Absalom Adventures

Master of the Fallen Fortress
Session 1

Day 1

My name is Clarissa, I am a Gnomish cleric of Irori.

The head of the temple in Absalom (where I was raised), Ysia has decreed it is time for me to have some direct experience of the world. So she has sent me to the Pathfinders so I do not have to go out on my own.

I did undergo a refresher course on the use of Irori’s power – cool. However the crash course in fighting was – to put it – not to my liking.

Arriving at the pathfinders the door is locked. It seems we are unworthy. I follow the others to the pub – surly Ysia would not have sent me on a wild goose chase.

Someone comes in claiming an earthquake has opened some old Fortress. Sounds like time to get some real world experience. Obi (Halfling bard) is trying to rouse us all up to explore.

Miro & Ddim seem to want to come as well. Not surprising for Miro, as he is Obi’s identical twin – though Miro claims Obi is the fatter of the two. I’m not so sure about Ddim as he is a fierce looking half orc.

The four of us trave to the fortress. While still outside 3 nasty puppy dogs come out to attack us – not sure what happened but it was strangely exhilarating. I know I hit once but my companions did the rest.

We go into the first room. Ddim finds a spider – my curiosity gets the better of me and I step just inside the door. My Sling shot is a miss. Ddim seems to hit it OK. Then I KILLED IT !!!

It seems we have to climb the outside was – Yuk – fortunately Ddim can climb and then thoughtfully lowers a rope. Pulling all 3 of us in one go probably wan’t so good. I landed on Miro (Halfling Sorcerer).

Next room – Trogladites make us all sickened and all Miro & Obi can do is argue about who can hold their drink!

Trogs dead, Ddim falls over. (I think there was some healing from here). When Ddim comes to he asks Mori to stand on one foot, when Mori complies Ddim points and says “Balanced”.

Fire Skeletons nearly kill Ddim, we littlies kill them but now must rest. I have no healing left and Ddim is already snoring.

Day 2

More Trogs – Miro & Obi argue over who did most damage to kill one.Ddim hits next trog – but I kill it with a sling shot !!

Ddm wants me to eat its still beating heart. Why?

Oh dear I am starting to talk like Ddim and his stalted Common.

We find a prisoner Pathfinder. How to free?? Try key of course!! (I must have missed documenting that).

Miro & Obi argue again – Ddim says “And they say Ddim dim”

Miro gets lowered over edge and gets pulled back up enveloped by a swarm of bats.

Ddim attacks a crocodile crying “BOOTS” after macerating the croc and being told he can’t have boots – he cries “Sushi”.

The Pathfinder Bard we rescued (Yeah I know I skipped that bit) offers to sponser us to the Pathfinders.

Back in town. Wow!!! Everything’s gone so fast. No wonder there are gaps in the diaries in the temple. I see now why Ysia has sent me out here. I have an awful lot to learn.

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The Confirmation
Session 2

Day 1
I am currently residing in Absalom. (I’m Clarissa by the way) An invitation has reached me to go to the Pig’s Paunch. “Start where it all began”.

An Elven man (Keritan – master of scribes) invites us to sit. He and his mates think it’s time for the group to undergo our Confirmation. Us includes myself, Ddim, and Miro. Janeria will accompany us.
We will travel to the caves and see what the gillmen are up to. Under Cortos Mount.

Ddim claims that on our previous meeting he could carry all the other party members. Them says speak to the short one to Janeria (bard) who in turn levels the look at him.
“Explore Report Co-operate” Janeria exclaims this is the Pathfinder Creed. Janeria then tries to get us to tell each other about ourselves.

Fægir worships Shelyn and seems to be a tattoo artist in his quiet times. Delia is a crafter of books and a Gnomish wizard. A lady who is dressed in robes almost identical to mine save for the depth of colour used.
Miro, happy to be away from Obi, now he might get some food. “Gillmen SUSHI” yells Ddim – Ah alligator sushi did not work.
The centaurs are said to surround the lower grounds of our journey – I hope they are friendly, I’d love to meet one.
Janeria says some die on confirmation. I say “I elect Ddim” then only joking.
Pass the siege towers around Absalom are pointed out. Fallen Fortress was in one. The day passes uneventfully
Zirul catches some more rabbits. I wonder who butchered them.

Day 2.
Janeria flips open her wayfinder to find our direction – I wouldn’t mind one of them.

