Early Quartermasters Log Entries

Experience Points By Session

Loot

What it was, who took it or when disposed.

 

 

Session 35

 

With the help from the fanatical cleric and the timely and awesome arrival of Parcensile, the party defeat the undead horde.

 

Session 34

 

Leaving the dark confines of the Long Mine, the party come across a small group of ten clerics who have experienced visions. They believe that respective deities have requested they each travel to the mountains to fight a dreaded and ancient evil.

 

During the discussion a large column of undead are spotted headed towards Dravecliffe village. The clerics and adventures decide to ambush the shambling human remains as they slowly make their way along the valley floor. Krate points out a short canyon that may suit the group's purpose.

 

Will the adventures succeed? Will the holy strength of the clerics blast the undead to oblivion? Or will the zombies and skeletons destroy all in their path? You'll have to wait and see in the next exciting episode of 'Serpentine Coast - An adventure's Tale''!!

 

Session 33

 

3000gp from the two treasure chests and the sword of Kass from the giant sarcophagus. Toss has been given possession of the Sword of Cas.

 

Session 32

 

Nothing.

 

Session 31

 

After defeating the shadowhunter bats and the malevolent spirit, the group continues on their way. They travel for many hours, following the mine tracks as they go deeper into the mountain.

 

The adventurers eventually find two openings in the tunnel walls, one on either side. The one to the left ends in a cold pool of water. Before Keth and Toss can go any further into the small cave, Krate stops them. He explains that the ceiling in this area is in danger of collapsing. We also get the feeling that the water goes further back under the rock face.

 

To the right, the opening splits into two branches. One leads to the final resting place of three Dragonborn. Krate's recognises the insignia on their uniforms. After Toss and Keth say a few comforting words over their remains, Toss searches a nearby stagnant pool and finds a purse full of gold and dagger.

 

The other branch ends in a large pair of secure double doors. After Azeari and Toss fail to open the locked doors (the latter setting off the poisonous trap), Keth successfully picks the lock and they enter the dwarven chamber. Here they find many precious metals and a journal.

 

Reading the dwarven journal, Toss finds that the party will have to venture into the crumbling cave to the left to continue their search for the Atropal's lair.

 

During the long rest, Keth dreams. He sees himself staring out onto a dark pool of water. He steps forward and walks into the freezing liquid. As he does, the water quickly rises past his knees, hips and chest. He then plunges into the cold, dark water, only to suddenly wake with a breathless gasp.

 

It would appear we are all going for a dip. (Mental note: Flaer would really hate this part!)

 

Session 30

 

At last, our small band of adventurers reach the Longmine. A entirely evil and foreboding place, haunted with the dark memories and restless spirits of the past. 

 

Session 29

 

Unfortunately, Flaer suffers further damage from poisonous salves while at the Warrior's Rest. We mourn his passing with the priests and acolytes of the Rest.

 

The party begins their trek to the Long Mine. They are joined by two dwarven rastlers, Glaman Cliffshaper and Orrion Copperforge. We encounter three winter wolves and uncover a chest full of gold.

 

Session 28

 

The adventurers defeat the villainous group of thieves and cutthroats atop the observatory. Flaer is mortally wounded. The group decide to race the body down to the Warrior's Rest at dawn and pray that the clerics there can bring him back to life.

Session 27

 

While having dinner, the PCs are caught up in a murder mystery. They fly into action to uncover the villains and thier murderous plot.

 

Session 26

 

The party rests in their quarters to decide what to do next. Flaer announces that he will cast a ?Read Object? ritual that will hopefully allow him to see visions of the Baroness. Using one of her dresses as a divining tool, Flaer makes out three images. The first is the Baroness ritually killing a human by slowly drawing a blade across their throat. The blood flows down the middle of a sacrificial table and pours over the edge. The second, is her exiting a secret room. This images proves very useful as Flaer recognises the stonework of the floor to be similar to that on the second level of the Keep. The final vision sees her in a small low room.

 

Accompanied by Barafin, Glimmerstone?s faithful servant, the group begins to search the second storey, starting with the Baron?s audience chamber. They discover the sacrificial table cunningly hidden within the Baron?s desk. Dark, crimson marks below the table verify the close proximity of the blood cauldron.

 

Behind the curtains in the Baron?s office they find a set of large doors and quickly deduce how to open them. Inside they find a dimly lit room with many items, including three coffins.

