Showing posts with label character log. Show all posts
Showing posts with label character log. Show all posts

Tuesday, October 28, 2014

Play Report: Brigid's Diary, Part 2 - Return to Richacre

Real time: played in two parts, 10/4/14 and 10/18/14
Je. played Brigid, a 1st level human barbarian
J. played Athanasius, a 2nd level human cleric
A. played Starkiller, a 1/1/1 half elven fighter/cleric/mage
S. played McCloud, a 1st level human druid
N. played Thoren, a 1/1 half-orc fighter/thief

[Note: The entry is written 'in-character' and changes in tone and such reflect the character at different points during play]
 DM notes are in [brackets], player notes in (parentheses)

   After my first adventure, I came back to Oldbridge with Starkiller. We sold our treasures, and I made enough profit that I was able to put many gold pieces into the Baron's bank for safe keeping. I carefully compose a letter to my family, telling them of my good fortune and assuring them that I will return once I have saved enough to replenish our family's coffers.
  I write in our family's code, so as not to raise any suspicions with anyone who may read the letter as it travels, both for my own protection, and that of my family's.
  I find that before long, I begin to thirst for more adventure. The rage inside me has been very quiet, and I am hopeful that I am learning more self control, but I still long to further my skills, and increase my fortune. Just as I was about to get very restless in town, I received a very strange letter.
  I write this diary and my letters home in the script of Eiru, but I am not able to read much of the common language. I ask Starkiller's cleric friend Athanasius to help me read the letter. It is from Toril, the headman of Richacre. He pleads for help, as there are strange doings going on in his village. I remember the kindness of the people of Richacre, and also remember the unfinished business we left there, the strange seal of evil in the tower basement. Combined with my restless thirst for more adventure, I know I must go.
  I convince Starkiller and Athanasius that we should travel with all haste to Richacre to assist them in their hour of need. We find two others, friends of Athanasius, who wish to travel with us, the druid McCloud and the half-orc, Thoren. McCloud is another follower of the strange gods that I don't trust, but I can't deny the usefulness of his skills. Thoren is an interesting fellow, very dim of mind, but strong, and cunning in his own way.
  We agree to leave the very next morning, after replenishing our stocks and equipment.

 Day 1 
   We follow the familiar route to Richacre, passing through the village of Ham-on-Wye and stopping at the Sad Wolf Tavern. And later, we enter Stowanger and stop at the Tankard and Bowl Tavern. Finally, we approach Richacre. The charcoal huts on the outskirts are empty and obviously were hastily abandoned. Then, I notice that the wooden tower on the palisades is shattered, and the gate is wrenched open, hanging broken and precarious. Through the opening, we see bodies scattered around, and the town is dreadfully, terribly silent. No one comes to greet us, there is no bustle of a town's work, and I fear the worst. Thoren and I decide to go ahead of the others, as we are tough and strong and better able to weather any threats that remain inside the palisades.
  We see terrible, terrible things. Some bodies seem untouched with no obvious cause of death, but with looks of abject horror forever frozen on their faces. While others - oh, the others! Some bodies have organs ripped out, some have huge chunks of flesh missing, others appear to have fallen from great heights. We see one house that seemed to have taken a lot of damage, and it has a large hole ripped through it, but with the edges of the hole as smooth as glass.
  Suddenly, someone calls my name. My heart is in my throat before I realize that it is Bertrand, the Hedge Mage, blessedly alive. He calls me over and hurriedly tells us that two nights ago there was something in the sky, that lights came from the sky, and whatever the lights touched, died. He was injured by the light reflected off a mirror. Now, he has seen the gargoyle in the sky again, and is fearful that he is too badly injured to escape. We assure him that we can help, tell him to stay hidden while we go get our friends and search for other survivors. We find one other man who seems to have survived, and Athanasius casts some healing spells to heal both men. He also casts detect magic, but finds nothing magical in what is left of the village.
   We continue to search through the village, and we find the Widow Schumacher who was mentioned in Tardill's letter. We also find a severed arm, holding a few pages from a journal. It must belong to the madman that Tardill indicated the widow sheltered. The journal pages are cryptic, yet terrifying, indicating he was a Mage, and mentioning a map of the cultist's temple, and finding the library of Skull Mountain. The last page seems written much later than the first, and the poor man had obviously gone mad. Mentions "devilfish", "Them", and "Lurkers", indicates he had been kicked out of the Duke and Count's courts, priests had tried to cure him, but they obviously failed as he continues his rants for at least several more paragraphs. I wonder what he had to do with the destruction wrought on the poor village of Richacre?
  I convince Athanasius to copy the pages here in my journal so that we can remember what it says. He added those pages later.
   Meanwhile, Starkiller recognizes that the wounds on the dead seem to be those of a "reversed" spell of healing. And Bertrand is very, very worried about the return of the Gargoyle. We assure Bertrand that we will take care of the gargoyle, and he gives Thoren an amulet vs. charm, and gives us a scroll that "enchants a weapon", giving it a temporary increased chance to hit and damage (+1/+1). Meanwhile, darkness is falling, so we hide as best as we can, and get some sleep.