In the Deep Forest – we hear a Rustle (Zirul says hello Russel) ahead and to our left – swarms! Yuck! I hate swarms – of spiders this time. Fægir (the paladin) now seems to be called Fabio.
The party start trying to find area of effect weapons. Delia does “Berniws” hands to which Fabio says we don’t want Bernie to have no hands.
Delia takes damage, the boys fire attack the spiders then I heal Delia. Zirul finishes off the spiders on Delia the old style way oil & fire. Zirul takes Damage, Fabio & Miro also take damage.
Miro is covered in the spiders – he tries to move out then turn & burning hands. I try to heal the party on mass and almost fail by healing minimal damage. Janeria offers to do some cure lights. I step back ashamed of my effort and let her heal the party.

Janeria hurries us along to get to the destination before the full moon rises.

A narrow crack in the cliff face hidden behind vines leads to the caves.
Suddenly a Minotaur comes crashing thru the forest. Janiera throws her pack into the cave and tells us to go on. She will deal with the Minotaur.
As we leave, Janiera can be heard using her oratory to full effect. Ddim “Why talk? Hit it!” We pick up her pack. Fægir goes bing bong.
Paladin hallucinates – we stand in a 3’ wide corridor waiting for a Gillman to pass so we can follow him – yes sir please push your way to the front, then we will follow you.

Water in the corridor blocking our path, 10’ wide 20’ deep – can we jump, should we swim. Oops I saw that wrong it’s a 20’ deep pit with 10’ of water – remember measure twice, cut once.
Zirol climbs down – ahh missed that glowing stone that he grabs – seems to be a cloak. Wood stakes at bottom. He sees to be having a hard time climbing out. Ah finally he learns to take it slowly and succeeds.
The boys pass a rope across then help the rest of us across. Ddim delights in easily climbing down and up with ease. Everyone tries to figure out what type of magic is on the cloak. The ranger decides to wear it anyway.
We approach the exit of this cave into the next. Our paladin does a bing bong and perceives a general aura of magic. There are drawings on the walls. Fægir and I try to interpret them,The farmer, the Fisherman, the Tailor and the Thief. The history and future society & 12 parables.Tinker Tailor Soldier Spy, Rub a dub dub.Meanwhile Zirul wonders over to the passage between the caves and sees a humanoid figure standing at the edge of a pool with some sort of pillar in it.
Fægir moves across the bridge – bing bonging as he goes – he calls out to the figure who is a Gillman –‘Uri’ Fægir the introduces himself as not Fabio Uri says he is listening to the silence. I say “Not gonna happen with us around”
Uri looks perturbly at Zirul – some of our party notice that the cloak Zirul is wearing is identical to Gillman cloaks. Uri claims it is his and Zirul returns the property.

Fægir does his fancy diplomacy to explain our quest to Uri and promises to explain not to wee in the sacred water. Around the little city model of Ancient Absalom is this a temple of Aroden and the bits of string and frogs and stuff are divine offerings.
Fægir rakes 4 lines in the ground in front of the water – Ding we did something right! Wrapping the city in cloth provides another ding. Fægir forfils the Thief requirement in a very un-paladin like way by stealing the most beautiful item he can see. Much talk about Paladins wee being holy and whether or not male paladins in combat would whip it out. Fægir claims he is not that sort of paladin.
We hear the sound of running water. Zirul wants to know what it is scared of. The paladin forgoes any attempt at stealth and tries diplomacy instead. What on – Kobolds of course. Fægir has gotten the Kobolds to make a map of the area for 5 gold. On payment they toss the parchment – in a bag with a stone – over the river to us. Have we bought a pig in a poke. Zirul now wants to know if he can just shoot the Kobolds – this erupts into an argument between Fægir and Ddim. Zirul leaps and jumps across the river. Ddim carries the little ones, Fægir wants them tossed to him. Ddim says that is bar sport – The gentler form of Dwarf tossing. You can toss 2 at a time.

