Pathfinder Greycloak Campaign

Episode 4

Episode 4: 4/26/08

(We have just converted to the Pathfinder rules set, which is put out by Paizo, because like most other D&D gamers, we think 4th edition is totally lame.)

The Party:
Ashelia Raminas, elf ranger-rogue/1-1
Haroldur, human cleric/2
Nineve Floret, human knight/2
Sarek, human wizard/2

After the excitement dies down a bit, we hear goblins yelling to each other from the north side of town. Since we were heading that way anyway, I go out to do a little recon. I find 3 goblins holding a human female hostage. I also notice 3 goblin archers peeking through the windows of the 2nd story of the inn – an inn we’d have to pass in order to get to the goblins with the hostage. This is obviously a planned ambush. I return to report my findings, and Nineve is confident that the ambush poses no real threat, so we decide to attack. As Nineve rides out into the street, the goblin leader yells in broken common that we must surrender to him or he’ll kill the hostage. We’re not particularly concerned about a random female commoner, so Nineve charges forward. The goblin finishes off the hostage just as Nineve and her horse close the distance and slam into him. Haroldur and Tamclar rush (relatively speaking) down the street into the fray, while I, still unseen, try to snipe a goblin sniper. Unfortunately, I’m too far away to do any serious harm, so I run forward and hop into the inn building through a broken 1st floor window. Tamclar, still trundling bravely onward, is getting peppered with arrows from the goblin snipers when a pair of goblins riding an enormous spider lunges toward him from an adjacent burnt ruin. He slams into the spider with his hammer, and Haroldur is right behind him, channeling the dread power of Wee Jas into the spider and making it bleed. (Nice trick!)

Tamclar finishes off the spider and faces down the goblin riders, while Nineve finishes off the leader and starts chasing down his fleeing lackeys. Meanwhile, Sarek strides calmly into the inn, unnoticed in all the commotion, walks up behind a goblin sniper, and using a death touch granted to him by Wee Jas, suddenly turns the sniper into a lifeless husk. (Wow!) We clear out the remaining goblins and I find a cache of human prisoners, which includes Alastar’s retarded stable boy, Jimmy.

Jimmy was quite skittish at first, but with some gentle coaxing I find that Alastar’s been missing for about a week, or a month, he’s not sure. However, his assistant Brolan was captured in the goblin attacks, and has most likely been hauled off to the mines. We wrap up with the villagers, and head off to the goblin mines, with Tamclar leading the way.

As we approach the mines, we notice the entrance is blocked by greenery which Tamclar says is new. We walk up to the mine entrance and we’re attacked by plant zombies and a yellow musk creeper (that we mistook for harmless greenery earlier)! During the fight, Nineve is hit by a cloud of spores & compelled to stand in the plant! Fortunately, Sarek and I finished off the creeper before it has a chance to eat her brain. We mop up the rest of the plant zombies, and enter the mines. Tamclar knows these mines like the back of his hand, so he attempts to guide us through carefully, so as to avoid any more confrontations with zombifying plants.

Unfortunately, Sarek stumbles at just the wrong moment and we are surrounded by musk zombies and their parent creeper. Haroldur walks right up to the creeper, as if inviting the spores-to-the-face that he then receives. The plant almost kills him trying to dig out his brains while he stands there, completely transfixed. Luckily, we dispatch it just in time. Haroldur now has the intelligence of Jimmy the stable boy, and is barely capable of speech. As such, he insists we press on despite the fact that Sarek has been out of spells for several hours.

We continue on, but Nineve’s incessant stomping attracts another group of creeper zombies. We mop ‘em up and veto Haroldur’s “chop ‘till we drop” agenda. Tamclar finds us a nice, secluded area to rest up in. After the break (elves NEVER nap!), I’m feeling much less poisoned, and Haroldur seems to be regaining his wits, albeit rather slowly… The next morning, we’re all feeling stronger from our experiences!

We quickly find the point where the miners first encountered the goblin menace, and find ourselves in the middle of a goblin and zombie creeper patrol. We dispatch them and take a goblin hostage to lead us to the captive villagers. As the goblin leads us down the passage, I notice a black crow flitting just ahead of us. When I aim my bow at it (because crows don’t hang out in caves!), it squawks “Treasure!” and flits down the corridor. We eventually come to a large cavern with an underground lake and some really cute, fat purple creatures that I recognize as ferocious, deadly cave squiggs!

True to their bloodthirsty reputation, they attack viciously, severely wounding myself and Nineve. We defeat them, but their gnashing death throes tear chunks of flesh from my body, rendering me unconscious. Fortunately, I fall next to Haroldur, who heals me immediately. As I’m getting up, I spot a goblin scout spying on us from a nearby ledge. In a flash, I draw my bow and kill the scout… I think everyone else just thinks I’m paranoid. It’s not my fault they have crappy perception….Speaking of which, the goblin captive has capitalized on our moment of distraction and made his escape. By the time we notice he’s missing, he’s long gone.

Just as things are settling down, that crow appears on Sarek’s shoulder, squawking again about treasure. Suddenly, the crow disappears and up ahead on the sandy shore of the underground lake, an imp appears, rolling around and laughing maniacally, promising treasure. The imp vanishes as quickly as he had appeared, but we can hear him giggling to himself down the hallway. We follow the winding passages to a goblin dining area and another squigg. I snipe two of the goblins before they have a chance to react, then the rest of the team mops up the survivors. In the midst of the gore, the imp appears again, reveling in the bloodshed, and he and Sarek share a special, evil moment. Then, the imp vanishes again and continues muttering off down the hallway.

