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game_systems:pathfinder:runlords:adventure_journal [2024/01/25 21:28] – [Into the Fire!] Bryan Stephens | game_systems:pathfinder:runlords:adventure_journal [2024/05/25 11:15] (current) – [Catacombs of Wrath] Bryan Stephens | ||
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Heading down a set of steep stairs, the heroes find a dark room, the far walls illuminated by their torches and El’s //light// spell. Two skeletons have seen them enter and immediately attack the group. Despite Skeletons resistance to slicing attacks, one of the skeletons falls to her sword, while Elinae bashes the other. Searching the room, it is clear this was a living area. The remains of a large hexagonal table and six hexagonal benches remain, though they are quite rotten and will collapse if sat upon. There is a hexagonal bed, also rotten, which will explode into dust if someone jumps on it or tries to tear it apart. An iron bound chest is in one of the alcoves. The chest has a trap on the lock. If it is not found and disarmed it will pour a vial of liquid into the chest as the lock is turned. Fortunately, | Heading down a set of steep stairs, the heroes find a dark room, the far walls illuminated by their torches and El’s //light// spell. Two skeletons have seen them enter and immediately attack the group. Despite Skeletons resistance to slicing attacks, one of the skeletons falls to her sword, while Elinae bashes the other. Searching the room, it is clear this was a living area. The remains of a large hexagonal table and six hexagonal benches remain, though they are quite rotten and will collapse if sat upon. There is a hexagonal bed, also rotten, which will explode into dust if someone jumps on it or tries to tear it apart. An iron bound chest is in one of the alcoves. The chest has a trap on the lock. If it is not found and disarmed it will pour a vial of liquid into the chest as the lock is turned. Fortunately, | ||
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+ | {{ : | ||
The resident rouge also finds a secret door to a hidden room. This room has a small chest in the eastern niche. Inside the chest are the following: 177gp, 210 sp, and a bag of 5 gems; 3 x 50 gp, 150 gp, and 200 gp. There is also a cloak made of feathers. It acts as a //cloak of elvenkind//, | The resident rouge also finds a secret door to a hidden room. This room has a small chest in the eastern niche. Inside the chest are the following: 177gp, 210 sp, and a bag of 5 gems; 3 x 50 gp, 150 gp, and 200 gp. There is also a cloak made of feathers. It acts as a //cloak of elvenkind//, | ||
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Alessio takes the time to check the room. This room has many storage shelves with food containers on them. The food is all rotten. A table and two chairs are in this long, curved chamber plus a small hearth (long since closed to the outside), a weapon rack with 6 rotting spears, and a cabinet with pots, pans, utensils, etc. There is a secret door to the south. | Alessio takes the time to check the room. This room has many storage shelves with food containers on them. The food is all rotten. A table and two chairs are in this long, curved chamber plus a small hearth (long since closed to the outside), a weapon rack with 6 rotting spears, and a cabinet with pots, pans, utensils, etc. There is a secret door to the south. | ||
+ | |||
+ | === Recovery and Return === | ||
+ | |Game Date|02/ | ||
+ | |Campaign Dates | Rova 24-25, 4707| | ||
+ | |||
+ | |||
+ | |||
+ | The group staggers out of the guard house into the afternoon sun. They receive shocked looks from townspeople as they walk the length of the city back to Rusty Dragon. They heal, bathe and have a decent dinner before all collapsing into bed. That next morning, Al takes their loot and both sells it and does some shopping. He pick sup a hammer for any more undead and a few alchemical fire flasks. | ||
+ | |||
+ | In the afternoon, the group returns to the guard house and decides to leave the doors for later and take on the rats. The dire rats swarm up from their tunnels to defend their nest. Azalea El, and Selene move to clear a side cave while Grymar and Al watch more rats swarm from below and another tunnel to the side. Grymar fills the passage to the south with his //burning hands// and takes down four of the dog sized creatures. Meanwhile Al struggles to hit any rat with his sword. The tiger and the ladies are easily clearing their cave, smashing the dire rats. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | Al finally makes contact while Grymar steps back to be able to cast again. Al sees more swarms coming and calls for the ladies as Grymar burns more rats saying // | ||
+ | |||
