This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.

Monday, August 27, 2012

Add on-Shakun - Sutor's Forge

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 4th one:

Sutor’s Forge

Sutor’s Forge is cobbled together from the three smitheries that used to make up Shakun's blacksmithing industry: Issac’s Tinsmithery, Lessa the Farrier, and Twocask Smiths. During the overrun and occupation of Shakun these smitheries were commandeered by the goblin forces and the original workers were forced to churn out metal works for the greenskin occupiers. Most attempts at sabotage or dereliction resulted in the smithy workers being put to death and replaced by slave labor.

After the goblins were routed and order restored, the town needed a tremendous amount of clean up and repair. It was decided that Lessa’s and Twocask would be cannibalized, with their anvils, tools, and what coal beds that could be salvaged brought over to Issac’s. Issac Smith had been killed many years ago and his children had also met similar fates. A former slave of the goblin snamed Sutorian Baker was one of the main members of the rebuilding of the smithery so in his honor, the forge was named for him. It is for that reason when people ask who runs the forge and sees a mid-30’s human named Torrence come out and greet them they are sometimes confused.

Sutor’s Forge isn’t an actual forge at all. There is no blast furnace, nor can they handle commercial grade iron. There are 3 coal beds and one furnace that is capable of reaching just about 700 degrees C (the beds hover around 350-500). The furnace is closest to the eastern part of the forge, right against the outer wall and the open air portion.

The open air portion of the forge is where the anvil work is done at Sutor’s. There are 2 300# anvils and 5 smaller work areas with lesser weight anvils and just some pounding stops. Covering roughly 40’ x 40’ the roof is slate and pitched away from the main forge building along the entire run from 15’ in height to 10’.

The inner portion of the forge is where the coal beds are located, the furnace, a number of bins, the molding room, and a small counter with a display area showing some of the wares that Sutor’s makes. The Charcoaler is located in the building right next to Sutor’s and there is a firebreak wall between the two buildings (a combination of brick, mortar, and backfilled sand). It was an expensive undertaking but Sutorian Baker had demanded it based upon his knowledge of ovens and bakeries.

The Charcoaling goes on two days a week and Torrence does not allow his journeymen smiths to oversee the process; instead taking it on as his own responsibility. The Charcoaling is dirty, messy, smells, and can become very dangerous if not handled with care and respect.

Shakun is built on a tremendous field of limestone and granite that is situated some distance below ground. The area is metal poor at best although the many many caves that dot the landscape do occasionally give up a small treasure of ore now and again. Because of this the Forge does mostly tinsmithery and farrier work (horseshoes). Their biggest demand product to date though happens to be nails. At this time about half the nails are actually scavenged and rescued from the reclamation projects taking place around Shakun. They are brought to Sutor’s where they are scoured, straightened and set up for sale. The others are made and cut from wire stock that Sutor’s purchases every week on caravan. Because of this there are times when there are no nails available until Marketday.

You will not get a suit of chainmail from Sutor’s but they can have the links fixed. You can buy plowshares, bridles, stirrups, fireplace dogs, horseshoes, binding wire, pots, pans, forks, spoons, chimney sleeves, and arrow heads. He does not have the ability to make swords or shields but can repair them if need be.

As for the people who work at Sutor’s there is Torrence, his 4 journeyman smiths, and up to 12 apprentice smiths employed there. The majority of them are human although numbering amongst his apprentices can be found two half-elves, one elf, and even a half-orc.

Sunday, August 26, 2012

Add on-Shakun - Cornelius' Tower

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 3rd one:

Cornelius’ Tower

This tower was originally called The Tower of the Secret Flame and then years later Redbrick Tower. Nowadays it is called Cornelius’ Tower in honor of the last wizard who lived there.

Located on the northern end of town, just to the west of Town Square, the Tower stands roughly 75’ tall with a 30’ base. Town records show that the tower was the 2nd structure ever built in Shakun; right after the Shakun Keep was constructed (nowadays called Castle Canastal). A wizard conclave called the “Brotherhood of the Secret Flame” had banded together and with a variety of magical as well as mundane means had the red brick tower completed in roughly 2 seasons close to 150 years ago.

In those days every lord had a guild wizard at his disposal, and every high wizard had a conclave of his own. Many conclaves numbered at least 10 members, but some could have as many as 20 or more. The Brotherhood of the Secret Flame numbered 12 and they did not have any names that were ever spoken outside of their own group.

The tower is different in many respects than others in the area. First, it has no windows of any kind anywhere on its face. Second, the top of the tower has what appears to be a mass of metallic branches that even after all these years only show a small amount of rust marring their surface. And even though the original red bricks have faded over time, it still has that sanguine coloring to it that makes most people uneasy being near it.

A thin smattering of ivy does grow around its base but at no point does the plant reach higher than 3’ from the ground. A single door would provide entrance to the tower, should anyone be able to open it. The heavy wooden portal is marked with over 50 deep carvings of strange sigils and glyphs. No door knob is visible and no one is even sure which side the inner hinges are on. Also, even though the doorway appears to be wood, cursory touching and testing leads most people who dare it to believe it is something much denser.

And that is the problem, when one gets to even within a foot or so of touching the doorway, they are filled with an unnatural illness and sense of loathing; only the most stalwart of brave souls can stomach their way forward to completely touch the surface. Even wearing gloves or attempting to touch the door with a stick produces the same sensation and difficulty. Many of the younger members of Shakun will engage in dares to see who is bravest or toughest by approaching, touching, and maintaining contact the longest. One young man in recent past did actually get a nasty rash and raised blisters on his back from standing too long near the tower’s doorway, somewhere on the order of 1-2 minutes.

During the goblin occupation, the tower’s occupant was a mage of some renown known as Cornelius Firebrand. Whether he was a member of the long defunct Brotherhood is unknown, but Cornelius was not a trifling mage. He and his three apprentices did help in the defense of Shakun and performed admirably in keeping the goblins from breeching the walls for some time, but it eventually was for naught and one by one, his apprentices were wounded and slain.

Cornelius was able to bar the door closed, keeping the goblins out and saving for a short respite some 60 citizens that he had retreat into the tower with him. However the Leech was able to force his way into the structure through demonic means and the Abyssal Goblinoid and the mage did battle within, with Cornelius being beaten. The Leech then had Cornelius flayed alive and wore his skin as a cloak, the mage’s spirit trapped within and screaming constantly until the spells binding him to his removed skin eventually faded some weeks later.

What was noted was that even though the Leech was able to gain access to the Tower that one time, he was unable to do so any time after that. No spell, tool, or force of arm was able to open the doors again. He had his goblin minions attempt to sap the tower to topple it but they were unable to tunnel under the tower’s stone for some reason. The tower would not be marred, broken, scratched, or opened no matter what. Eventually the Leech stopped wasting his time on it, had the last of the town’s mage’s put to death, and visibly ignored the Tower from that day forward.

Now that the occupation is over almost 2 years, there has been some renewed interest in Cornelius’ Tower, but no one has been able to gain entrance and even the few mages that had been commissioned to come out here from Agros, Gul, and Titestory are baffled as to the sealing of the Tower and their inability to effect and entrance.

Saturday, August 25, 2012

Add on-Shakun - Town Hall

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 2nd one:

Town Hall


Originally the Shakun Town Hall was used as the trading hall for the visiting caravans during Marketday. As time went on, the interest in imported Pervian goods grew and the sheer number of traders coming through Shakun made the hall impractical. The shanty of hovels and lean-tos that had grown outside the Hall were cleared away and cobbled over, making what is now known as Town Square over 60 years ago.

The Town Hall was first officially used during the Gaia’s Festival in 127 as the place for the brewers and vinters to set up their wares out of the rains that had been hitting that week. A few drunken brawls followed and the first trial was held here at that time to identify who threw the first punch. Not a noble start but an honest one.