 Day 2 
  We wake up the next morning and notice that some of the houses on the far side of town have been trashed overnight. We head out to check on the tower, figuring we will find the gargoyle there, and we can also check on the evil seal in the basement, figuring it might have had something to do with the town's destruction.
  We approach the tower directly, assuming that the gargoyle will be stone during the day, and thus, not a threat. Thoren approaches the door to the tower and is picking the lock when the gargoyle drops on us from above! The gargoyle savagely attacks Thoren [DM- taking him to -1 HP]. We immediately attack the gargoyle, Starkiller and I land blows. Athanasius casts a light spell, blinding the gargoyle. I attack and kill the gargoyle, making sure to take an extra, final blow to ensure its death. Meanwhile, Athanasius casts two cure spells on Thoren, saving our friend from certain death. I say a quick prayer of thanksgiving for good clerics. We talk amongst ourselves, debating as to whether we should go back to the village, or forge on to discover what is going on with the evil basement seal.
  While we are talking, the door behind me opens, and a Kobold wearing strange, cobbled together, almost full plate mail appears. Thinking fast, I try to talk with him. I tell him we killed the gargoyle, and he says he is glad, tells us that they hated the gargoyle. We ask if we can come in and see the basement, and he tells us no, that they now worship those gods. Before he can say anymore, we attack. The Kobold lands a minor blow on me, but I manage to kill him.
  We grab the head of the gargoyle and his backpack, and we notice he is branded - it almost looks like an eye surrounded by smaller circles. We also grab the Kobold, and decide to go back to the village to prove to poor Bertrand that we killed the gargoyle. We return to the deserted town of Richacre and tell Bertrand all that has happened. We go through the gargoyle's backpack, and find great treasures. Copper and electrum pieces, a silver bracelet with an amber crucifix, a Druidic scroll which we give to McCloud, he tells is it has animal friendship, animal growth, commune with nature,and cure critical wounds. There is also a broadsword - my weapon of choice! As I pick it up to admire it, it is tarnished and dull, but I notice the hilt has a carving of a beautiful women, head bowed, covering her eyes.
  Suddenly, the sword starts speaking! It speaks in the language of my childhood, Airu, and tells me it's name is Mor Altach, which means "great fury". It says that it can also speak in Orcish, Kobold, and Ogre, and it's blows do not cease to hurt (which makes me believe it is a sword of wounding). It also says that it can detect traps and magic within 10', though it has to be able to speak about them. Starkiller detects evil on the treasures, and nothing, including the sword, seems evil. Everyone agrees that the sword should be mine. The sword tells me it does not like my other sword, and I assure it that I will get rid of it as soon as we can get back to a town where I can sell or dispose of it safely. The sword reluctantly agrees that is ok, but I get the sense that I had better to be true to my word. I am unsure how I feel about my sword talking to me, but since it speaks to me in my beloved Airu, I rest a little easier. We try to question the sword about the gargoyle, and how it got here, but the sword was captured long ago, and has spent almost the entire time in the depths of the gargoyle's backpack, so it has very little information. So, we decide to rest for the night, and head back to the tower in the morning.
  Athanasius insists that we must deal with the kobolds, and we also really need to check on that evil seal. I hope, that with good rest, and focus, I can continue to keep my inner rage in check. 

