Monday, November 10, 2014

The Final Conflict

Facing a door in a hallway, we enter a room with a domed ceiling, six standing sarcophagi and a statue in the middle of the room of a stern looking man with a book and a glave. The statue appears Thasselonian and old.  Behnin opens the first sarcophagus and,startled by the skeleton falling out, smashes it apart. Realize that the room appears to be an honorable place where the Thasselonians buried their architects. Some sort of black whispy thing swoops down from above. Touches Arandor and clearly wounds/drains him instantly. 

Learning from knowledge religion, find out the whispy things need magic weapons to damage them, then damage is lessened. Understand that these whispy are the whispy of the architects.

Sayal swings and misses, gives extra surge to Behnin who spews forth violent violence. Sayal ducks free of another attack, but loses another bit of strength. Skrimshaw uses her tiny Kobold self to decimate one of the whispies and damages another one nicely, too.  The anger is becoming overwhelming to all. Arandor hits again with a burst of angry flame and watches its life force seeping out, reaching for him and missing before dying miserably. Skrimshaw kills the last whisp, and then, as a result of the anger, cusses us all out. 

As a group, we search the room, investigating the sarcophagi and statue. Get nothing. Find a secret door leading to a passageway heading downstairs. Hear the sound of sloshing water. We enter the room and see a crumbled room, with tide pools entering the broken walls. On on wall is an elaborate carving/drawing, see a mythical city with a thousand spires and the Kodar mountains. Large coral encrusted, gold, giant-sized helmet - 5 feet across - in the water. The helmet rises up and turns toward us. 

We take shots at it, and it repays us with pincher claw attacks. When we defeat it, we swim for gold (diving for dollars): jade amulet of natural armor (+1), the ancient helm is worth 3000gp (weighing 300 lbs), 3500 silver, 630gp. 

When we get to the bridge, we find many goblins come to assist Nulia. Sayal impersonates Nulia to send them away. 

The town considers the party heroes. The goblins retreat and everyone seems safe(ish). We take over Thistletop and hire some mercenaries to help protect. Arandor lights the big fires each day. Ameiko starts up the glassworks again. We retake the catacombs of wrath, barring the entrances on all ends. The person we hired to clear out the latrine gets killed by a trap, but we find their treasure buried there: 7400 copper, 2490 silver, 89 gold, 3 platinum, 34 gp, medium chain shirt, medium masterwork scimitar, masterwork manacles, holy symbol of Sarenrae (100gp), jade necklace (60gp), blue silk gown with gold trim (150gp).

We raise the baby goblins to be kind and good and smart. We discover the water tunnel escape route, and that the bridge is trapped (no more than one medium body over at a time).

Ameiko finds a chest found among her grandfather's belongings relating to Thorin. And Sayal sees someone who is coming along, clearly related to a shipment Sayal keeps a room at Ameiko's, enabling her to continue her training and keep an eye out for her thugs. Behnin moves forward with Shayliss, and her father is warming to him. He begins to look for political opportunities. Arandor uses the time to investigate more Thasselonian lore and artifacts, while working to train in his magics. 

Magnimar knows of our heroism; word is getting out that Sandpoint is safe because of us. The goblins dissipate. No word on the end result of Tsutso or Brathuzmus.

Monday, August 11, 2014

Thistletop lower levels.

After a good night's sleep, we awake feeling rested and more powerful. We start to inspect the lower level (where we fought Nulia). In one one of the small rooms we see paintings of goblin violence and bad stuff.  One drawing depicts a huge scary monster.

Next we come to a large altar room where a recent human sacrifice was completed. We assume this means that the ritual we were trying to prevent was completed. We continue, through additional rooms, finding torture implements and chambers. Scenes of women giving birth to monsters in what we know to be common in churches to Lamashtu. Kill a couple of goblins. Find some goblin babies in cages (we leave them).

In one distant room with stalactites, we encounter a squidy figure with many eyes. Called a tentamore, it's main deal is constriction. We kill it and continue on to see the rest of the floor, finding not much more than bedrooms of Nulia, Lyrie, and Tsuto.  Some evidence of Birdcrunchers, and one room where someone clearly packed and left in a hurry.