We proceed to a recently abandoned common area, with hastily discarded food and cards scattered about. I use my Improved Sift ability to replay the immediately preceding events. I see the goblins lounging around, carousing, when a red-robed goblin with a staff bursts into the room and barks at the others to quit screwing around and get ready to defend against the intruders. She storms out of the room, and the goblins scatter like quail. Thus forewarned, we manage to avoid being surprised during the planned ambush. Sarek makes quick work of the fight by successfully casting Tasha’s Hideous Laughter on the red-robed leader. That imp appears again, and is positively giddy. His name is apparently Hezzrak, and it seems the red-robed goblin leader was his master or something. I didn’t really have time to listen to the story, as he was sitting there expostulating right in the middle of the skirmish.

We kill about half of the goblins, and the remaining ones, realizing that they’ve lost the advantage, suddenly become very helpful. They are easily convinced to lead us to the captive humans.

We are brought to a cavern with a barred gate corralling about 30 dirty, half-staved villagers. We ask if Brolan is among them, and a tall, bookish-looking middle aged man with huge, round, cracked spectacles steps forward, blinking. I have Haroldur mend his glasses as we discuss Alastar, the goblins, and our options. Brolan tells us that he hasn’t seen Alastar in several weeks, but he managed to salvage most of his employer’s notes before the goblin attack. The goblins confiscated everything, of course, but Brolan is relatively certain he can lead us to the cavern where they are kept. The villagers beg to be released, and express a great deal of fear regarding the “thousands of goblins!”.

We quickly decide that Tamclar will lead the villagers out of the caves, and can make preparations to collapse the cavern entrance from the mines once we’re out. We part ways and Hezzrak appears, emerging from Haroldur’s pack, proudly claiming it as his own. He winks out of sight and flits down the corridor, singing to himself.

Brolan accompanies us as we continue down the passage and come to a large door standing ajar. Hezzrak is lounging in front of it, eating something slimy. He indicates the treasure is through the door, then disappears.

We pass through the doors and find ourselves in a chamber lined with 6 sarcophagi. Haroldur discovers that the center of the room is trapped (spikes!). When we enter, 4 of the skeletons emerge and attack us. We fight bravely, but the skeletal guardians prove to be formidable foes. Haroldur gains control of one of them, evidently called “One-Eye”(by Hezzrak), and it joins our entourage. Eventually, we manage to slay the other 3 skeletal guardians. Hezzrak jabbers throughout the combat, talking to the skeletons and calling them by name. He gives me 2 to 1 odds on the skeletons, a bet I take for 10gp (he totally owes me!). When the first guardian falls, he seems upset, yelling “Slim! Noooooo!” He flies over and cradles the skull, sobbing until he becomes bored with it and tosses it discompassionately over his shoulder. As we focus our attacks on the next guardian, Hezzrak brags that we’ll never beat Champ, he always wins… when they play chess?!? (Aren’t skeletons unintelligent undead? I decide at this point that the little guy is seriously unhinged.) Indeed, Champ proves to be a challenge, but we at last manage to take him down. At this, Hezzrak flies over and screams “Checkmate, bitch!” over and over, and kicks Champ’s skull across the room. The guardian he calls Bonehead falls shortly thereafter, but Hazarak hardly notices…

From all the goblins and creepers, we’ve found some loot:

a silver whistle engraved with tiny spiders a teak bowl (10 gp) earrings (50 gp) scroll (D) Bull’s Strength MW heavy steel shield ornate wooden box (75 gp) MW breastplate jade idol (100 gp) 2 scrolls (D) Lesser Restoration potion – Shield of Faith +3 a small chest containing 150 sp scroll (A) Light bag of onyx (50 gp total) wand of CLW tiger eye turquoise (25 gp) scroll (D) Silence a pouch containing 30 pp MW studded leather armor climber’s kit crystal of screening, Least

Of course, there’s no time to divvy loot now…

~Ashe

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Episode 3

Episode 3: 2/23/08

The Party:
Ashelia Raminas, elf ranger-rogue/1-1
Haroldur, human cleric/2
Sigmund Gorn, dwarf fighter/2
Nineve Floret, human knight/2
Sarek, human wizard/2

We are about to set sail when Nineve is suddenly seized with the urge to buy a warhorse. She does her last-minute shopping, and we are finally underway. It takes the better part of the day to sail across the lake, but the journey passes uneventfully.

However, as we near the Kolbenborg shore, we notice that the boathouse appears to be on fire. As we get closer we can see the cause of the blaze – goblins! We disembark and they immediately open fire on us. We wade into the fray. About halfway through the battle, a shaved dwarf, who has obviously been fighting goblins inside the burning boathouse, emerges and joins us in the fight against the goblins (or, more likely, we’re joining him). He fights bravely and after the immediate goblin threat has been eliminated, we learn his name is Tamclar.

Before much more information can be exchanged, he asks for our assistance and leads us through the burning boathouse to a very ill dwarven woman and a tiny dwarf infant. We rescue the dwarves from the burning building and move them to the safety of the Harkness. Tamclar explains that they are his wife and child. He has been shaving his head and beard as sacrifice in hopes of finding favor with the dwarven gods in seeking a cure for his very ill wife. Haroldur and I examine her and determine she is afflicted with Red Ache, but there’s not much we can do for her.

We ask Tamclar about Alastar, and he’s heard of him. However, he and his family fled to the boathouse when the goblins first attacked, and they haven’t been in town or heard from any townsfolk since they went into hiding. His family will be relatively safe on the Harkness with the 6 soldiers guarding it, so he offers to take us to Alastar’s house in town and help us in our search for him.