Day 3 
  When we woke up the next morning, Thoren told us about a strange dream he had. The bracelet we found spoke to him in his dream, saying that it was weak now, and Thoren was the only one who could save it. When he awoke, the bracelet was on his wrist. I find that very eerie.
   As we head back to the tower, we notice smoke off in the Briars, almost like from a bonfire. It is far enough away we feel it is safe to deal with the tower without worrying about the smoke. I wonder what it is, though?
   We arrive at the tower, and thankfully Thoren checked for traps, because there is a nasty pit trap at the base of the stairs to the entrance. We are able to work around it, and Thoren goes up to check on the door. Suddenly, a rock is thrown at him from directly above! We look up just in time to see two kobolds duck back inside. We retreat away from the door for fear of the rocks, and we make a plan. We march up to the tower while firing arrows at the kobolds above, and quickly bust down the door and enter the tower. Inside we find three kobolds, and rather quickly kill two of them. We ask for surrender from the final Kobold, and then we knock him out and tie him up, figuring to deal with him later after we assess the rest of the area.
  We enter the stairwell, and find boulders coming down the stairs. We duck back out of the stairwell, wait for them to pass, then quickly rush up the stairs. We pass three closed doors, and then on the roof, we see two kobolds pushing boulders towards the door. I have to hurry, or they will knock us all down the stairs! I make a charge attack - and miss horribly. I quickly whip back around, and McCloud has killed one, then I kill the other.
  We go back down the stairs, and sense evil behind one of the doors. We open the door, and capture and tie up another Kobold, then head to the basement. There is a trap by the door to the basement, Thoren attempts to disarm it, but fails. Starkiller uses his spear to reach over Thoren's shoulder and poke the door open. A sapling whips out from the corner of the room with a dagger on the end of it. It just misses slicing Thoren's face!
  Then, before we can even blink, a giant weasel attacks Thoren! It immediately bit down and started sucking his blood. Starkiller and McCloud and myself attacked the weasel and Athanasius cast healing spells on Thoren to keep him alive. Finally, we kill the weasel and save Thoren. I look down and notice my sword is gleaming. The woman on the hilt has changed! Her hands are no longer covering her eyes, they are crossed over her chest, and she has a beatific look on her face. She has long, flowing gold hair, and her eyes are brilliant sapphires. I'm not sure what this means, but I feel a kinship with my Airu sword that makes me feel less homesick. We take the dagger from the trap after our battle with the weasel, and we feel certain it is magical. We find the secret door and go into the other room.
  There, we see 3 kobolds and a Kobold shaman who is casting a spell. I immediately charge the shaman, and to my shame, I miss, once again. But, on my next attack, I kill him instantly! The other kobolds attack and injure me, Thorin, and McCloud, but we manage to kill them all.
  (In the heat of battle, McCloud calls Athanasius the "Altar boy" - DM says 25 extra EP!)
  We enter the room with the evil seal, and find 2 humans tied up with another Shaman standing over them. I charge and kill the shaman - finally, I hit during a charge! As we release them, the two humans tells us their names are Allen, a peddler, and Gerb, a porter. Allen immediately pledges fealty to me, who saved his life by killing the shaman. When we get out of this tower, I am going to see if I can convince Gerb to stay with me, too, since the two are apparently life long friends. I find that I am more proud of saving the lives of these fine men than I am excited about finding treasures to send back home. My need for revenge has been so strong for so long, I'm not quite sure what to make of my new attitude.
  As we are standing there talking with Gerb and Allen, some of us see movement out of the corner of our eyes, and we go to investigate. We quickly realize that some Kobold women who must have been in hiding have escaped - and they took our two tied up captives, too! We decide to track them, as we can't let them get away. We find them fairly quickly, and rather than kill them, Athanasius tries to convert them to the truth of our faith. All evil can potentially be used for God's advantage!
  He succeeds in converting the kobolds, but knows their faith is weak. We negotiate with them, and convince them to shelter at the Abbey southwest of Ekull. A little time with the consecrated brothers and sisters will certainly strengthen their faith!

 (From the tower, and the kobolds we killed, we do find some treasures. Five pieces of Amber, a gourd jar with a paste that we later identify as a pagan potion of Hill Giant strength, and the magical dagger is identified as a +1 dagger/+2 vs. smaller than man size. We also find a fair bit of gold, so after paying our expenses and dividing it up amongst all of is, we each get 376 GP and a piece of Amber.)
   I decide to hire Allen the merchant and Gerb the porter. I know they will be loyal to me if I treat them well, and certainly they will help me amass my fortune and figure out how to get it back to my family. And meanwhile, my new sword gazes at me with those sapphire eyes whenever I look at it. I wonder what it all means? I believe I must rest for awhile, study and hone my skills. I suspect I have something more important to do than send my family my fortune.

