Rise of the RuneLords

Magnimar - City of Monuments
Enderby's Peculiar Request

Upon returning from the Foxglove Manor investigation (The Misgivings) it is brought to Enderby’s attention that the last founding father of the Mercantile League, Ethram Valdemar, has passed away. He was definitely well respected amongst the people of Sandpoint. The following are high points from the last two sessions:

  • The heroes started to rent horses to visit Magnimar to sell off some spoils and to track down some leads found at Foxglove Manor.
    • Before setting off Father Zantus, very nervously, tracks down Enderby at the stables and asks him to accompany him to the Sandpoint Cathedral (just Enderby) right away.
    • Ioemelde Valdemar is kneeling next to her husband’s body upon the alter, Ethram has passed away. Ioemelde asks Enderby a favor – to perform the Tandor Welk ritual. Enderby accepts.
    • Father Zantus lets him know that this is very unusual and he is not aware this has ever been done before. He shares what he knows of the ritual with Enderby and basically says “Good luck with that”.
    • Enderby interprets this religious ritual as the following (suppose to be done by eldest son, daughter, or brother based on surviving family members). (Day 1 – Brief family and grieve, Day 2 – Announce to extended family and loved ones, Day 3 – build bridges with someone done wrong, Day 4 – Share good faith with unfortunate, Day 5 – Final visit with friends, Day 6 – Lay to Rest ceremony, Day 7 – entrust the wish of the widowed)
    • Enderby lets the party know he can’t attend the trip to Magnimar. Fidalgo elects to stay back to help where needed. Enderby can’t explain why as he must break the news to the family first and then to the rest of Sandpoint (day 2).
    • As Mezzano, DaBomb, Blackjack, and Connor the squire starts to head out of town Sheriff Hemlock catches them in the nick of time and says the Lord Mayer of Magnimar has requested their presence right away.
    • Enderby accomplishes the first two days of goals (he can create a fun write up of what transpired). Working on day 3 which he has the bow that was involved in the accident that led to Titus Scarnetti’s little brother being shot and killed by Ethram on a hunting trip.
    • Fidalgo and Heroes exchange notes taken by courier. Fidalgo decides to rejoin the heroes
    • Fidalgo finds out the true intention of Iomelde Valdemar – wants to sit on the Mercantile League representing the family instead of Brevin – wants Enderby to help with securing votes from the other families to do this (she went through the reasons).
    • The heroes find out from lord Mayer Grobaras that the same murders have been happening in Magnimar – sounds like they started weeks prior to the Sandpoint murders. Bodies have been mutilated, faces cut off, and all have the seven pointed star carved in the victim’s chest.
    • Assigns his only available sentry Taynar to take them around the city. Trade is being affected by these murders as they seem random, beggars, bankers, gamblers, politicians have all been murdered. Lord Mayer heard that they solved the same type of problem in Sandpoint and wants them to do the same as this is starting to affect him politically. Promised a big reward if accomplished.
    • Gives Blackjack a note on help that may be available for them
    • Note refers Blackjack to visit the Mystic Fortunes shop and has the seal of the Lord Mayer for trust purposes. Heroes have no idea where this is in Magnimar – Fidalgo on way and from Magnimar.
    • Heroes find Pug’s Contraptions store – bird cage producer. With a bride he gives insight to the murder rumors and states he made about six of these and that Iesha and Aldern have both been around the shop over the last 2 – 3 days looking for him to make some chandeliers– interesting as you encountered Iesha as a Revenant in Foxglove manor along with killing Aldern (the Skinsaw Man) over a week ago.
    • Group finds Mystic Fortunes and Rustine Cloudshine, an eccentric gnome – is there any other?, He smells Blackjack then reviews the note from the Lord Mayer. He then leads Blackjack to a hidden room with a crystal ball and two gauntlets molded to the ball. Each put their hands in and after 45 minutes (seems like seconds to Blackjack) they head to a back room and Cloudshine explains his unique powers of predictive magic. He says it’s 90% accurate – the other 10% he feels is correct it’s just the customer didn’t survive to come back. He pulls down 4 +1 Bane Arrows (Monstrous Humanoid) and says that these will be needed shortly. Blackjack purchases them and they start to head to Foxglove Townhome
    • Heroes jumped by 4 Faceless Stalkers in front of Foxglove Townhome. Faceless Stalkers had murdered four newly recruited sentries and took their place.
    Other Notes:
    Mezzano realizes that the signatory of the note to Aldern Foxglove (Xanesha) was mentioned numerous times in the tome he was able to read through. Through interpretation Mezzano thought Xanesha and Lucrecia were magical items the Karzoug possessed to help rule as they were referred to many times. He now understands these were people – not sure how they have survived all these centuries later (questions the authenticity).
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The End of Hiatus
On the Trails of Serial Killers, Pugs, and Egyptians