Alastar’s house is a smoking ruin, but we search it and find an arcane scroll of light, and some variety of magical oil… No clues, however. The streets of the small town seem quiet, but we’re cautious just in case. Adjacent to Alastar’s house is a barn, and I sneak in to scout it out. Inside the barn, I find 2 goblins in the hay loft and a large spider on the ground floor. After taking a moment to confer with the party, I climb into the hay loft from the outside of the building and silently coup de grace the sleeping goblins. I also get one arrow off at the spider before he spots me and (thanks to his incredible speed and agility) is on me before my companions can open the barn door. The spider’s fangs sink into my flesh and poison me, so as the rest of the party bursts through the door, I jump back out of the hay loft. Nineve shoots the spider right in the eye with her bow, and Sigmund finishes it off with his ranseur while I drink some antitoxin.

Moments later, goblin archers in the neighboring building attack, but Sarek spots them, and with his keen reflexes snipes them both before anyone else can so much as lift a finger! 2 more goblins appear in the window, and 4 of them rush out and charge the mounted Nineve, only to be cut down by Sigmund’s ancestral hatred for all goblinkind. Nineve cuts down a goblin, and her horse brains another. The last goblin tries to run off and just ends up dying tired after Nineve and her horse chase them down. Sarek takes out another goblin in the window, but before he can finish off the last one, he somehow manages to knock himself out while reloading his crossbow… Sigmund charges upstairs for the last goblin, who sees him coming and promptly leaps out the window. Sigmund follows right behind him, however, landing on the poor goblin and killing it instantly. I enter the house and unlock a padlocked door on the ground level which is full of captive townsfolk. None of the townsfolk know where Alastar is, but they think there are more villagers being held in the northern part of town – perhaps he’s with them.

While I’m chatting up the villagers, Nineve finds some strange icky yellow orc zombies around a mutilated corpse. Nineve and her horse tear into the zombies, but they’re clearly not normal undead. After they are defeated, Sarek and I examine the corpses and determine that they are in fact plant creatures known as yellow musk creeper zombies…

Once the excitement dies down, we start to hear rhythmic chanting from the meeting hall at the center of town. I sneak in to investigate. I find 7 goblins chanting crazily, while a leader shaman attempts to raise 3 corpses. However, I am spotted, so I lob a smoke stick in through the window to hopefully cover my escape. Goblins pour out of the meeting hall as the rest of the party moves in to meet the threat. Since most of the goblins are on the outside now, I jump through the smoky window into the meeting hall, just a the shaman finishes raising the first zombie. I try to tumble up to the shaman, but I trip and the zombie slams into me. Then, the shaman engulfs me in a fan of flame, and I’m suddenly alone and in very bad shape. I cut into the shaman, wounding him severely, and then tumble out the window to relative safety.

Meanwhile, the goblin mob outside has grabbed 2 of their number and poured potions down their throats, turning them into fanatics. The fanatics totter around the battlefield in seemingly random directions, haphazardly swinging huge spiked balls on chains. It looks quite dangerous, but I don’t have time to notice much because the zombies are climbing out the window of the meeting hall after me! Haroldur comes to my rescue and heals me enough so that I can finish off the zombies and the shaman with little difficulty.

When all is said and done, we find: a wand of animate dead with 12 charges a scroll of lightning bolt a pouch of clear quartz crystals a MW small steel shield and a scroll of identify (which we used on the wand)

~Ashe

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Episode 2

Episode 2: 2/2/08

The Party:
Ashelia Raminas, elf ranger/1
Haroldur, human cleric/1
Sigmund Gorn, dwarf fighter/1
Nineve Floret, human knight/1
Sarek, human wizard/1

After the fight at the docks, we headed back to the inn for some much-needed rest and refreshment. During the evening, I spent some time in the bar gathering some information on our destination, Kolbenborg. News wasn’t hard to come by. Apparently, it had recently been sacked by goblins, and Diamond Lake has been choked with its refugees. Of course, I’d noticed a lot of destitute-looking people around the city, but I just assumed they were displaced fishermen or miners who’d fallen on hard times. At any rate, it seems the reports of goblin and orc activity we’d heard about back in Istivin were accurate.

The next day, we received another sending from the Ruby Temple:
Retake Harkness.
Acolytes should reach Diamond Lake in 3 days.
Remain in Diamond Lake until then.
Locate the missing bodies from the graveyard.

Seems simple enough. As we were eating breakfast, a messenger arrived, bidding us meet with Lazare at our earliest convenience, so we finished our simple but tasty fare and headed over to his place. As always, he greeted us cordially and invited us to his private meeting room in the back. Earlier, we had offered to help him in his struggle against Balabar Smenk, but we made it clear that any assistance we could provide would have to be on the up-and-up. After some consideration, he’d thought of a way we could help him.

Lazare came to Diamond Lake and bought the mine from Balabar Smenk. Lazare made a down payment, and agreed to pay the remainder of the sum in monthly installments out of the mine’s profits. However, Lazare’s miners keep getting bought off or chased off the job – by Smenk’s men! Lazare suspects Smenk plans to thusly bankrupt him, which would force Lazare to turn the mine back over to Smenk, who would also get to keep all of the money Lazare has given him so far. It was a pretty clever scheme, actually, but of course Lazare was very frustrated by the whole situation.