  (GM indicates 1360 EP per character. Brigid will level up to 2nd level.)

 Letter Received by Brigid 
To Miss Brigit of Eiru, with all blessings,
  Fair maiden, I write to you with trepidation. You and your companions recently saved our small village from great evil and for that we can never repay you. But odd things seem to be afoot in our village again. Roald Collier recently found a madman wandering in the forest, tattered and bruised from wandering through the Briars. This poor wretch babbled about starnge things in the mountains above the Briars (which, truly, are enough to break a man's mind) and scribbled in a book. The Widow Shoemaker took him in and swore to nurse him to sanity.
  Since his arrival, however, the forest has been unquiet. Shadows move under the trees, the animals are fearful, and I have strengthened the palisade guard. I have written to the Count, but you are 4 days closer. Is there any chance, Miss Brigit, that you or your friends could succor us? 

  Yours in Hope,
   Toril, headman of Richacre

 Page from beginning of the stranger's journal 
decided to take my mentor's advice and begin a journal of my travels.
  It is strange, I must admit, to be far from home and from the library and lab of my mentor. I thought I was a grown man when I began apprenticing as a mage, then learned I was not once my mentor proved how much I had to grow. Then I thought I was a man when I mastered my first spell, until my mentor proved that a single cantrip is no more than a drop of water beside the sea. Now that I am no longer an apprentice but a full mage I fell I am a man. Am I to be show wrong again?
  But my mentor tells me this journal will help me understand my growth in knowledge and experience. That by looking back at my thoughts I will gain more insight than by merely living them once. I hope he is correct. We will see.
  Tomorrow I depart for Oldbridge to meet with the rest of my companions. With the map we have of the cultists' temple we think we might succeed where so many others have failed. Imagine – finding the Library of Skull Mountain, the accumulated tomes of a score of looted libraries, the research libraries of a dozen mages, and the writings of other worlds! Thought destroyed in the final battle my friend Jonzar swears that it survived and he

 Last page of the stranger's journal 
Last Deepwinter, but as you know all who know of the devilfish must die! The death of Zhonquil the Mage was no feud between wizards, it was an assassination by Them, the lurkers, the slaves to those foul creatures! I tell you truly, my knowledge of the truth is a blessing and a curse. Yes, I know we are all playthings to them, the secret masters, the ones from beyond. But that knowledge threatens to shatter my mind. And I am surrounded by fools! Can they not see?! Worries about bandits, orcs, and dragons, pfagh! All distractions, all to blind us to the slow, creeping horror of the devilfish as they corrupt more and more. The Duke threw me from his halls and the Count tried to have his priests “cure” me. I damn them all to the slavery they deserve. Yes, those who cannot recognize the Truth I speak and my genius deserve to be eternal slaves to the slime!! One day the king, the dwarves, even the haugty elves will bend their knee to me, ashamed of their arrogance in refusing to obey me as I fight Them! Who else can do so, the weak-willed king? The blind priests? The naïve paladins? NO! Only I have the wisdome, the knowledge, the vision, and the courage to save the world from slavery and worse than slavery from thos abominations from beneath the

Wednesday, July 23, 2014

Seaward Campaign - Ursula's Diary Part 1

Real time:
Part 1, July 19
Je. plays Ursula, a hafling thief
J plays Hans, a hafling fighter
A plays Starfalcon, a half-elf ranger
S plays Blackstar, a human wizard
N plays Talnar, a human cleric

  Backstory: We are here in Timberlake, my cousin Hans and I. We came from our home in
Riverhearth, looking for adventure - he and I have always shared a certain wanderlust. After we
arrived in the city, we got to know Starfalcon, a half-elf ranger, and his human friends, Talnar the
cleric and Blackstar the wizard. We all want to explore the world and search for wealth and
adventure! So we are, of course, keeping our ears to the ground, anxious to seize upon any
opportunity we can find. We hear that the Duke of Timberlake is distracted and concerned with
something odd off in the West, I wonder what will come of that? One day, Hans tells me that he
has discovered rumors that someone named Llewelyn the Black is asking for help. Now, that
sounds promising! All we can find out, though, is that he is somewhere to the west of the village
of Swining. People are surprisingly reluctant to speak to us of Llewelyn the Black. Everyone
seems to know who he is, but no one wants to tell us anything about him. So, we mention the
tales to Starfalcon, the ranger, and he tells Talnar and Blackstar. We get together, and decide to
just take off, see what we can see and find out. Swining is only about two days travel down
Wyvern Rock. Why not check it out?
  Before we leave town, I loan a few gold pieces to Blackstar. He wants to buy a few more darts,
and I don't blame him. He's going to need all the defense he can get. He is kind of a wimpy
guy, head in the books, looks like a slight breeze will knock him over. Wizards, geesh!