Since then the Town Hall has been refitted for its new purpose and is one of the more structurally sound buildings in Shakun. Although it is a single story building, it does boast over 15’ of height on the inside from the stone floor to the open rafters above. The windows are plentiful but narrow, a mere 13” in width making it difficult for anyone other than halflings to slither through. The main double doors are 4’ wide each and have been replaced many times – the current set are iron banded reinforced oaken timbers. The main entrance is also set partially inside the walls of the Hall; set back and concave to the furthest point of the exterior wall by almost 10’. This was by design since the Hall can also be sealed from the inside and anyone attempting to gain entrance would be subject to many potential flanking attacks through the windows by either bow or long spear.

There is a weapons rack and closet just on the inside right door where citizens are divested of lethal weaponry and it is placed here until they leave. During Court Day the Town Hall will have 12 guards on duty and placed in various spots both within and outside the building. At other times only 4 guards are on duty although the full roster of 12 can be mustered within 15 minutes if need calls (over 30 citizens are classified as Town Hall Guards but the “active” duty roster rotates so most of them can pursue whatever other jobs they need to maintain their homes and families).

The center of the Hall is dominated by an 8’ diameter fire pit which is lit during the winter months to provide warmth. The ceiling above does allow smoke to escape but the flue and chimney is not perfect and when it is cold there is a sweet spot where the people who do come to the hall try to sit; someplace where they are warmed by the fire but not choked out by pluming smoke.

Seating in the hall is primarily along the back, left, and right sides where simple roughhewn pews of 12’ lengths are set in not quite perfect rows. Up to 200 citizens can sit on the right, 250 on the left, and another 150 can sit in the back. There is also standing room for another 200 or so should that many people come to the Hall.

The front of the hall is dominated by a large scarred bench. 5 chairs are placed behind the bench with the central one for the town Magistrate. The other 4 chairs are for: the Baron (Taugis), Consul (Ikarsbane), Reeve, and Captain of the Guard. Not many matters require the audience of all 5 members of the Town Board and most are handled by the Magistrate or in the matters of common cases, the Reeve. The bench was used by the Leech during the goblin occupation for a time as a torture table before being discarded. Local artisans had scrubbed, sanded, repaired and refinished the bench lovingly after the Leech’s destruction and it has since been replaced here in the Town Hall.

In front of the bench is a cordoned off barred area where plaintiffs or accused can be brought to present their case or matter to the bench. Behind it is a grand table with seating for 18 where supporters would sit. To the right and left are two smaller tables, much newer constructions, where defendants and accusers would situate themselves.

Finally, behind the bench are three doors. One on the left leads to a private lavatory, one on the right leads to a storeroom where often times dried meats and vegetables, a few barrels of water, and a small amount of simple arms and shields are stored (enough to outfit 12 men if need be), and the one in the center leads to an apartment where the Magistrate resides. The apartment has 4 rooms and is fairly spartan, but is provided free for the Magistrate and any potential family for as long as he holds the position.

Friday, August 24, 2012

Add on-Shakun - Pelis the Rug Merchant

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not bee3n describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 1st one:

Pelis the Rug Merchant’s Shop

Located on the east end of Shakun, this two story large faced shop announces itself long before someone gets close enough to peer inside by the smell of the woolen carpets the trader sells and makes. The aroma of dyes and damp wool hangs low to the ground, scented for half a block before the doorway itself. It isn’t unpleasant, just obvious; more so when it rains.

The main supporting features of the building are brick and mortared stone, encompassing the corners and in 2 places along the building’s front. The roof is a mix of thatch and slate tile canted towards the street with small eaves running off the left and right sides. The rest of the building is wooden planked with a heavy layer of crude concrete (mud and crushed gravel) that has been painted white and shows many signs of repair. The windows are large and spacious, made of leaded glass and kept clean.

A trio of racks line the front of the building just outside the larger of the two doors that leads to the showroom, each rack is over 10’ in length and stands around 5’ high. It is here that Pelis often shows the most colorful of his wares during the dry days, enticing the locals to both see and touch his rugs. The ground around his shop has been laid in with paving stones, and expensive undertaking since the rest of the street is not but one that Pelis and his father in years past had happily put in place regardless of the cost in order to keep the carpets clean and provide a place free from dirt and mud.

Pelis has a young niece (late teens/early 20’s - relatively speaking) who helps him maintain the day to day business, as well as 4 other people who work at his shop. Two of them are journeyman weavers and rug makers, one is an apprentice, and the last is a laborer who often can be seen sweeping the front street clean after a busy influx of traffic.

The shop itself is a sizeable showroom, often times having upwards of 70 rugs and carpets on display. Large wooden racks adorn the back walls where the finished products are shown, folded over the display dowel in a series of 6 rugs per racks. Most of the wares are smaller however he often has a few great rugs shown at any one time. A counter with a raised set of iron bars that runs 3 feet over the counter’s top and the full length of the wooden furniture, is along the right side, beyond which is the workshop. The bars prevent anyone from easily reaching across the counter and getting to the strongbox which is built into the floor and counter itself. The box has not only a first class lock affixed to it, but also needs a special series of turns on the front lever to effect opening the small vault.

Pelis was robbed only once and it was many years ago. Over the doorway to the workshop is a length of old frayed rope mounted on a wooden plaque and if asked about his robbery, Pelis will often look at the ropen trophy and smile to himself before replying that his funds were returned and the thieves were punished for their crime.

The workshop is cramped with the looms and weaving stations practically on top of one another. Great spinning wheels take up the back wall, the two of them are obviously new, replaced after the former ones had been destroyed or taken during the goblin occupation. Most times there are a few spools of finished wool which is ready for dying and weaving. Pelis does not dye his wool until the color requests are made for commissioned work, or until he is ready to have one of his journeyman begin a new project.

There is a door out of the workshop that does lead back to the street, and there is a smaller private one also fitted with a lock that leads to Pelis’ domicile on the 2nd floor. His home is above his shop and contains a kitchen, larder, living room, a lavatory, and 4 other room sone of which is a bedroom for himself, one for his niece, and two others which he lets out now and again to borders (of which a Woodhelvian Grey Elf named Enthir is currently staying in one). There is a cistern on the roof which collects rainwater and holds up to 10 gallons at any one time. This water is what is fed by wooden piping to the lavatory and the kitchen. When the cistern is empty, Pelis will have his niece go to the well and draw a couple of gallone of water each morning.

Finally, Pelis is also the guild master of the Thieves guild in Shakun, a fact that is a poorly kept secret at best. He does not make it his business to promote this fact, and the 37 members of the Shakun Guild who answer to him know that NO ONE in Shakun is to be marginalized at any cost. There is no "sanctioned" stealing here. Most people in Shakun don’t have enough to live on and Pelis demands that we help our own. Most of his people are information brokers and fences of stolen goods from other caravans and towns. Their skills were learned against the goblin occupiers and are well suited for covert missions and spying.

The guild hall is located in a basement level beneath Pelis’ shop. Access is achieved three ways: 1) in the alleyway to the right of the shop, about 15’ down is a slab of stone 3’ x 3’ that can be pivoted up (counterweights below the street level make this an easy prospect), 2) in the shop the 2nd rack from the left, the heavy mass of rugs covers a “hole” in the floor (the hole can be plugged from underneath with a wooden trapdoor that will lock into position), 3) a crude tunnel leads under the city walls and to a gutter that can be lifted aside to allow entrance/exit.

Monday, August 20, 2012

Meet 9, Adv 1, 8/11/12

The group had performed the "Couch Move" Quest and then were escorting the caravan to Timberton where they did some shopping and the opportunity for another quest. Pulled it right out of my ass - had nothing planned except "meeting a strange rich older dude in a tavern who offers you a chance for glory and riches to bring back a strange artifact." If I could have had him wearing a cloak I would have.

So now over the next few weeks I will finish up Candlewick Keep and the surrounding area and get the adventure ready for the group.

I really enjoy DMing off the top of my head some times.

Write up follows:

The group spent the rest of the 6th getting ready for their guarding mission of the goods caravan leaving on the 8th. Fist’al continued his dalliance with Lirea and the remainder of the party bought a few perishables for the trip. We rested well and on the 7th we convened at the Merrik household to go over the moving of the couch.

The carpenter had been here yesterday and had made various repairs to the aging furniture. We tested it and felt sure that it would survive the trip from upstairs to down. As for the rest of the house, it was still a cluttered, hoarder, mess and we did our best to ensure that there was at least a wide enough path for the couch to be moved.