Huge stack of gold coins in a big L-shaped room. Checking for traps and percept for magic. Seems illusory.  Is likely only a carving. Behnin believes there is some sort of beacon-ness to the treasure. Skrimshaw puts coins into slots on either side of the pillar, and it goes down to reveal a hidden door. 

Inside is a door to a new room full of chanting guy/illusion on a throne talking in Thasselonian, which continually repeats the same message. There are two statues in his image in the room. This is not anything to do with Lamashtu, but is a Thasselonian relic. We check other rooms.

One room with three work tables (E9). Covered in exquisitely made surgical tools, which the healer takes. One table has bones of more than one skeleton - seems to be a two-headed man with a smaller body coming out if its back. Find a silver and gold seven pointed star, which Arandor takes.

Moving on...room has a door with a seven-pointed star keyhole. Arandor uses the recently discovered key to open the door.  Inside is a wide room with a flaming bathtub in the middle. Seems to not be super hot, but lights the room with a humid heat and the smell of burning human hair. Appears to be ever burning. Big star carving in one wall. 

Suddenly, a gargantuan thing blinks into existence. A snarling, canine beast with hands instead of claws. Seems to be shimmery and coming in and out of existence. Attacks AND KILLS Bartland. But not really.

Monday, August 4, 2014

Thistletop again

Sheilalu appears and announces that there are hoardes of goblins forming in the world and heading this way. We are here to look for Nulia, and Sheilalu offers to head back out to hold off the goblins, leaving behind a wand of cure light wounds.

We head downstairs . At the door we hear paper shuffling and then a door closing. We enter what appears to be the main war room. To the East is a doorway leading to a hallway. The the West is a small room with barrels, tools, weapons and a buxom babe. She attacks Bartland and bolts. Bartland follows and shoots and misses. The party follows. When we catch up and pounce her into submission; she says her name is Lyrie Akenja. She says she's been researching this old temple, using the goblins' help to accomplish her goals. She admits to working with Tsutso. Sayal mouths off and Lyrie casts some spell. Benin gets her in a grapple, Sayal hits her with her battle axe. Lyrie cannot complete the spell, but continues to fight. Skrimshaw, standing on top of Lyrie, readies her bow and threatens to kill her. 

Lyrie explains that this is an ancient Thasselonin ruin. Hired by Nulia for her knowledge of arcana. She was a pathfinder but Nulia gave her a job studying the Thasselonians. Nulia is here, on the observation deck. She's angry that Tsutso has been jailed. She offers to help us get to Nulia safely if we let her go.

Room D15, she has a potion of cure light wounds, 5 scrolls, a wand, a dagger, a cloak, a silver comb, small artifacts (hair, fingernail clippings, etc), and a spell book. We take it all. Try to detect the scrolls, one scroll of see invisibility, scroll of sleep, scroll of whispering wind. The wand is of magic missiles.

Agree to let her go if we get safely to Nulia. She points out a trap that would have killed us. We disable it and send her first across. She points out a door behind which is Nulia. She says inside is the observation desk.

Observation deck - 4 burning scrolls, there are bones, taxidermist animals and limbs, a fountain of bubbling blue liquid, marble countertops, and other creepy items. Nulia stands mid room. Big dog afire nearby. 

Bartland storms in and shoots at Nulia, hitting her right away. Benin hits her with his hammer. Arandor shoots the Hound with a magic missile from Lyrie's wand. Sayal and Behnin both wounded, but still standing, feeling angry. Arandor's missiles finally take down the Hound. Behnin passes out in pain. Nulia turns on Skrimshaw. Eventually, we overtake Nulia and she collapses. 

Two Hounds are bounding down the hall, Sayal and Bartland slam the door shut, but not before their howling scares the beejeezus out of Skrimshaw and Arandor. In their panic they are useless. Sayal drinks two potions (one medium and one light) and Behnin heals her back to some health. The dogs continue to batter the door. Sayal, feeling better, cleaves Nulia in half. 


Monday, June 23, 2014

Thistletop continues

Confronted by goblins dogs. Skrimshaw takes the first one out. The remaining three are quickly and quietly despatched. We see the island, which is across 60 feet of rope bridge. There is a wooden fort with 30 foot towers. Kill gull still going on inside fort. In the first room, there are poorly preserved dog and horse heads and a set of harpy wings tacked to the wall with daggers. I take the fancy, pearl handled dagger.