+ | El and Selene move have finished with the rats from the south and move to support Azalea who is in dire straits while Grymar and Al fire arrows that fall ineffectively amid the chaos of the fight. El is able to get to her friend and heal her with glowing hands. | ||
+ | |||
+ | Finally, the swarm of dire rats is defeated. The group moves to explore the caves. Al finds baby rats that he quickly dispatches. They lower caves have several nests with the odds and ends gathered by rats, including some gold and other items. Tunnels in these caves lead to secret exits, one outside the city gates, and another to key locations within the city. | ||
+ | |||
+ | Healing up, the group heads to the secret doorway and enters the first of two rooms. Both have treasure forgotten from long ago. Both have traps of gas, only one of which Al finds, a poison dart on a door. He fails to notice the gas on the greatsword case and all four heroes hack and cough in the old gas. Fortunately, | ||
+ | |||
+ | The sun is setting when the group heads back out into Sandpoint. This time, they look much better than before. Azaela is eager to see about claiming the site for themselves and they discuss it as they return to the Rusty Dragon. All agree to keep discussions of the cave network a secret. They stop to consult with the local sage, Brodert Ouink, who confirms the //feather token// will allow for the rapid construction or repair of a medium sized structure. The excitement for the four grows. | ||
+ | |||
+ | === Demands and Offers === | ||
+ | |||
+ | In the morning they go to meet with the Mayor Kendra Deverin. Azalea takes the lead in asking if they can have the old guard house. The Mayor, clearly sensing and opportunity to “pay” the heroes of Sandpoint with something worthless, is eager to agree. She tells the group to return in the morning to get the deed. | ||
+ | |||
+ | As they eat dinner at the Rusty Dragon, they are approved by Alden Foxglove, inviting them all for a hunt the next day. He is coming on strongly to Azalea and the group can tell he is taken with her. The group says it will consider the hunt, and he promises to return with mounts at 10 tomorrow. Kissing Azalea’s hand he bids them adieu. Al then tells Azalea that while Aldern is a rich and successful merchant, he is married to a beautiful woman named Iesah. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | As they digest that, an older Tian man bursts into the Inn and spies the heroes. This is Lonjiku Kaijitsu, father of Ameiko. He stalks over the group at the table and beings to berate them, accusing them of endangering the townsfolk with their ill-advised " | ||
+ | |||
+ | Ameiko, nearly in tears with the comment at her mother bravely picks up her ladle as her father leaves, and inspects it. Pulling | ||
+ | |||
+ | //”I’ll need a well-cleaned ladle now, since jackass stew's not on the menu."// | ||
+ | |||
+ | The resulting cheers and laughter from the tavern' | ||
+ | |||
+ | The group goes to bed wondering what tomorrow will hold. | ||
+ | |||
+ | ===== 02 Local Heroes ===== | ||
+ | |||
+ | |Game Date|03/ | ||
+ | |Campaign Dates | Rova 26-28 4707| | ||
+ | |||
+ | ==== Hunt and Ledger ==== | ||
+ | |||
+ | Aldern Foxglove, arrives the next morning with four horses for the hunt. He has purchased one for each party member. For Azalea he has a robust roan. For Grymar a golden coat. El has a light grey and Al finds a rather dull brown. Rather than go on a hunt into the wild, the city bred Al decides to stay in the town. The others ride off with Foxgolve for the hunt. During the ride, the man’s intentions towards Azalea are quite clear, but she continues to lightly rebuff him. El is easily able to find boar tracks and within an hour and a half, the hunting party has their kill. They can easily make it back to the inn for dinner. | ||
+ | |||
+ | Back in town, Al touches base with his contact and is offered a mission to retrieve a ledger book from a visiting merchant at the White Deer. Al accepts the job and begins to plan. He is back at the Rusty Dragon when the others return. There is a big party with the large bore returned. Foxglove, dejected by his rejection, retires early. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | During the festivities, | ||
+ | |||
+ | Al heads to the White Deer and finds the owner, Garridan Viskala, lives down to his reputation. Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint' | ||
+ | |||
+ | Al makes small talk with the owner, inquiring about Tegah and finds the man is hosting a party in a private room. It is about this time that the waitress comes out complaining about the acts of the drunken men inside. Sensing an opportunity, | ||
+ | |||