Fidalgo writes a letter and sends it to Magnimar. He spends a premium to get it there via some sort of Express messenger on a kind of galloping Pony—so that it arrives within a couple of hours—plus an equally expedited return trip. Maybe a few silvers or a gold piece (a gold as they’ll use/rent 2 horses so they don’t wear them down).

“Fellow Heroes of Sandpoint,

“Thanks everyone for the recent excitement and intrigue. I’m glad that we’re on the right path to put to justice the evils of the world, but I’m also a little disappointed that we got separated so easily! Let’s try to not let that happen any more, okay?

“Enderby has been safe throughout the first day of his silly ritual, breaking the news to the three sons and weathering the family’s drama. The older son was pensive and arcane, passing into a neighboring room and casting detect magic for some reason. Then the two younger brothers, when asked how they will mourn their father, gave Enderby instructions for a clandestine meeting. Finally the next trial was revealed to our Summoner: within five days he is to “patch the bridges” of the expired one, including making peace with the Scarnettis! Good luck with that!

“I spent the day patrolling near Enderby’s waypoints, but I had to recruit the sheriff in order to be allowed within earshot of the Valdemar manor. I did witness the two younger brothers, distraught, leaving the premises. And then not much later Enderby appeared on his way to deliver some messages for the old lady. Strange!

“Enderby’s tale suggests to me that something is brewing in the Valdemar family. He is meeting tonight with the two younger brothers, and I will do my best to be there for him if things go south. However my suspicion is that the whole episode will climax at the end of the week—on the seventh day of mourning—when this po-dunk hick town attempts to ritualistically murder, mummify, and entomb our compatriot along with the departed. Therefore I suggest that you return to Sandpoint AT THE LATEST by the sixth day. (Because it will be hilarious!)

“Finally, I seem to have sent you to go shopping in Magnimar without any of my local guidance or connections! I’m sure that you will get along just fine, but I will write some notes here to give you the tops of the waves. Feel free to visit that “Pug’s Contraptions” in the Alabaster District to investigate those bird cages. Also maybe pay a visit to the Foxglove Townhouse in order to search for the identities of the Foxglove heirs, and to find the instructions for the you-know-what ritual. Be careful and expect resistance at Foxglove’s; it seems unlikely that our enemies would leave important instructions unguarded.

Fidalgo then writes down what he knows about the nine districts, i.e. DM handout

“My messenger will now await your response and return with it to me in Sandpoint. Please reply with your news. Thank you.

“Your Fellow, Fidalgo Inigo Villa-Lobos Ramirez IV

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Ultimate Test
The Tale of Durrum's Right Arm

The first door had sound coming from the other side: mumbling humanoid speech. We opened it quietly to witness some sort of advanced recruiting hologram. The Runelord of Greed was sitting on a throne repeating how great the glory will be to fight on his side, etc. We tipped the marble throne and the two statues to find nothing of value.