We hear bardic oratory ahead. Could it be Janeira? Zirul suggests we go the other way. We can’t hear the ranger but Fægir says that’s just because he’s really stealthy. I guess we are just going to plough on ahead to see what’s happened. The ranger has been engulfed by a gelatinous cube. “Ah my dessert has engulfed me” Fægir. I’m in deep jelly. The ranger tries jelly wrestling – does not win. Engulfed for 9 rounds – D’dim claims he has seen characters die and resurrected in that time. Miro wants to put hand between D’dim’s legs and cast burning hands – Dragon fire. Delia would rather play with fishies. D’dim is insulted. Gelatinous cube destroyed as it wet’s itself.
Ah now we’ve reached the exit of the cave system. It is Janeira that I can hear. She is fighting a minotaur.
And of course there is a fast flowing river between us.
Miro and myself go as fast as they can towards the bridge- only to have D’dim stroll past them – he could at least have picked us up along the way. Janeira goes down a victim of her own whip. Miro attempts to run across the log and ends up straddling it. D’dim takes damage “I;m still standing’ erupts the chorus. Once again I perform the most ineffectual of group healing. D’dim goes down that leaves Miro and me available as targets – he chooses me. Oh dear everything goes dark.

Sorcerer, Sorcerer I dream of Miro disclaiming that he is a wizard. Paladin kills the minotaur and revels in healing the rest of us.

Janeira takes us back to Abaslom and looks at the notes she asked us to take. I suspect she thinks I am an over achiever. We get to name the caves – Arodens Caverns is the group decision.

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The Wounded Wisp
Session 3

Day 1
Clarissa here again!
Whilst I still love delving into the tomes in the temple I find myself waiting for the next invitation to adventure.

Venture Captain Drengle Drenge thinks we’ve been resting around too long and invites us to meet him. On the way he intercepts us dressed as a beggar.

He wants us to retrieve a particular package. He hands us a map to the Willow Wisp Bar. He would do this himself but he has to remain undercover. He still would like some creature comforts, and the package we are to retrieve is a bottle of wine from the cellars.

Drengle did us no favours as this is a standard dive bar. Obi claims he’s been thrown out of better. Strange place to store a bottle of fine winr.
Hi Janeria, she’s busy with more Pathfinder initiates. Virgul buys a round and speaks to the barkeep about the bottle of wine. The barkeep will take us down to the cellars shortly.
Yargos has lots of books mainly pathfinder chronicles. He seems to think the Pathinder chronicles to be the most accurate.
Aram Bin Kallel approaches us. Virgul integrates – Aram is a follower of Sarenrae former member of the society and current purveyer of curios.

Heryngale (I finally caught her name) is the barkeep about to take us down to the cellar. For some reason Zirgul is now a ranger not a sorcerer.
I start casting buffing spells and the others want to know why I and so paranoid. Time will tell.
Zirgul opens the first door, we start to file in across the fissure down the stair. Follow, follow, follow the yellow brick road.
The bottle we want turns out to be a lever to a hidden room. A creature jumps out at us, we don’t know what it is. Ir tuns down to attack Ddim. Ouch’s Ddim in sow cuddled with bad intentions. Ahh but he manages to get away. I heal Ddim.

Much combat ensures – to busy to write in my journal.

Ddim wants to know if its feeling vulnerable and alone – must be the creature retreats . We of course follow. It is now identified as a chocker, just what it did to Ddim.

Parchments of curious writings about the adventures of Solinius Foster and of things left undone that it would seem we should continue them. “The Lost Chronicles “ says obi, but perhaps the hidden chronicles would be a better description. Zirgul asks Yargos about the names in the parchment. It seems they were founding or early members of the society. It seems Foster and Elysia were divided about the need to share knowledge. “We should rename this adventure Wiki-Leeks” Obi.

Lets find the pathfinser wall of names, does it have the names listed in our parchment. They have puzzles under each name – I guess we have to solve them.

Travel to the Necropolis (graveyard)
We’re looking for the grave of Arkath as he might have been interred with a key that is mentioned in onw of our clues. Fægir recognises the cleric guarding the tomb as a priest of Asmodius. Ddim tries to bribe him
To let us in 10gp – refused. Zirgul goes for the lot bag idea of 50gp for all the names we need – refused. Ddim pays him a straight 50gp and we have out direction from him.

The cleric of Asmodius cast invisibility only to be found by our paladin so we all wave.
Door to the Mausoleum Zirgul to open. We ask the paladin to bing bong. Zirgul says no he likes surprises. Followed by a discussion on the different forms of interment. Ddim attacks a coffin only to hurt his hand. Obi says “Next time we use mace” Ddim asks is that what they mean by use head.

Let us return to the Wisp Inn. Yargos. To get some insight into our puzzles. We challenge him to unravel the puzzles of the 16 poses. We can get him to identify our coin (that we got in the coffin). It is a pathfindercoin, and it speaks it’s message to us. This needs to be deliver to pathfinder headquarters as well as us following up the clues as well.

