Wealsun 23: The next day around noon, at
the special
request of the innkeeper, Taizu and Tarva are performing when, in the
middle of
one of their songs, someone in the house calls out loudly, “Does anyone
know
anything about stirges?” A female voice;
when Tarva spots the speaker she sees a perhaps more than half drunk
elven
outdoors type; perhaps a ranger, sitting with several other people. How rude, Tarva thinks. But
when their set is over Taizu drags her
towards their table, saying to her, “that’s the group.”
Taizu Trel'lyn Treesong [Nancy
Green] and
Tarva
Streamside [Frank Coleman] introduced themselves, and found
that the
group consisted of:
Zelda [TJ],
a tall human male sorcerer;
Artin [Chris],
a female dwarf (Tarva thought she must be a fighter);
Lothar [Rich
Miller], a male dwarf fighter;
Carrica [Matt
Green], a female elven ranger (and indeed half-drunk and the one
who
had interrupted; Tarva carefully does not make any comments about rude
behavior);
and Ahb [Bee
Webster], a female gnome who is a cleric of Pelor (Tarva is
delighted to
see this).
As usual, Tarva lets Taizu take
the lead in talking to a
potential source of information. This
is, or should be, a bit different, as most times they would be talking
to
locals, about strange events that the locals might have seen or heard
about;
but this is another set of travelers, and if it sounds like what
they’ve seen
is worth investigating, it would probably be best for Tarva and Taizu
to join
with the group. From the questions he is
asking, it’s obvious to Tarva that Taizu’s earlier inquiries have
already given
him a fair amount of information about the group – in particular he is
asking
them about their rather high death rate: two original members of the
group are
no longer alive. It seems to Tarva that
Taizu is torn, undecided: he clearly thinks this group’s ruins are
worth
investigating, but wants to make sure that the two of them don’t end up
being
ballista fodder [that’s like cannon fodder in a pre-gunpowder age]. His questions don’t sit well with the leader,
Ahb, who declines to go into more details about their task with anyone
who
isn’t part of their group. Ahb is not
rejecting us out of hand, because our talents and abilities would
augment
and be useful additions to the rest of the group’s.
But eventually the impasse, between no
information without commitment in one direction, and no commitment
without
information in the other, frustrates her and she leaves.
Zelda decides that the group, and
therefore himself, is more
likely to succeed and survive if it contains additional (useful)
members, and
these two certainly appear useful. He
therefore plays moderator and talks Taizu and Tarva into being willing
to join,
then talks Ahb and (easily) the rest of the group into accepting them. It turns out that he and Artin had only
joined with the group the day before: Ahb, Carrica, and Lothar are the
–
remaining – original members.
Once Tarva and Taizu are
committed, Ahb brings them up to
speed. A dwarven bladesmith named
Durggedin The Black worked out of a stronghold about three days journey
away near a rocky hill
named Stone Tooth. The stronghold was
sacked by orcs, who have been raiding caravans which pass near it;
lately their
depravations have extended to near Blasingdell.
Baron Althon has hired Ahb’s group to
retrieve weapons made by Durggedin and lost when the orcs overran the
stronghold. He will pay the group 500gp
above market value for each blade. In
its previous excursions, the group has found two ways into the
stronghold. The first was a dismantled
front gate, the
second a kitchen chimney large enough for scaling with help from a rope. The group rescued some horses, found tons of
trade goods (presumably raided from caravans), and killed many orcs,
plus an
ogre and its wolves.
They came across an
orcish temple with cleric, which they
slew. This lead to a dark, cavernous
room. Zephyr, the half-pixie, flew up to
recon. Out of an opening in the floor of
the room several creatures flew and attacked her – killed her as she
yelled at
the rest of the group to run. In a
panic, they opened a door and were hit by a blast of flame which killed
their
thief, Shadow. After that they regrouped,
managed to get out and back to town (with ashes from both dead group
members). They were now restocking before
going back
in. [And Tarva understands Taizu’s
caution and concern – he was worried that part of their “restocking”
was of
warm bodies. But Tarva doesn’t believe
that a cleric of Pelor would ever be party to such a callous disregard
for
life, let alone instigate such a policy as leader.]
One of the losses from the fire blast was the
map they had made of the explored regions of the stronghold: when they
first go
back in, they’ll be relying on people’s memories for the first while. They had also determined that the flying
creatures which attacked them and killed Zephyr were stirges, which had
prompted Carrica’s interruption earlier.
Ahb says that the group will be leaving the next morning, so
Tarva and Taizu settle with the innkeeper for playing that night, and
tentatively agree on further gigs when they’re back in town. They then spend the afternoon doing last
minute shopping.
Watch order:
W1: Zelda, Carrica
W2: Tarva, Taizu, Lothar
W3: Artin, Ahb
Wealsun 24: day passes,
night passes.
Wealsun 25: day passes, 3rd
watch:
1: Something throws a javelin into Artin’s
back for
4, Artin yells..