Benin goes up first tower (West). Opens trap door at the top, finds two sleeping goblins in the company of several pickles and half-eaten pickles. He picks up the two goblins to toss them over the side. He succeeds with one, but has to kill the second one before tossing him over. 

Goes into second tower and through the trapdoor. Hears arguing. Brings Bartland up, who hears them arguing about a game.  Sounds like two voices. The dwarves kill the goblins and return to the party. 

Head into the fort's interior. Burst in on a room where goblins appear to be training to fight three longshanks. Arandor knocks a few out with his color spell; Benin takes out the lizard, and a few of the goblins, but more keep coming. 

Odd things happen: Benin's hammer careams out of his hand and hits a goblin, then swings back around to return him. Sayal takes damage and should be passed out, but remained standing, able to fight. Everyone is pretty angry and wounded.

Some of the goblins and dogs run off, but we finally kill the big boss Ripnugget. A quick search of the room (C19) turns up crown worth 20gp, a red potion per goblin (7), chest plate, sword, key ring with keys. Anger begins to dissipate at the end of the battle.

Sayal drank two of the red potions for a medium bit of healing. Benin, Bartland, and Erandor each drink potions for healing. Leaving us with 2 light and one medium potions of healing left.

A search of the main floor turns up many grody rooms with lots of filth. Ripnugget's room held one holy symbol from Lamashtu. In the west side courtyard, we kill four goblin dogs, find a room full of caged rabbits, and a room that has some large snuffling animal thing boarded in. Skrimshaw and Sayal attempt to disable the door lock while Benin and Bartland go into then north hall to further investigate.

Arandor, who stayed behind in the lobby with doggie, is overset by the goblins who were outside playing kill gull. He uses Color Spray again to disable most of his goblin attackers. Then flames them for further damage. In the end, he takes them all down and finishes them off with coups de grace. 

Benin finds stairs heading downstairs at the north end of the main floor.

Skrimshaw gets the door open to discover a heavy war horse, hog tied and neglected. Poor health and hungry. Sayal uses her animal handling skills to calm and feed the war horse. Sayal takes the horse, Shadow Mist, as part of the party.  

Remaining room is a store room, including grain which we take for Shadow Mist.

Friday, May 16, 2014

Thistletop

Takes all stinking day to get through the Nettlewoods. When we arrive near the edge, we tie up the horses and begin looking around. Find a nettle door leading through a four-foot high tunnel of tangled, thorny vines. Stooping only a problem for Sayal, as the rest of the party is too short for most carnival rides. Tunnel to the left gives good high level view from the cliff top.  Tunnel to the right takes us to another cliff edge from which we can see the island and bridge off to the east.

There are reed and leaf nests lining the walls of the tunnel at the juncture before the cliff face.  Turns out to be ten goblins. We despatch all ten goblins in a nice long skirmish.

Notice that these are Birdcrunchers - far from their regular home area. Notice that the goblins over at the island are playing a super fun game of "kill gull".

Another day, another catacomb

Organize to go back to the glassworks and explore further. All healed and better, but it still residual rages.

In catacombs, go straight(ish) back to the altar and come upon two goblins. Kill the first and the second calls to Brathuzmus. The second gets away, and gets into the scary rage room, where some voice is saying "don't let them get in here". The bugbear is in the main altar room with at least four goblins. As everyone runs into the room, the also see Tsuto. After a prolonged battle, we kill the goblins, and take Tsutso and Brathuzmus prisoner. We transfer Brathuzmus to Shaelulu's "care", and chain Tsutso in prison. Ameiko doesn't come to his defense, not unsurprisingly.

We have acquired some goods from the searching of the rooms, see Skrimshaw's journal (and note the tiara). There are two bottles of blue (I mean red) potion.


Friday, May 2, 2014

In the catacombs

Head to upstairs level, as we find no more doors that are accessible. Come to a circular room with a fountain in the middle and sculls lining the walls. Attacked by Vargoyle with paralyzingly shriek, poisonous bite and a kiss that turns its victim into one of its kind. An evil extra planar creature. Got lucky on the death as it didn't try to kiss anyone. Water of the fountain is all about cleansing before entering the shrine. 

Skrimshaw listens at the door, hears nothing. Stairs head to another door above. More spiral stairs heading up into darkness. Rock blocks the way above.