He asked us to recruit miners for him. We could find them in the town or outlying areas, or we could buy them out from Smenk, whichever we preferred. He also wanted us to find a way to keep the miners actually working in the mine, and prevent them from being bought off or chased off. In return, we asked him to look into Smenk’s possession of the Harkness’s title. We’re sure he obtained it illegally, but without proof, there’s nothing we can do to get it back. Thus agreed, we left Lazare’s and set about the tasks at hand.

Sarek, Nineve and Haroldur paid a visit to the Church of St. Cuthbert (of all places!) as it seemed to be the congregating place for a majority of the itinerants. Like any sane Greycloak, I refuse to deal with Cuthbertites as a matter of course, unless strictly necessary. The animosity that church shows towards our organization is not easily forgotten. Instead, Sigmund and I went to speak to the local garrison commander.

At St. Cuthbert’s, Sarek and the others indeed found a great deal of refugees and poor folk, which were being herded between menial tasks by low-level acolytes. In the center of the commotion was the priest, a stocky, barrel-chested man stripped to the waist and flogging himself (and others) with a lash while bellowing Cuthbertine dogma. While representatives of the churches of St. Cuthbert and Wee Jas don’t normally cooperate, this priest seemed rather fixated on the “labor” aspect of Cuthbert, and was pleased to have a new task at which to set some of his flock. He agreed to recruit some healthy workers and have them report for duty tomorrow, provided they understand they are to return to his church in the evenings.

Meanwhile, at the garrison, Sigmund and I met with Toliver Trask, the garrison commander. He seemed very busy and generally frustrated about his garrison being undermanned. He agreed to ask if any of the guards would be interested in freelance guard work for Lazare’s miners – in their off-time, of course. I asked him why he hadn’t sent any men to Kolbenberg, and he launched into a rant about being spread too thin and how his hands were being tied by bureaucrats in the capitol who kept denying his requests for more recruits… I decided I might not have caught him at the best time…

We all met back up in town, and decided to spread out and tackle some more tasks. While we had secured unskilled labor and guards for Lazare, we had yet to find him some actual miners. I nosed around a bit and found a hangout popular with Smenk’s miners. Sigmund accompanied me to do a little recruiting.

The bar was dark and noisy, and a large group of about 40 miners were raucously drinking away their earnings. I strode up to the largest table and had their attention in no time. Deep in their cups, many of the miners took my offer of employment as an offer of a different sort, but a flash of gold coin and a stern look from Sigmund kept them mostly under control. At length, I made the details of the wage and signing bonus clear to them, and informed them that, unfortunately, there were only 12 managerial positions available, so interested parties should arrive at Lazare’s mine tomorrow morning early for interviews. Mission accomplished, Sigmund and I headed back to the Able Carter Inn.

In the meantime, Sarek, Nineve, and Haroldur were looking for information about where the stolen corpses were ending up. They went to the jail, and fortunately, the 2 grave robbers we’d apprehended earlier were still there. Sarek bails them out and charms one of them, who tells them everything they need to know. Unfortunately, the other grave robber escaped, but Sarek’s new best friend tells him where the escapee lives. According to the charmed grave robber, Morovin, one of Kullen’s lieutenants, is the one who gets the bodies from the grave robbing crews. Morovin is noted for being extremely rude, wearing a flashy red cape, and hanging out at the Emporium. Having gleaned all the useful information from the knave, Nineve moved to restrain him. She missed and he took off running, but Sarek eventually caught up with him thanks to his superior stamina. They beat him unconscious and eventually managed to tie a noose and hang him in the Greymere Convent’s graveyard for his crimes.

The next morning, we met Lazare outside his mine, and found our efforts have paid off. Guards, experienced miners, and laborers were all there, ready to begin work. Lazare couldn’t have been happier. After ensuring that everything was satisfactory, we headed over to the Emporium to have a word with Morovin.

The Emporium is a combination freak show, tavern, gambling house, and brothel. Nearly any sort of illicit entertainment can be found within its walls, but despite its reputation, the Emporium’s proprietress is known not to tolerate any brawls or violence in her establishment. Sarek charmed the bartender and learned that Morovin was upstairs sleeping off a hangover in room 5. We bluffed our way past the half-orc guard and climbed the steps to the rooms. Nineve and I knocked on Morovin’s door and tried to bluff our way in by claiming to be a present from his friend (the late grave robber). Unfortunately, he called our bluff, and when he flung the door open, we had a fight on our hands. Luckily, we subdued him quickly and managed to sneak him out the kitchen in the back.

We took him to the Greymere Convent and I tied him up. Once he regained consciousness, the others interrogated him. I find interrogations rather unpleasant, so while that was happening, I went out to bury the grave robber that was hanged earlier. Unfortunately, I find his body has been removed – and probably consumed, judging by the tracks of about 5 ghouls in the vicinity of the gnawed-off noose.

The interrogation reveals that the bodies are ultimately going to Filge, a necromancer who recently moved into the Observatory outside of town. Morovin is then hung for his crimes. We decided to inter him immediately, as leaving him hanging there would likely violate my strict “no ghoul-feeding” policy. We were just finishing the process when we were set upon by ghouls once again!

They managed to sneak up fairly close to us while we were performing the funerary rites, and they were almost on top of us before we noticed them. The ghouls rushed in and paralyzed Nineve immediately. Haroldur managed to rebuke one ghoul, but we’re forced to fight the other four. Fortunately, between Sarek, Sigmund and I, we manage to dispatch them all without much trouble. After the scuffle, we return to the inn for the evening. I tried to dig up some information on Filge the neighborhood necromancer, but it seems he’s quite the shut-in as no one knows anything about him except that he lives in the observatory. We decide to pay Filge a visit in the morning.