The second door led to a silent and abandoned chamber. Two tables held ancient-looking (but sharp and pristine) surgical implements. A third table contained disassembled bones from what looked like “1 ½” creatures: some sort of centaur or mutant (in retrospect, it was probably the Barghest). The bones crumbled to dust when they were touched. Among the tools we found a seven-pointed star that looked like it would fit into the keyhole of door #3.

And so the third door led to some sort of magical containment room. Magical wards dropped when we pushed open the thick stone doors. A pit of glowing lava-ish material sat in the center, and a couple of racks of everburning candles flanked the door. A wood bas-relief of a seven-pointed star adorned the facing wall. Sethanon and Durrum stepped into the room to investigate.

Then, without warning, the key disappeared and the door slammed shut, dividing the party! Our two demi-human allies were left inside to face an image of Ripnugget (although it wasn’t actually him). Desperate to escape the room, “Ripnugget” had grabbed the key and was trying to barter a way out. Sethanon called his bluff, while Durrum tried to grapple/grab the key. This led to two consequences: the illusion was dropped to reveal an intimidating large-size “Greater Barghest,” and Sethanon got his ass charmed. Meanwhile the rest of the party was scratching on the door to find a way through. Enderby summoned an earth elemental and sent it under the threshold to “defend the demi-humans.”

After some feints, missed attacks, and multiple disarms (pun intended), the key was finally recovered and given to the small earth elemental. In a brilliant fit of one-armed pantomime, Durrum convinced the stupid elemental to bring the key out to Enderby. Then within moments the door flew open and the rest of the party poured in. While everyone hacked at the Barghest, Enderby tried to free Sethanon from his magical compulsion and Durrum used his healthy arm to find a secret treasure nook. The enemy finally collapsed, and we breathed a collective sigh of relief.

The rest of the night was clean-up. We shrank the helm and the horse to get them across the rickety bridge. We grabbed Nualia’s body to serve as evidence in defense of the Kajitsu family, and gathered up every bit of valuable-looking junk that wasn’t bolted down. And—at last—we turned our back to Thistletop and set off to return to our new hometown, thinking it safe at last…

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Thistletop Inferno
Shopping and Power Up

After the Shadow Mastiff and Giant Hermit Crab encounters the Heroes decide to heal up and rest overnight in the Observation Chamber. The team dredges the waters and pull up the massive helm made of Bronze and Gold. Initial appraisal is 3000 gold but since it’s from an ancient time it is probably more valuable to the collectors in Magnimar. The helm is carried up to the 1st level and stored in Ripnuggets War Room. They reach the surface and decide to speak to the Shadowmist. Another night of rest is taken. Knowledge from the Shadowmist:
shadowmist.jpg
1) From the North – Albock was his master and his name is Blackshoe.
2) Goblin horde attacked them and killed his master. He does not know how he came to be on the island. He had lost conscious many times as the goblins tortured him.
3) He is not comfortable crossing the bridge and will not jump to his death.
4) Is willing to wait a few days until the Heroes find a solution. He does not like the idea of a fire.

The heroes flood the Ripnuggets throne room with oil and set Thistletop afire. Blackshoe waits on the Northern side of the island hoping the wind keeps the smoke and fire from cooking him. The heroes use the bridge and return to Sandpoint. While in Sandpoint you accomplish the following:
1) Met with Mayor Deverin at the town hall and she rewarded you for burning Thistletop as the pillar of smoke could be seen miles away.
2) Learned the Scarnetti’s have filed the official declaration to evict the Kajitsu’s from the Mercantile league.
3) Met with Ameiko and Shalelu at the Rusty Dragon. Ameiko asked the Mezzano represent her in the upcoming judgement session of the Mercantile League. She has tried to read through the Charter but to her it’s like learning magic.
4) Massive celebration at the Rusty Dragon. Learned that a number of towns folk have started to turn away from Ameiko as the Scarnetti’s spread the news of her Family’s traitorous activities.
5) Met with the Valdemar patriarchs. The mother is takes in the story of Nualia and allows you to speak to Ethram who has been bed ridden for the past few months.
6) Ethram knows there’s bounties on his head from past adventuring. Scarnetti’s will value money/gold and power over everything else. This is how you can beat them. The Valdemar’s need their lumber at this time – unless another source is available it will be hard to vote against the Scranetti’s. They will spread the word to key Sandpoint individuals that the Kajitsu family was not responsible for the goblin attacks – he insists the Heroes will need to produce evidence to support this.
7) Also tells you that the Scarnetti’s offered to drop the eviction if the Deverin’s turned over the Mayorship to them (Kendra did not mention this deal when you initially talked to her).
8) Stop by the Sandpoint Cathedral to charge the CMW wand and purchase potions.
9) Find out that Orik Vancaskerkin has joined the Sandpoint Guard and has become Sheriff Belor’s right hand man.

