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.

Thursday, February 27, 2025

Meet 111, Adv 14, 1/25/25

Shim, Connal, and Eoghan (in masks) made their way to Carigan Runesmiths in an effort to be seen shopping around. The place was pretty busy and all the dwarven kids were given a mica chit with a simple light illusion on it (dragon heads typically). We watched them go off and then had a chance to talk to Breunor Carigan – one of the owners there.

Our cover was holding but not being able to talk dwarven had us then get a few dwarves talking to us in Goblin. It was stretching our credulity but we made sure to seem earnest and willing .Work was the watchword. Take a day or two, sure. But dwarves need to work. Dewarves feel better when they are working. There was some talk about the Thurban province having some need of a bowyer or Fletcher – a massive arbalest shop was situated there. We then ended with asking about rooms for let and two were mentioned: Goodsir Pengense Armorer on the east side of town, and the Dowager Bree Stonecutter just over here.

The other half of the party (Dizzy, Wilhelm, and Brading) camped themselves in the northeast section of Lombard Province by the North Byway and more importantly – in visible sight of Two Rock Homestead; where Ralstrom is supposed to be holed up. The wandered around Odinstone Park, a large expanse with a set of menhir stones and capped with an imposing visage of the Allfather. Some playing, some walking, some sitting and relaxing. A few vendors wandered about and we purchased Candied Meat!

Conversation turned to what kind of meat was it and we were informed it was Rothe. Undercow. We hadn’t seen anything like that but we were informed there was a Rothe farm and ranch in Thurban Province if we were interested. We did note that Two Rock did have a courtyard area outside the place and the guards were entertaining visitors. It seemed the Underthane was doing some business out of the Homestead but no sign of Ralstrom. Dizzy suggested we detour north and just check out the Rothe farm for now and then dash back.

Group 1 went to south street, wandering the boulevard until they saw the mailbox for Stonecutter and the standard hanging out with a room to rent. A knock on the door and Shim tried to start it off but the older dwarven woman didn’t want to talk to a kid. After that it was an awkward exchange with Eoghan in Goblin and the mean older lady who had a fluctuating price point and then eventually just shut the door in their face. Ok – this isn’t going to work – let’s try going to Pengese Armorer’s.

The other party took the Byway north, the wide thoroughfare angling up a few degrees. We emerged into Thurban Province and immediately we could see the almost entire eastern fifth was dominated with really large 2 ton short legged dun colored horned bulls. They were lowing and dragging themselves about, eating lichen, moss, and algae. A dwarven priestess of Idun was picking her way through the 60 odd beasts to cleared out areas and making the cave fungi there quickly sprout up for the next feeding.

We talked to the farm hands there and confided that we were always looking for work opportunities. They took us in to tour the barn and see the cows. 10,000 lbs of atrophied legs, 4 huge udders and teats from each side. Massive amounts of milk and they are in an almost constant state of pregnancy. We hit the store on the way out and bought a small wheel of mushroom spicy cheddar. And a 5 lb  wicker bucket of cheese curd.

5 lbs. We got a loaf of bread to go along with it and tore it into pieces and wandered back to Lombard and Odinstone Park, eating and commenting on a…how weird Rothe were, and b…how fucking delicious the cheese curd was

Group 1 went off to the east and across from Selvar and Dottr’s Weapons they found Goodsir Pengese Armorer’s. Same problem, did not speak goblin and they managed to find another language to talk in. He has 2 rooms, not big but sleep 3. There are other day laborers here. He is semi retired after his wife’s passing. Has kids and family that come back here and share home. 9 total in the house. 1 gold per room. Dinner on the table, doors locked at 8 PM. We discussed it and figured if we needed to reload the Majorica Masks, we could use Pengese and his family if need be.

Again, conversation turned to getting a job – a dwarf without one isn’t really doing his part. Day laboring is good but the arbalestor’s to the north might be best. Also, Connal (as Widow Shieldguard) could get work at the local manor houses. We paid and reserved rooms and would be back later with our friends.