Go back to the next open hallway (back past goddess statue). Down the long hallway and come to a shrine with an alter. Searching the room reveals not much. Head to double doors which open into a huge underground cathedral. Stone doors to either side. Strange spiky runes. More skulls surround the pool. Pulpit has a triangle of orangey liquid that bubbles like lava. Flitting, flying, evil skank shouts  at us to leave her home and no longer defile her sanctuary. Slits her wrists and dribbles blood into the triangle pool. The fluid appears to diminish in power, making her appear somewhat disappointed. 

Determine the skank to be a quasit. We all pull our cold iron weapons. Quasit disappears into thin air. We all move about the room, and a creature man comes up from the bubbling orange triangle of fluid. Large battle ensues including a goblin dog and a a second creature man. At one point the skanky quasit disappears into the bubbling water releasing an angry shockwave, leaving the party stunned for six full seconds. 

Something causes the various adventurers to attack each other, doing more damage than any of the beasts. In the end, only the dwarves and the dog are still standing in the room. Glonier, Hulk, Sayal are all tied up and unconscious. Skrimshaw has run off and Arandor is hiding in the hallway. Skrimshaw will likely not trust any of us again. 

Bartland heals the unconscious members of the party so that they can get back to the Rusty Dragon.
The dwarves and Sayal begin to understand that we were all attacking each other due to some unseen force and not through any rational reasoning. We discuss the extreme anger that coursed through us. 

Skrimshaw leaves the glassworks and ends up back talking to Ameiko. She gives her a pretty grim version of the tale, thinking the rest are still fighting. The rest of the party shows up and clears up some of the confusion with Skrimshaw. We tell the guards to keep out, and keep others out.

Skrimshaw is leaving to see her parents. The rest of the party retires to the Rusty Dragon to heal.


Friday, April 18, 2014

Day 6

Guards being set at the basement of the glassworks to stop traffic at the tunnel. Sealing it up.

Nulia was foundling raised by Eziekien Tobyn. She had unearthly beauty and she was picked on as a result. Varisiens considered her "blessed by Desna" and as a result she was often asked to perform uncomfortable tasks (like laying of hands on to cure warts and the like).

With our connections in town, and as temporary sheriffs, we round up some cold iron weapons to be prepared to go after the Quasit.

Head into the tunnel. Main tunnel heads northeast under town; offshoot heads northwest and another that goes easterly. Explore first offshoot to the west. 

Goes west about 50ft then north another 100ft. Had been bricked off, break seems not recent. In first room, a zomboidy gollum thingy attacks. We despatch the creature and take its ranseur. Following the left-hand tunnel, we come to a statue with a lovely-faced woman holding a masterwork ranseur. Arandor takes ranseur. Appears to be the lower end of a pit toilet, with a hole above leading to a room. Back beyond the statue, we listen at the door and hear nothing. Entering the room, we discover that we are in what used to be a prison. There are raised walkways and cages lining the walls.  There are skeletons in some of the cages. After killing the two bad guys, (Glonir leaped from the platform tackling a Sinspawn a freeing the grappled Behnin) we search around and find more small rooms, each with deformed skeleton in it: three arms, big head, etc. Find a scroll of fire sphere in one. 

We head down the stairs and discover a room with pits and covers and scratching down below. A deformed goblin attacks, and Hulk ultimately kills it with great violence. The pits all have scary noises coming from within. Arandor flips one lid open and discovers zombies in each, about 20 feet deep. They are unable to get out on their own.

At end of corridor, come to a spherical, red room.  Thasselonian words like "rage" are read by Arandor. Floating objects, dead raven with maggots, bottle of wine, twisting wand, scroll. Hulk pulls the bottle of wine to him, standard, local wine. Bartland opens the wine and takes a drink. Hulk pulls a book over. Beastiary of how to kill the worlds worst monsters (written in Abyssal). Seems to be a book for worshiper a of Lamashtu (mother of monsters). Gets wand next, is twisted and forked (B11).

I go into the room and instantly start floating and bouncing off the walls. I do grab the scroll before manipulating my bumps and floats to where I can reach the floor again. 

Gloiner hears the sound of distant dogs, but then thinks maybe he was hearing things.