Day 1: The morning dawns kind of overcast, light clouds and a strong West wind. As we leave
town, Timber Lake is on our right, and what a beautiful sight it is! We travel onward, and around
noon we come to the village of Pancy. It is a quaint little fishing village with a post, and an Inn
called "The Purple Grimoire Inn". It is quite the odd little inn - hanging on the wall inside is a big
purple spell book in a glass case! We inquire about it, and the barkeep tells us that the book is
actually blank. He tells us the store of how the owner used his spell book as collateral for loans
to buy both this inn, and a couple fishing vessels. After his death, it was discovered that the
spell book was blank, so they hung it on the wall as a conversation piece. Such a strange story!
Lunch was good, however, almost worth the 5 copper pieces.
We continue to travel on until dinner time, when we stop in the village of Carcester. We stay at
the Roaming Ogre Inn, where a silver piece each gets us dinner, a room to sleep in, and
breakfast. When we come down to dinner, we see a man struggling with a small blue dragon in
chains. Such an odd sight, he tells us he captured it in the hills and is going to try to take him to
the Duke. We wish him good luck, but personally, I don't want anything to do with a blue
dragon, no matter how small!

Day 2: In the morning, we head south toward Swining. We are almost to the famous Inn at
Denmouth. Along the road, we run into another group, a half elven woman on horseback, an
obvious barbarian man with blond braids, a dwarf on a pony, and a rather shady looking character who I recognize as a fellow thief, and not the good kind like me. They let us know that
the road ahead is clear. They went to Estem, where they heard about a Dwarven silvermine
called Dwarf Hill. They tell us they were looking for a powerful spell caster named Llewelyn the
Black. None of us mention we are looking for the same man, though we get as much
information as we can, of course. The elven woman (who lets Starfalcon know that she is
engaged to Olaf the Bluff) tells us Llewellyn is quite a powerful magic user and maybealso a druid.  Sounds
like an interesting guy.
  Not too much farther along the road, we arrive at Denmouth and find the famous inn. It is called
" The Inexpensive Blessing", and its sign shows a Bishop and a coin. The story is that the
bishop rode through and blessed the Inn for just one coin, thus it's name, the "Inexpensive
Blessing". We eat lunch here for 7 cp (by this time, I am paying for Blackstar's lunch - poor
broke guy. I don't mind, it's never a bad thing to have the wizard owe you a favor.). It is a
beautiful, clear day, if hot and windy. We continue our travels, and by sunset, we are in Swining.
We stay at the the Empty Mug Inn for a silver piece each. We ask around, and get just enough
information to know we need to head west to find Llewelyn. While the rest of us sleep, Starfalcon
goes out to investigate.