By quarter after 1 we had all gotten together again at Odinstone Park. We shared what we had learned and seen and even the remains of the cheese curds. At some point we wanted to get a letter to Ralstrom but didn’t want to walk up to the place. So we composed a letter, dropping hints about Steading Manor, and ended it with A Sad Mouse. An anagram of Asmodeus. That should be enough to spur on. We were going to have the letter sent from Four Weather Hotel and anticipate a reply at the same place.

Going there we arranged for Blot to have it delivered and then wandered away. We went north to Thurban province, showed the other party the Rothe fields, and then went to Thurban Arbalestors where they were demonstrating war machines powerful enough to drop a dragon. Eventually we headed back to Lombard and on the way to Goodsir Pengese, we went to the Card and Table Inn where the barkeep, Santus outfitted us with a few libations. Brading somehow managed to get a mug out of it, and we then went to dinner.

Goodsir and his family were very nice and the laborers generous with their time and suggestions for work. After dinner, Brading, Connal, and Dizzy wandered down to the Four Weather where the other 2 held back and the cleric entered. Proprietress Mence was happy to see him and said yes, a letter did come for him. And it was from the former HighThane himself! Very exciting. So many people saw it. No, it’s still sealed, but his seal. And here in her place!

Urhm… Thanks. Dizzy took it and left. Meeting the other two and indicating they should go home. From there he wandered the streets but did so in such a way that he did not seem to be dodging. Was he being followed? Watched? He cast a mind read spell and tried to seem disinterested while hanging near the manor houses. Most of the minds he touched were of no import, one seemed satisfied and a job well done, heading north. He cast a 2nd spell and followed, reaching out and sure enough, same mind – something about Klanus, and would be pleased.

Feeling better, Dizzy headed back to Goodsir Pengese’ place where Brading and Connal met him and they all entered. Once upstairs, we shared what we learned and read the reply.:

“Friend!

Look forward to meeting you.

It’s been a while. Was losing hope.

Will see the 6 of you tomorrow.

Come for lunch. 12.

RTG”

We rested and awoke the next day on Workmonth the 4th. We discussed bringing supplies and armor and weapons or not. Are we loaded for bear or not? For the most part we decided to leave belongings here and bring only a few weapons along. @ 11:45 we were @ Two Rock and the guards there. We seemed to be expected and the guards escorted us in. A servant for there to meet us and eventually after going through the Great Hall, we had the chance to hang our cloaks and weapons and head to the Parlor and Tea Room.

And here was Ralstom Thermun Gorok himself.

Older looking but he was animated and thrilled to see us. A woman, his daughter was here (the resemblance gave it away, plus she was sporting the same 2 and half foot folded straight razor, identified as Fendi. Her husband was named Logorian and seemed to be obsequious at best. There was another dwarf here, standing a pace and a half behind Ralstrom, black hair, black beard, something very dangerous about him. Like looking at a cobra. Ralstom thanked the Valet, Klanus, and then talked to us.

Thought the Asmodeus/Sad Mouse was a nice touch. Reminded the group that there were things that were secrets a century and a half ago and not everyone here knows about them, so please keep the secrets. Fendi wanted to know more but Ralstrom placated her. We talked about what we had seen and what eventually brought us here. He wanted to know more but wanted to also take the party for a tour of his home.

We saw the great hall, the library. The dining hall and the Ballroom. The Chapel and the Music Room. And finally the Art Room. It was in here that we came to the end, and there, dominating part of the far wall, 7’ wide and 4’ tall, was a depiction of what we had come to recognize as the Skein. The actual skein that the Norns had been weaving.

It wasn’t perfect – was crudely designed but made of precious stones and not threads. But the coloring and epiction could not be denied. We were looking at it and we know that the skein is supposed to depict what has happened – it does not indicate the future. This one seemed to. We could see the fall of the Randari Empire, and maybe the arrival of the Reetersbeard dwarves. But it was the end of the skein where it seemed to shrink rapidly on itself until at barely 1/10th its original size and was almost entirely in dark grey.

Gorokian standard coloring.

