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.


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