+ | Al adopts a obsequious manner and goes in to serve. The guests pay him little mind, other than noting his race. Al is easily able to steal the ledger and exit. Jubrayl Vhisk is not there to take his prize, but he talks with a man calling himself “Longshanks” (on account of the goblins he has killed), who takes the message Al will return tomorrow. | ||
+ | |||
+ | Al heads back to the Rusty Dragon and finds the rest of his party in bed. He helps Ameiko close down, and drinks with her. He is surprised by how little the drinks effects him tonight (fort nat 20), and the two talk late into the night, starting what seems to be an unlikely friendship. Ameiko opens up about the disaster of her adventuring days and the trauma of those experiences, | ||
+ | |||
+ | ==== Desecration of Desna’s Deacon ==== | ||
+ | |||
+ | The Next morning. Foxglove leaves early. Breakfast is self serve bread and cheese as Amekio is still fast asleep. So are most of the other people staying, though Al is up early and goes to see Vhisk and turn in the ledger. The other three get up and leave later in the morning. Despite none of them imbibing too much, each decides a long morning was called for, as they have been through quite a bit recently. Despite offers, they all awake alone. The trio of new friends head up to the burnt out guard house to explore discuss when to use the //feather token// when they get is back from the scribe. They are reading to leave as Father Zantus approaches them and bids them come to the Cathedral. He has news that the tomb of Ezakien Tobyn, the old priest who died in the fire, has been disturbed! | ||
+ | |||
+ | Al is headed to the Rusty Dragon when he hears someone behind him running. He is relieved to see it is an Acolyte of Desna. The young man is clearly not in the best of physical fitness, and is huffing with the effort. Between breaths he informs Al he is looking for the group and Father Zantus needs their help with the disturbed tomb. Al follows him to the cathedral. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Once they are all there, Sherrif Hemlock and Father Zantus tells the group that stone door to the previous priest' | ||
+ | |||
+ | The vault in question is a 20-footsquare stone structure that stands near the wall. Used to house the remains of previous caretakers, priests, and acolytes who served at the Cathedral, the stone door does indeed hang ajar. The ground around the place is churned up as well. It is clear to all there are many of the footprints are goblin prints, but some of them appear to have been left by a larger humanoid. El can is enough to confirm that about six goblins and one humanoid climbed the wall, then approached and entered the vault. | ||
+ | |||
+ | It's an easy enough task to open the vault door, and Azaela does so. Four skeletons stand within and-they immediately lurch out to attack! Al switches his weapon to a mace with a curse while the skeletons attack Azalea and Selene. The undead are no match for the group, and very quickly, the skeletons are destroyed. | ||
+ | |||
+ | A search of the vault' | ||
+ | |||
+ | They return to the town through the cathedral towards the guard house. As the pass the White Deer they see Caanan Tegah being kicked out, even as he rages about his //“Stolen book!”//. The group shakes their heads at the spectacle, but Al cannot help but cock his head in the Tengu motion of amusement. | ||
+ | |||
+ | ==== Guard House for the Guardians of Sandpoint ==== | ||
+ | |||
+ | They are also approached by a child runner, who is asking them to come see Quint, the scribe who has been in study of the //feather token//. He indeed confirms it is for repair and construction and has taken significant notes. He asks to keep the notes and will make a copy for Grymar instead of asking for payment. Grymar gladly accepts, though from what he can see of the magical energy of this object, its magic is still beyond his understanding. Al suggests they use the //feather token// at night to make less of a fuss, and the group agrees. Quint does note, the token does appear to have fey blood in it, much like ink in a quill. | ||
+ | |||
+ | That night at 2:00am, they go to the center of the burnt out keep and Gymar throws the //feather token// into the ground. It sticks and spins. Soon, it starts to make a scribbling sound, like on paper, but the writing is on reality itself. It spins more, and now there are two, and four, and eight. The four beings wisely decide not to be in its way and exist the ruin. There is a growing sounds of pens on paper, scratching like 1000 scriveners all at work. After some hours, the work is complete and all the quills vanish, save the first, laying where it started, its magical energy spent. Perhaps it could be the base for another item? | ||
+ | |||