You stop by the Goblin Squash Stables to unload the goblin ears. Way too much for Chod (Stablemaster) to pay for so he gives you credit for renting horses. He also says the Shadowmist horse is rare and very expensive. You rent horses an head to Magnimar to shop for items not available in Sandpoint.

After a day in Magnimar you return with your new items – Yeah!

You purchase more salve to deter the thistle plants and head back through Nettlewood to Thistletop. You find the fire still smoldering and it was so hot it burned the bridge supports and rope from the Island side. It hangs down to the sea. The majority of the island is scorched – Blackshoe looks relatively healthy but the fire has consumed most of what he can eat. After hours of trying Durrum swims to the other side and climbs to the top. You secure the bridge and cross.

You return to the 2nd level looking for secret doors. Durrum finds some small slots to each side of the pillar of ancient gold coins. You place a gold piece in each slot and the pillar spins and lowers into the ground revealing a chamber with 3 doors – 1 to the north, 1 directly across from you, and 1 to the south. Those that are affected by the “Presence of Evil” sense an excitement (Seth, Fidalgo, DaBomb, Blackjack).

“a massive army is pushing us back – these creatures are not of this time or world and how did Alaznist acquire this army so quickly. The Claimer has given us a task – we will hold the line – I will sacrifice my life if need be”

Malfeshnekor.png“make the beast talk – we need to gain an advantage against this Sinspawn army! The claimer has given me the most important task at the moment – I mustn’t fail or I will end up as the architects in the crypt. How can I get information from a creature so evil. Limbs have been severed. Eye’s have been removed – he still does not talk. Maybe a taste of good will help – the Holy Avenger may have a purpose after all.”

“you are riding the shoulder of a Huge giant riddled with runes. You fire your longbow relentlessly at the Sinspawn army as your drive them back. The battle has turned and you are advancing into Alaznist’s encampment. You along with the giant army reach a clearing where you see the fiery red headed Runelord standing alone with her ranseur. The Claimer approaches from the rear of the giant army with a sinister smile and a flaming glaive. The two approach each other defensively – as ranseur meets glaive you feel as though you’re falling – the earth below has given way – what is happening?”

You wake. Seth, Fidalgo, DaBomb, and Blackjack remember this dream as the pillar of coins is lowered. Each has a different variation but basically the same dream.

You each receive 350xp for various plot lines. Hero points for Enderby – diplomacy and starting to turn the tide on the Kajitsu rumors of being traitors in Sandpoint. Durrum for finding the secret coin slots to pass into the hidden chambers.

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Uncovering Ancient Secrets

Mezzano picked through the wreckage of Nualia’s chamber while Fidalgo was rescued from the pit. We took a night to rest and scavenge Sethanon’s wand of cure moderate wounds, and proceeded to use up a bunch of his charges. Discovering nothing about the Thassylonian lore, we decided to push onward. Across the hallway we found a giant pile of treasure that Sethanon had spotted earlier. We realized that it was an elaborate illusion, so we proceeded around the corner.