Day 3: In the morning, Starfalcon tells us that rumors in the town indicate that Llewelyn is an
unusual spell caster trained by the Druids who once was an adventurer to the south. Most of
the outlying villages worship Llewelyn for what he does for the poor, but he has an odd sense of
honor, often says he can't do a certain thing due to some oath he made long ago. They say his
fortress is about 4-5 miles to the west in the forest, but we should be careful because there is
nothing much there. So, why not, after breakfast, we head out to the west.
  As we are riding out, we hear a girl crying, and look over to see a broken fence, and a bull
charging a little girl! Hans and I move to attack, and sadly, we both miss terribly. Talnar hits
him, though, causing the bull to start charging us! Just as I am about to yell that the villagers
might get upset that we killed their bull, Hans sets for charge, and the bull can't avoid the blow,
falling down dead. Suddenly, the bull, the girl, and the fence just - disappear! And a young man
appears, clapping. He congratulates us for a job well done, says the last party to come through
didn't bother trying to save the girl, so they didn't find him. He introduces himself - we have met
Llewelyn the Black! We talk for awhile, tell him a bit about ourselves, and he offers to take us to
his tower. The bottom level of the tower looks almost like a cottage, but strangely, with a tower
on top. We go inside and sit down with him, and he tells us why he needs help. He explains
that a raiding party of Orcs is attacking the kingdom. There are people, a brother and sister
helping the Orcs, people that he has an oath with. He explains that he once swore a Great Oath: because of it he cannot harm them or interfere with them; he cannot speak to the authorities about them; and he cannot directly ask others to interfere with or harm them. But, since we are strangers, he can tell us about it, and we can do what  we wish.
  We all know what he is asking.
  He takes us to the top of the tower and shows us the smoke from the camp where these people are staying, just about 8 miles away.
  He offers us a place to stay for the night, but tells us not to go above the fourth floor, and to
ignore any strange sounds in the middle of the night. Come to think of it, the tower looks to be
just five stories tall from the outside, but we all distinctly remember going up seven floors. I am
a little anxious about this, so I ask Telnar to try to detect evil. He senses no evil in the tower, so
we all relax just a little. In the middle of the night we hear a woman laughing, but nothing
sinister, thank goodness. Day 4: We wake up in the morning, refreshed, and a lovely young woman fixes us breakfast, and wishes us luck. We set out toward the bad guy's camp, and as we are walking along, we
notice an Ogre, about 15 feet away, leaning against the side of a tree. Luckily, he doesn't notice
us! Starfalcon attacks him. I sneak around to make sure he's the only threat around. We all
land blows against the Ogre, and finally kill him. Thankfully, I am able to get all my sling bullets
back, and Blackstar gets all his (my!) darts back, too.
  The Ogre apparently lived in this hollow tree he was standing against. Inside, we find a note
asking him to watch this road, signed by "Hammerhand". The Ogre must have been busy,
because he has a ton of stuff inside this tree. Mostly junk, but we do find some pretty amazing
things.
-a large quartz
-a sunstone
-a ring made with silver and gold enterwined bands, a puzzle ring
-a crown made of bands of platinum with an onyx on it
-a matching scepter of gold, also with an onyx on it
-a case made of wood, also with an onyx, with five potion bottle inside, identical steel bottles.
Hans smells one of the potions, says it smells like pungent plant material. He takes a drink, and
says he feels a lot stronger, ever so briefly. We all convince him to stop sampling the potions.
Geesh!
And finally, there are also 6000 SP! I guess our horses are going to be tired.

Tuesday, June 17, 2014

Character's Log: Seaward - Fiona goes to Dwarf Hill

Real time: June 14, 2014's adventure

Je played Fiona

Ja played Athanasius

A played The Sparrow

S played McCloud

N played Thorin



Fiona's Diary



Day 1: My dear friend Athanasius came to me today and requested my assistance. The bishop
has asked him to investigate some trouble in the northwest, and he wants to gather a group
together to go and see what is bothering the villages up there. Of course, wishing to further my
devotion to our one true God, and in the interests of our shared faith and friendship (I will never
forget how welcoming Athanasius has been to the lone little elf in his mostly human parish), I
agreed to assist him with the Bishop's request. Perhaps my humble magical talents and trusty
bow will be of some use? Athanasius asked if I knew of anyone else who would help, so I
approached that odd half elf I visit with in the Tavern frequently, The Sparrow. Seems like he is
always ready for an adventure. As expected, he agrees to come with us to help, and he knew a
couple people that, interestingly, Athanasius knew, too. A human Druid named McCloud, who I
really don't quite trust, and Thorin, who I actually vaguely knew, a huge half orc who is
delightfully dim of mind, but seems to have a big heart. Before we head out, I must check out
the magic shop and make sure I have my spell components. I think I will memorize the Jump
spell, plus the cantrips Distract, Flash, Spark and Mute.

Noted: spent 2 cp on a vial of grasshopper legs, and a bag with 10 doses of powdered iron.



Day 2

We had barely gotten started on our adventure when the Druid told us that a big thunderstorm
was approaching. We hurried on to the next village, called Ham on Wye, where we stopped at
the Sad Wolf Tavern. And just in time, too, a huge storm pounded us for several hours while we
were there. I guess that Druid is good to have around after all, despite his disturbing lack of
faith. We had a good meal there, talked with the locals who have heard tales of trouble in the
Northwest villages, but didn't have any helpful details. After the storm passed, they
recommended we continue on to Old Bridge, where there is an inn we can stay in for the night.
Thankfully, the stables took good care of our horses, including my dear pony, Hamlet.