It was decided that Ironboar and Marcus would move the couch from the top of the stairs to most of the way down, and then Marcus, who was taller, would hand the couch to Tempi and then Device OVER the weak railing and eventually the two half-orc brothers would finish its trek against the living room’s far wall.

Fist’al, Enthir, and Flimflam would be watching.

The move went without any real issue. There was a scary moment when Ironboar did trip when navigating the steps, bashing the 140# couch into the top of his thighs, but it made its way without any further real mishaps and the Merriks were thrilled. 90 commons were promptly paid and we left feeling good after a meal and some weak beer. Ironboar drank quite a bit of the frothy brew and eventually commented while slightly inebriated that his “piss was gonna smell like urine.” Um..thanks Ironboar for that observation!

On the morning of the 8th we met up at the Northern Stablery where there were three large wagons already loaded down. Each wagon was to be pulled by 2 horses, and there were an extra 3 horses being brought along to cycle the animals out during the trip. Each wagon had a driver and a second, and there were 4 other teamsters who came as well, each armed with a crossbow and sword to help scare off potential bandits. (Which hadn’t been working all too well during the past number of trips).

Verim was here waiting for us and he and Lirea were very happy to be with one another. Introductions were made all around and the feel from the men was that they were pleased we were coming and felt confident that this would be an uneventful trip.

We rode off without issue and by 6:30 that evening had arrived at the Flying Pegasus Inn, a large 3 story inn that was situated roughly halfway between Shakun and Timberton. There were also 4 other smaller thatched cottages around the inn which did boast a sizable stable as well as a small smithery for shoeing horses and fixing traces and harnesses should need be. The animals were tended to and the group bedded down after eating.

We slept without concern and the next day we were off before 8, hitting the road with blue skies and sunshine along the way. It was in the mid 50’s today and the bloom of spring was deep across the land. As we travelled closer to Timberton the road meandered through the trees. In some places there were still burned section and scarred ground, testament of the battles that had been fought here. We did also see a few travelers, and in one case a hunter did watch us for a bit before going into the woods, presumably to hunt.

By early evening on the 9th we arrived at Timberton and spent some time making sure we had lodgings. We spoke to the caravan leader who assured us that we would not be leaving until around 10 AM on the 12th. The group talked about it and told Lirea that they did not feel comfortable taking her to Ferron as they had made a promise to stay with the caravan when it would leave and Ferron was just too far to risk going and coming back. She bid us all farewell and kisses went about. She assured us that when the time came she would return shortly to Shakun with Eden (here sister) in tow.

We then spent the next 2 days going around Timberton. It was larger than Shakun in population, but not in area. Most of the homes were 2 and 3 stories tall and there was more obvious poverty and desperation amongst the lower classes of the town. Their chief export was wood – both raw and unfinished. We wandered about and made a number of purchases and contacts, some of the notable ones being a bastard sword for Ironboar and a number of pipes and pipeweed for Flimflam.

Towards the end of the 11th though we had the luxury of being in the Roaring Treant where through a number of conversations about our being an adventuring group, and yes always looking for work, we were introduced to a man named Perrin. He was a man of some means and had a number of compatriots with him – some of them less than savory looking.

Long and short he offered us a job. A collector and facilitator of fine antiquities with a strong emphasis on religious artifacts (focus on Zeus), he wanted us to go and find a place called Candlewick Keep, somewhere on the southern border of the Endless Forest. In there would be a 3’ tall statue of Zeus with sapphires for eyes. It had been made some time ago and the sculptor had actually been struck by lightning at the final stroke of his carving. Through a number of transactions and events it ended up being taken by someone referred to as the Bandit Baron to Candlewick keep where it has been ever since.

The keep is very close to goblin territory although Perrin assured us that according to the Oracle at Argos, the Goblins had never actually ever entered the keep and the statue was still there.

We went back and forth and were going to say no when he told us the job would pay 750 crowns for returning the statue, with 100 crowns up front that would be returned to him should the group be unable to find the statue within 2 months. Also we would be entitled to keep whatever else we found with the knowledge that 5% of it should be donated to the temple of Zeus in honor of the quest.

We talked about for a bit and as had been mentioned, it was a lot of money. One of the party members did comment about taking the job and not going just to get the 100 crowns. “To be honest, we could lie!” It was decided that we should be up front as adventuring jobs would mean more if we had a reputation to be proud of.

On returning to talk to Perrin he could tell we were wavering on taking the job. That’s when he increased the offer to 800 crowns and of the 100 up front, we could keep 50 of it to pay for any associated costs that it would run us for the expedition. Also he increased our time from 2 months to 4 months. However, he was NOT going to be here in Timberton much longer and would be leaving to continue his circuit, eventually ending up in Gul (much further east).

We took the job, got our 100 crowns up front, and then retired to discuss a better name for our group than Flimflam and Company, or the Shakun Adventuring Group. It was roughly 8 PM on the 11th and we were leaving the next day at 10 AM to return to Shakun.

Sunday, August 12, 2012

Add on - Past Adventure Logs

The party had looked around the Hall of Heroes where they did find a log book of other adventures that had been taken by prior groups. Breadcrumbs for their interest.



Fernius’ Tower roughly 4 miles South and West of Timberton.     Poran Woods.


The Five Swordbrothers. 5 Members, 11 hirelings.     46 days.

Deaths: 0 members, 3 hirelings     144 A-30

Adventure Leader Comments: Fernius Slavemage had preyed on the travelers and traders of Timberton for some time. We were commissioned to achieve entrance to his tower and bring him down. Justice was supposed to come with a spear in his neck. We did, but the problem was cutting through all his charmed slaves which were just normal regular folk that had succumbed to his magics. After being trapped in his tower for some time we did manage to break free of our cells and took the fight to Fernius. Slayed the mage and plundered his treasures. Didn’t touch his library as two of our hirelings were turned to pigs for touching the books.



Devilclaw Caverns roughly 6.5 miles South and East of Shakun.     Forested area.

The Five Swordbrothers. 5 Members, 2 hirelings.     15, 21, 7 days.

Deaths: 3 members, 2 hirelings     147 A-30

Adventure Leader Comments: Discovered by a trapper we followed his directions and entered the caverns. At least 3 levels. First two were no issue, lots of goblins and hobgoblins. Third is where the Devilclaw resided and we were taken down. Barely escaped only because the Devilclaw was gorging on our fallen companions. Would like to mount a campaign eventually to go back and reclaim Brother Bartimarius’s magical flail, “Sunburst”.



Hall of Donnegarten roughly 10 miles South and West of Heatherfield.     Silent Hills.

Terril McLochlan and Company. 3 Members, 3 hirelings.     23, 16 days.

Deaths: 0 members, 0 hirelings     151 A-30

Adventure Leader Comments: Former dwarven stronghold, mostly ruins. Plenty of treasure in silver and old dwarven weaponry. Made two trips. On 2nd trip discovered a side passage on the 4th level that went somewhere else. Quality of tunnels were different and our priest got a bad feeling. We left without exploring and decided to have a 3rd excursion at another time. Still haven’t as of yet.



Tower of the Forest Wizard roughly 45 miles north of Du’uk Tsarith in the Endless Forest.

Baylin Quickfoot and Company. 5 Members, 7 hirelings.     74 days.

Deaths: 1 member, 3 hirelings     154 A-30

Adventure Leader Comments: The trip there was terrible, harried throughout the endless forest by the Greenthorn Tribe of Goblins. Once at the forest shield we had a problem with our ensorcelled items and them a sudden tornado appeared. The aftermath had killed Dragonbreath Emberson and three of our hirelings. We left without resolving either entrance through the shield or getting to the tower.



Brokenleg Ridge 5 miles north of Shakun.

Baylin Quickfoot and Company. 4 Members, 1 hirelings.     13 days.

Deaths: 0 members, 0 hirelings     156 A-30

Adventure Leader Comments: Aptly named since I had broken my leg at the sloping scree of stones when I failed to make a jump over a pit by the entrance, we actually did pretty well here. Was a goblin bolthole for some time that allowed them to raid on Shakun without being found. We routed the gobbo’s, took their spoils, and even returned maybe half of it to Shakun as “found” while I sent Sperius to Ferron to fence the rest. Two levels, suspect there was a minotaur on the 2nd. We didn’t stay to find out.