Temple of the fells has shrines to each of the failed aspirants – the rest became gods.
Time to match domains to names – but will it help us?
Fimbriks house – missed why we are here but his name was in our parchments.

Beside the door are newspapers, yesterday’s going back 2 years. No back door. Accidently kick the door in. ddim says don’t – oh dear my elbow has gone thru the window. Desecrated Cocconuts “Wilson” yells Dd. Ddim says no he hasn’t broken the window. Obi says break and enter – he breaks we enter. Now Zirgul breaks a window for real this time – we all start to clamber in – no wait.
He tries to get to the door to let us in – right past the sleeping gnome and his two guards. Just as he gets the the main room swarms of spiders – I hate swarms – not it isn’t swarms but beetles so much better – Fire beetles.

Obi Orates – Zirgul thinks he is rotating. At risk to life and limb Zirgul ignores the beetles to open the door.
The paladin takes out 1 beetle with an impressive shield bash. Ddim deals with the last and looks for beetle’s bleeding heart. Fægir wants to clean carpet before it gets stained – too late. She now collects some of the glowing bugs guts. Ddim uses it as war paint. Fægir takes over and turns Ddims war paint into wonderful tribal art.

Zirgul tries to talk to the guards – no response – he then tries to smother one with a blanket. No response. Lets go into the study – ah a neatly penned letter. Wiffle is the password. We uneenter then we unbreak (mending spell) leaving things as we found then except for the newspapers which Fægir brings inside.

Back to the temple of the failed aspirants. Excitement in the streets. Large, no Huge crowd. Ah Sir Rhine Heart is about to attempt the starstone test to be a god, ddim challenges one of the crowd – gold piece if he doesn’t make. Ddim being Ddin. Over now – Now we go to the temple of the failed aspirants

Two stonemasons arguing over the spelling of the name Rhineheart. We look for the niche for Ogo Wiffle – did not work – try stand on the alter – still no. Irealise the name plate is an illusion behind which is a chalkboard and chalk. I write Wiffle on it and a secret door opens.

Rock passage way leading to a large cavern with a light at the end. Like moths to a flame we are drawn to it, and danger in the form of a Carrion Golem. Who promptly selects Zirgul to deliver damage to and a little disease. I try and slingshot it but moss, which is why I rarely try it, Fægir to do damage and gets some in return. I’ve rarely seem her go green, Oh no she’s fallen over. I try to heal her but don’t do much. I must pray harder to Irori. Paladin still alive as she attacks from the ground. Ddim very ill but still hits before going sown. My prayers to Irori have improved my healing – good as we seem to need it. After the new style of attack from the ground we finally kill it.

Glowing gem on desk who gets to it first. Fægir directs out attention to the papers on which it rests Too much time needed now. The gem has continual flame on it, and just when I thought all we have to do is leave – back in the main burial chamber – the APIS consortium minions – seem they want out stuff. Not without a fight of course. 4 of them. Ddim blinks and one dies or so it seems. Obi sends one to sleep. Fægir smite evil with charge against the bowman. Not Zirgul is actually Zirul sorry about that. Ddim goes after another, can he drop ot in one go? No not this time. Obi tries to coup de gras the sleeping one but only injures it. Fægir tries out his shield bash, the suggests we keep one alive. And to this aim promptly grapples the remaining one. Zirul helps. Stacks on. Dd dives in for stacks on. All under Ddim take 3 points non lethal damage – and the paladin passes out. I wonder if Ddim passed wind?

Dreng says we did well in the next few days get more paperwork.

Here endive this adventure!
We are now invited on an expedition to travel to Car Kuqta.

To all who manage to read this journal to the end I apologize, it was not until I recently re-read my joural that I realise how disjointed some of it is.

I can only try to do better.
Clarissa

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Mists of Mwangi

Today’s cast of characters includes: Obi (sorcerer), Miro (bard) Ddim (Barbarian) Clarrissa (Me, cleric) and Zirul (ranger)

We suddenly find ourselves outside the Blackross Museum. An image of Adril Hestram appears in our minds.

The museum is cursed and Nigel Aldain needs our help and may once again join the pathfinder society if we can help / rescue him. (or at very least let the pathfinder society back into the museum to study its wonderour content). It seems that items (monkey heads) brought back from the Mwangi jungle have had an undesired effect. A mist rolls our of the crevasses round the doors. One of the party (Obi?) suggests we should put cloths around our face to protect from any ill effect that may be caused by the mist.