Noted: Spent 3 CP for a meal and the care of Hamlet



Day 3

We spent the night at The Lost Dog Inn, where they gave us a nice dinner last night and
breakfast this morning. They also took good care of my pony, I am so glad he has had an easy
time of it thus far. It isn't always easy for a pony to keep up with the big people, you should see
the size of Thorin's draft horse! Anyway, earlier this morning we crossed the old bridge and
took the road northwest towards St. Johan's parish. About noon we stopped at The Happy Fish
tavern, where we had a good meal. It is great that we can save our rations for when we really
need them, which I am sure will be happening soon now that we are off the King's Road. This
evening, we arrived at the village of Wilburn, and unfortunately, there was not an inn for us to
stay in. Athanasius went to the local parish, The Parish of the Holy Crown, and when he told
them we were on our way to help the troubled villages, they offered to let us stay the night in the
rectory's guest room. The Druid isn't happy, but I am comforted.
Noted: Spent 2 1/2 silver pieces in Old Bridge for our meals and stable care. Spent 5 CP for
our noon meal, and I donated 2 CP to the Parish of the Holy Crown for their hospitality.



Day 4

The strangest thing happened today! We had travelled for several hours, and we stopped at
mid day to rest our horses and have some lunch. We were just about to pull out our rations
when tiny little loaves of bread and butter just sort of - appeared! I went ahead and tried one
and it was delicious! Brownie food, how wonderful to meet those tiny little friends again.

Noted: I left 1CP in gratitude for the Brownie's generosity.



Later that evening...

What a blessing! We have run into a pilgrimage camp! The Bishop of Riverhearth is taking
about a hundred halfings to the Cathedral of Ekull. They have invited us to camp with them
tonight, I am so looking forward to mass in the morning.



Day 5

After mass this morning, it started raining almost immediately. Thankfully, it stopped around
9am, and we even saw a beautiful rainbow. Around mid day, we got to Kirkby Village, and
stopped at their tavern, The Unicorn and the Giant. We were disturbed by the rumors we heard
there, they told us that there is a lot of strange goings on up at St. Johan's Parish. People are
missing, farmers who just don't come back. Very troubling, we are headed that way to check
things out.

Noted: I spent 5 CP for my mid day meal. Travel is so expensive!



Late that night...

Goodness, what a day! We arrived at the village of Kirkby where we met and talked with many
villagers who were just leaving. Eight people have disappeared from the village recently, and
everyone was scared. The Druid talked with a bluebird and a raven (I still don't trust him, but he
sure has been useful), and they said that big bugs have been eating people! The villagers said
that people had been disappearing in the fields just past a copse of trees, so we went out to
look around. We saw a very unusual and suspicious ditch and mound of dirt in the fields, and
before we could investigate further, a huge, wingless mantis type of bug reared up in front of us!
Thorin and I immediately shot our arrows, and it quickly died. The Sparrow and Thorin went to
clear out the bug's tunnels and unfortunately found a half eaten human corpse (May the souls of
the faithful departed, through the mercy of God, rest in peace), and a mummified Dwarven
corpse with 2 silver ingots and stamped with a clan symbol no one recognizes. They also found
and destroyed four eggs - thank God we were able to spare this poor village more sorrow! In
addition, there was a note on the Dwarf's body, and I can't believe that no one with me can read
Dwarven! Thankfully, the village priest was able to help us, and it said, "This is the last from the
mine. The rest will follow when we close the camp." I guess there must be an old Dwarven
silver mine nearby? We decided to leave the silver ingots with the local parish, along with a
copy of the note. The village threw a party for us tonight, celebrating the end of their fear, while
they mourned in sadness for their lost friends and family members. A bittersweet night, to be
certain.

Noted: Killed an Ankheg, and destroyed four of it's eggs.



Day 6

We assisted at mass this morning in Kirkby village (and that Druid keeps disappearing during
masses, I just don't think I will ever trust him!), then headed out towards Estham. It wasn't far, we arrived quite early in the morning, thankfully the weather has held for the last couple of days,
though it has been quite warm! When we got to Estham, we immediately talked with the local
priest, who filled us in on what he knew about the disturbances. A young girl was the first to
disappear, but everyone just figured she ran off with her boyfriend. But then, her parents
disappeared while they were out looking for her. People still wondered if it was just a family
problem, until another family disappeared. Parents and their six children all just vanished! They
lived in an outlying farm, about an hour away from the village center. The villagers went to
check things out, and found that not a single thing was missing, the father's sword still hung
from the fireplace, and the dinner table was set with 12 plates. Very odd. We are going to head
out to the farm to check things out there.