Ralstrom talked about his mentor, Father Enix Donnegarten and the lucky visions he had gotten. And how to avoid cataclysm, sometimes a hard call was needed. But enough of this, there was a banquet to come. Let me get you all some rooms here, and some clothes! He had his tailor, Miller, come and after we were escorted down the east hall past the Chapel, there were 10 apartments for visiting guests. Each of us was given a private 10x 20 room and a servant to help us get washed up and dressed. Clothes were laid out and Miller had problems with those in a Majorica Mask as the cuts did not line up when they were dressed but eventually everyone had a real nice courtier shirt. At some point some bathwater was spilled in the hall and Dizzy thought he saw a human in a slave collar sweeping it up! Human!? In Gorok!?! And humans were not slaves. He went out to look and didn’t see anything.

Dinner was at 5 and we met not only the entirety of Ralstom’s staff, but also the Underthane Hylf and his wife and kids. His Sergeant at arms Okar and family, the Arcanist Hofning, and the Threadbinder Seer Froki. People we had met 7 months earlier. In Erylond. After they tried to steal kids. And the damned Font of Lathandar. Jessie was terrified at dinner, hiding in Eoghan’s shirt. Hidden now in the Masks we were ok – but we needed to be on our guard.

But we ate and drank and watched. Eventually we went to the Parlor after dinner and dessert and talked more freely. Dizzy explained about the gates (without saying anything incriminating) and that he could not close the gate as it had been Ralstrom who signed off on its opening. He was honestly surprised as he did not know it had actually opened as the Randari had been coming and everyone was supposed to be preparing for their arrival and onslaught. He apologized and agreed to read the missive. Would look it over and sign in the morning.

We talked about the possibility of the denizens of the Happy Hunting Grounds and their fucked up existence the last century plus. He then turned it to the end of things. And wrapping up a project. And being on the vanguard. Letting us know that he suspected about the upcoming Ragnarok and our part in it. Wanted us to get some sleep and by 8:30 PM on Workmonth the 4th, the party made their way to their rooms and bed.

Shim tried to sneak out to Connal’s room keeping up the pretence of being a little girl and needing his mom, but the guard there reminded Shim he had to stay in his own room. He did ask for a snack and the guards brought him some milk and cookies which he ate and then sated, went to sleep. We all rested knowing that the next day was going to be a big one.

Saturday, February 15, 2025

2nd Campaign, Tuesday. 1/21/25

My daughter's group had to stop as she was leaving for a year and the players were very bummed out. I told them I'd run a short 1 year campaign for them if they were interested and they all jumped at it. Putting them through a modified B5 (The Horror on the Hill). 4 of my Saturday group guys also joined giving me a total of 8.

We rolled up 1st edition style characters and got:

Halfling Assassin

Gnomish Fighter

Human Paladin

Human Wizard

Half Orc Cleric/Fighter

Human Cleric

Half Ogre Fighter/Thief

Human Druid

Following is the blurb at character creation Session 0 and the actual 1st session.

Yes it takes place in the exact same world (Mystara) as my PBEM game, 5 years after that adventure ended.

(Before Session 0 adventure hook)


Far to the east of Specularum, in the broken Duchy once known as Machete, there is a growing rise of order spearheaded by the goblinoid kingdom known as Jector. For many decades, the cosmopolitan land had been home to competing forces of demihumans and monstrous types seeking their own wants and needs.

However, after the fall of the Ispan Halgafar and the elven home known as the Dawnlands almost 4 decades ago, the forces of Jector have civilized. Without the constant draining war with the neighboring elven lands, Jector has become beacon of order (if not lawfulness). Located near the mouth of the Kerendal River, Jector has had a thriving trade with the Empire of Thaytis as well as the Duchy of Karameikos.

 

5 years ago, the Rainbow ward around the Ispan’s capital city of Acreage fell and Ispan Halgafar’s Prism Crown was found and returned to Specularum by an intrepid group of adventurers. This has ended an almost 30 year window of blasted lands and cursed locations in the area known once as Vyalia. Intrepid traders and trappers have made further and further trips northward into the wild, daring to bring back fanciful tales of things they had seen.