A few busy days after the Swallowtail festival


Sheriff Hemlock comes in asking about a crypt/vault next to graveyard that appears to have been broken into. Houses remains of previous caretakers. He reports that there are many footprints which appear to be from goblins, but some of the tracks appear to be larger and humanoid.

Went to crypt and fought and killed two skellies. Father Eziekiel's crypt has been opened and his remains have been taken. Discovere a robe in one corner of the room with missing patches and we believe the patches might have magical powers. We find the tracks outside and see that there are six goblinoids and one humanoid footprints.

Behnin and Sayal talk to Father Zantis. Get nothing.

Alma Avertin of the Savory Goods, brings us lovely treats. Behnin and Sayal head to Rusty Dragon to heal the dog.

Aldurin takes us on his boar hunt.  Head to Tickwood; rents horses for those who don't have them.  Sayal rides her own, because shes cool like that.

Aldurin has lots of money, talks a big game. Quietly hunting the boar. Man servants rout out the boar and the chase is on. Dog nearly dies. :( Sayal kills the boar. Aldurin impressed.

We all drink in tavern. Stranger comes in speaking in foreign language. Locals get interested in their meals. Skrimshaw recognizes him as Longinko. He berates us as adventurers and interferers. He gets in fight with daughter, Ameiko. She brains him with ladle. Says you're as dead to me as your mother. She laughs it off, but is upset.

Behnin runs after him. Tries to ask about Thorin, his father. Gets nothing.

Shalelu Andosanna is an Elvish ranger who looks into goblin and other activity in the area.

Bunch of young women talking and laughing and looking at Behnin.

Ran back to the crypt to follow the goblin tracks. Seem to follow near path back toward Tickwood. Lose tracks pretty quickly along trail. Give up and head back to town.

Ameiko tells us about her dad - who disapproves of her adventuring/bar tending lifestyle.

Benin gets gift for his beard from an admirer.  Guy with trash barrel hits on Sayal.

Aaron and his mother come up with a tale of goblins in the closet who have killed their second dog and bitten all over Aaron's arm. Follow them to their home to investigate. Dad is dead all bitten and flesh torn away. Crazy looking goblin comes out of the hole. We kill the goblin and search the closet. Goblin has been there a few days, has collected some kid clothes and stuff.  He's got some sort of crawl space with no obvious outlet; find carcass of dog, mostly eaten. Appears to have junky jewelry on, partial fork, piece of glass. Take bodies away, contact sheriff. Bury dog and husband and goblin (not together). Woman goes with sheriff to father Zantis. Goblins thrown over junker's edge. Funeral planned for husband.


Shalelu reporting that there are all five goblin bands working together. Worried that there may be some big threat behind it.

She's finding goblin activity in Mosswood and Nettleswood. Sheriff heading to Magnamar to get help/information, leaves us a bit in charge, deputizing Behnin and Sayal in his absence.

Shalelu joins us at the Rusty Dragon for dinner.

Goblin tribe info from Shay:

·       Birdcrunchers - least aggressive.
·       Licktoad - Brinestump Marsh - excellent swimmers
·       Seventooth goblins of Shankswood - raiders of junk yard, making armor and weapons with their finds
·       Mosswood - largest tribe, lots of inter-family warring
·       Thistletop - Nettleswood coast on island that resembles a decapitated head.

Goblins live short, violent lives.  Shalelu tells us of the currently known big bad goblins:

·       Big Gugmut. Tall Mosswood goblin. Hobgoblin/wild boar parentage.
·       Koruvus. Champion Seventooth. Has a human-sized sword. Hidden or lost or dead May be hiding out.
·       Vorka - cannibal goblin. Eats Licktoads
·       Rendwattle Gutwad - obese brine stone goblin. Never leaves his throne.
·       Ripnugget - Thistletop leader. Controls best lair.
·       Bruthazmus - bugbear (goblinoid) ranger. Lives in Nettleswood. Trades stuff that he's gotten. Hates elves. Shalulu hopes to be the one to kill him rather than vice versa


Tsuto - blames step father Lonjinko for goblin activity (and in previous time for mother's death).

Wrote note getting Ameiko to glassworks to discuss his concerns about Lonjinko. She has since disappeared. We go to investigate.

Once there, we separate into different hallways. Almost immediately, Arandor is beset by goblins. Workers all dead, covered in molten glass. Big fight.