2: Lothar and
Taizu wake up; Artin rushes 30’,
sees 5’ tall shapes; tosses back the javelin which hit her, but misses; Ahb takes a small
rock and runs 40’ to Artin.
3: Something hits
Artin with javelins for 7 and 3, hits Ahb with javelin for 6; Lothar is up and
runs 15’ past Artin, sees five of ‘them’; Taizu
is up and
moves to behind Ahb; Artin moves 15’
beyond Lothar, yells, “orcs!” throws javelin back, kills one; Ahb casts light
on rock, throws to the feet of orcs.
4: An orc hits
Artin with a javelin for 8, three other orcs charge at her; Tarva shoots bow
and misses; Zelda casts Dancing Lights spell; Lothar runs up to
an orc, hits and kills it; Taizu shoots bow
and kills an orc; Artin hits and
kills one of the orcs on her; Ahb Heals Artin
for 14.
5: One remaining
orc runs away.
coins: 9sp
&
3gp; 9sp & 3gp; 18sp
& 6gp.
four great axes: which we bury.
nine javelins: break off and take the heads.
Ahb Heals Artin
for 8, back to fully healthy; Ahb Heals
herself.
Wealsun
26: we get to the Stone Tooth about
noon. Reach the previous expedition’s
outside camp. The ones who were here
before recall that they had found, from the inside, a secret door to
the
outside; somewhere near the main entrance.
Plan to try and find it again, minimize our going in and out a
known
entrance. When we get near the
stronghold, there is no sign of (e.g., cooking) smoke (which was quite
evident
last time). Carrica looks at tracks,
sees animals but no orcs within the last week.
Narrow cleft in hillside, 30’x30’, with murder holes along the
side
walls, ending in 10’ wide steps going up 10’ to double doors of carved
stone:
8’ wide by 10’ high. We open the doors
and go into a room 30’ wide for the first 40’ and then tapering. There are torches in wall sockets, but they
are out. There is a big opening in the
floor 10’ in and one rope going across the opening into the darkness. Those who have been there before remember it
to be left to the secret door, right to the murder holes.
Tarva hands lamp to Lothar, who goes left to
the secret door. Taizu goes along to
have Lothar show Taizu exactly where the door is. Taizu
figures out how the door works. It opens
into a 5’ corridor, then into a room
with 3 murder holes, then continues into a 10’ room with no apparent
opening. Lothar can open (having been
shown how to
last time) a hidden door to a 5’ passageway, which in turns opens into
a
30’x50’ bunk room. Nobody in it, looks
deserted for some time. We stash the
horses there. Through the door into next
room which has a statue, at sight of which those there previously
recall that
there is a floor trigger nearby. Taizu
searches for and finds the trigger, marks an outline in chalk of where
it
is. There is a corridor off this which
leads past a staging area for captured goods, plus it seems to have a
well.
Lothar, next to Taizu, sees movement down the
passageway. Lothar tells the party, Taizu
asks Tarva for
the bullseye lantern.
1: Lothar, 15’
forward, sees 10’ passage continue for 10’, then split into two 5’
passages. Left passage has some
hominoids; left has one orc with javelins; Taizu
gets longbow
ready.
2: two javelins
miss Lothar; Lothar charges the
left orc, hits; Taizu reserves,
waiting for light; Ahb moves to
beside Taizu, tosses light stone; Taizu sees
orc,
shoots with longbow, kills; Zelda moves to
right, shoots crossbow at orc, hits; Tarva
gets
bullseye lantern lit.
3: orc on Lothar
hits fellow orc on head, kills; orc hits Zelda
for
6 with javelin; Lothar misses; Artin
moves to
beside Taizu; Taizu shoots
longbow, misses; Ahb pulls second
little rock out of pouch, casts Light on it, moves
forward and tosses
rock; Zelda casts Sleep,
affects four orcs; Tarva moves to
branch, puts down lantern, shoots longbow, misses;
Carrica moves past
branch and all the way past the slept orcs.
4: orcs on Lothar
hit for 11; orc on Carrica
hits for 8; Lothar swings,
kills; Artin kills first
slept orc; Taizu kills orc on
Lothar; Ahb Heals Zelda
for 2; Tarva misses; Carrica
hits,
kills.
5:
orc misses
Carrica; Lothar moves to
branch; Artin charges orc,
hits for 8; Taizu kills next
slept orc; Ahb Heals Lothar
for 10; Zelda kills next
slept orc Tarva misses; Carrica
hits,
kills.
Kill last slept orc.
8 great axes, 14 unbroken
javelins, 2 broken javelins, scalemail,
large shield, one hand axe.
Stash weapons at edge of corridor; take rocks with
light
spells.
Come to octagonal area roughly
20’x20; one corridor goes to
double doors, leads into front chamber (with chasm).