On the morning of the next day, the acolytes finally arrive from Hookhill, and they brought with them a care package from the Cabal! We received:

4 scrolls of CLW
5 potions of CLW
2 MW longswords
1 MW Dwarven Waraxe
1 MW crossbow
20 MW bolts
20 MW arrows
2 vials of antitoxin
2 vials of acid
2 vials of alchemist’s fire
2 scrolls of Sending
1 scroll of Ray of Enfeeblement
1 scroll of Shield of Faith
1 scroll of Divine Favor
3 vials of holy water
and new clothes for everyone

It’s always nice to know the Cabal is looking out for us. We get kitted up and head out to raid the observatory.

About five minutes’ walk outside Diamond Lake, on a bluff overlooking an abandoned mine, we found a crumbling old observatory. We entered through a side door and heard scratchings and cries for help from emanating from a tool shed attached to the main building. We opened the door expecting starving prisoners… and were met with a 2 ghoul ambush instead! We make short work of them and continue into the main building. The next room was in total disarray, making it very hard to navigate. At the far end, skeleton archers were set up to fire on intruders from behind a makeshift barricade – it seems Filge doesn’t want company. After dealing with that little unpleasantness, we move through a few empty rooms before reaching something interesting.

We smelled it before we saw it, really. The stench of rotting flesh wafted through the open door. In the room beyond, ten chairs surrounded an oblong dining table. Plates of fresh food and bottles of wine were laid out at all the places except the head of the table, which was unoccupied and had clean plates and utensils set. The other nine chairs were occupied by awkwardly seated humanoid figures in various states of decay. They looked as if they were in the middle of a feast. Out of curiosity, I went up to a corpse and touched it, hoping to gain some insight into how the person died, but was startled by a grotesque pantomime. Apparently, I had somehow “activated” the zombies, and they started acting out a formal dinner party! One zombie turned directly to me and said, “Once again, milord has provided a delicious meal. It is an honor to dine in your august presence.” Then, the other diners chimed in with similar sycophantic comments. “The Guild of Wizardry was wrong to turn you out”, a male elf corpse remarked. “You ought to show them like you showed me!” The tattered remains of what must have been a young woman spoke up next. “I shouldn’t have ever doubted you, Filge”, it said earnestly. “I always loved you when we were together – now I’ll love you forever!”...Oh my.

At this point, I decided it was safe to assume that we were dealing with someone who was even more unhinged than the average power-hungry, corpse-reanimating necromancer. Having had our fill of this “dinner theater”, we left and made our way upstairs.

The second floor is just a single massive bedchamber. We found it to be finely appointed, with some rather interesting touches. Dominating the room was a statue of a thin human man with outstretched angelic wings and a beatific expression on his idealized face. Large letters on the base of the statue read “FILGE”. Near the center of the room stood what I thought was a statue of a halfling, but on closer examination, we realized it was actually a mummified goblin! The goblin was dressed in an expensive-looking suit and tophat, and he held out a silver platter. On the platter was the freshly-preserved, severed head of a middle-aged woman. Also, two hideously deformed severed heads (practice makes perfect?) were sitting on a nearby desk. When we approached the desk, the hideous severed heads opened their eyes and started shrieking… they were varghouilles! Luckily, Sigmund and Nineve put them down before they became a problem. When we approached the head on the platter, she yelled loudly “Filge! Someone’s come to visit!”. We figured our cover was pretty much blown, so we moved on to the top floor of the observatory.

The top floor is obviously the lab. There is a sunken operating theater and stairs leading up to a catwalk that wraps around the room. Four huge glass vats were standing near the corners of the operating theater, and each contained a large, murky shape. Filge, flanked by a skeletal body guard, sneers at our arrival and shouts “Arise, my beautiful monstrosities!”. Then he high-tails it to the top of the catwalk. Sarek and I concentrate our fire on Filge while Haroldur, Sigmund, and Nineve focus on the newest threat – a zombie has burst from one of the tanks, and it seems to be able to spray acid or something. Filge calls forth his acid-zombies from the tanks one by one, and then starts slinging some spells. Nineve, Haroldur and Sigmund eventually defeat the acid zombies, but Sigmund and Haroldur seem worse for the wear. Nineve tries to charge Filge, but is blocked by the skeletal bodyguard and has to fight her way through. Before Nineve can reach Filge, our peppering-him-at-range pays off, and Sarek finally takes him down with a crossbow bolt to the chest.

Feeling pretty confident, we tie up his unconscious form and are getting ready to toss the place for damning evidence when out of nowhere, a very torn-up looking Justice Archon planeshifts in and starts attacking us! We are naturally quite surprised, but he seems to think we’ve met many times before, and isn’t really in the mood for chitchat. He calls us all out by name and not-so-patiently explains that he must punish us for releasing the Titan of Chaos. We’re all pretty sure we’d remember doing something like that, but he won’t have any of our excuses. Nineve calls him out and he responds by sundering her sword and beating her down! At this point, we realize we have no choice but to fight, he falls to our onslaught, slumping lifelessly to the floor before fading away in a flare of light and drifting, glowing feathers, leaving his staff and some tattered white vestments behind.

With that threat removed, we turned our attention back to Filge, only to find that he has escaped! It looked like he used a crossbow bolt to cut the ropes… wizards can be so clever sometimes! I remembered when I was tying him up that Filge had a black circle tattooed on the back of his left hand. I make a note of it, since it might help us find him later. We rummage through the observatory for clues and find some notes on necromancy and alchemy (Necralchemy!), and some letters to Filge from someone in Istivin that include the message “Thanks for the recent shipment of bodies. Signed, W”.