Kill many goblins, some run off at the end of the room. We search the room and find dead bodies, works of art, which turns out to be Lonjinko covered artistically (and painfully, and deadlily) in glass. Arandor and Sayal give chase.

Dead bodies everywhere. Not yet sure if Ameiko is among dead.

Search main floor - find nothing interesting.
Head downstairs and discover Tsuto in a locked room. He won't let us in, but leads us down a pathway whereupon he nearly kills us all, running away only when Behnin does a bit of damage. Arandor's dodo companion did score a wound on Tsuto's foot.

In room, get journal. Arandor keeps.

Find Ameiko all bound and gagged. She is distraught. Tsuto and other mercenaries led by Nulia. Father Ezekiel's daughter, who perished in the fire. Has big plans. Has a group at Thistletop.

She was beset by his goblins. And we tell her about her dad.

Long tunnel. Dead ends. We don't know where Tsuto went.

Read journal: maps of Sandpoint and attack plans, one of which already happened. Also drawings of Nulia. Next entries show battles of up to 200 goblins. Big claw, bat wings, tail, etc. on drawing of Nulia.

Raid was successful got the casket.
Malfeshenkor's release is going to do something.
Clearly Nulia is nutso.

Next need to put guards on the glassworks and monitor smuggling.


Saturday, March 8, 2014

Entry 2

Night of Starday, Arodus 31, 4707 (Absalon Reckoning)

  • Sabyl and Katrine from town find Sayal lying in an ally and bring her back to the Rusty Dragon.
  • The cleric heals her wounds

Sunday, Rova 1, 4707 (Absalon Reckoning)

The Swallow Tail Festival

  • The party heads out to the Swallow Tail Festival that stars promptly early in the day
  • Behnin is excited to hear that Lonjinko will be speaking at the opening ceremony but disappointed when he discovers that Lonhinko is sick and cannot make it.
  • There are many games to be played
    • The party (Dwarves, Kobold, Minotar and wizard?) lose to the ship writes at tug o'war
    • Arandor narrowly beats the monitor in the pie race … both the kobold and the minitor throw up from the vigorous running. The bard has to quit.
    • In Devil Hunt, Skrimshaw and the cleric score bulls eyes and win stuffed Sandpoint Devils, Arandor hits the target and receives a necklace with a claw
    • They attempt many times to "topple the tower" with a miniature catapult, but fail miserably.
  • They enjoy the free lunch, return their winnings to the Rusty Dragon (including Arandor's pie from the pie race!) And right when Vathus is about to speak, goblins attack ...
    • The party defends the town square from two waves of goblins.  The second including a goblin war chanter and an explosive cart
    • A goblin smacks Arandor in the head with a fish
    • The minitor cleaves one in half
    • The flaming cart is full of fire works and explodes (nearly killing Scrimshaw)
    • Behnins dog fells many goblins
    • Hearing screaming for help the party finds a noblemen beset by a Goblin Commando riding a goblin dog and some more goblins.  Alderen's dog is killed.  The party quickly fells the goblin dog and quickly dispatches the rest.  Sayal is able to get rally the party tactically for the first time.
    • The party rescues Alderen Foxglove who is enamored with Sayal, and rewards the party with 50gp and an invite to go boar hunting with him (as well as an invite to his home in Magnimar)
  • Ameiko gives the party free room for the week for "saving the town.
  • The townsfolk they see are thankful, buy drinks for them … they feel pretty good about themselves … local heroes!

Saturday, February 15, 2014

Video Summary - Session 1

Entry 1

Fireday Arodus 30 4707 (Absalon Reckoning)

Two days before the Swallowtail festival an unlikely uncounted occurs. Benin, and dwarf, and his cleric companion on horse back have met up with a reclusive Fetchling knight. They have been traveling for a couple of days between Magnimar to Sandpoint. Each with their own objectives in the town. Arandor, a Thassalonian scholar is also on the road heading to Sandpoint to study the "Old Light". He believes it is something other than a light house. A bard is walking along with a slaver who has in his cage-cart a minitor captured in Magnimar. The slaver intends to use the Minitor in shows at the Sandpoint Playhouse.