 

As the party is slowly going into the room, the young Baron Carl enters the audience chamber and sees what is happening. Outraged, he begins to scream at the blatant violation of his parents? private quarters. Carl nimbly snatches Barafin?s set of elaborate keys and runs downstairs howling, ?I will end this!?  Toss and Azeari run after the young Baron, leaving Flaer, Krate and Keth in the secret room.

 

Keth is also about to rush off after the Baron, when he notices the temperature in the room suddenly drop. Turning, he sees the shadows move with a strange, evil purpose towards his unsuspecting comrades. He yells a warning and battle ensures.

 

Back on the stairs leading down to the first floor, Azeari convinces Baron Carl that if he wants to take control of the Dravencliffe Pass, he must finally purge the Keep of any lingering evil. The young Baron, moved by Azeari?s words, realises what must be done. Together Toss, Azeari and young Baron Carl climb back up the stairs to aide their trapped friends.

 

During the battle, Krate is constantly buffeted by the undead and almost killed. Barafin accomplishes two things. He screams out words of banishment to the spectral apparitions that have absolutely no effect and he gets in the way everyone else. When Krate falls, Toss is the first one to assist her injured companion. Flaer unleashes fiery hell upon the enemy. Keth bounces about the room dealing various amounts of damage. He also learns that by doing cool things, for example; performing acrobatic tumbles and flips and bravely uttering heroic words, such as, ?By the Raven Queen, you will be smited!?, he gets bonuses from the kind DM. Azeari supports his friends with magical and musical words. And the young Baron Carl bravely charges in and does battle with the forces of the undead.

 

Finally, a triumph roar resonates throughout the chambers of the Keep. As the young Baron howls words of damnation, the remaining  poltergeists flee from his sovereign might. With the battle won, Toss and Keth use their combined radiant powers to destroy the bloody form slowly coalescing in the foul cauldron.

 

Session 25

 

The characters kill the vampire to only discover that she is not really dead. It they do not find an object called the cauldron of blood and destroy it before the next full moon, she will rise again. They frantically search the coach. They uncover a flask of blood (art object worth 20gp), a book of love poetry, letter to the Baron, dresses, a whip spiked chain and 130gp. No sign of a cauldron.

 

They deduce that the evil device must be back at the keep. Journeying back to the village of Dravencliffe, Azeari meets up with the elven fortune teller and she reads his future.

 

The remaining journey is uneventful, until they reach the gates of the keep. The Baron?s son is consumed with conflicting emotions. While he is grieving the loss of his mother, he is  coming to terms with the realization that he is now the ruler of the land. The party manage to convince the new Baron to give them leave to enter.

 

The group must now search for the cauldron. They believe it is somewhere in the priests? tower.

 

 

Session 24

 

As the characters exit the cultists? hidden den of undeath, they ponder their next move. By some celestial intervention, their question is quickly answered. The party inadvertently stumbles upon Baron Eckert and Parcensile in the midst of a very volatile discussion. The Baron wishes to enter the ruined temple and destroy what lies beneath. Parcensile, on the other hand, is attempting to discourage his decision. With the party?s assistance, Parcensile succeeds and the Baron storms off to conclude other dealings with past acquaintances.

 

The party travels with Parcensile through the snow covered mountains to a forgotten portal and step through. They quickly find themselves back at the town of Dravencliffe. Parcensile bids his charges a fond farewell and disappears through the portal again in a brilliant burst of blue light.

 

While most of the party goes to the Warrior?s Rest, Azeari wanders to the Snow Vulture?s Inn to discuss his father?s whereabouts and belongings with Gloin Fewgage. ?Shhh! Not so loud I beg of you.? Gloin hisses. ?I will meet with you after closing and talk of what you wish.? Later that night Gloin shows Azeari many maps and ancient documents. He tells young Azeari that his father had been pouring over scrolls of great antiquity. Azeari also joyfully learns of the king?s treasure trove of gold he has inherited.

 

After a well deserved rest in warm beds, the party rises to a beautiful, clear morning. They casually walk down to the common room and sit down to chat about their daily activities over a hardy breakfast of cheese and thick bread. Suddenly, a procession of riders and the Baron?s black coach thunder through the town. The adventurers learn that the Baron?s wife has been banished and is being escorted by some rastlers beyond the valley's border. Considering the Baroness? personality and unique appetite, the party feels that their presence may be required. Quickly organising their horses and provisions, the party races off after the black coach.