+ | The next morning, townspeople stop and stare and the totally repaired Guard House. One of them is Shayliss, who is this time more coy on asking for help with the rats in the basement. The young woman is clearly captivated by the strange man’s clear intellect and does want to get to know him better. | ||
+ | This time, Grymar agrees to help her, though if he is actually understanding what she wants or not is unclear. | ||
+ | |||
+ | |||
+ | ===== 03 Glass and Wrath ===== | ||
+ | |||
+ | |Game Date|04/ | ||
+ | |Campaign Dates | Rova 27-30, Lamashan 1 4707| | ||
+ | |||
+ | ==== Invitations ==== | ||
+ | |||
+ | === The Shopkeeper’s Daughter=== | ||
+ | |||
+ | Shayliss has not lost her will to find some companionship of her own. She leads Grymar through the streets back the General Store with Al following discreetly behind. They enter the private door and head for the basement. Shayliss reveals her true intentions as soon as she they are alone in the basement; her bodice comes off and she slides herself into an embrace with Grymar, guiding him to a convenient cot she has set up in the back of the room. | ||
+ | |||
+ | While Grymar is having his first serious encounter with a woman, her father, Ven Vinder returns from picking up supplies. Al sees this and leaps into action, approaching the shopkeeper and offering to help him get things into the store. Vinder remembers Al from the other night and welcomes him in. Al desperately casts about to see where his friend has gone but sees nothing. He loudly asks Vinder about anything he might purchase for their newly renovated Guardhouse. It is this noise that alerts the now pantsless Grymar something is up. He and Shayliss quickly dresses and Al sees Grymar sneaking out the back door. Relaxed, Al is genuinely interested in the furniture that Vinder has for sale, especially a sophisticated desk. | ||
+ | |||
+ | === Lunch with Scarnetti === | ||
+ | |||
+ | The Scarnettis are Sandpoint' | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | With this in mind, it is somewhat of a surprise when a well dressed messenger approaches the Guard House and inquires of the ladies if they and the other “Heroes of Sandpoint” would attend lunch with Titus Scarnetti. The ladies accept and wait an hour. Just as they are leaving, the men show up, Al having caught up to the would be paramour, giving him brotherly ribbing about the episode. The two are interested in attending and they four take the long hike out of the city to the Scarnetti Manor house. | ||
+ | |||
+ | Over Lunch, he congratulates them on their heroics and talks at length about the past history of his family, excluding the details on his late father’s sorry history. He does discuss | ||
+ | [[game_systems: | ||
+ | |||
+ | They end lunch and proceed back into the city, hoping to conduct some shopping. However, they encounter Sheriff Hemlock who asks them to come to see him at the Mayor’s Manor to visit with Shalelu Andosana, a ranger in these parts. The group turns around and goes back through the city and back out to the noble homes, this time to Mayor Deverin’s home. | ||
+ | |||
+ | ==== Grim News from Mosswood ==== | ||
+ | Shalelu Andosana isn't quite a bounty hunter, a survivalist, | ||
+ | |||
+ | Shalelu’s current visit to Sandpoint is unexpected-she last passed through town only a month ago and wasn't expected until the last week of autumn. She dispenses with her visit to the Sandpoint Market and the Rusty Dragon, instead requesting an immediate meeting with Sheriff Hemlock and Mayor Deverin. The unusual meeting and Shalelu' | ||
+ | |||
+ | Hemlock then introduces Shalelu to the group as an //" | ||
+ | |||
+ | Hemlock explains that Shalelu has been a thorn in the side of the local goblin tribes for years, and that few in the region know more about them than she does. He goes on to recap her report that Sandpoint hasn't been the only place in the region that's had goblin troubles. In short, there' | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | At this point, Hemlock cedes the floor to Shalelu, asking her to tell the group what she told him: | ||
+ | |||
+ | //" | ||
+ | |||
+ | //" | ||
+ | |||
+ | //"In any event, the fact that the five tribes are working together disturbs me. Goblin tribes don't get along unless they' | ||
+ | |||
+ | After Shalelu' | ||
+ | |||
+ | The grope of course agrees. The meetings and conversations have taken them from the afternoon until the evening. Shaelu notes she is staying at the Rust Dragon and offers them dinner on her in exchange for hearing more about their times in the Sandpoint raid. | ||
+ | That evening, over drinks and dinner at the Rusty Dragon, the five exchange stories and tales. Importantly, | ||
+ | |||