The next obstacle we came to was a large double door with a depiction of two macabre skeletons holding a skull between them. Pushing open the doors, we found an undisturbed burial chamber. Six sarcophagi held humanoids with faces twisted in agony from their moment of death. And their focus was a large stone statue of the Runelord of Hate himself. We fought a trio of shadow mastiffs, but not until after running away from them twice. Enderby was a hero by fighting off panicked grapple attempts by six party members!

Furthermore, Enderby found a secret door that we would have otherwise missed by using an earth elemental scout. On the other side: a passageway, a fork, and two separate ramps down (that required acrobatics checks to navigate). We set up a rope to help us go down one of the passageways, which led us to a door.

Fidalgo opened the door to find a partially collapsed and flooded chamber. There were paintings on the walls of a lost city, a version of this world’s Atlantis. Additional Thassylonian script covered the room. Looking underwater, Durrum spotted a possible trove of treasure. But did some of it move? Battle erupted as a pair of dire hermit crabs attacked! They grabbed and constricted most of the party fighters, but the spellcasters came running up for support. As the crabs were defeated, we discovered that BOTH hallways lead to this room, and we considered our next move.

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Nualia's Farewell

After taking some time the Heroes of Sandpoint find a secret door leading down to level two of the Thistletop dungeon complex. This level is sculpted from the same ancient stone as the tower in Sandpoint but the floor is pitched at a 20 – 30 degree angle. You encounter a magical trap after exploring the 1st room filled with statues of a man that you believe is Karzoug the Claimer (Rune Lord of Greed). Karzoug_the_Claimer.png The trap foils Fidalgo as he falls into a 15’ pit and the hatch closes as the trap resets. Seth vaults across the pit and moves to a pair of doors at the end of the hall. The group struggles to find a way to release Fidalgo from the pit without activating the trap again. Seth opens the northern door to find Nualia and her pet Yeth hounds. An epic battle ensues as spells are cast, melee attacks made, Nualia growing weak moves into the wall to heal and continue the battle. Durrum’s battle axe is shattered during the battle, Mezzano gets a critical hit on his magic fire against one of the yeth hounds. This in turned summoned a medium fire elemental that was crucial in the battle as it took a number of attacks away from the heroes. Fidalgo continued to play Mario Bros. in the pit as the battle came to a conclusion with the heroes victorious but battered and some near death. You are awarded 700xp for the session (Freeing goblin wives, Nursery, Trap, Nualia and Hounds). Hero Points were awarded during session – can’t remember the details on this.

You find the following on Nualia and in the room:
Breastplate +1
Bastard Sword +1
MW Composite Longbow
Sihedron Medallion
Gold Holy Symbol of Lamashtu
70pp, 50gp

The room is lined with old books, scrolls, teeth, bones, scrimshaw artwork, and various other items from this level. It looks like Nualia was trying to create a timeline of events based on the books and scrolls found. It would take Mezzano a few hours to decipher in order to make a knowledge check of these items. The strong ancient evil presence still exists.

Some of you are ready to level. Some need to rest. Durrum needs an axe. What are your next steps.

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Fort Assault, Ripnugget, and a Discussion on Tactics and Next Steps

The Assault on the Fort

We took down the forts outer defenses and secured the towers and the front doors. Sethanon moved along the roof line and detected and investigated a loud muffled banging sound coming from the fort – Seth was not able to determine the source of the sound. Trap doors located in the floors of each tower presented a good opportunity to probe the fort. We weighed down the East tower trap door with goblin archer bodies and blocked the front doors with goblin commando and dog bodies. We planned to probe the fort from the West tower.

The goblin archer we interrogated provide some details on the fort layout – a kennel, barracks, trophy room, and throne room were roughly sketched out for the group. Sethanon, Fidalgo, and BlackJack started the probe of the fort from the south tower. A ladder leading down 20’+ down from the tower floor, we moved slowly and carefully. The area was dark and lighting was needed.

Rooms in the fort generally consisted of packed dirt floor, with well construction wooden walls consisting of driftwood used from ships found along the coast. Doors were random, some were locked, some were open, and others were jammed and needed superior strength to open.