In the front door we go. My it’s cold. Is something watching us from the silver mist.Miro calls Obi a girl, I say that is a compliment. Obi tries to check for magic, only problem is Everything glows. Obi says the reason we brought DDim along is so that all three of the small folk can hide behind him. Zirul steps forward into the main corridor. Then steps into the first room.
As we proceed into the room, an Osirian mummy, a hulking skeleton, a shrunken corpse and a legoinair all appear – wait my eyes have deceived me it is only a ghoul, tow seletons and a mummy. Obi discovers arrows don’t work well on skeletons.
Ddim attacks with Bite “If it moves it’s edible”, I try to bash a skelly with my staff – No Hit – No Damage. The skeleton seems to like Miro which means it’s not hitting me. Obi reminds me about using Poistive channels of energy to harm undead. I do so and a skeleton promptly does. Oh no Ddim’s gone down, Zirul runs to assist him – a good whacking with his wand should help.
The skeleton near me decides that it must attack me – but fortunately it misses, that Irori. Both our main fighters ar down and even my best effort at healing then has not brought them back to the fight. Finally the brothers (Obi and Miro) take them all out. All Hail the little guys.

Much healing later, Obi finds a mwangi warrior (Statue?) holding a magical KuKri supposedly good for hitting Tiktaan creatures – the monkey heads that we believe are behind all of this. Now for the office – It’s been trashed. The mist is only knee high in here and swirling around the walls. Once again Zirul is the first to enter. Two scribe like creatures fall from the ceiling to attack. One tries to land on me but I step away at the last minute and wave my staff at it, the other does land on Ddim. Zirul tries to use the Kukri on them but misses. Once again the party is off to a wonderful start.
Ddim bites – it seems to be his most effective weapon.

Much fighting in the style of death by a thousand blows.
As the scribes go down a mist emerges from their mouths. When all are unconscious we put a cloth over their mouths.
Screaming comes from the bashed up cabinet ddim goes to investigate – the takes the cabinet outside to open. A scribe emerges tellin us what happened this morning when Trantos brought the monkey heads out of his pack. Back in the office we find scraps of paper telling how to use a bards countersong to offset the effects Tiktaan have on a creature the maddening mists of Mwangi.

Zirul runs across the hall and kicks open another door. Little mist but full of fanciful taxidermied creatures – but nothing to harm us. Another room – the toilets, complete with maddening laughter coming from a watchman playing with another’s severed head. Obi does the counterson thing and the watchman comes to his senses only to cry at seeing his friends head. He says before he went insane he saw Nigel carried away by apes and slathering monkeys.
Now from the main room. Guess who kicks open the door. Zirul. A figure is strapped to an alter atop a mwangi style ziggurat. Monkeys – lots of monkeys running everywhere. Miro hides incase they throw poo. Big ape. “bad” says obi as it stands next to Nigel. Ddim heads towards him. Nigel is gibbering and Obi steps in to orate him back to coherence. Destroy the Tiktaan he calls. Miro points one of them out to Zirul (who has the kukri) as it runs in and out of the ordinary monkeys. Ddim bites the big ape and Miro wonders about him needing distemper shots.

The nastly little Tiktaan tries to entangle us and snares Zirul – the only one with a weapon to hurt them. Ddim takes down the ape with one impressive hit thru the heart – the following bite is purely for pleasure. Now for the Tiktaan. Miro runs up to one BURNING HANDS. Much argument about whether it took damage. At the boys suggestion I shut the door to prevent any others escaping. Ddim will just have to come to me for healing – but no he’s raging to after the Tiktaan he goes. One dead Tiktaan – it seems we don’t need that special knife anyway.
Everything goes very still then all the monkeys run away. Done. Nigel is to say the least – grateful.

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Blackwaters

Adventure Captain Drengle Drenge calls us together and unfurls a map or the Precipice District at Beldrins Bluff – as it was 10 years ago. Mass destruction occurred in the wake of a recent earthquake – uncovering a lost Necropolis after a school fell thru the earth.

We have been selected to search and map the area and retrieve lost items especially a certain two-finger ring.
I am glad to be reunited with my friends, Ddim, Delia, Obi, Miro and Fægir. Delia seems to have lost the difference between grave robbing and archaeology.
Beldrins Bluff is just the other side of the city and Drengle would like us in and out before an out before anyone knows what has been unearthed.