A different corridor leads to door with orcish
wording, “Here be bad things.” From last
time, an orc evil temple should be on the other side of that door. We don’t open that door. Go
to different corridor and down it to a
kitchen. Taizu is shown where a rope should be stashed slightly up a
chimney. Taizu climbs the chimney to
verify that the
rope is still there. Kitchen has fire
pit in center, junk randomly scattered about.
Everyone spends a few minutes to check out the cabinets, which
are
still, as last time, empty. Check out
other corridor: 30’x30’ stinky room full of three dead orc bodies. We spend a few minutes tossing the orc
bodies from our latest fight in with these, then return to the bunk
room (with
horses) for the night. Ahb heals Zelda
fully, heals Carrica fully.
Wealsun 27:
Past
the room that had been an orcish evil temple is the room where the
group
previously encountered stirges.
Planning, Ahb will cast sanctuary on herself, wander through the
large
room placing light-cast rocks so we can all see all of it, then retreat
to the
group. Carrica, Taizu, and Tarva will
wrap arrows with oil-soaked cloths, light them at an open lantern just
before
shooting.
Taizu checks for traps on door to evil temple,
doesn’t sense
any. Open door. Temple
stuff still looks like it did after group
killed orcs in it last time. Taizu finds
how to open secret door to next room: 15’x30’ hall with temple supplies. One door, on which Taizu detects no traps. Open it into largish room with center opening
in floor. Ahb places five light-cast
stones: one near door (center of that wall), two along walls along each
side of
the floor opening [and none on the far side of the opening]. Carrica, then Tarva hear a buzzing sound, and
Ahb hurries back to group.
1: Tarva dips
cloth, lights, reserves for target; Taizu dips
clots,
lights, reserves for target; Ahb runs through
doorway and out of room; Zelda readies a
sleep spell; four winged shapes
rise out of the floor opening; Tarva misses; Taizu hits for 4; Zelda Sleeps two
of the stirges, one falls to the floor, the other into the floor
opening; Carrica misses.
2:
Tarva hits for
4; Taizu misses one
on ground; Zelda shoots
crossbow, hits for 7 and kills; stirge reappears
from pit; stirge on Carrica
for –2 constitution, attached; stirge on Taizu
for –2 constitution, attached; Carrica hits her
stirge for 5.
3: Tarva bloopers
and snaps bow string; drops burning arrow on foot for -1 hp; Taizu drops bow,
draws dagger, hits and kills his stirge; Ahb
moves up
beside Carrica and hits at stirge but misses; Lothar
moves up
beside Carrica (other side), hits stirge for 14 with war axe and kills; stirge hits Tarva
for –1 constitution, attached; Carrica readies
bow and reserves for any other stirges appearing.
4: Tarva draws
dagger and hits her stirge for 7, kills; Taizu
puts out
Tarva’s fire.
Retreat to bunk room.
Ahb casts Restoration
on Carrica, Tarva, Taizu, returning them
to full
constitution. Tarva’s damage healed by
sleeping.
Wealsun 28: At
the far end of the large room is the door whose trap killed one of the
party
(by fire) last time. Under the belief
that it’s now safe to navigate the large room, there is much interest
in
investigating behind the trapped door, in hopes that it is guarding
something
worthwhile (like, perhaps, the swords we’re looking for).
Taizu casts +4 AC on Carrica, good for four
hours. Zelda casts +4 AC on himself. Ahb Light-casts the rocks.
We open the door to the large room and step
in. Carrica runs down the length of the
room, dropping a light-cast rock every 20’.
After she reaches the trapped door with nothing else happening,
the rest
of the party moves to join her. We now
see that the opening in the floor is a stairway going down, starting
from the
end we’re now at – 45’ from the door we came in. Along
the left hand wall, about 2/3 the way
along, is a wrought iron gate. While the
rest check over the door, Tarva watches the stairway.
Taizu detects trap on the door, tells the
rest of us.
1: stirge hits
Tarva
for –4 constitution, tries to fly away; Tarva
hits stirge
for 8, kills.
Everyone except Carrica retreat
to the entrance end of the
room. Carrica drinks a potion of Protection from Fire,
then opens the door.
The fire blast reaches 50’, not far enough to affect anyone
besides
Carrica. Carrica is not hurt, but all of
Carrica’s possessions are on fire; her pack’s straps burn through and
it falls
off. Ahb and Taizu run back to Carrica
and use waterskins to squirt alchemist fire off of her.
Carrica picks up her pack, while still
holding the door open. Taizu fiddles
with door so it won’t go anywhere.
Investigating, Taizu finds that the trap consists of two large
copper tubes
with reagents that combine to create alchemists fire.
We hustle up some spare clothing for
Carrica. Taizu checks the walls of this
small, empty 15’x20’ room, and finds no secret doors – no discernable
reason to
trap the door. Ahb casts Restoration on Tarva, returning her to full
constitution. Taizu carefully drains the
reagents into flasks for taking back to town.
557 ep fights