DaBomb, Enderby, Durrum, and Mezzano made their way into the tight quarters of the tower.

Kennel – 8 goblin dogs were encountered in this area with loud barking – we backed out of the kennel area. Later we find additional doors in this and several dead goblins who appeared to be trampled by a hoofed creature. Upon return to the kennel we find a half starved and thirsty Shadowmist horse – the group offered water, grain found in the store room, and also use animal charm and wild empathy to calm the creature. We were able to lead the majestic creature to the trophy room and out the front door to graze.

Front Hall/Trophy Room – encountered several goblins in the main entrance area. The trophy room had a number of dog and horse heads as well as large wing or wings. The goblin battle was short lived and one tried to exit the front door. We found a dagger with a pearl handle and what appears to be harpy wings on the wall.

Barracks – the barracks area was off the main hall and contained filthy bedding.

Stairs Down – Sethanon found a set of stairs off the barracks leading below the fort, we noted this area on our map.

Throne room area – off the stair area we found the throne room. The throne room was covered in furs and pelts and had several trophies on the wall. The throne was on a raised area and there sat the leader Ripnugget. The room has 4 large pillars and the room is fairly open like the trophy room. Ripnugget starts a discussion while is mounts what appears to be a large lizard like creature. Sethanon, Fidalgo and Blackjack begin to enter the throne room and goblin commandos begin to drop from each pillar.

Melee begins in earnest. Ripnugget continues with the verbal taunts of attacks on SandPoint and also showed his skills of riding his animal companion Stickfoot. When Ripnugget and his creature climbs the wall we are caught by surprise. By this time the entire group is in the throne room. Durrun, Mezzano, and Enderby focus on trying to detect where the magic is coming from that is hindering our group – we suspect a warchanter is in the area but well hidden.

We knockoff the commandos in short fashion, and then take down the gecko and finally ripnugget. The warchanter is the last to go down as he is hiding behind the throne area. We find a set of keys on Rignugget as well as several other items.

Exploration of the Fort

We return to the kennel and using food product found in the storage area we coax the goblin dogs out of the kennel. We find a series of locked doors on this level of the fort and the keys found on Ripnugget allow us access.

We found the following as we explored the fort -

Rignuggets bedroom
Meat Storage room
Grain Storage room
Privy – with a secret door
Secret door to treasure room – large chest found with coin and items – we will keep the chest here for now
2nd Set of stairs leading down

While we were resting we recounted our battle tactics and strategy and discussed how adjust our strategies in the future. We must decide on what to do next.

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The Assault on Thistletop is Put into Motion

Thistletop Assault Planning

We are faced with an interesting situation. The Thistletop stronghold is located on a small island connected to the coast by a flimsy wooden plank and rope bridge. The bridge is covered by 8 goblin archers and 4 roving goblin commandos riding goblin dogs. We scouted the bridge and goblin caves very well and Durrum created a small map to assist us with our assault plans.

Goblin_Fortress.jpg

Diversion and Indirect Route

We agreed the bridge to Thistletop island was the most direct route and most likely a dangerous one – we did not relish the idea of an 80’ fall into the coastal waters. An indirect route to the island was preferred as we planned to gain surprise or at least some advantage on the fort defenders. We decided to explore the 70’ deep hole located in the goblin caverns as a way to get to the island.

We heard guttural noises welling up from the darkness as we proceeded to drop 2 goblin and a goblin dog body into the hole – we waited. A series of disgusting gnawing and thrashing sounds rose from the darkness and then all was quiet. Sethanon was lowered by rope into the hole by BlackJack, DaBomb and Fidalgo. As Sethanon passed the into a larger cavern area a great howl thundered up from the darkness and instantly panicked Fidalgo and BlackJack. Both Fidalgo and Blackjack dropped the rope and quickly exited the goblin cavern. We also learned very quickly we needed a refresher course on how to tie off a rope.