Drengle hands us the key to the Drownyard Gate and warns us that we will be walking on the graves of the rich and respectable.

A well dressed young man hands us a fine piece of paper inviting us to a function tomorrow eve. The invitation is from Lady Miranda Dacilane. Her daughter Junia was lost in the great quake and the banquet is to be held in memory of her. We are advised that we should wear our finest garb and that not to attend would be a grave insult.
A little search through our memories reveals that Lady Miranda is a middle-aged Chelaxian woman VERY rich and important.

We all run out and buy impressive outfits, though Fægir outshines us all.

We arrive at a very lavish mansion, some of the embellishment is very, very old and very, very tasteful. The gentlemen at the door shows us the way and takes coats & things. We are introduced to Lady Miranda who seems mainly interessed in Fægir and dismissive of the rest of us.

Delia embarrasses us by constantly saying CAWE at all the rich and beautiful decorations – Ddim just wants food. We are all seated with servants at our beck and call (two each it seems). Ddm keeps mflipping his knife and the servants quickly decide to serve the food.

First Course: Thousand-Year Egg w/ Pickled Ginger Root. Upon being asked, the servants explain to Clarissa which utensils should be used, and how. Ddim keeps flicking his finger at his egg in an attempt to crack it. Clarissa attempts to show Ddim how to eat it.

Ooh just us as guists. Looks like Fægir has to be the one to make small talk to Lady Miranda.

Second Course: Coda All Vaccinara (stew) including Oxtail, entrails and accompanied by bittersweet chocolate.

Each course is served with is very own wine.

Third Course: Mixed Green Salad including Lobster and Truffle. One of the servants assigned to Fægir to help those assigned to Ddim. They also serve him on a larger plate.
Fourth Course: Puffer Fish – for those brave enough to eat this deep fried but dangerous deliciously.
Fifth Course: Chicken Wings.
Sixth Course: Leg of Boar w/ Red Currant Jelly amd Root Vegetables
Seventh Course: Ice Wine and Baked Brie in Puffed Pastry.
Eighth Course: A variety of Hard Shelled Nuts
Ninth Course: Devils Food Cake.

After dinner we are taken to the drawing room where Lady Miranda reveals to us that her daughter Junia was in the school that collapsed. She applauds our efforts and asks that we give her any information that we find about Junia.

Interesting points – the school has school uniforms, none of the trapped survived.

Back to the Grand Lodge where er are staying.

Next Morning. Back into working clothes. Miro is unwell (no doubt due to over indulging last night) and unable to join us.

Off to the Drownyard Gate. Looks like a storm is brewing. A man stands inside the graveyard enclosure to which we have been give the key. He is chopping the branches off trees the turns and stares at us.
As we unlock the gate he comes to us talking of the daughter he has who attended the now collapsed school – he waits patiently for his daughter to appear. His name is Derris and he claims to have saved some of the children and teachers. He runs off and we follow him.

Arriving at a classroom of 10 students all in uniform with a teacher at the front – all are talking but we hear nothing. Ghosts Perhaps?
None of the children match Junia. The man seems to be talking to the teacher but something is wrong. Obi thinks the people in the classroom are being influenced by Derris in his madness. Obi tries to break his concentration, he succeeds but only for a bare instant. He and the teacher leave the classroom to show us the way, weaving in and out of the classrooms – or remains thereof.

Around the edge of the water (waist deep) we find the top portion of an arm sticking above the water – out in the middle of course. Derris claims the teacher informed him that the entrance is beneath that arm. A tied off Ddim wanders out to have a look. The arm is severed and something is growing off the arm. Ddim yanks the arms which is attached to a ring. A big – giant – bug appears out of the water.

Battle ensues. We win. Ddim takes healing then heads back out to the ring and yanks it out. It’s like pulling the plug out of a bath. Will Ddim go down the plug hole – Yes taking damage as he goes. Derris jumps in the water and also gets sucked down. After a while all the water gurgles down, leaving a 5’ wide shaft with convenient hand holes – for humans of course – of which we have only one. Most of us are little folk.

Along a corridor then down some stairs 5’ to 6’. Lets explore the passages as we go. We look like we’re into the Necropolis. Derris is still with us as we find a well preserved body of a boy in a school uniform.