Pervian Castle roughly 24 miles west, southwest of Shakun.

The Squirrels. 4 Members, 6 hirelings.     29 days.

Deaths: 0 members, 2 hirelings     157 A-30

Adventure Leader Comments: Some story from a traveler who had seen a castle lying at an angle at the base of some hill had us going to check it out. Big, old, strong, it was transplanted from somewhere else but don’t know how. Hard to maneuver around. Some decent haul but the coinage was old. Big fight with some nearly unkillable thing but Zarik was able to drop the balcony on top of it, burying it and allowing us to leave. Plenty of treasure sure to be there still but not interested in going back, not without a few spellcasters and someone with a bow.

Friday, August 10, 2012

Meet 8, Adv 1, 7/28/12

The group spent some time looking around the basement of the tower but did NOT want to risk entering it or messing with anything that might be considered outside their skill and comfort level.

As for moving the couch, a lark offer, that is very much BELOW their skill level - but if done right has the chance of providing some decent goodwill with their adventuring name in town.

Write up follows:

We decided to investigate the basement area of Mahr’s Tower, limiting our possible problems to just Fist’al, Ironboar, and one of the bandits that was fairly healthy. The area down there was dark, darker than expected, and it wasn’t until Fist’al made it to the floor that some sort of mystical ambient light emanated from the ceiling.

The basement was the entire size of the tower, just about 120’ diameter, with a number of support columns spaced about the place, supporting the weight 8’ above. A circular iron stairwell was set in the middle of the tower going up to a large trap door in the ceiling. Falag and Thagorek were using a small section of the ground as a place to sleep and work, purloined and mismatched furnishings that had been obviously scavenged elsewhere and brought here. Beds, dressers, foot lockers, desk, chairs, tables. Beyond this were a 5 count of iron and ironbound boxes.

We checked over the area carefully, Flimflam and the rest of the group calling down now and again to ask if it was ok. We discovered a small ring of keys, various papers and paperwork, and even a complete set of torture knives. Eventually it was time to check out the boxes and we had Enthir come down and the mage checked for magic – verifying the ceiling was magical but the boxes were not. Fistal checked for traps and not seeing any unlocked the 1st box and had the bandit with us open the box. A tiny dart flashed out and hit him in the chest. He began to freak out and spasm so Fist’al knocked him to the ground, slashed the wound with his knife, and proceeded to suck and spit out any poison possibly in the bandit’s system.

Shaken but not dead, the bandit was thankful and we checked out the box – it was filled with hundreds of brass and copper coins. Nice. Perturbed that he missed the trap Fist’al had the luxury of looking over the box while open and noticed a release trigger along the top of the box. If it was held down in a certain way after being unlocked and then opened, the dart would not fire.

Armed with this knowledge he checked out the rest of the boxes and opened them without issue – finding hundreds and hundreds of other coins. Most of them brass and copper but eventually some silver and gold as well. Finally while giving the place a final once over we did find a bag of dust spores hidden under the table and from some of the notes found it had something to do with someone named Vingian. We took it carefully.

We left the basement with our treasure and proceeded to hook up the cart in question that was here to one of the nags and roped the other two with leads and harnesses to the cart as well. Small sacks were placed over every bandit’s head and they were all linked to the back of the cart. We had a small issue with Falag where the bandit lieutenant was getting verbally accosted and abused and tortured and the smell of rosewater grew strong and he actually burst his ropes until getting knocked back out again. Flimflam cautioned us against what we had been doing and we grew ready to bring everyone back.

During the trip back we did come across some trappers who we talked a bit to about what we were doing and what they were doing and then moved on.

It was over 3 hours until we came back to the furthest places of Shakun (the homesteads) where we had some angered conversation with Dormanger and some of the other people. They felt slighted that they had been left behind but eventually were overjoyed to see the bandits brought to justice as well as most of the stolen gear. Flimflam assured them it would be settled back and town and the mass of over 30 farmers followed us for another hour back to Shakun.

We eventually met with the Magistrate, Baron Taugis, and Zarik Ikarsbane where we formally gave over the 9 bandits we had brought back to Captain Thragirel and the stolen gear. From there we spoke with Baron Taugis and some of the other council members and were thanked for our part, were paid the gold for completing our 1st charge, gave the Baron 10% of our findings as required, and eventually given the keys to the Hall of Heroes and told we can live/stay there. We were also charged with following up on where this goblinwater was coming from and bring the maker/supplier of it in for trial.

We then checked out the hall of heroes, noted what was there and what was of use. The place needed some fixing and repair so we hired some washer women to clean the place. Some rooms were taken and we divided up the treasures found amongst ourselves. We did find a log book of adventures that the prior inhabitants had maintained and gone on, taking the time to look it over and share it amongst ourselves.

We were going to take the job to escort the stabler to Timberton on the 8th, which would also allow us to take Lirea part of the way to Ferron. Before getting something to eat though the group went to the town square and hunted the stalls, travelers, gypsy tents, tinkerers, and other folk for anything they might need being it was Marketday. We had questionable luck and some of our recently earned coin was spent before going to the Pixie Down Inn and getting a meal.

A round of ale was brought for the townsfolk there and we were certainly popular. Lirea went back with Fist’al and the two of them had more carnal delights. We also commissioned the carpenter to make a number of beds for us, completion and delivery in 5 days or so.

The next day (Plantmonth the 6th) we were eating breakfast and eventually were approached by the Merrik family. They reminded us about the couch that needed to be moved from the upper floor to the lower and we decided to go and take a look. The house was a hoarder house with piles of stuff everywhere, some of it precarious. The couch was an old wooden carved monstrosity on the 2nd floor and was needed to be brought down to the 1st floor. It was made by Merrik’s grandfather and was irreplaceable. No laborer would move it even though they had gone as high as 10 commons.

That was when they had gotten the idea from the Todron family about hiring the “adventuring group” to move it for them. We went over the price for a while eventually settling on 90 commons for moving it correctly without issue or mishap, 20 commons if something goes wrong. We told him to get the carpenter to tighten up the frame of the couch and we would move it for them tomorrow.

That wrapped up this session. As has been the way of things lately, we had two Ironboar-isms and another Marcus-ism. We heard, “I didn’t kill anyone, My flail did,” when asked about the number of bandits that had been slain instead of knocked out and “If I go there, you’ll force me to beat up hobos,” when asked about doing leatherworking somewhere other than our house and why not use the Tannery itself at Tanner’s Way. Finally Marcus had shared with us about the Merrik home and the number of weird items piled up on shelves, boxes, and leaning piles and us moving a couch through the maze and no dropping anything, “I can pretty much guarantee, something WILL break!”

Thursday, August 2, 2012

Meet 7, Adv 1, 7/14/12

This was the party's first attempt at real combat (not counting accosting teenagers, drug addicts, or various townsfolk as had been the case to date so far) with the new characters and it was different. Most people had different roles in battle than they were used to and we did not have everyone at the table which a few people were on "auto-follow".

What was a reminder was the possibility of death at 1st level as even single shots and lone melee rounds had the group watching how deadly only "6" hit points can be. Mind you, they went up against 13 or so effectively level 1 commoners (except for the 1st and 2nds in command) but they still accorded themselves very well.

Write up follows:

That evening we talked about whether or not we were going to bring Verim and the villagers and the group, in light of Ironboar’s argument with the Dormangers and Orin Dormanger’s dislike of Lirea and his son, were swayed in the direction of NOT bringing the villagers with them. Would there beany repercussions over this? We did agree to meet with them @ 8 in the morning but could we get out of actually going with them? We decided that a visit with the Magistrate should answer these questions.

However Tempi wanted…no demanded a visit with Fist’al, Ironboar and himself at Zarik’s – and Flimflam should come as well before going to the magistrate. Device was going to take Lirea with him to the temple grounds to visit the hospice there and tend to the wounded vagrants (that she knew) as well as talk to the High Priest Gavilerin.