We also find a scroll of animate dead,
4 vials of liquid (blue, red, yellow and zebra!) and various surgical notes and records.
Full looting of the observatory yields an additional:
1110 gp
60 pp
100 sp
various goods: tourmaline, jet amulet, zircon bracelet, silver ewer, marble platter, ornate wooden box
various magical items: scroll of Create Food/Water, scroll of Prot. from Energy, scroll of Speak with Dead, scroll of Detect Magic, wand of CLW, wand of Ray of Enfeeblement,
wand of Read Magic,
wand of Mage Armor,
a potion
1 sleep arrow
MW heavy steel shield

We take the stuff back to town, and swing by Lazare’s. We’re shocked to see Kullen, Smenk’s right-hand-man there. He just sits there glaring at us until Balabar himself comes in, amidst a press of people and much ado. He lets us know he wants to talk. However, Nineve is feeling feisty and is in no mood to negotiate with the evil, dishonorable Balabar and his number 1 thug. We tried to calm her down, but she’d really whipped herself up into a frenzy. She’s actually being quite rude, so I was a little relieved when Balabar gave a slight nod, and Kullen knocked her out with one punch. I find it much easier to engage in civil negotiations when there’s not a madwoman screeching insults during the proceedings.

With that out of the way, we sit down to business. Basically, Smenk finds our presence in Diamond Lake inconvenient and wants us gone. We negotiate that we’ll leave if he gives us back the Harkness and keeps the Greymere Convent under his protection. He even offers to make a sizable donation to the church. Of course, I don’t really trust him, but he did hand over the deed to the Harkness, and truthfully, the goings-on in Diamond Lake are not our concern. With the Harkness in our possession, we can finally proceed to Kolbenborg and look for Alastar Land! We shake on the deal with Smenk and he leaves with his entourage.

A few minutes later, Lazare comes in, livid over reports that Balabar was in his establishment. We tell him about the deal we struck, and say our goodbyes. Lazare says he’s in our debt – the mine is running smoothly and they just found a large vein of silver! We congratulate him and part ways.

We still had quite a mess to clean up, so we recruited the newly-arrived acolytes to help us transport all the bodies from the observatory back to the Greymere Convent and put them to rest. While everyone is working on that, I swing by the garrison commander’s office one more time in the hopes that I can catch him in a better mood. I’m in luck, and I manage to convince him to send 6 of his men with us to Kolbenberg! We spend all night interring the bodies with the acolytes. In the morning, we all seem to have learned from our experiences, and it has made us stronger. I spent some extra time during my nightly trance pouring over those anatomical notes from Filge’s observatory, and I seem to have gained a new perspective on combat from them.

After congratulating each other for our spiritual growth, Sarek sent this message to the Temple:

Harkness retaken.
Acolytes arrived.
Cleared graveyard of ghouls.
Punished grave robbers.
Observatory contained missing bodies, who were zombies.
Rogue necromancer Filge escaped.
Properly interred bodies.

To which they replied:

Good work.
Please proceed to Kolbenberg.
Alistair’s report is now 2 weeks overdue.
Pity about the necromancer…

A pity indeed! At any rate, we clean up, pack up, and head out. Fortunately, one of the soldiers from the garrison was a sailor before he joined, so he’s confident he can get us safely across the lake. We set out.

~Ashe

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Episode 1

Episode 1: 1/12/08

The Party:
Ashelia Raminas, elf ranger/1
Haroldur, human cleric/1
Sigmund Gorn, dwarf fighter/1
Nineve Floret, human knight/1
Sarek, human wizard/1

First, some background. My associates and I are Keepers of the Grey Covenant, or Greycloaks, for the church of Wee Jas. Essentially, we are one of the tools the church uses to fight unlawful necromancy. We are custodians of the deceased, and also an investigative team that can be sent in to handle any threats to the church or its tenets. We are based in the Tower Macabre, the grand church of Wee Jas in Istivin, the capitol city of Caledon.

We were assigned to oversee the funeral of Lord Ondore, a minor noble and slumlord, quietly infamous for his oppressive dealings with the local poor. A knife found its way into his back, and now his family wants to have him raised. For that, they have to come to Wee Jas, so here we are.

The open-casket ceremony was… interesting. Nineve and Haroldur totally botched the service in front of a large crowd of nobility and the well-to-do. In their defense, there really wasn’t much flattering to say about the late Lord Ondore, and I doubt many of the mourners present were terribly interested in anything except whether he would be raised and how much they stood to inherit if he wasn’t.

In the middle of a particularly uncomfortable speech by Nineve, interlopers led by a man calling himself “The Hawk” crashed the ceremony. Some form of violent outburst was not entirely unexpected, but this group seemed to be reasonably well organized and prepared. Shouting things like “An end to Lord Ondore’s injustice!” and “Vile Lord Ondore will pay for his crimes, even in death!” (humans can be so excitable), a group of miscreants deployed smoke sticks as they moved through the now panicking crowd towards the casket. Meanwhile, the leader of the band bravely hurled haughty insults at us from the relative safety of a nearby rooftop, peppering us with arrows all the while. As we all rushed to meet the coming threat, The Hawk deployed – get this – actual hawks to dive-bomb the casket with alchemist’s fire. This stately funeral was swiftly turning into a cheesy roadside circus. Unfortunately, one of the hawks managed to catch Lord Ondore’s body on fire, so I broke off my attack and rushed to put it out. Just as the flames were extinguished, one of the ground-attack crew produced another vial of alchemist’s fire and with a lucky shot managed to ignite the corpse again. Out of water and patience, I slammed the casket closed and hoped the flames would extinguish themselves. Nineve, Sigmund, Haroldur and Sarek managed to turn the battle in our favor while I was putting out fires, and the remaining brigands beat a hasty retreat. The funeral (such that it was) was over, but the corpse of Lord Ondore was badly burned.