Later that day...

We got to the farm, it is quite a ways outside the village palisades. It is quite an impressive little
place, almost like its own freehold. When we got there, it looked like someone had searched
through their things, which is kind of strange, as the priest didn't mention anything. We also
found an unholy symbol under the wood pile. And, we found a loose stone in the fireplace that
held a scroll case. It held discharge papers and an 8 GP pension, nothing more. We decide to
leave the scroll case, papers, and gold in the fireplace, in case this family is able to come back.
We will take the unholy symbol back to the local priest, though, and ask him to destroy it for us.
Plus, we need to talk to him some more.


That evening...

The priest told us that the local villagers have talked about seeing strange things in the trees,
just movements, really. He also said that there is a place of local legend nearby, said to be
haunted by ghosts, an old Dwarven silver mine called Dwarf Hill. Tomorrow we will go check it
out, see if it has anything to do with the troubles around here. For tonight, we are staying in that
remote farmhouse, it is on the way to the old mine. We will be very careful, and expect trouble.
I am planning on taking the second watch. The others who aren't on watch will sleep in the
upstairs room, and we will block the doors with furniture and pots and pans. Those on watch
will make rounds throughout the house, checking the windows and doors and periodically going
up to the tower to survey the surroundings. I am hoping for a quiet night.



Day 8

Well, my wish for a quiet night was not granted. Four humans in leather armor, with crossbows
and shortswords, approached the house on my watch in the middle of the night. They rattled
the doors, and tried to get in. We were very quiet, but ready. In the end, the humans just went
away. Or so we thought. When we tried to leave the farmhouse this morning, they had set
traps on the doors! Thank heavens Thorin and The Sparrow at least thought to look for traps,
and were able to partially disarm them. I was able to pick up the trail of the humans, but once
we got to the edge of the Stone Hills it because impossible to follow. We thought we saw Dwarf
Hill in the distance, so we found a nice rock cove where we can leave our horses. It looks like it
will be an hour's walk, Thorin and The Sparrow are going to go check things out...(a little
later)The thieves are back, they said they found a stone house built into the side of a hill with
smoke coming out of the chimney, closed stone shutters, and they heard people crying inside,
moaning about being slaves. We must go check things out now!



Later that evening...

What a battle we've had! We went to the stone house, and Thorin broke down the door.
Inside, there was an old woman and a young woman, chained and making dinner. Four bandits were sitting at the table playing dice - luckily, we surprised them! We killed the bandits, and
more bad guys came through the doors. I cast Flash on one of them, and was able to distract
him a bit, and I killed a couple more with my shortsword and bow. But I am so frustrated with
the slow pace of my magical training, I wish I had better spells to help out! Anyway, after we
killed all the bandits and bad guys in the front room, we explored through some of the doors. It
is quite an impressive place, I have attached a map that we drew, for future reference, as we
have much more to explore there. We encountered a hedge wizard and another bad guy, the
wizard was able to stun a couple of my friends, but we prevailed in the end. We actually have
captured the wizard, and we found notes indicated that the bandits were running a slave trade,
sending the poor slaves to the Orc kingdom in the west. Those poor people! We freed the
slaves here at the house, of course. We found some treasures, too. We are going to take our
stuff, the notes and our mow, plus the captured wizard, back to the village.

Noted: I broke four of my arrows, but was able to get 11 of them back.

Money: After sales of equipment, after expenses – 386 g.p. each

Items:
 Longsword (magical, unknown)

Cloak (magical, unknown)

Blank Spellbook

Human-sized chainmail

Spellbook with these spells

Cantrips – Clean, Cool, Flinch, Gather, Palm, Present, Redlight, Spice, Sweeten

1st level – Detect Magic, Read Magic, Identify, Comprehend Languages, Charm Person

2nd level – Forget, Wizard Lock



Note: I tried, but totally, utterly failed to learn the Identify Spell. We must go in search of
someone to identify these magical items!



(From the DM:

952 experience points - must allocate for my multi class character.)