Sethanon viewed a vicious looking creature called a Bunyip, fast in the water, agile for its size, a mouth filled with many teeth, and a horrendous howl.

bunyip.jpg

Bunyip Lair

The assault on the Bunyip lair took its toll on our group. 2 of our companions were panicked and the remaining members at some point all fell into the bunyip lair. The lair proved difficult for fighting due to the amount of swimming and treading of water that was needed. The bunyip was in its element due to its swim and stealth ability. We inflicted some damage on the creature and forced it to retreat out an underwater cavern towards the island. We lost Rumpus when he stumbled upon the Bunyip and was sent back to his home plane. Enderby mourned the loss of his Eidolon and countered with summoning a water elemental which killed the beast. We regained our composure as Sethanon located and gathered treasure scattered about the lair. Most of the coins were found in the water. We rested, we healed up, we gathered our 100’ rope and decided to use the southern lair exit to swim to the island.

Swimming and Treading Water

Blackjack and Sethanon made the original swim to the island to scout the fort and island. We were clad in light armor and were able to make the difficult swim to the island. We scouted the area and communicated with our group by firing a note on an arrow. Dabomb, Fidalgo, and Durrum proceeded to swim the same route with Dabomb and Fidalgo leaving behind their heavier armor. The swim was not easy for this group. Wet, exhausted and cold we regrouped on the backside of the island to form our assault.

Assault on the Defenders -

Enderby and Mezzano came from the bridge side to distract the tower archers and they successfully navigated the bridge by running across one at time. Sethanon, climbed on the fort and attacked the archers on the southern tower. Dabomb climbed up and attacked the archers on the north tower. Durrum, BlackJack, and Fidalgo flanked around the base of the fort and attacked the goblin dogs and commands guarding the bridge and front door.

The battle was long and complicated but it went our way. The tower attackers Seth and Dabomb broke the concentration of the archers and were able to make opportunistic melee attacks. Enderby summoned a small earth elemental to melee with the goblin dogs and commands and then summoned an air elemental to help on the towers. Mezzano used his magic and fighting skills to weight into the battle. Durrum found his way around the northern corner of the stronghold and was faced with a sheer drop, he navigated the drop and engaged in melee from his location. We had a good plan that disrupted the goblins defenses and opened up opportunity attacks and flanking.

Fidalgo fought his way to the front door and ensured that no other defenders would come out to join the battle.

In the end we captured one of the archers, and began an interrogation to gain information. Fidalgo set his tower shield against the front door to keep defenders inside as we plan our next assault.

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Goblin Caves, Creepy Dark Holes, and One Funky Bridge

Our band continued with a cautious purpose as we explored the nettles and briar caves inhabited by the goblins. The movement was slowed as we moved in areas with a maximum clearance of 4’ or less.

Fidalgo lead the way with torch and tower shield, BlackJack and Durrum followed as we covered him with long bow and axe. Mezzano was ever vigilant and ready to unleash his magic.

We entered a T intersection and quickly spotted filtered sunlight coming in from the left corridor, we decided to move down the right cooridor. After inspecting a nest area that contained cat fur and small cat tracks Fidalgo cast some torch light into the next room and immediately entered a parlay discussion in goblin. Fidalgo made every effort to convince the goblin negotiator that we were to be trusted as well as perhaps the goblins savior – this was to no avail.

The master will have his way with you – leave now, pretty strong words for a goblin. We moved back to the T intersection and moved towards the filtered sunlight and once outside discovered a wood and rope-bridge leading to what was a large wooden fortress on an island. The bridge spanned 80’ above the coastal waters to a small island. The bridge swayed back and forth in the breeze and was most definitely build for small nimble creatures.

Goblin_Fortress.jpg

The fortress had walls at least 20’ high and 2 towers were visible what stood 30’. Goblin dogs, goblin riders, and archers were positioned on and around the fortress. The 5’ wide bridge was roughly 70 to 80 long made of wood, and rope, and it contained NO rope railing or handholds.