+ | The next morning, the half elf ranger heads back into woods, and Sherrif Hemlock heads out with his men. The party decides to spend the day shopping, a good way to both be visible and to furnish their new home. The first head back to Vinder’s General Store and order some specific items. Next is the Carpenter’s guild where word has already reached them from Titus Scarnetti for a supply of good lumber for them to use. Next up is the local Locksmith. Finally, Azaela notes she just met with a noble and they keep rubbing elbows with others in power. She has them stop off the head of the local Clothing Guild for an order of nice clothes. They are putting a number of people to work! | ||
+ | |||
+ | They retire to the Rusty Dragon for a good night’s sleep. | ||
+ | |||
+ | ==== Sandpoint Glassworks ==== | ||
+ | |||
+ | === A Missing Inn Owner === | ||
+ | |||
+ | Al is awoken to a knock on his door and a timid voice calling to him. He gets up to meetthe elderly halfling woman, Bethana, a maid who works for Ameiko at the Rusty Dragon. She's obviously upset and asks to speak to Al. In short, her employer has gone missing. Bethana woke earlier this morning to find that Ameiko hadn't already started breakfast, for the first time Bethana could remember. Worried, she knocked on Ameiko' | ||
+ | |||
+ | At this point, Bethana hands Al the note. Although it was written in Minkaian (likely to keep prying eyes from reading it, Bethana muses), Ameiko had been teaching Bethana the language over the last few years. The halfling has helpfully already translated the note's message on the opposite side. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | The note is from her brother, Tsuto, inviting her to meet him at the Glassworks saying their father might have something to do with the recent troubles in Sandpoint. Al knows this is strange, because in his talks with his new friend he learned about her half brother. Bethan does not know this and she explains to Al hat Tsuto was something of a scandal when he was born back in 4688 (a year before Ameiko), since he's a half-elf. Bethana sagely notes, with big eyes, that neither of Ameiko' | ||
+ | |||
+ | Bethana' | ||
+ | |||
+ | Al rouses his friends and the head off immediately to the Glassworks. | ||
+ | |||
+ | |||
+ | === Investigating the Glassworks === | ||
+ | |||
+ | Once at the Glassworks, they find the building curiously silent. Neighbors have noticed the lack of traffic into and from the building, but since the furnace chimney still plumes with smoke, most assume that the building is simply closed to allow Lonjiku and his workers some privacy while they work on a big project. A quick investigation of the building perimeter reveals that curtains have been drawn over the windows and all the doors are locked. The rumble of the Glassworks' | ||
+ | |||
+ | After knocking on two different doors, Al decides to pick a lock. The front entrance is too well designed for his skills. Trying the back entrance, Al finds the lock worn and easily defeated. Sneaking in, the sounds of the furnaces are loud, as the furnace room is behind two more doors. Those are unlocked, and silent as the night, he sneaks in and peeks around the wall. Eight or more goblins are inside the room. | ||
+ | |||
+ | |||
+ | A furnace burns along the southeast wall of this room. Marble tables sit in the chamber, used to work raw glass into usable shapes, with nearby wooden tables cluttered with various tools of the trade. The building' | ||
+ | |||
+ | Horribly, inside the bodies of the eight staff lie in various stages of dismemberment; | ||
+ | |||
+ | Horrified, Al pulls back to talk to his party! | ||
+ | |||
+ | === Glass and Goblins === | ||
+ | |Game Date|05/ | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | The group decides a surprise attack is in order. Because of the loud noise of the furnaces, it is easy for them to fall upon the goblins. They march down the length of the room, leaving dead goblins in their wake. The goblins fight back with thrown hot glass and their dogslicers, but it is no good. One tries to flee down a flight of stairs but as the goblin has his hand on the doorknob, he glances back and Grymar sends a crossbow bolt though his eye. | ||
+ | |||
+ | Six goblins lay dead in in the room. The group discusses next actions. They feel finding Ameiko is most vital, and decide to sneak down the stairs since that is where the goblin was fleeing. They slowly descend into the lower areas. At the bottom of the stairs, they find cleared rubble, like an area had once been bricked over. Investigation leads to another area that had been cleared in the same way. Al takes the other direction and stumbles into their real quarry, Tsuto Kaijitsu and to guardian goblins. Al takes the iniative and leaps past the goblins to go for the big game. El leads her pet around the other way to flank the group. | ||