 

Far to the north, down the mile wide expanse of the River Shrill, one of the lesser traveled lengths of the Kerendal River, a fort has been established as a bulwark against the creeping wild. Outfitted and bankrolled by Lord Abraxas of Freebody Shippers of Jector, the hope is that in time the fort will grow into a town.

 

But danger lurks here. When the weather is fair, the view to the west across the river is that of a broken white and grey topped shattered mountain the local hunters and rangers have referred to as merely, “The Hill”. A few who have braved their way across have mentioned strange monsters, odd plumes of steam, a sense of horror, and a monastery with a broken statue of a rampant mare.

 

Word has crept its way back to Specularum where the Church of Aine is convinced that that this location might…MIGHT.. be an ancient place of magic and worship for the horse goddess. One of their Lady-Knights, Lyra Adder, Priestess to Aine, has sent the word out for any adventurer brave and true who would like the chance to journey to Jector and then eventually the Fort and then eventually the Hill. She will discuss the adventure and potential rewards with anyone who is interested on the 7th of Deathmonth.


(Session 0 after character creation)


We met with The Specularum Guardian, Exploring, and Adventuring Guild on Deathmonth the 7th, where a very nervous Lady Knight named Lyra Adder of the Church of Aine (Pronounced AHN-ye) told us of the possible location of a lost Monastery far to the east.


The Church has given the Guild enough money to pay for our passage (13 days) to Jector and then passage (5 days) up the River Shrill to Fort Guido - situated near "the Hill" - where this place might be. They also have covered costs back DOWN the river and back to Specularum - but nothing else. If there are any religious tomes - they are the Church's and must be returned to them. Anything else is fair game.


They are also covering the costs of 2 weeks of rations @ the Fort for adventuring purposes - as well as basic fare to eat during the journey. Finally, they are providing a porter, Master Skilletmaker, who has been a member of the Guild for a number of years and recently took Professor Trigger's Dungeonneering class 3 times - so knows his stuff.


Master Skilletmaker will have a baker's dozen of Healing Elixirs which has been entrusted to him from the Church - and doling them out to the party should they need will be at his discretion. They are keyed to him, so unless he gives the correct counterprayer when handing them out - the potions will default to being inert.


(Session 1)


On Deathmonth the 7th after accepting the Charter from the church of Aine and the Specularum Exploring, Guarding, and Adventuring Guild (SEGA), we had the chance to sail on the Rolling Tide, a 60 ton merchantman Cog that took us out of Karameikos and eastward with the wind and tide for 14 days, stopping in 2 other ports along the way to offload and take on new freight.


We had the chance to talk to one another and get a measure of our skills and capabilities before eventually arriving past the former elven lands of Vyalia and to the collapsed Duchy of Machete. The main city of Jector had made a comeback thanks to the odd civilization of the goblin empire who had made good trading partners.


Off loading we were met on quay by a gnomish and kobold contingent from Freebody Shippers. The gnome, a friendly enough figure named Standard, escorted us through the Mediterranean style city up slope to a hilltop villa of Lord Salazar, owner of Freebody Shippers and one of our patrons and benefactors. He was a man who had put on some weight over the years but still had a raucous laugh and a twinkle in his eye.

They were covering costs up to Fort Guido, back down again to Jector, and passage along the way back to Specularum. This also covered foodstuffs for 2 weeks. We were welcome to stay at a nice place on the quay and our resident half-orc had requested the opportunity to visit the local mass grave area. Lord Salazar’s man, Jowass, a kobold, brought the half orc to meet Auli, the Keeper of the Graves, who helped dig up a human or hobgoblin female who had died at least 2 years earlier. The bones were taken and on the 22nd – we left Jector and made our way up the Kerendil River on the River Otter, a 5 ton river schooner with a crew of 8.


At least a day outside of Jector we were in wild country and saw no real signs of civilization. A few giant signs, and even a flying wyvern in the distance. We took the passage on day 3 of travel up to the west up the River Shrill and it was in the afternoon of the 27th when we arrived at the frozen banks of Guido’s Fort.