 

After several hours of hard riding, the sun slowly slips behind the Western mountains. As the coach reaches a bend in the road, it slides to an abrupt halt. The driver climbs out of his seat and scuttles up onto a outcropping of stone. Standing their he glares down at the rastlers and the party of adventures. The group can make out shadowy forms swoop overhead in the growing gloom. Suddenly the doors of the coach explode open and three dark shapes emerge. One imposing figure effortlessly leaps into the night sky and deftly lands upon the rocky ledge next to the driver. It stands and faces the adventures, a flash of red malice in her eyes.

 

 

Session 23

 

*The group decided to chance a long rest in the cultists? underground lair. Not convinced of their safety, Keth suggested that they prepare a surprise for any unwanted visitors. Thinking this a sound idea, Azeari and Toss set a trap by carefully placing the electrical blasting packs at both entranceways to the larger chamber. Krate also set his floating lantern at the top of a pillar in the large room, about 50? from the resting party. This may distract any opponents and buy the group some time if they are attacked. As the party began to bed down in the antechamber, they set the watches.

 

Time passed. The bright illumination of the magical lantern cast long shadows that danced about the room. The smell of the foul chemical reagents lingered in the stagnant air. Keth stood watch near the opening of the antechamber, his senses strained to capture any warning of an intruder. He heard a muffled noise. Turning, he looked down upon his slumbering comrades. Flaer mumbled something incoherently about the cold as he angrily burrowed further under his winter blankets.

 

Suddenly, there was an electrical explosion at the other end of the large room. Keth spun around. Even though the electrical arcs quickly faded, it was enough for Keth?s keen vision. He noticed a strange shadow moving through the doorway. A chaotic silhouette that seemed to grow and fall as it moved forward.

 

Keth quietly moved deeper into the shadow and woke his fellow adventurers."

 

The party was attacked by two swarms of Rot Scarabs. It took a while but the party managed to defeat the tiny creatures. Unfortunally, Krate was infected by some necrotic disease that was carried by the filthy insects. As the battle drew to a conclusion, Toss ran down the other end of the room. There she heard an insane cackle from down the dark corridor. Inching forward, she discovered pieces of an ancient, stone urn on the floor of the corridor and a muddy footprint.

 

The party decided to complete their long rest even though it may mean another attack. The remainer of the rest period proved uneventful.

 

Flaer and Keth, cloaked in Flaer?s dark light spell, silently made their way down the corridor as the rest of the party waited behind. Down the corridor they found another large room. Slowly they crept forward. Ever so faintly, they heard a strange soft noise. It sounded like a slight breeze or cloth moving. Not wishing to push their luck further, Flaer unleashed a fiery spell that exploded in the room. Hastily they made their way back to their friends and told them what they saw.

 

Eventually, the whole party made their way to the new room. Their they found a Shadar-Kai priest by the name of Romnian. It sat upon a stone throne surrounded by four wraiths. Keth grasped his longsword tightly and strode purposefully forward to do battle with the enemy. As he walked towards the creatures he felt a twinge of discomfort as he passed a gapping black crack in the floor. He peered down momentarily, the infinite darkness seemed to mock him. It was another portal to the Shadowfell. He snarled and continued towards his quarry.

 

Before Keth could enter the throne room, Toss called out to Romnian and began to parley with it. Soon Azeari joined in the discussion. They talked of the Atropal, of the sword of Kass and of a common enemy? Mortifile. Romnian eventually agreed to let Azaeri and Flaer search the library for the books they seeked. It also gave Azeari two gems ?The Eyes of the Dramorthian Flyers?. It claimed they would allow their user to look through certain things, like wood and illusions. In return for its assistance, Romnian asked that the party destroy the sword of Kass once they had destroyed the Atropal.

 

During the entire conversation Keth refused to talk. His eyes transfixed on Romnian. Keth understood what his companions were doing, but it took all his will not to leap into the room and murder Romnian where it stood.

 

*The party shivered as they quickly made their way out of the ruin and into the cold, mountain pass. ?Back into this detestable cold wind again I suppose,? whined Flaer.