The armored dwarves and the fetchling run across this group after they have been waylaid by goblins. The slaver is dead, goblins poking spears at the caged Minataur and attacking the bard. The wizard had recently walked past them, prior to the goblin attack. He is running back. A locally known Kobold who had been tracking the cart from the woods, yet has a hatred of the goblins, rushes into the fight.

  • All fight. Finish the Goblins. The Dwarves are not great riders.
  • While Sayal loots the slaver, the others argue over whether or not to free the beast. The minitor grabs a dwarf holding him to the bars, but releases him when threatened. "I'm not vile!"
  • The kobold frees the beast, the others leave the scene, not wanting anything to do with the monsters.
  • The scene is left with a dead horse, and human slaver in the road, 4 dead goblins in the road … and Arandor carves into the od of the wagon, "Gobllnz bin heer"
  • Arrive in town. Leave horses with Hosk. Hosk is surprised to hear of the goblins being so bold. He gets the sherif and heads out to check out the scene.
  • The party discovers they are here two days before the Swallow Tail Festival. A festival in honor of Desna, but for Sandpoint, signifying the end of their woes after the "late unpleasantness" a few years earlier. This is also the christening of their new cathedral (burned down during the unpleasantness.)
  • The late unpleasantness was a time of multiple hardships. The other being "the chopper". A local, carter of birds, Jarvis Stoot, went mad and killed around 30 people. The townsfolk have since destroyed the carvings around the town.
  • Arandor, excited to get to the old light heads straight there. The monitor and the kobold follow. Gaurds trail the unlikely group, but do not hamper them.
  • Benin goes to the church as he has a note from the Father at the church saying he has information on Benins dad Thorin. At the church Benin discovers the priest and his daughter died in the fire during the "late unpleasantness". Benin, reaching a dead end prays to his god that he will get another lead … just then the priest remembers and returns to Benin his father's weapon, "The Harbinger of Thorin". He also suggests he talk to the stable master Hosk as Thorin and Hosk once fought goblin tribes together. (they already did talk, but he didn't know the connection.
  • The fetchling has business of her own in town
  • At around this point the Fetchling and Dwarves meet up with the beastly group at the old light … out of curiosity. Aroandor has confirmed that he is probably correct in saying that this was not an old light. A guard suggests they talk to another Thassalonian scholar, Quink, which they do. Discovering more Thassalonian lore from Quink, they learn that he believes the tower was once a weapon.
  • At this point they all head back to the Rusty Dragon where they meet Ameiko, the bard plays some tunes, and they get rooms. Hosk and the sheriff come back. The party gets a scolding for leaving bodies lying around on the road, especially citizens. Benin suggests the Sherriff talk to the playhouse about slavers bringing slave-monitors for the show. They discover that these are birdcruncher goblins and are usually not so bold.
  • Hosk and the Sheriff are very concerned that they saw goblin writing. They fear they are getting smart. Noone in the group fesses up to having done that.
  • Benin talks with Hosk. Hosk recounts his experience battling goblin tribes with the great thorin and states that when Thorin began his quest with the priest Hosk was still off fighting goblins and knows very little. He suggests that the Kujitsu family may know some more.
  • They discover a help wanted poster - Missing Dogs, Reward for the Sandpoint Devil, Auditions at the playhouse, Hobbit seeking companions for journey

Starday, Arodus 31, 4707 (Absalon Reckoning)
  • Splitting again, Sayal, Benin and the Kobold (Skrimshaw) explore town.
  • They over here two folks arguing about how the husband leaves the vault door unlocked all the time.
  • The group overhears children talking about how the academy/orphanage master grows goblins in his basement, or has phantom spiders, or maybe even the Sandpoint Devil.
  • They also hear a strange chant sung by the children about who Benin later discovers is the grumpy town smithy.
  • They are soon tasked by a mother seeking her lost child. Benin's dog tracks him to the junkyard cliff where they are confronted by more goblins and a goblin dog. After a valiant leap from the cliff walkway to the beach, Sayal fights at close quarters with the goblins but ends up significantly injured and walks back to the Rusty dragon. Skrimshaw continues mapping town, and Benin does some further investigating.
  • Confronting the Acadamy master he is invited into the basement. The man keeps his old adventuring trophies in the basement and is more than happy to show them off. Benin does not discover any evildoing.
  • On the way home the fetchling has her own encounter.

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