A little bit of civilization carved out of the wild country side – the 20’ palisade wall covered and area about 4 acres in size. Fort Guido is home to the brave souls who trap and hunt the local beavers and mink, as well as the knucklehead trout this far up the River Shrill. There are also some rare tree types (red walnut) that is in want down in Jector. Fort Guido seems to be home to 50 people or so, of which 6 are decidedly goblinoid.


Guido met us and bid us welcome. The local (and only) tavern is the Lion’s Den and we went in and arranged rooms and a meal. The proprietress is a stately woman names Llerana, and her remaining child is an 11 year old boy named Parcien. Her and her husband came up here 2 years ago as inn keepers but he and her younger daughter died after a hard winter. She has stayed and done her best.


As for the trip across to the “Hill”, there were 4 possible boats in the area, and Guido would arrange for us to talk to 3 of them. We settled on the goblin fisherwoman, Tila – who would take us across for 7 and a half crowns now and pick us up for the same 7 and a half. She gave us a smoking log to burn on the beach which would alert her to come and get us.


We heard a rumor from a local hunter referred to as “the Old One” named Antrin that a dragon lived in the ground under the hill. We made a few purchases with Enja, the guy who ran the trading post, and on the morning of Deathmonth the 28th – we boarded Tila’s boat and made the trip across River Shrill arriving at the other side by 10 AM.

The Hill area was an unwelcome expanse of cliffs and broken stones in the water, making beaching locations limited to 2 – a larger one to the south with a stream running through the center of the beach, or a narrower one to the north. We opted on that one. Thobar made sure our foodstuffs were protected, made sure everyone had 2 days on their own in case something went wrong, and put the signal log in the carrying crate for now.


The beach was covered in snow and we ventured westward after finding a path running westward through the oak and hickory trees. The paths were barely 2 abreast and if we walked through the raw woods, the thorn sticker and underbrush would drag us to a fraction of our speed. The druid could see someone had blazed marked a trail in the past so we went west.


It was an hour later that we came to a clearing, the slope of the land running ahead of us. Wild flowers filled the sizable area (easily a couple hundred feet by almost a thousand) but the snow was limited to only a few inches. We looked around, climbed a tree to scout ahead, and were able to tell there were 2 other paths in this area – one on the northwest, the other on the southwest section of the clearing. We discussed the options and went northwest.


We followed the trail 4 or 500 feet before it “T’ed” here – either more northwest or southwest. We went southwest. The land continued to rise ahead of us – the druid assuring us we were a good 80’ above the River Shrill’s level. The trail eventually split again and we could go southeast or west/southwest. East takes us back to the River so we went westerly.

We broke for lunch and rested, eventually moving on. 1:30. 2:00, 2:30. The trail eventually met up with another on running southwest and northeast, and we went further west again, still going up land – now 160’ or so above the River’s surface.


A clearing was here, 1000’ easily circular (not perfect) To the west was a steep rocky hillside where a hideous granite idol. It seemed to be a fat humanoid figure but without getting up there and closer we could not be sure. The glade has other dips and valleys, and to the north we could see a cave opening of some sort. South of where we were was a path leading from the clearing – and up the rise northwest and southwest was another pair of paths leading onward.


We discussed our options and we figured to check out the cave for now. At the minimum it would be a good place to hole up for the night as it was already almost 3 (sun sets at 5).

Sunday, February 9, 2025

Meet 110, Adv 14, 1/18/25

We made our way north to Nephtile Steel and looked the alcove area over here. The building was pretty big and there was some double door loading area here. Doors were double, 12’ high, 8’ wide each. Stone and reinforced we guessed on the other side. There was some talk about walking around the building and seeing if we could find another way in, but that was discarded once we figured we’d be pretty close to the Hook Horror section and maybe some impact with another Cave Fisher.