 

Keth looked up into the pale, blue sky and thankfully sniffed the freezing air. ?So,? he said softly. ?What are you going to tell the Barron?? *

 

Session 22

 

We join the party as they disable the devilishly clever shadow trap and open the door to the cultists? underground lair. Behind the door is a slopping corridor descending into the darkness. Krate releases his magical lantern and commands it down the mysterious corridor. As it reaches the end of the passage the party can discern a large room below. Suddenly, a dark tendril grabs the lantern and disappears. Sensing danger, the party decides to rest before venturing further.

 

After a time, the party cautiously descends the passage, checking for more traps. Reaching the bottom of the corridor they prepare themselves. When ready, Keth bravely enters the room and quickly takes a defensive position behind a sarcophagus. Three Kir-lanan fly down from the shadows and begin to rain down attacks upon Keth. Luckily he is able the defend himself.

 

As the rest of the party enters the battle, it is quickly apparent that there are more than just the three demons in the room. Two Dark Moon Monks employ dark arts to ensnare party members in shadowy balls of chaos and drag them into poisonous traps. Meanwhile, a Brain in a Jar utilizes mind controlling powers to force the heroes to attack their allies.

 

While Krate is deadly accurate with his bow, Azeari sings magical melodies to bolster his friends and confound the enemy. As Flaer blasts the cultists and their creatures with scorching conflagrations, Toss launches divine energies to righteous effect. Unfortunately, Keth spends most of the encounter shacking off grapples from the Monks? dark magics, trying to climb out of a poisonous sarcophagi and resisting the mind altering spells of the Brain.

 

Eventually Krate drags Keth out of the treacherous coffin. And with grim determination and pissed-offish-ness, he unleashes a barrage of attacks upon the Brain in a Jar that shatter the glass container and destroy the foul creature within.

 

Searching the room, the party discover ancient robes worth 250gp, a Belial amulet with a gem also valued at 250gp, a silver ladel woth 20sp and a series of leather bond tomes with gold trim.

 

Flaer and Toss study the books and learn they are the ancient journal of a cultist named Herros. Azeari and Krate gather the looted treasure together and begin dividing it up. Remembering the secret compartment in the water basin back at the Baron?s castle, Keth inspects the font in an antechamber. Here he discovers an enchanted Amulet of Resolution +2.

 

Flaer deduces that the journal is not the books they are after. They must be somewhere else. For now, the small band of adventurers rest. Tomorrow they must journey further into the bowels of the cultists? lair.

 

Session 21

Juan turns out to be Azeari's long-lost father. The cultists tricked him into working for them as a treasure hunter and researcher, but eventually decided to imprison him because he knew too much. The mausoleum referred to in the elven prophetess' card reading (Session 9) is a literal place: the tomb of an immensely powerful, undead proto-deity called an Atropal. Juan believes that Mordephile has forged an alliance with the Atropal, in order to hide his own nefarious schemes from the deities and their servants. If we could somehow pierce this shroud of secrecy, then both the Atropal and Mordephile might be destroyed in an act of divine retribution.

Juan has learned of two artifacts that together might serve to aid our cause: the ring of the Dramorthian Ranger, which was given to us by Baron Eckert, and the Sword of Kas. More information might be gained if we find the rest of the cultists' library, which M. took with him to the cult of Belial.

Eager for some fresh air, we follow a secret passage behind a bookshelf that leads to a cave in the side of the mountain. We have a long rest, during which time Krate's illness grows worse. Toss finds a cure disease ritual, which she performs on both Krate and Flaer.

Having spent the entire day researching in the library and performing rituals, we have another long rest. During the night, Keth spots some torches in the distance and wakes everyone up, excitedly. He is told to go back to sleep.

In the morning, Juan cleanses the Vecna cult's lair of evil, then heads back to Draevencliffe for some R&R. We head towards the third cave, which we expect will contain the cult of Belial. Krate finds some tracks, which look like they were made by the torchbearers the night before. We arrive at an ancient-looking temple and decide to go inside to check it out. It is warded by powerful necromantic magic, but with the Ring of the Dramorthian Ranger, Keth is able to disable the trap so that we can proceed safely.

 

Session 20

(Many thanks to Rob)

After a short rest  following the battle with the Death Dogs, Keth opens the portcullis and Azaeri sneaks down the corridor to investigate. Seeing nothing immediately dangerous he motions the party onwards. Krate and Keth head down and around the corner into a large room filled with tables laden with alchemical equipment. There are many bookcases and a bearskin rug on the floor near the middle of the room. There are also 2 barred cells on the right and foward walls. A robed figure jumps out from behind one of the book cases, followed by some lackeys who look very similar to the guards at the gazebo, and the battle begins.