At Zarik’s we sat at Zarik’s table and then spent some considerable time with Tempi trying to prove that Fist’al was untrustworthy and a dick. Zarik took the other tack and said that Fist’al was nothing other than honorable in his dealings and trusted. The dick part was up for conversation. Ironboar pretty much told Fist’al to take a walk and Fist’al got up from the table with a flippant, “I don’t need this group or your shit Ironboar” response. Flimflam and Zarik were able to establish a VERY tenuous peace but nothing was resolved except for Tempi hearing from Zarik himself that Fist’al can and should be trusted.

As for the Magistrate he had said that we were under no obligation at all to take the villagers with us and we have all the right as per our charter to make what decisions we deem necessary to perform our duty and keep Shakun and its people safe. So no – fuck ‘em, they don’t HAVE to come.

We rested well that night and woke the next day early. We did detour to Sern’s General Store to get another length of hemp rope and some small sacks to both bind and blind any of the bandits we managed to capture. After that we left Shakun.

It took us over 3 hours to leave Shakun, the homesteads, and what places we had been before behind. From them we were walking in the low rolling hills and grasslands, following what few landmarks Lirea was able to tell us on our way to Mahr’s Tower and the bandit camp.

Eventually we found the valley in question and spied upon it carefully from above. The tower was 120’ tall with some sort of metallic looking spindly structure up top. There was a ruined remains of a small encampment and village around the tower, the wall missing many sections in places. A number of the buildings were still in decent condition and we could see a simple stablery as well as a cook ground. A single bored looking fellow in a padded jerkin walked a picket around the tower grounds and we could see maybe 5 or 6 others about the place.

Plans were established and discarded for a bit until we decided on sending Lirea down alone. She would go to the front of the place(the east side) while we would pick our way around a few hills and approach the tower from the west side. Everyone would go to see the pretty and friendly (and well known – to them) young women and allow us to get within the actual grounds of the tower and find the two leaders in question. Lirea pointed them out to us: Thagorek (a shorter thick and brutish looking man) and Falag (tall, spindly, greasy, and not trusted even amongst the other bandits). We asked for 10-15 minutes to get in place and then signaled Lirea with a flash of mirror that we were ready.

It went off as we expected, she made a lot of noise and attracted the attention of the camp and a total of 12 or so men and women between the ages of perhaps 15 and 25 came out to meet her. She talked loud and long and took her time making her wishes known to the group that she wanted her and Brandone’s share of the money but Thagorek was not allowing himself to be swayed and was telling Lirea to leave. As for us we crept down the hill fast and got to the outer wall of the western side of the grounds. Only the stabler was here along with a horse a few mules, and 3 camp dogs. We split up briefly and hit the group with a sleep spell before charging in and dispatching the last of the threats here (the bandit had been crushed by a falling , sleeping horse). It was while we were trying to get all back together that we were noticed and about half of the bandits gave chase across the yard towards us.

We ran around the wide base of the tower and actually came upon the other half of the group swiftly. Arrows flew and our fighters plunged ahead with spears and flails and swords flashing. The enemy did meet us and the furthest 3 bandits had bows out and sent arrows falling amongst us. Half of our party had turned the other direction and had weapons at the ready, expecting the 2nd half to hit us from around the tower.

Whosea was vicious and Ironboar was just as terrible –the two of them not pulling their blows but instead going for killing and rending attacks when able to (Whosea had an excuse – he was a 120# German shepherd– Ironboar was merely a barbarian deep in the rage). A few of us did get hurt during the melee, clothyard shafts and sword burns but as a party we accorded ourselves well until at long last the final bandits stopped fighting and gave up.

We bound them together and called out to any others still here to show themselves (one did). We did note that those that were near both Thagorek and Falag did smell rose scent coming from them as well seemed to grow tired during the fight as if their strength was fueling the other mens’ attacks. We looked over them briefly and noted a surprising lack of coin. Itwas thought that any treasures might be in the basement section of Mahr’s tower where the two leaders often stayed and we were going to explore that possibility next.

Friday, July 27, 2012

Meet 6, Adv 1, 7/7/12

There was some more skulduggery as the group was learning how to be a group together, and another low level adventure hook dangled at them. It has been difficult to get them to leave the town and the surrounding environs but I think I should get them on the road and to a local adventure very soon. Assuming they stop dividing up into 3's and 4's.

Write up follows:

We returned to Shakun with Lirea in tow, returned the cart and horse to Zarik Ikarsbane, and split up. Again.

Fist’al took Lirea back to his place after stopping for a little food, where he proceeded to enjoy Lirea carnally for the rest of the evening. Multiple times.

As for the dog house @ Flimflam’s, it looked pretty decent. The gnome went to visit Eherego @ Exotic Transportation and paid him for his work and then took Whosea home and chained him up in the backyard.

We were offered another job, this time escorting the stabler and two of his boys on a trip to Ferron. Would be leaving on the 8th. Pay was 2 nobles per day per member who came with a 5 noble bonus for every bandit they encountered that the group would stop and capture for justice. It would be a 4-5 day trip and would be leaving on the 8th. We talked about it and said we would seriously consider it come that time.

Meanwhile Ironboar a few others went back to the Tanners and rooted around the place looking for anything of value that had been there. It took some time but a couple of flensing knives, a poor sloping 5’ drying and stretching rack, and a bloodletting bucket netted out their findings as far as leatherworking gear was concerned. They did also discover a small cask which Ironboar proceeded to pop open and drink from – and he announced, “This is some serious piss-shit beer.” Then he took a swallow and added, “It’s pretty good!” Outside of Tempi, no one else took him up on tasting it.

There was a room with a strange feeling in it, a few skeletal remains on the floor, and some of the items began to shake and the door slammed closed on its own. Ironboar charged the door and burst it open – the wrong way – blowing the door off its hinges. The strange feeling ended and the gnome proceeded to kick all the skeletons apart for good measure.

As an aside he did dig through the vagrant’s abandoned clothing and took a pair of pants and a shirt, put them on, and then hacked off the ends that stuck past his ankles and wrists. Gnome barbarian fitting in. They took their treasures with them back to the Waywocket home where they stored them in the upstairs bedroom. Then they went to the Rhyback home and had a short meal with Tempi’s mom.

Meanwhile Flimflam and Enthir went to the Broman home and went to look at and for the dead dog that Enthir told the leader about – along with the concerns that the dog looked like Whosea and had a number of wounds like Ironboar had done to Brandone. Flimflam wanted to put the dog to rest so they dug a grave near the back of the place by the ruined hedge and then buried it. After that he used his power from Demeter and caused a section of the garden (including the hedge) to grow and thicken, filling in and helping to cover the dog’s grave.

By this time Device had finished at the temple grounds and wasn’t sure where to go so he went to the Waywocket home. It was locked and no one was there. So he went around back to try and get in and while looking he heard a growl. And there was Whosea, in his house, with a chain around his neck and angry. He made to lunge and Device held his ground. He was bit, scratched, chewed and battered before he finally broke and ran, covered in dog bites and limping badly. Hurt, the cleric limped home and figured he would just rest.

He met his father there and Derrick Rhyback wanted to know why he was here and what happened. Device sort of lied to his father about a wild dog attack and yes he did win. No he did not have the carcass (mom had made Cat Stew earlier today). All he wanted was to eat, strip off his clothes, and go to sleep.

The party rested and the next day we had some errands to run and things to do. We sped through it and learned:

  • The herbalist was sure there was rose and galangal and maybe blood in the goblinwater potion and would let us know for sure in the next day or two.
  • We met with the Dormanger family and tried to get Verim and Lirea the change to talk. Orin wanted nothing to do with Lirea and wanted her to stay away. Lirea was going to ask Verim to accompany her to the tower with the party as he was handy, she liked him, and he knew of Brandone and the others. Orin tentatively agreed to it until Ironboar and he got into a verbal altercation and it came close to blows. As Ironboar said, “I’m trying to shut my mouth, but they keep talking to me!”
  • As far as Ironboar was concerned, he only mentioned his time in the field 6 times. He must have been tired.
  • We all agreed to gear up and get good rest and be ready for leaving in the morning – meeting with the Dormangers and a few others around 8 AM. It was 3 hours or so to the tower according to Lirea.