While going through options and guessing the door was braced on the other side (locked and maybe barred), Wilhelm let the group know that he could try to cast Crumble – a powerful spell from Frey that would break the door apart – but it would make a fuck ton of noise. So we had Shim cast light on a rock, then Brading cast silence on the same rock. The rock was placed near the shipping door and then Wilhelm did his magic – and the entire thing shook, cracked, and then fell apart to rubble – no noise made thanks to the spell. We dug out the lit stone (with the silence on it) and looked inside.

The building had been pretty sealed up as the xenon gas was only now sieving in, giving whorls of color to the air. With the stone lit and our own everburning lights – we looked around – It was the shipping and receiving area – clean and unused for century plus. Two desks, 4 chairs on the north side, a couple of wheelbarrows on the south. ON the other side of the building another double set of doors – corrugated bent steel – about the same side as the doors we entered.

We looked the door over (nothing in the desks), and figured that it was too barred from the other side. It could be lifted, crowbar, and braced underneath, until whatever pin is holding it locked is popped. So it took some time but the door did squeal and pop part off the track. We were able to shove it open about 2 feet before it was stuck in place. The steel works was larger than our light source and we thought we heard running footsteps charging away. Calls out resulted in no reply.

Dizzy and Connal explored only a tiny bit – a few storage bins on the west side – coal, ore, and maybe sorted material. Some internal rooms to the north. It was very creepy – we know we heard something running at some point.

It was a bit after 11:30 when we thought we heard a trilling noise – from the ceiling in the dark. Ok – not going to risk it – they returned to the group and Shim summoned a…Giant Toad! He had it hop north a little bit, mill about, and prepare to hop eastward. It was at that time a 10’ diameter pitch black 6 armed and cowled octopus looking thing dropped down and engulfed the toad’s head, latching on and trying to eat it. Darkmantle!

Wilhelm fired off a fairy fire spell and it encased the monster – bathing it roiling lights. And something else around the corner also was bathed in dancing lights – It ran off and we heard it (booted feet?) and the darkmantle let go of the toad and flew off to the ceiling and eventually around the corner. We gave some chase. Some doors on the north (one going outside?), some sort of stables around the other side of the shipping area, and then beyond that a much larger steel works area. We opted to not go further on and instead returned to the beginning and all go together.

We checked out the doors on the north. The double doors led outside and we guessed it was the employee entrance. There were 2 interior doors, left and right at the entrance. Opening the eastern one Connal saw a figure at the other end of the room burst out another door – clad in chainmail, sporting a shield, it was running fast. The monk gave chase and saw it at the corner – it was a ghoul. A dwarven ghoul. Fuck.

It ran off and we discussed things. Deciding to be more careful. The next few doors revealed the water closet and bathroom, and the employee break room. Beyond all this was the forge floor itself. Two large steel forges on the west wall, a crucible and chain control system set up between them. Two bellows, both in terrible state of repair, a mule path around both of them. Water cistern system to the north and a slag pit as well. The rest of the forge was in shadow.

And there was a single mule. Standing by the furnace. Staring at the group. And…it was …dead? An undead mule Detect undead…and yep – it’s a damned undead mule.

At this point a voice called out from the gloom. “Enough! I don’t know who the hell you all are, but what are you DOING to my steel works!”

Turns out Spadthinner Nephtile was here. And he was undead. A ghast. After the fall of Ralstrom Province he came back from the dead and made sure his place was sealed up. Rust monsters? Not in HIS steelwork! So he’s kept it sealed and clean and ready for one day the place being reopened. Two of his workers were also raised by him – and of all the mules – he managed to save one.

He had a muddy sensation of time and is very aware he is an undead. We described that we needed to check the vents in the furnaces and after some back and forth, allowed us to do so. He picked on us for our lack of tools and even a ladder (lending us 1), and eventually Dizzy managed to unbolt one of the vents. We all climbed up, managed to coax the animals (Lexie and Jarjar) to go as well, and then gave the ok to close the vent behind us.

The vent area was 3’ wide and 2’ tall at best. Gritty but not totally a mess. We crawled on until we got to an iris vent. Dizzy managed to open after using some oil, a wire brush, and some strength. We passed through and crawled on. The passage began sloping upwards, 30 degree angle, and we got to another iris vent. And then a third.