The robed figure, obviously a necromancer and priest of Vecna, pulls up the bearskin rug to reveal a pit roiling with evil-looking smoke and pushes one of his lackeys into it. The lackey is not very pleased. Keth and Krate immediately begin wailing upon the priest and Keth manages to teleport him into his own pit. Unfortunately the thing he summoned with the sacrfice of his minion catches him as he falls and brings him back into the room.

Flaer takes a leaf out of Keths book and blasts both the summoned creature - a skeleton with a deadly-looking scythe - and his current luggage back into the pit again. The skeleton disappears in a puff of

smoke but reconstitutes back in the room. The necromancer manages to catch his own fall this time and pulls himself out of the pit. The lackeys go down fairly easily but the priest and his skeletal friend pose something of a threat, taking Azaeri and then Toss down while the rest of the party battles on desperately.

In a hopeful move, Flaer opens one of cells and releases a malnourished figure who was seen within, one who sounded awfully familiar to Azaeri before the bard kissed the floor. With the former prisoner's help, the necromancer is defeated and the skeleton returns from whence it came. Azaeri and Toss are revived and the prisoner reveals himself to be Juan Eleazar, an adventurer and explorer who has a great knowledge of the Shadowfell, which he offers to aid us...

 

Staff of Fiery Might +2 (claimed by Flaer). 2x Potions of Healing. (3rd used to revive Toss.) Gem worth 250gp. Symbol of Vecna +2. Spirit Link Chain Armour + 3.

Session 19

 

This session started off with such promise and high expectations. Azeari created a brilliant lie to the cultists henchmen that allowed the party to search the area, inspect their equipment and put them through a series of gruelling dexterity and endurance tests. It all went to ruin of course when Toss activated the hidden mechanism for the stairs. This alerted the guards to our intentions and activated 4 winged undead. Now, we all know that we will have to deal with them eventually.

 

RULE #2: Cleanse every room, never leave an enemy alive.

 

As the party raced down the stairs they could hear one of the guards sound the alarm. Exiting the stairs and entering another large room, the group of adventurers encountered 2 large Death Dogs and 4 Corruption Corpses. Anything that has the word ?DEATH? in its name is never good. This proved to be one of the biggest and hardest battles fought. The heroes? life points ebbed and flowed during the course of the encounter. Eventual the party prevailed and defeated the foul creatures.

 

Searching the room, the group found 200gp of chemical reagent, a portal to the ?Shadow Fell? magically hidden by an illusionary fire, the secret leaver for the portcullis, and a pit trap. Unfortunately for Azeari and Flaer, Keth activated the pit trap, ?Sorry!?

 

The party has heard puzzling noises down the corridor beyond the portcullis.

 

After a short rest, the party could: #1 Stay where they are, set a trap and wait for the enemy to come to them. #2 Attack the henchmen above. They wouldn?t expect that. Note, can we actually open the stone portal above the stairs from this side? or #3 Boldly forge ahead and take the fight to the big bad guy.

 

Flaer and Krate also contracted the dreaded 'Mad Dog Disease'. This could be bad! Will they: #1 Sniff each others butts. #2 Hump our legs. or #3 Start licking their own genitalia.

 

Session 18

 

"I may have slightly embellished what happen this session," Quartermaster.

 

That afternoon the party sets off to the next cultists? cave. Krate expertly guides the adventurers along the trail, safely navigating the deadly, ice crevices. Early that evening, the group discovers the entrance to the cultists lair and search the area. They find nothing but a wagon full of skeletons and dirty, green water running out of large, metal pipes. They decide to rest for the night and figure out how to enter the evil cultists? den in the clear light of the new day.

 

Later, in the dead of the night, Azeari quickly alerts his companions as they are attacked by skeletons and winter wolves. With Krate's expert, tactical experience, the small group of adventures quickly defeat the creatures of the night. Krate has so much fun he can?t stop laughing. Azeari assists Krate fight a winter wolf, but the diabolical creature does not fall for the old ?slip on the ice and throw your sword in the river trick?.

 

Utilising his new staff, liberated from the evil priest, Flaer dispatches the final winter wolf. Flaer senses that the wolves were somehow influenced by some malevolent, outside force.