The goblins could clearly see us and did not make any attempts to engage us with their bows. The commanders continue to yell out – hold to the troops and they held their ground near the fortress.

We re-entered the caverns while Durrum watched the bridge and began to cut one of the bridge ropes. We encountered some laughter from the group that parlayed with Fidalgo and we decided to enter and take care of business. We encountered the goblin leader of the Mosswood tribe by the name of Gogmourt. He was escorted by several additional goblin commandos and a well-trained and dangerous animal cougar companion named tangletooth.

Our first thought was that Rumpus had turned traitor and decided to side with the goblins as the cougar proved to be a worthy opponent fighter. Fidalgo moved in to the middle of the battle and forced the goblins hand. After several rounds of melee, range, and magic combat the leader of the Mosswood tribe fell. He appeared to be a druid of some power.

We moved the group back into the cavern area and we re-inspected the dark deep hole that lead to the water. We battled a large contingent of seven tooth tribe goblins who appears to be corralled up or hiding in one area of the cave. We cut through them very easily in the confined space of the cave. Several goblins tried to rush past us, and the 2 that did exited the cave only to be killed by arrows fired by the goblins from the fortress island. Fidalgo stood in the doorway to investigate and he took 3 arrows from a volley of 11. We had an idea to drop a few of the goblin bodies in the dark hole explored by Seth, and after hearing some eating sounds it became quiet.

The group agreed the bridge looked too inviting for us to just move across. The goblins were toying with us – firing arrows at the goblins and Fidalgo when they were away from the bridge, with no such reaction when near the bridge.

We exited the cave the same way we entered and Durrum climbed down the cliffs to near the coastal shore. We found a cave that we believe will lead towards or come near the hole from the cavern. We ended for the night.

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Greased up and ready to go

The heroes of Sandpoint take a day to sleep in and shop around town. Durrum and Fidalgo put out a request to meet with the mysterious agents who are coveting our Thassalonian coins. We loiter at the Hagfish hoping to see them, but they never show.

… at least, not there! Across town, Mezzano is leaving his ancient history book club when he gets jumped by a couple of darkly dressed bad guys. One of them is speaking in drow. Fortunately, Mezzano wasn’t carrying the ancient coins with him, and he escaped with his life. The ninja took a few CLW potions and Mezzano’s book of ancient evil monsters.

Back in the bar, we meet a new fellow, Sethanon, a rogue/druid who knows a little about our plight. He says some wealthy family in Magnimar is coveting our coins, and we’re in their crosshairs. We invite this Sethanon to join us (even though we know shockingly little about his intentions and background).

Mezzano chimes in to the rest of the group: “I can promise you. If I see those dark elves again, I’m going to smash them on the head. And then after they take the CLW potions they stole from me, I’m going to smash them on the head a second time.”

We buy some greasy salves that should help us wade through the bristles and thorns between Sandpoint and Thistletop. We apply the grease to each other and Sethanon wonders “What the hell kind of party did I just join?” We vote to take the overland route to Thistletop and head out on foot.

Our two rangers and the druid help us find our way … With Sethanon scouting, we arrive at a goblin strongpoint. This starts a pretty big brawl with a few mounted Thistletop goblin commandos and a group of goblins from a different tribe. A warchanter tricks us with a silent image spell, but our fighters get in a solid groove and dispatch the goblins handily. One Thistletop gobo lets out a warning tone on his goblin horn, and another flees the battle on his dog.

We knock out one of the goblins, remove ears from the dead ones, and head out. We kinda left the unconscious goblin behind, forgetting to interrogate him. Soon we find ourselves in a network of thorny tunnels, too short for us to stand up properly. In the next area we find a deep shaft leading to a sea cave. After that, we walk into a kennel filled with goblin dogs. That battle goes very well for us. Around the corner is more movement, and we prepare to fight another foe.

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