+ | |||
+ | Grymar falls back on his old favorite, //burning hands// and burns the goblins who swing wildly to defend themselves. Azaela simply strides past the goblins, taking their attacks as she closes on the kidnapper. With a mighty swing she almost cripples him. As Selene closes from the other side, Tsuto flips over the cat and stabs El. However, this fight is not going to go well for him. Azaela again suffers a stab form a goblin to get within reach of her foe and kills him while Selen takes out the last goblin. There is a quiet that falls in the room. They spread out to search downstairs, and fittingly, it is Al who finds Ameiko, conscious but badly wounded. They are able to get her stable, but want her safe. Grymar reports there is a tunnel heading out of the glassworks and is worried there are more goblins deeper. Al carries his friend out of the glassworks and flags down a citizen who is only too happy to take Ameiko to the Cathedral for care. Meanwhile, the other three investigate the rest of the Glassworks. While Tsuto is dead and can tell no tales, Tsuto' | ||
+ | |||
+ | {{: | ||
+ | |||
+ | ==== Catacombs of Wrath ==== | ||
+ | |||
+ | {{: | ||
+ | |||
+ | The group investigates what appears to be an old smuggler’s entrance between the two areas that were bricked up. The long tunnel leading from this room winds for some distance through the bedrock below Sandpoint. It must have been built decades ago by smugglers, the tunnel remains stable and serviceable as it winds lazily northeast for just over 1,750 feet before reaching a dead end. A DC zo Perception check reveals a secret door that opens into a 30-foot-diameter cave on the side of the cliff overlooking the Varisian Gulf. The cave mouth slopes down to a narrow beach; no Survival check is required to note the crude collection of goblin beds or remnants of their meals strewn about the cave. | ||
+ | |||
+ | From the tunnel' | ||
+ | |||
+ | The party advances cautiously in their normal order. As they enter into this unknown complex. The immediately run into too a pair of sinspawn guarding the entrance. El and Selene rush to attack and both hit well. Al attempts another flipping attack but misses, as does Azaela. Grymar is behind the others and afraid to unleash an area of effect spell or fire into melee. The sinspawn sink into Azaela hurting her gravely, but El steps up to heal her. The summoned creatures then perish as Selene and Al finish them off. | ||
+ | |||
+ | The group heads in deeper and Azaela leads the way. As if guided by something, she directs the group straight towards the heart of the complex to the Shrine to Lamashtu and the Cathedral of Wrath. This huge room looks like nothing more than an immense underground cathedral. Ston e doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky run es. I n the center of the room is a large pool, with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection . At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava . Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Inside they see a quasit, a tiny type of demon and another sinspawn. She flies into a rage, accusing the group of “daring to intrude upon Mother’s sanctum”. The group does not hesitate. Al and Azaela engage and destroy the sinspawn between them and their foes. Selene closes and misses the tiny creature, but Grymar relies on //magic missile// to always hit. This results in Grymar being caught in a //hold person// spell. Azaela steps up for a big attack and she is rewarded with being put to //sleep//. The quasit dodges El and Selene while Grymar against uses //magic missile// as he does not think he can hit her any other way. Al steals the greatsword from the slumbering Azaela and swings the mighty blade killing the quasit. | ||
+ | |||
+ | The rest of the catacombs are easier to manage. They find ancient zombies in cages, easily delt with. They also find the goblin hero Koruvus, mutated by the unholy water in the shrine. While dangerous, he is not a match for the group. Grymar’s expertise in Runelord lore leads him to believe this fountain is a minor // | ||
+ | |||
+ | Al and Azaela go to the healing Ameiko to break the news to her of her brother’s and father’s deaths. As heir, she is now the newest noble in the city. She takes the news stoically, but they know she does not want to run a glassworks. | ||
+ | |||
+ | The group knows that some additional clean up is needed. With the threat of over 200 goblins against the city from Tsuto’s journal, they have to act quickly. There are not dates and no warning when the attack might come. The next stop is going to be the goblin stronghold of Thistletop and perhaps the “longshanks” who has been rallying them, the apparently not deceased Nualia Tobyn. | ||
+ | |||