We continued to crawl on, Connal and Dizzy swapping spaces at this point. We had Brading close the last iris vent behind us as we crawled on to the 4th vent. Connal could tell it was warm – almost hot. And there was a burning smell this close to it. It was pretty crudded up. According to Dizzy and Brading it might be about 3 pm – and if there was a metal working place or smith on the other side, they’ll be open and doing business at least another 3 to 4 hours.

We did not want to open the iris now and get blasted with heat (an Endure Elements spell still went out), nor did we want to accidentally fall in and around Gorokian dwarves if they were working. We decided to stay hidden for now in the duct work and wait. Eventually the party got some fitful sleep.

We awoke sometime late late in the night and went back to work. First the Iris was opened up and we passed through. There was a T junction here with a chimney heading up, but we pressed on to an access plate in the floor. We turned the wheel and opened the door with care. 12’ up, a store room. Boxes and barrels and what not. Dizzy and Connal dropped down first, got the access ladder from the side area, and helped the rest of the party down. Brading shut the panel behind, locking it again in place.

We stepped out with care. According to the signage (in dwarven) we were in the Lombard Forge and Smithworks. It seemed to have been 4 buildings once upon a time that had been combined to a larger strange shaped building. 4 large forges, 8 smaller stations. Looking out the window we were looking at an active dwarven province.

Ok, Masks on.

Most of the party changed face and height (up to 1 foot), appearing more dwarven for sure. We verified our aliases and story (family unit of 3, friends, goblin raid, originally from Tilani, here to see distant relations and eventually a place to live and work in Gorok). There was a patrol out there but they were unbothered and walking idly. We waited till the street was clear and walked out.

Dizzy reverse pick locked the door, locking it behind us as we looked around. According to Shim, he could see one of the null zone sensors at a corner south of us (15-20’ tall, black obelisk stone, some sort of red and blue run light at the top) so took the next main road.

There was a smith and animal control here, a cobbler on the other side, and also a hotel! “Four Weather Hotel”. We steeled ourselves and walked in.

It was not very large or spacious, but it was nice and warm. An older dwarven woman, Mense, was here at the Common room and she bid us closer. Some conversation followed and our story held for now. We had a problem – only Shim, Brading, and Dizzy could speak and understand dwarvish, so we had to keep covering for the other 3. We managed to get 2 rooms and made our way upstairs (14 and 16). Told Mense our cover story and that we might be here another 2 or 3 days for now. Also learned that we were 9 provinces from the front gate of Gorok. 9.

Fuck we’re deep.

We decided to try and correct our sleep pattern and stayed in the room, using the tub and getting clean eventually falling asleep. Shim and Connal went to the Common Room for a night time beer and a few things to eat. Shim kept up the dwarven kid bit and Connal was his caring but unable to speak dwarven mother. Our story continued to hold water and felt even stronger when we all finally crashed.

The next late day (10 AM, Workmonth the 3rd), we went back to the Common room and got some late breakfast. The day proprietor, a friendly dwarf named Goodsir Blot (husband to Goodwife Mense) talked to us about Lombard Province. The Manor Houses. Odinstone Park. The Underthane, Tworock, has a large homestead here and he shares the property with the former Highthane, Ralstrom Gorok and his retinue. Ever since the gas leak, they had all moved out or Ralstrom Province and the dwarves went on with their lives.

An old precious metal mine that had run out had been reopened by Ralstrom a century plus ago and it turned out to be a boon and wealthy veins further in. The former Highthane was very lucky and his fortunes have grown. He owns the mine and the oreworks on the east end of town, but he spends most of his retirement on the Homestead and shared his largesse with Lombard Province.

We managed to get a copy of the Province from Town hall next door and we figured we’d split up. Half of us would go north to Odinstone Park; the others would go around eventually to Carigan Runesmiths. We wanted to not go right for Tworock or Ralstrom on day 1 – no need to alert anyone or tip our hand.

There we go! Workmonth the 3rd, 10:45 AM.