As the meeting ended we had two instances where the 4th wall was shattered – one was Marcus who had already lied to the party about the killing of the dog and refused to come clean about it who uttered, “This party lies so much that I am the most honest one here.”

The other was Ironboar’s controlled, Matt, who upon being lambasted by at least 2 of the party members for another Ironboar-ism and problem making moment, exclaimed, “It’s Ironboar! I can’t control him!”

Thursday, July 12, 2012

Meet 5, Adv 1, 6/30/12

Splitting the party.

In the dungeon it happens and there is tension. In a town it happens and I have to make damned sure that everyone gets enough face time. It is too easy to get lost town adventuring and some poor schmuck is left sitting there most of the evening.

However I don't have to "make adventure" happen for this group - they are doing just fine making up their own intrigue and already we have in Meeting 5: death threats and untrustworthiness and thievery and all the good stuff that is the heart of older style gaming.

I'm enjoying the hell out of it.

Write up follows:

The party reconvened at the Waywocket home and proceeded to fill Flimflam with despair as they talked about their successes as well as their failures regarding what they had set out to do. Device came last and reported that the two homeless squatters were badly hurt and were currently on the Temple Grounds at the Hospice where they were resting up and tended to.

There was much arguing with Ironboar again about his actions but it went nowhere slowly. Bandages were handed out and the group got themselves ready after a short lunch to go out into the town once again.

Enthir and Marcus would go to the Broman home, Flimflam would go to the Herbalist, and Device, Fist’al, Tempi, and Ironboar would head back to Tanner’s Way.

The wheels fell off the cart quickly as the mob was abound the Broman home and Enthir and Marcus were identified as members of the adventurer’s guild. There was talk of spells and hexes and maybe evil spirits and curses from the Broman family and it would be laid to rest. Enthir mistakenly mentioned Brandone in jail and a mob of 70 or so started marching on the militia house to take Brandone out and have his blood somehow lay the evil spirits to rest. Marcus bled into the crowd and Enthir was carried along with it.

Meanwhile Flimflam had met with the Herbalist and they talked about rose scents and what not. Then she was going to go back to the militia house and check on Brandone to not only check his wound, but also to rouse him. The two of them met with the Captain of the guard, Thragriel, and then visited Brandone. He was breathing shallowly but alive.

The herbalist was surprised at how slight his wound appeared and remarked that Flimflam’s healing spell was more effective than he thought. It seemed suspicious to the druid and he watched carefully as Brandone was given some herbs under his nose and he woke up alert. There was a brief conversation between him and Flimflam and we heard the mob approaching. The militia drew themselves up ready and the Captain was ordering the group to disperse.

Then Brandone grew “nuts” and the smell of roses was heavy off of him. He charged the wall in an attempt to break it down with his face but the wall held. Plus the wounds he had on him seemed to fall off. Then the herbalist and Feril in the next cell grew tired and slumped a bit. After a few more hits Brandone seemed to sag, the smell of roses faded, and he fell over unconscious.

Meanwhile the rest of the group was back at Tanner’s Way, looking over Lirea and Brandone’s squatting home for a bit. Tempi was positioning himself at Sutor’s forge to look over the place, but he did talk to Fist’al first and confided in him that Ironboar had found some more of the rose water stuff and he had it. This bothered Fist’al as Ironboar and he were at odds with one another. So he wanted to go back to the squatter home and look over Ironboar’s backpack.

The gnome barbarian was getting bandaged again by Device who was watching the elf come in and creep up to Ironboar’s backpack. This alerted the gnome who whirled around just in time to stop the elf from taking it. There was some yelling and accusations and Fist’al ran outside. Tempi got involved, the half-orc was furious with Fist’al for betraying his trust and some more punches were thrown but Fist’al was like, “screw this” and was high tailing it to the Militia to talk to Flimflam and let them know what was going on.

Meanwhile Ironboar took the vials he had hidden in his backpack OUT and hid them in the house in a pillow before rejoining the others and also making his way to speak to his father.

At the militia we discovered that most of the mob had been dispersed and there was to be no lynching of Brandone to end the dreaded sleeping curse that was affecting those who traveled too near the Broman home. We learned about Brandone’s seeming superhuman feat and healing and then his knocking out. Ironboar had convinced Tempi to give up his vial of rose-water spice to Flimflam who gave it to the herbalist who said she would do what she could to identify the ingredients and let us know what we were dealing with. We then all went back to the Waywocket home for a nice after noon argument.

Enthir and Marcus wanted nothing to do with this so they went to the Broman home to stake out Exotic Transportation and see if Lirea showed up.

There was talk of Fist’al being a traitor and Ironboar being a liar and hiding and stealing and overall just douchbaggery. Flimflam tried to set it all to right but there was no easy way out of the argument so it just ended on its own when Enthir and Marcus came up and let us know that Lirea had bought a mule from Eherego and was riding out of Westgate out of town towards Orland.

We needed to follow and do it soon. Fist’al went out the gate and then began running/jogging in order to close the distance and catch up. The rest of the group went to the guildhalls, met with Zarik, asked to borrow his cart and horses (which he agreed to reluctantly) and then climbed on. Meanwhile Ironboar snuck BACK to the squatter home and took his vials once again out of the pillow and hid them deep in his bedroll before rejoining everyone.

Fist’al kept pace and eventually got to with a few hundred yards of Lirea and her slow moving mule. When she trundled off the road and went south past the last homestead marking he sped up and left a series of arrows in the road pointing the direction she was riding and then followed.

The group rode off and almost rode past Fist’al’s markings but did turn at length and went south as well. They caught up with Fist’al, helped the thief aboard, and then rode on until they were able to hail and stop Lirea.

We spoke with her for some time and learned a few things. Her brother was a fuck up. He fell in with the drug users maybe 3 months ago and had been using ever since. They hadn’t lived in her parent’s house because they were not a noble family and the home was not theirs. However, Baron Taugis had told them that he would hold the home for them for 1 year, allowing them to get the 115 crowns needed to once more buy into it.

Their younger sister Edan was not going to live with them during this time so they had indentured her to a nice family in Ferron where she would act as a house maid and eventually learn seamstrissing skills. They were given 60 crowns up front and would have to return 40 of it after 2 years when they would get their sister back. Lirea had been very against this entire thing but Brandone had convinced her of the possibilities of turning the 60 crowns into the 115 they needed.

His plans never worked. They were always just barely making it one step above the last. Eventually the last one was to have a homestead and turn one hard planting and harvesting season into enough coin to buy Edan out of her indentured servitude and then pay off the Baron for the home. But there was all this talk of stealing what they needed and Lirea wanted zero to do with it. And now he was arrested and she was done. The drugs he was taking was something that he and the other guys had called Goblinwater and it did make him high, unfocused, and crazy.

She was going to Mahr’s Tower, to the southwest of Shakun. It was a little known old mage’s tower that Brandone’s friends had been using as a base of operations for a time now. Between Brandone and her that was over 60 crowns that was there that was theirs that she was going to use to buy her sister out and then go revisit the Baron and try to talk him down on the price.

She agreed to come back to Shakun with us and we would all talk to her boyfriend Verim on the 4th and then go to the tower together on the 5th.

Tuesday, July 3, 2012

Meet 4, Adv 1, 6/23/12

The new group is still going through their growing pains, but this time they don't have a dungeon to try their fumblings on but the town and it's people. And we have had altercations (almost deadly) at least three times, sleep spells going off on townsfolk, as well as two party members tearing their clothes to shreds and hurting themselves badly while fleeing.

I have not stopped laughing most meetings.

Write up follows:

The party was at the Waywocket home when the fighting began. Ironboar was fighting with Device and Fist’al, claiming that no one came to help out (Tempi did!) when he was getting stabbed. Flimflam was trying to mediate but the gnomish barbarian and the half-orc cleric were trading barbs back and forth while Ironboar regaled everyone about how in the field, there are times to make decisions and not talk about it. In fact he brought up the need to react fast like in the field 12 times.