 

In the morning, Toss feels that the Orb does not like the evil staff that Flaer now carries. She convinces Flaer that it would be a good idea if she destroys the staff with the Orb. He agrees and Toss breaks the staff over the Orb. Everyone is happy. Toss and Flaer are so glad they decide to go for a swim in the freezing stream. Unfortunately, as Toss splashs Flaer, she drops and loses the Orb. She is very sad now. Later, Azeari and Keth help their friends out of the water.

 

As the party plays in the water, Krate bravely searches the cave by himself. He turns on a hidden switch. This stops some of the water flowing out of the pipes. Suddenly, some rocks fall and Krates gets some dust in his eyes. He can't see for awhile. Krate is sad... for awhile.

 

Working together, the group solves the pipe puzzle. This stops the dirty, green water flowing out of the pipes and reveals a sturdy wooden door in a wall. Also, walking down river the group retrieves the Orb and Azeari?s sword.  Everyone is happy again.

   

Session 17

 

After a long deserved rest, the party was visited by the Baron. He instructed the group to continue their quest to destroy the evil cults. He gave Keth a signet ring, This item allowed the party to magically call the Baron, in case they needed help. Flaer was also given a potion of healing.

 

Soon after vanquishing all the evil cultists and their minions, the group of brave adventurers discovered: a cryptspawn potion, a quiver containing 12 +2 fire arrows, 400gp, a +2 staff, a symbol of Orcus and a +2 curseforged chain armour.

 

Although the treasure has yet still to be divided, how does this sound to people... 400gp divided between group (90gp each), +2 arrows to Krate, staff to Flaer, curseforged chain mail to Toss and cryptspawn potion to Azeari. I am not to sure what to do with the symbol of Orcus... sell it on Ebay?

 

Session 16

 

After a short rest, the party returned to the cave containing the Orcus cult. There we were attacked by 2 wights, 1 skeleton and 2 boneshard skeletons. In the middle of the room is a small fissure which we believe is a sacrificial pit the evil creatures throw their victims. On the opposite side of the large room is a corridor leading further off into the mountain. The room the undead creatures inhabited appeared to be somehow sentient. This is BAD! The room's doors magically close, trapping the party inside. We decided it would not be good to stay in the room, so after some searching, Azeari finds two small leavers to open the doors.

 

This session was also a day of discovery. Realising the 'Ring of the Dramorthian Ranger' is best in the hands of a close combatant, Krate gives the magical ring to Keth. Keth, also concluded that the 'Floating Lantern' is ideal for Krate. The dragonbourne can position the lantern in an area and then use his bow unhindered. Flaer discovers that the orb he obtained from the 'Cave of Souls' is also sentient. The large glowing pearl appeared to gleefully approve the destruction of the undead. Toss is given the orb and he deduces that the object has a particular unlike for the Orcus cult. The pearl is infact a holy symbol. Toss will try and use it to cast her divine spells.

 

The party moves outside the evil room to the natural caves. Faskinhold sets a series of traps that will warn the party if someone, or something, approaches. We set watches and bed down for a long rest. Toss, Azeari, Flaer and Keth go up a level.

 

Session 15

 

Session 14

 

Session 13

 

Session 12

 

Last Friday night saw the party meet secretly with Faskinhold and discover the ancient secret of Dravencliffe Keep. Next, we secretly worked together to unravel the secret mystery of the Keep's tapestries. Many unforetold secrets were discovered. Up stairs, in our room, we secretly discussed our next move. Later that night Krate overheard a secret conversation between the Baron and his wife. The Baron divulged a secret desire to leave the castle and do battle with an evil beast. The next day we journeyed below Dravencliffe Keep and searched the secret passage. The dark corridor ended in a secret door, which proved to be another portal to a secretly, hidden room. Encountering a hellishly drowned ghost and her 4 minions within the secret chamber, we did battle with the undead and discovered a secret compartment in a wall. In the secret nich we found a book wrapped in a oily rag. It was the long lost, secret journal of Herros. What other secrets will we uncover next?

 

Session 11

 

The party searched Wormwood's quarters and discovered a secret compartment in a wall that held a mysterious amulet. The jewellery turned out to be a symbolic medallion dedicated to Belial, a devil from the Nine Levels of Hell. We also uncovered pieces of parchment that turned out to be an invitation to a secret meeting in three days near the northside of the lake. We believe this to be the location of the mysterious Long Mine.