Naturally, the Cabal is not pleased with the condition of Lord Ondore’s body, but it can be salvaged, and at least it wasn’t stolen or completely destroyed. However, if he is raised, his “dashing good looks” certainly won’t be coming back with him!

A few days pass and we are summoned for another mission. Alastor Land, a Seeker, has been missing for 4 days. (Seekers, like Greycloaks, are another of Wee Jas’s tools. They are tasked with research and investigation for the church, however, their role is primarily academic.) We will travel by coach to Diamond Lake, a large mining town in the vicinity. From there, the Greymere Convent will provide us with their ship, The Harkness, to ferry us across the lake to the hamlet of Kolbenborg, where Alastor was conducting his research. There have been rumors of orc and goblin activity in the mountains near Kolbenborg, so we should be on our guard.

We did some research on Alastor Land and his mission before setting out: Alastor moved to Kolbenburg to follow up on another Seeker’s research. Several years ago, a seeker named Ulavant led a band of Seekers into an ancient site he believed to be from the Age of the Imperium in search of relics. They too vanished suddenly. The Imperium was a great empire that spanned the multiverse ages ago. Ruled by enigmatic beings called Spell Weavers, they linked their vast empire together through a strange amalgam of magic and science. The empire stood for millennia, holding whole worlds under its sway until centuries ago, when the Spell Weavers suddenly vanished. Their immeasurable empire collapsed in an instant of terrible destruction and chaos. However, relics from this time are occasionally found, and such relics have served to greatly advance our understanding of magic… Sounds like Alastor Land may have gotten in over his head.

The 3 day journey to Diamond Lake was pleasant. When we arrived in town, however, we found the Greymere Convent abandoned and in disarray. To make matters worse, the Harkness, which is moored at the pier, has been commandeered by a band of ruffians in the employ of Balabar Smenk, a local mine manager.

Further inspection of the Greymere Convent revealed obvious signs of violence. We discovered 3 discarded holy symbols of the church, some dubious-looking dark stains (blood, perhaps?), and someone had taken a greataxe to most of the furniture. This convent hadn’t just fallen by the wayside and slowly dissipated – it had been raided.

Armed with this knowledge, we set about discovering who had done such a thing. In short order we found the man in town to talk to was Lazare, a sage, mine owner, and renowned chessmaster. He claims to be able to answer any question – for a price. We visited Lazare in the afternoon at his nicely appointed chess parlor and found him to be well-mannered and courteous. We chatted for a bit and learned that he too has a beef with Balabar Smenk. We explained about the Harkness and our mission to get to Kolbenborg. At length, we paid his (rather steep) 20 gp fee and asked our question: Who was behind the attack on the Greymere Convent? He told us to come back in a day for our answer.

We spent the next day cleaning the Convent and putting things back in order. At the appointed time, we returned to Lazare’s for our answer. He told us that it was Kullen, Balabar Smenk’s right-hand man, who had led the attack on Greymere. We thanked him for his time and trouble, and immediately set out to report our findings to the local authorities.

We arrived at the Sheriff’s office, and, to our horror, found it to be in a terrible state. Papers were in disarray, and two lazy guards were drinking wine and playing cards (!) at the desk. The sheriff himself was sleeping off a hangover in his office. Nineve, who became rather impatient at this point, may not have made the best impression as she slammed her shield down on the card game and demanded attention. Fortunately, Haroldur managed to smooth things over before too many hackles were raised, and we reported that there had been an attack on the Greymere Convent (which was old news) and that we suspected Kullen (and therefore Balabar) was behind it. They seemed completely indifferent to these allegations of desecration and slaughter! I’m not even sure they filed a report. Realizing these people were useless and we were getting nowhere, we returned in a huff to the Greymere Convent.

As we were tidying things up, I noticed that some of the graves in the graveyard looked to have been recently disturbed. Quickly and carefully, we exhumed one of the disturbed graves to find our fears confirmed – the interred corpse was gone! We decided then that we needed to guard the graveyard at night and attempt to apprehend the culprits. I put the “grave” back in order and, in the gathering dusk, we settled down to wait.

We didn’t have to wait long. Between dusk and dark, we noticed a light bobbing into the graveyard in the distance. Soon, it split into two lights which moved off in opposite directions. Sarek and I headed for one light and Nineve, Haroldur and Sigmund took the other one. We were able to get fairly close before we were spotted by our quarry. Sarek cast a sleep spell and 2 of our 4 graverobbers instantly fell into a deep slumber. The other two sprang to attack, but I handled them easily. I glanced over at the other scuffle and saw that Haroldur and the fighters had their situation well in hand, so I tied up the sleeping survivors. The last graverobber in Haroldur’s group escaped, sprinting off into the night. In all that armor, catching him was out of the question. As Nineve shook her fist at the fleeing ne’er-do-well in frustration, he darted behind a crypt, let out a blood-curdling scream, and fell silent.

We figured he’d gotten his just desserts. After all, he was just a superstitious commoner, cavorting around in a graveyard at night. He probably got frightened by his own shadow and passed out cold! We tended to the fallen (all dead) and I was just re-checking my knots on the sleeping survivors when the real source of the fleeing brigand’s terror became known. Ghouls had sneaked up on us!