As he was pointing out, “I did MY part as a team,” which caused some head scratching. It was 42 minutes of back and forth before Flimflam took out the pipe and weed and Ironboar eventually calmed down. It was an uneasy peace but we did manage to put it briefly behind us and discuss what our next course of action was to be.

There were three: 1) Someone was going to need to talk to Bradone and the other thug taken into custody, 2) someone should go to the herbalist and learn about rose smells and some of the strange behavior Bradone was displaying, and 3) we should check out Tanner’s Way and see if can find Lirea there.

No matter what, Ironboar was NOT going to be in on the questioning, although he DESPERATELY wanted to be the one. HE did point out that the need to get information and the danger involved sometime was not to be taken lightly and “This is not a game” – which momentarily poked a hole in the fourth wall around the table.

We settled on: Flimflam would go to the herbalist, Enthir, Marcus, and Fist’al would go to the militia to question the prisoners, and finally Tempi, Ironboar, and Device would poke around Tanner’s Way for clues. We agreed to meet back at the Waywocket’s around 3ish and scattered at just after quarter past 10.

Flimflam left the Waywocket home with Whosea and turned right at the end of the block, heading towards Exotic Transportation. Once there he spoke long with Eherego about the lack of war rhino’s and riding pegasi but settled eventually on the prospect of training the 120 lb mass of hunting dog that he now owned into a riding dog. They went back and forth for a while, also commissioning a half-assed build dog house and chain run for the animal to be built by Eherego’s sons, settling on a total of 17 crowns paid in 4 installments over 3 weeks.

Enthir, Marcus, and Fist’al did make their way past the gallows to the militia house where they spoke to Captain Thragriel. The three of them were led to the back of the militia house where 4 small cells were arranged. One of them held the injured and unconscious Bradone Broman while the other had his captured friend, Feril.

The 3 of them learned that Bradone was badly injured but lucky to be alive as the wounds came close to his carotid artery. The herbalist would be back this afternoon about 1:30 to check on him and should let us know if could be questioned then. As for Feril, he did tell us that there were 8 of them that wanted to have their own homestead and Bradone was the “leader” of the group. He had 2 friends that he had been talking/hanging out with lately who had been giving him the rose scented spicy water – some sort of drug. He has been a bit weird but still their friend.

As for the thefts, Feril said they had been knocking off the furthest homesteads and in regards to Verim getting wounded, he thinks it was Bradone who had done it. Just before it happened he got nutty and ordered everyone to drop everything and run for the back gate.

Tempi, Ironboar, and Device left the Waywocket home and traveled southeast across town towards Sutor’s Forge and eventually the run down section referred to as “Tanner’s Way”. Long it had been a slummy section of town but after Shakun had been under the cruel overlording of the Leech and his torturous use of the tannery, this part of town had not been cleaned up, repaired, or even properly patrolled. Most of the buildings were hovels and single story thatched dwellings.

The three of them walked the dirty streets for a bit, seeing dogs, cats, rats, and even a few furtive people hiding in the alleys and broken shells. Eventually they came to the Tannery and decided to check it out first. The door was closed and once forced open showed the gloomy interior of the Tannery. Most of the place was in terrible disrepair. There was a catwalk with 4 doors on the second floor and Device volunteered to hang right outside the main door while Tempi and Ironboar went up each opposite stair to the floor above.

Flimflam went next to the Herbalist where he talked about the effects of rose scented herbs and possible effects. They did not come to much of an accord and the gnomish druid left with no questioned answered.

As for the 3 elves, their questioning of Feril did let them know that Lirea was unhappy with Bradone’s new friends and they usually stayed in Tanner’s Way somewhere. Yes she did sleep around but used her body more as a bargaining chip than just slutting around. As for Verim, she was seeing him and the rest of the group didn’t think much of the farm boy. They left, talking once again with Captain Thragriel and reiterated they would be back later this afternoon. They left and headed towards the Broman home to poke around some more.

As Ironboar and Tempi looked over tow of the four doors they gave them a kick and started two vagrants to come bursting out of another, central door. They took a look at the group and one tried to bull his way past Tempi while the other saw Ironboar chasing towards him and he hung over the catwalk and dropped 12 feet to the ground – rolling to his feet with only some superficial scratches on him.

Tempi elbowed the fleeing one near him into the chain rail and then wrapped his arms around his neck in an effort to knock him out. When he was struggling and scratching at the half-orc he did grow a bit angry and kneed the bum hard. In the nuts. Very hard. The bum cried, pissed himself, and passed out in agony.

Ironboar charged down the stairs and yelled at Device to “stop that guy”. The guy in question hit the doors with a smack and Device was surprised, unable to stop him in time. The barbarian hit the streets, turned left, and charged after the fleeing man, Device right behind him.

Flimflam went to Sern’s General store and spent a few minutes haggling with the shopkeep on a gnomish felt cone hat.

Ironboar was growling as the bum tore into a hovel and disappeared inside. Device yelled out, “Right behind you!” and without pause, Ironboar flew into the home. It was a shit hole and warren. He leapt over a tipped over chest of drawers, heard a noise to the left, and blew through a hole in the wall. He charged right into the next house and heard noises upstairs while two frightened vagrants pointed upward in time to his howling cries of, “Where’d he go!?!?!” He grabbed the ladder/stairs and crawled/raced up them.

The three elves were going to the Broman home when Master and Misses Todron came out to thank them for their help in fixing the curse and that he had no gout flare up since yesterday. He did say that he was talking to other friends of his about the group’s skill and the Meriks next door wanted to hire the group. We were pleased and found out it was to move a couch, a heavy couch, from the upper floor to the lower. Less enthused we thanked him and said we’d contact them soon, heading onward to the Broman place.

Ironboar was at the top of the loft where he spied a hole in the thatch and noises from outside. Device was cursing but shouting to “keep going, I’m right behind you.” Bursting out the hole, the gnome heard the running vagrant and charged up the slope of thatch. At the top he saw the other guy already on the next roof and scrambling to get into another hole there. Running at full tilt he jumped across the intervening space and tried to grab at the fleeing man’s foot but failed miserably and instead plowed his should and neck into the hidden support roofing beam, making himself see stars and allowing the fleeing man to make it inside.

Flimflam then took a nice walk across town to the Hall of Heroes where we used the key Zarik had lent him to poke around the long unused building.

Marcus volunteered to stay outside the home near the front gate while Enthir and Fist’al would check out the grounds and eventually the inside of the home one more time. The scout and mage made their way to the gardens and smelled something foul amidst the roses.

Ironboar climbed up to the hole, pulled himself in, and was on the second floor loft of another peasant’s home. The fleeing vagrant had made it to the bottom of the stairs and on seeing the gnome gave shriek of fright and made to run. It was then that Ironboar used himself as a weapon, throwing himself OFF the loft and landing feet first on the running bum. His boot cracked the man’s collar bone as 180 lbs of gnome and all his gear landed at a 9’ drop from above. The bum hit the ground, Ironboar wrapped his hand in the man’s hair, and then lifted up and smashed his face into the floor to knock him out (and breaking his nose).

He called to Device and the half-orc cleric came, to hear Ironboar say, “Got him.”. Got him? He was badly bruised, right shoulder hanging 4 inches lower than his left, bleeding, and his nose was a mass of busted chewed up cartilage. Using one of his last cure minor wounds he was able to stabilize the unconscious man and then fireman carried him out of the hovel and the two of them walked back to the Tannery and Tempi.

Device was livid – Tempi’s guy was out completely and his nuts were paste and Ironboar’s was badly wounded and would need hospice care at least. The gnome didn’t care and said, “But they ran – had to stop them.” Eventually Tempi’s guy woke up, in terrible pain. Name was Genorin and we coaxed out of him that Lirea might be living in a home behind the Tannery – brown door and one green shutter on left window. Ironboar and Tempi went to check it out, with orders from Device to “LOOK – DON’T GET INTO A FIGHT” and to bring the information to Waywocket home and tell Flimflam. He was going to stay and help the two men for now.