 

During dinner with the Barron and his heads of staff, (Please note: Toss fully recommends the potato salad and three bean mix), Krate was accused of thievery. As we began to contest this accusation, Azeari and Keth spied a interloper behind a tapestry and dragged out one Mr Wormwood. We discovered in his possession a dagger, a mace and a set of thieves tools.

 

Flaer, Keth and Azeari convinced the Baron that Wormwood was indeed the thief and assassin. At this time we noticed that Fallbranch was slowly exiting the dinning hall. After a short melee, it was discovered that Fallbranch was indeed in league with Wormwood and conspired to carry out some dark deed. Fallbranch?s guilt was later confirmed when we found another Belial medallion in his possession.

 

Session 10

 

The party arrived at Dravencliffe Keep and was suddenly attacked. Wainscott, a messenger from the village, came to warn us of a conspiracy within the castle and was shot with a bolt from one of the castle towers. The party investigated the assassination attempt.

 

We discovered many clues and concluded someone was indeed waiting for our arrival. A master key from the museum was stolen that allowed the attacker access to the castle's defenses. The party met the Baron and we discussed our suspicions. He agreed that these matters must be dealt with immediately. The party, accompanied by Master Vereen, inspected the museum and discovered how the attacker gained entrance into the museum's inner room. We also found a secret passage under the stairs.

 

Talking to Wainscott on his sick bed, we learnt the name of our attacker, Wormwood. Talking to Vereen we learnt that Wormwood was masquerading as a cleric to learn our plain. He was in fact a worker charged with the upkeep and repairs of the Keep. We had our suspect!

 

Session 9

 

Keth won 10gp in an ice axe climbing competition. Azeari discovered 4 fortune telling cards under his pillow during one night's stay in the inn. Flare repaired his ever burning torch. On their way to the barron the group was attacked by winter wolves. We killed three of the pack and was rewared 1000exp. The party also collected 3 winter wolf pelts and an IOU 100gp for helping the young acolite. We maybe able use the wolf pelts as a form of camoflage clothing in the mountainous terrain.

Session 8

Party pooled gp to date: 1030. We spent 600 gp to purchase cold weather gear for four people, we swapped Krate's Worg Skin for another set of gear. Total Party Pool after purchases: 430gp.

Keth sold some magic items and bought two pairs of mittens. One set to himself, one to Krate. 40gp left over pocketed by Keth.

Marian gifted her +2 Symbol of Life and Amulet to Toss (Toss already had these from Session 6).

Tyron Fewgage gave the party two silver tankards(5gp each) as tokens for when we get to the Snow Vulture Inn in Draven Cliffe Township. The Tankards are inscribed with the arms and name of the Snow Vulture Inn.

Flare pocketed 8gp from the bandit.

The party gathered up 640gp worth of Blast Patches into two pouches. Toss has both pouches.

As thanks for fighting the bandits, the gnomes gave Krate a pair of fur lined boots which give +1 to endurance.

Session 7

From a hidden chest on the second floor of the tower, we discover incriminating evidence linking the Shire Reeve and Rotar Feilentask. Searching behind the tapestries, the party also finds a map indicating more teleportation portals throughout the Serpentine coast.

Session 6

In the secret room next to the dungeon the party found: 2 x potions of healing, +2 Symbol of Life - Toss, +1 Darkleaf Armour - Keth, silver amulet with moonstine (250gp) - Toss, expensive clothing (200gp), and silver (40gp) - party.

 

The party discovered the necromancer's room and found: an evil spell book - Toss has it in a small box, wrapped up in cloth with scented incense sprinkled in the container to reduce the stench, and chemical components (1500gp) - Toss, Flaer and Azeari.

 

From the evil Necromancer we liberated: +2 wand, level 6 of something - Flaer, evil amulet - Flaer, magical robes, and envelope with seal - Flaer. 

Session 5

After battling the necromancer the party recovered: chests full of expensive dyes and cloth, chests full of gold and silver, and spell components - Toss, Azeari and Flaer(120gp).

Session 4

The party stumbled into an ancient crypt and uncovered: +2 longbow - Krate, 2 pear shaped rubies - party, 4 ivory statues (100gp) - party, and 150gp - party.

Session 3

Session 2

Session 1