A large bugbear – make that undead bugbear appears wielding a Morningstar and a javelin. It hits Ddim. Ddim gets a return hit and a bite that dispatches the bugbear. Obi is upset that no one noticed his inspiring speech. We look for a source of magic in the room, it is in the pile of rubble near the door – we find a ring – but not the special one we are looking for.

More exploring, lots of skeletal remains in one room – uninteresting.

In the centre of one room are 12 children sitting on the floor. One seems to be telling a tale, silently but with much gesticulation. Derris rushes past us saying, “It’s her, It’s her” or he tries to only to be stopped by Ddim. Derris casts a colourful spell that affects nobody. Ddim and Fægir then attack him showing flare and style with their attacks. Out come 3 ghouls. Obi casts grease – 1 ghoul falls over and Derris nearly falls.
Da Claw, Da Claw as the ghoul attacks. Ddim is statuesque, it sometimes happens when a ghoul attacks. It is now up to the paladin. Fægir attempts to grapple Derris and succeeds. Fægir places Derris outside the greased area and keeps a gentle hold until his actions are clear – which is to cast a spell at Fægir. Fortunately it had not effect.

In the end we are victorious, Derris is still alive and mad. Ddim knocks him unconscious. Whil Derris is unconscious the spirits do not move. One of the corpses in the niche has a really nice magical shield. Also a magical set of full plate armour. Fægir tries on the armou7r which has the symbol of Taldor on it. We tie Derris up for our safety and his. Ddim suggests hitting him so that his mouth swells preventing speech.

Next door, the soiund of the sea. As each wave hits the water rises thru cracks in the floor. A future blow hol? Ddim steps in. Blinded by the seaspray that accompanies each wave rising thru the floor. The paladin thinks we are below sealevel. The effects of the seaspray are repeated to Delia, whe did no seem to have heard the first time. Fægir senses the presence of evil – another ghoul appears running up to Ddim and attacking, delivering some sort of poison.

We contemplate wether or not a lit Paladin’s Fart would do holy damage, as Delia thinks about casting burning hands from behind the paladin. She move forward, only to have the paladin move between her and what we now think is a ghast. This undead creature has a gold crown and sparkling jewelry. I cast magic stone only to have my slingshot go nowhere near the ghast. The paladin smites the hell out of it. Time to loot the area. Opening a sarcophagus reveal a girl in a school uniform wearing the twofinger ring we are seeking. She’s alive. Heal her – no effect – leave the ring on her and take he body with us. We suspect the ring is a ring of sustenance. Loot the rest of the contents. When Derris is releases he runs away.

We return the ring to Drengle and Junia to Lady Miranda – who needless to say is incredibly grateful.
Heaps of people want to know about the necropolis – eventually the town guard puts it under lock and key.

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The Frozen Fingers of Midnight

Obi, Miro, Delia, Ddim, Zirul and me.

Grand Lodge of Absalom – we have be invited, along with other pathfinders.
….

Finally a huge man appears – Venture Captain Adril Hestram, who’s graze appraises us. He is THE captain of the Grand Lodge.
He tells us about Skeg the ripper …….. who’s also brought a curse with him, a sickness that has laid him up in bed.

We are asked to go to his home and help him, find any artefacts of great power that may help him.
It seems that Skeg is cold – a freezing to death type of cold. Delia tests Adril’s patience with her endless questions – stemming she admits from a lack of attention when we were told about the quest mere minutes ago. Delia further embarrasses us by asking to see Adril’s hammer. He does invite her for a close up inspection.
We leave and Delia finally realises we have left and comes running up behind us. The door slams shut behind us and a loud voice asks who was in charge of initiates.
We arrive at Grey Dog manner, Skegs home. It’s grey stone walls giving a sombre appearance in an otherwise luxurious area. The Ulfen warrior guards are wearing the surcoats on backwards. Time to unleash Ddim who should get surprise given Delia’s distracting cries of liar, liar, pants on fire. Zirul peppers them with arrows and so the battle starts – their first target – Delia. Four rounds later – two dead Ulfen.
Very quickly we find the master bedroom, with Skeg in the bed, along with a raging fire (in the fireplace) attempting to warm Skeg and roasting everyone else. His servant Tyros is fanning himself in the corner.
The magic users in the party soon discover the Skeg is under magic, located somewhere near his stomach. He is cold to touch – once again especially near his stomach.
Delia wants to know if burning hands can be used medicinally.
Skeg tells us that Benegirr his enemy caught Benegirr’s men in his store room, they had a lantern that when it touched Skeg sent him cold. Then opened a portal in a tapestry.
…… Something to do with a funeral ship and stolen offerings, Skeg being the thief.