Enthir and Fist’al discovered the dead dog in the garden and the wounds were just like the same ones that Ironboar did earlier today on Bradone. The dog also looked like Whosea. This disturbed the two elves who would be telling Flimflam about this later. A fast detect magic revealed no magic in the area and none on the ground floor. The two elves checked the ground floor one more time and then went back to the 2nd floor.

Marcus was in the front waiting when a group of pilgrims stopped on the other side of the hedgerow outside the Broman home. A realtor was talking about the house and the Final 30 and the good location. It was when he offered to show the place that Marcus panicked and kicked the gate shut. Someone outside yelled “Hey” and “What’s going on”. It was then that he grabbed another handful of rose petals, tossed them ahead, and called out a sleep spell.

Putting nine of the 10 visitors to sleep. The last one was surprised and making lots of noise – so Marcus ran. He cut and ran around the back of the Broman house as fast as he could. He did not alert Fist’al or Enthir inside, instead he booked. As he hit the deck he charged to the end and leapt – attempting to clear the thorn bushes and make it to the grassy garden area beyond.

He failed.

His legs got tangled up and he shredded his pants, the thorns cutting into his flesh and ripping his skin below. In pain he grit his teeth and kept on running.

Inside the home Fist’al heard the sound of yelling out front and then crashing and cursing out back. Peeking through a window he spotted a lone figure charging across the garden area and vaulting into the Waywocket backyard! He told Enthir that it must be one of Bradone’s buddies and they should get him now. The two of them charged towards the back of the house, closing the door and locking it swiftly behind them.

Meanwhile Marcus failed to clear the Waywocket hedges and his pants were nothing just shredded cloth falling off his waist. He was bleeding terribly and had two painful wounds. He limped to the back door and it was locked, and so were a number of windows. He did get lucky and managed to rip the lock on one of the living room windows open, clambering in and slamming it closed behind him.

Limping and in pain he went to the kitchen where he pumped the well handle and filled the wash basin. Then he proceeded to remove the last of his leggings and tried to staunch the flow of blood and clean himself up.

Fist’al jumped over the hedges but Enthir did not, instead he too hurt himself on them, rolling over the tops and ruining his shirt in the process. As they made it to the Waywocket yard Enthir instead slammed his waist into the hedges, flipped over the top, and rolled to a painful stop, in pain and covered in blood. Fist’al just looked at him and shook his head, before going up to the house and looking around. Someone was in the kitchen. Lock picks out, he broke into the home.

As Marcus was finishing up he heard the click of a lock, a breeze of fresh air, and a single creak of flooring from the living room. He took out his bow and backed up, eyes firmly fixed on the door. Both Marcus and Fist’al played cat a mouse for a minute or two until they realized they knew each other. Then Fist’al berated Marcus for not only firing off another sleep spell, but by NOT warning them in the house that visitors were here and running away. Enthir was just glad to clean himself next at the kitchen sink.

Ironboar and Tempi found the house in question and then it was a quick look in and a boot to the door and BAM – they were in. They heard a slamming door further inside the hovel and the two of them went looking.

The found the only other door led to the front of the place – and the main street near Sutor’s Forge (Hi Forge, Tempi waved). Lirea had been here but she was gone now. So the two of them proceeded to tear the place apart – and they found two items of interest – a pillow made of sky blue cloth shot through with white thread and 4 vials of amber colored semi-opaque liquid in small vials that smelled faintly roselike. They pocketed the items and after getting Device who was transporting the two injured men to the Temple Grounds to rest and maybe get medical attention, the 3 companions were heading back to the Waywocket home to find out what the other’s had found and share their own news as well. Time is roughly 12:30 in the afternoon.

Sunday, July 1, 2012

Meet 3, Adv 1, 6/9/12

Wheels came off the rails for this meeting. I write my adventures in advance, laying them out before the party runs into them - it's a combination of me being fully prepared as well as having the general path of the adventure already in place. The group is always free to do what they want, but sometimes they do go in their direction and I have to DM off the cuff.

I actually like making the shit up as I go along. And it's a good thing because that's exactly what I did here about half way through the night. The group is moving in whatever direction they feel they need to - and we have 7 distinct and strong willed characters around the table - each with their own opinion on what's important and what should be done next and in what order.

Write up follows:

Flimflam was awakened late at night by Whosea who needed to seriously pee. The gnomish druid took Whosea for a short walk outside before coming back in to get an interrupted night sleep. As for the rest of the group, Tempi had the hardest time waking up as he had been very drunk the night before. His father was unresponsive to his plight and suggested strongly again that the younger Rhyback child should leave the house at some point and have his own place.

By 7 AM we had all reconvened at the Waywocket home where we talked about what our plans were for the day. The main crux of the conversation was a 3 way round about between Device, Flimflam, and Ironboar – with the orcish priest complaining that Flimflam was letting his son run away with his actions and not trying to reign him in. They talked for awhile but honestly there was little resolved.

We had settled on the fact that we should scout Tanner’s Way, the large stretch of street and run down hovels on the south east corner of town around where the old Tannery was. It was an unsafe place under the best of times but we were thinking of going there and shaking down the residents there for whatever we could find or get in order to locate Lirea and Bradone Broman.

We spent some time talking about splitting up and covering the main roadways, and maybe placing someone with a bow on a rooftop to scout out for any fleeing people.

It was about 8 when we had a knock at the door, a young man looking for Fist’al. The elven scout came forward and received a cryptic message that long and short said the Broman’s were not in Tanner’s Way and in fact, one of them was watching the house – this house, right now.

Whazzawhat?

We checked every window and looked everywhere. We noted that the back of the Waywocket home was in visible sight of the old Broman home. But even after 10 minutes of careful checking at the windows, we could see no sign of any watchers there. Eventually Fist’al and Marcus climbed onto the thatch roof and stayed low, looking at the Broman house from a higher loft. Still didn’t see anyone.

Eventually Fist’al did note that we were being watched – but not from the Broman house – from the gallows on the west end of town square. There were people under the gallows (only about 110’ from the Waywocket front door) and they were the watchers. Marcus climbed down and went back in, telling the rest of the group of what was going on.

We came up with a plan. We would all leave the house, out the back door, through the garden, over the hedge all, and around the side street. From there we would come upon the group from behind them by coming around the armory. Everything went without a hitch and when we arrived at the armory, Fist’al and Marcus stayed further behind with bows out and arrows at the ready.

The group approached the gallows – there were three thugs and Bradone and they were sharing a pair of ale jacks amongst themselves. It was a surprise that we were there and they tripped over themselves a bit in an effort to avoid a confrontation that was already here. Bradone spoke to the group and Flimflam was the speaker for us. He admitted he was watching the house, said he was allowed to. Tomorrow he’d watch a different house.

Then he stonewalled and did not answer any question directly, outright lying in some places. It wasn’t until Ironboar began by commenting on his sister and her slutty ways that he grew wroth. The party was trying to goad him into a fight. The smell of roses was getting strong off of him and he was developing a strange tic. Two of his friends made to run and then he lunged forward. Fist’al shot, hitting the Broman elder in the leg and then in the back. Marcus held his blow. Tempi fell upon the other thug, wrapping his arms around his neck and driving his knee in his gut. They went down punching and struggling but the half-orc’s strength was beyond measure.

As for Bradone, Ironboar was fighting with him as Whosea made to bite at his legs. It was when the 9” knife blade came out and the Broman male started quivering and shouting and slobbering, stabbing it into the gnome barbarian’s shoulder that Ironboar let himself go. He let his bloodlust take over, Grabbing the knife and twisting. There was the sickening crunch of breaking fingers and then he stabbed Bradone.

16 times.

5 of them in the neck.

At this point the militia arrived and we were able to calm Ironboar down. Enough people verified that we were attacked first and did defend ourselves. Ironboar was reprimanded that he should be more like Tempi and show some restraint (which did draw a chuckle). As for Broman, a fast Cure Minor brought him stable and he was bandaged up. From there he was going to be brought to the jail and we spent a few minutes answering questions (attacks in town, arrows flying, an almost death – adventuring charter or not – we had to step carefully as this was NOT the wild west and we had to answer for our actions).

We hoped to be able to question Bradone after he was better and as it was Plantmonth the 3rd and roughly 9:30, we talked about what our next actions were and what to do next.