Our group was separated, Haroldur, Nineve, and Sigmund being quite a distance still from myself and Sarek. I could hear Haroldur rebuking the foul abberations and the sounds of clean-up – I mean, battle, as I sprang to slay our undead attackers. I cut one down in short order, but meanwhile the other ghoul decided to take his chances with a softer target. I turned my back on him for one second, and the next thing I knew, Sarek was paralyzed! I always forget about that! Cursing my carelessness, I called for backup as I finished off my opponent and rushed to save the helpless mage. The others showed up just in time. Haroldur rebuked the ghoul, who stopped gnawing on Sarek and stood there, awestruck, while the rest of us cut it down.

With the battle in the graveyard finally over, we took the still-sleeping prisoners and their incriminating gear (shovels, lanterns, bodybags) inside and I ran to town to fetch the sheriff. I had a tough time convincing the lazy sots in the sheriff’s office to get up and actually do their jobs. In the end, I had to drag them out of the office by their collars and threaten to wake the sheriff at home to get them to come along!

I arrived at Greymere with the useless deputies in tow. The prisoners had awoken, and were putting up a fuss and whining to be let go. We reported the events of the evening to the disinterested law enforcement officials, and handed over the graverobbers. We were assured that for such a serious crime, they would definitely spend “at least one night” in the lock-up. Talk about justice…

We finished putting things in the graveyard in order and went back to our rooms at the Able Carter Inn for the night. Sarek sent a message to the Ruby Temple relating the events so far:

“Diamond Lake church was found abandoned and in disarray.
Harkness taken by thugs.
Balabar Smenk believed to be responsible for razing.
Bodies stolen from graveyard.
Advise.”

The next morning, we received a reply:
“Please determine more hard information.
Four replacements to be sent in three days.
Your target is in Kolbenborg.
Diamond Lake is a secondary concern.”

Accordingly, we decided to see about securing passage across Diamond Lake. With the Harkness seemingly inaccessible, we needed to find another vessel to take us to Kolbenborg. At the docks, just down the pier from where the Harkness was moored, we found a shabby but suitable-looking vessel being tended by an ancient, spindly-looking man. Ignoring the heckling calls of the thugs on the Harkness, we entered into negotiations. The old man would take us across, but was afraid to cross the lake on his own, for some reason. Because of the ambiguity of our mission, we had originally intended to book one-way passage to Kolbenborg, take care of our business, and arrange the return trip later with a ship on the other side of the lake. However, the skinny little man flatly refused to return to Diamond Lake alone. We offered to arrange for his lodging once we reached Kolbenborg, but he was hesitant to commit to being away from Diamond Lake for an unspecified period of time, and was very concerned about becoming “stuck” on the wrong side of the lake. We told him to think about our offer, and we would give him a day or so to make up his mind.

As we walked back up the pier past the Harkness, the heckling grew more intense, and at last, Haroldur could stand it no longer. He wheeled around and informed the brigands that it was exactly this sort of attitude that had cost them our business, and we’d be paying that other ship to take us across the lake… for a whole gold piece! (One gold! Can you imagine? These country bumpkins had probably never seen so much money in their whole lives! Doubtless they’d sell their own mothers for such a paltry sum!)

At seeing the color of our coin, the thugs’ attitudes changed immediately. They were falling over themselves to allow them to take us across the lake, claiming to be a much better, stronger crew (which was almost certainly true) and asserting that the Harkness was a better, faster and more seaworthy (or maybe “lake-worthy”?) vessel.

However, the damage had been done, and Haroldur rudely informed them that they had missed their opportunity for fame and fortune. Our noses in the air, we began to leave, when one of the brigands shouted, “Let’s get ‘em and just take their bloody gold!”. Burly thugs rushed down the docks at us, and the battle was joined. Sailors on the deck of the Harkness fired crossbows and threw marlin pikes at us as the ones on the dock attacked us with belaying pins. At first, I tried to merely subdue my opponents, hitting with the flat of my blade, but when one thug lunged past me to strike at Haroldur with murderous intent, I sliced him open from stem to stern. The first casualty seemed to enrage the thugs even more, and they attacked with renewed viciousness.

Nineve and Sigmund boldly cut a path of blood through the surging mob, as Haroldur and Sarek traded fire with the brigands on the deck. For my part, I reproached myself for being so rash as to kill that first ignorant thug – death by my longsword, Aernin, Rite of Law, was too good for him – and I resolved to take a different approach. I shoved the body off the dock into the water, in disgust. To my surprise, within seconds, huge, man-eating gar surfaced from the depths and devoured the corpse! This gave me an idea. The thugs that managed to rush past Nineve and Sigmund’s deadly gauntlet were met by me, as I slammed into them and threw them off the docks and into the water. Those who couldn’t swim fast enough learned a final lesson about survival of the fittest.

However, a few did manage to swim to safety, and began to climb up onto the pier. Also, a few of the thugs on the ship leaped off the prow onto the docks (some missed and ended up in the water with the gars). The push of sailors running up the docks through Nineve and Sigmund had thinned, and it seemed the remaining thugs were bypassing the fighters and closing in on our unprotected flank – Sarek and Haroldur. Sigmund and I moved to defend the casters, and we left the indomitable Nineve to deal with the remaining threats running up the dock from the ship. In my haste, I sustained a grievous wound, but Haroldur healed me, and I returned the favor by neatly dispatching his attacker. Meanwhile, Sigmund was bravely battling two thugs, but one managed to slip past him and struck Sarek down! Sigmund and Haroldur finished off the remaining brigands and stabilized Sarek, and the melee at the quayside was finally over.

~Ashe

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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