Back the tapestry of a Funeral Ship but minus the lantern that would have been on it.
We ask Tyros for a description of both Benegirr and the lantern. Ddim suggest we fo to the docks as the Ulfen (pretend guards) are a sea farring nation.
Down at the docks. Time to look for a warehouse hired from Hladig a Northlander leader, and the one who’s funeral ship was robbed by Skeg, thus preventing it from burning and carrying out their funeral rites. There is a warehouse owned by the son of this leader. Once the bribe of to TB reaches the magical number of 10gp (supplied by Ddim) he tells us the location of the wanted warehouse.
Down to the wharf where the desired warehouse lies – no windows, but large doors on both land and sea sides. Zirul wants to start a distraction fire and Delia gets nominated (burning hands that are burning to be used), but calmer heads prevail. Miro suggest Delia should talk to the guard, if he doesn’t lose the will to live he’ll want to smack her head in. Whilst the guard is distracted we slip into the water and swim under the sea side doors. Unfortunately the little folk, who you’d think would be the stealthier made the most noise, enough the attract the guards. However the lantern we are looking for is on a chain near a mean looking cleric.
Ddim and Zirrul get to surprise the guards – can they kill them before all hell breaks loose? Delia feels cold wash over her and wonders why – the rest of the party collectively roll their eyes. A discussion with Delia ensues about burning the Halfling slavery ship – conveniently forgetting that Halfling would be on board.

Delia and Ddim are commenting at the size of Miro’s Staff – is he compensating?

Ddim kills the big cleric, now for the lantern. Ddim hiding his light under a bushel. No he extinguishes it first – just for safety. We also find all the other missing funeral equipment and two potions of cure moderate wounds.

Delia opens the landside door and attracts the attention of the one remaining Ulfen guard, Wait No, the rest of the party grabs her and we swim away. Upon climbing onto the wharf the city guard are pointing their spears at us. Opening the warehouse and showing us the dead bodies. We will now be assisting them with their enquiries. Miro wants a separate cell to Delia. Delia speaks such volumes that they gag her. We find ourselves in the city watch cells. We are interviewed / interrogated one at a time. All of us done in one hour. 4 hours later Delia returns, oince again gagged, though somehow still able to prattle.

Next morning Venture Captain Adril appears – he is NOT happy, he has paid for our parole and we are advised not to do anything naughty – Delia wants to know what he means by naughty.

Skeg’s stuff has been returned to him. Now to see how to use it.

Zirrul lights the lantern in front of the tapestry, and a portal opens. Clarissa is entrusted with carrying the lantern as we enter the portal – into an ice cave, from which a tunnel heads away. We follow the tunnel and find ourselves 20’ above the ships icy deck. Down on the deck – a drum and a trap door. The barbarian will open the door says Ddim revealing the hold of the ship with it’s stale smell of death.

4 zombies trying to row and a man in a funeral mask – who we think is Haldir – The warrior who should have been burnt before Skeg raided the funeral equipment from the ship and thus it was never burnt.

The objective seems to be to hang the lantern on the prow of the ship, small problem, it’s on the other side of the ship, past the zombies and Haldir.

Is the reason Delia won’t shut up is because she is part goblin? Obi informs Clarissa that there are undead on the deck (I can’t see them because I am stuck in the traffic jam waiting to get to the deck). I channel positive energy to harm them.
Battle finishes and we search the bodies prior to finding a way to the prow of the ship, he funeral mask is magical – but what type? And does it matter? Al the funeral items should remain on the ship. A woman Haldirs wife?) is at the prow of the ship and invites us to place the lantern out the front, an icy pth in between. Se suggests if we would prefer we could have Skeg return lantern, or leave the lantern and have (Haldirs wife a witch queen) Skeg join her. So many choices. The party decides not to trust Natalia – who suddenly does NOT want us to leave with the lantern.

Delia, our weapon of mass Distraction. O take Skeg or not to take Skeg to the boat. He party decides to dice for it and the dice decide to take Skeg. Natalia takes the lantern, puts it at the front of the boat opening a portal to some far distant land, and closing all other portals including the one in Skeg’s chest. Natalia opens a more convenient portal for us pathfinders. Skeg is now Natalia’ captor and Lord.

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