in the room and it actually worked!
The combat was short and very brutal. Pausing only to collect magical items and
money from the corpses, they moved on.
A bad case of the
crab
Moving South down a short corridor, they came to an l-shaped room.
To the East was a carved circular stack of gold coins, which they quickly
decided was a bit pointless. To the South, a pair of double doors carved with
two skeletons reaching out to clutch a skull between them looked much more
promising. The doors lead to a large chamber with several sarcophagi lining the
walls. As they moved to investigate, three shadows leapt out and attacked them.
Starting a theme for the night, Franck found himself badly mauled by the time
the assault was over, with A'luna and Thorfinn proving most effective with their
turning abilities.
After some limited damage limitation using restoration
(and a good nights rest), they moved on to the West. Finding two sets of stairs
leading down, Franck and Thorfinn took one each, to find that both ended in
doors. Selecting the first door, Nattie checked it for traps prior to Thorfinn
reluctantly opening it. As they moved into the room, they saw that half of it
was collapsed and was open to the sea, via an underwater passage. they also saw
a giant helmet turn to view them. Disregarding this omen, Thorfinn pointed out
that there was some sort of magic item in the water and Franck immediately
stripped down and started to wade in. This was a bad move, as the giant hermit
crab in the helmet attacked him, grappled him and knocked him unconscious. A
grim and, at times, lethal combat ensued, as the frontline cycled through the
team, with Zarlis getting Franck out of harms way and back on his feet. As the
tide of battle ebbed and flowed, the party were sorely pressed, with more
falling unconscious to the crabs horrific attacks. Finally, Thorfinn was
grappled and pulled off his second miracle - a Sanctuary spell that actually
worked! Shortly after, the crab fell and the party were left to rue disturbing
it.
After recovering for a short time, Franck recommenced diving into the sea
to retrieve what was left of the treasury and they returned to town, talking to
several sages and old adventurers and discovering that silver was what they
needed to harm the Yeth Hounds. Purchasing silversheen, they returned to the
temple were the hounds proved a pushover when armed with the right equipment.
Once the battle was over, they were saddened to see that the bones they were
sent tio retrieve had been burnt on the alter, possibly in some sadistic satanic
ritual (or maybe not, who knows).
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