Patchwall 18:
Before Taizu and Tarva go to ap Trahaearn’s shop, she puts a large
effort into meeting his requirements that she hide her feminity.
She wraps a cloth around her breasts to deemphasize them; whitens her
hair with chalk dust, then ties it up and thrusts it under a floppy
(ugly) hat. She puts on long sleeved tunic and trousers, and then
a shapeless hooded robe over everything (including the hat).
Finally she takes a boiled flour and vinegar solution and applies it to
all that is still exposed: meaning her face and hands. The
appearance of boils that this concoction gives effectively hides both
features and her skin color.
Once at the magic shop, TnT are both careful to maintain the silence ap
Trahaearn had required of them. Up in his workshop, ap Trahaearn
had Tarva draw Heart’s Reach and hold him while the Analyze Dweomer spell
was cast. The spell took over a minute to complete, and at the
end of it the mage looked very tired. “I’ll write up your report
later today,” he said. “But I can tell you that it is a good
thing you had already decided to have all three of your magic items
lored, because they are somehow all intertwined with each other.
Exactly how I won’t be able to say until I’ve lored each of them.
So what I write up now will be just an initial description of what I
have found out about your sword – I won’t be able to give you the final
results until after the third lore. Come back – not tomorrow,
because I’m much too worn out to do this again then, but the day after
tomorrow.”
So they leave and go back to the inn – Tarva realizing that she is
going to have to go through this disguise ritual at least twice more
[and with their patrons expecting her to look golden and un-sickly (at
least), she can’t just stay in disguise until then, either].
Patchwall 20:
Tarva and Taizu return to ap Trahaearn’s shop to have Analyze Dweomer cast on
her medallion..
Patchwall 21:
Tarva and Taizu go back to ap Trahaearn’s shop to have her bow lored.
Patchwall 22:
Fflamwyth ap Trahaearn presents his written report to Taizu.
Taizu reads it over and asks some questions, then takes it back to
Tarva.
Heart’s Reach is a +2 Longsword, intelligent, empathic, and is actively
changing himself; thus any report given now will not be completely
accurate in the future. The existence of a sentient sword is
unique in ap Trahaearn’s experience. Outside of nursery tales,
nothing in the literature even hints that such a thing is possible, let
alone describing how to bring such a thing about, or what the
ramifications would be for the maker, the sword, or the wielder.
ap Trahaearn would greatly appreciate it if Taizu would keep him
informed of any further changes or developments with Heart’s Reach, as
we travel.
ap Trahaearn has, obviously, never tried to cast Analyze Dweomer on an
intelligent entity before – that presented some, um, interesting
difficulties, and was why he was so tired after the first day’s
loring. Despite a clear willingness to accommodate Tarva’s
wishes, he was reluctant to let the mage learn all about him, and
actively resisted some probes. ap Trahaearn still has no
knowledge of who forged Heart’s Reach, or how the sentience was
achieved.
The lack of existence of such weapons is, ap Trahaearn now speculates,
a direct consequence of the natural laws governing Oerth. When
Tarva was gated into this world, Heart’s Reach felt his consciousness
slipping away. In desperation he reached out, and somehow managed
to subvert the medallion which Tarva’s aunt had given her.
Tapping into it, he has managed to maintain a permanently open, but not
full-size, gate back to Feyland, which is allowing a trickle of
energy, or force, or maybe natural law, to slip through the amulet from
Feyland and revitalize Heart’s Reach to some extent. It is this
permanently open crack and trickle which is preventing the amulet from
working as a gate to return Tarva to Feyland.
Whether or not he could speak in the past, in different worlds (and ap
Trahaearn is now much more inclined to believe Tarva’s claim of this
than he was previously), he cannot do so here, at least yet. The
act of self-preservation appears to have opened an entirely new avenue
for Heart’s Reach. He appears to be learning, still, about how to
channel and absorb energy from/through the medallion. When he is
sufficiently charged, he is now capable of performing remarkable feats
of healing on Tarva. Theoretically, were he to have a large
enough charge, he could even perform the equivalent of a Regeneration spell on
her. And it is quite possible that he will learn better, more
precise control over the channel he has created, and be able to exert a
parallel finer control over the uses he makes of those energies.
Furthermore, this ability to learn and change does not appear to be
limited to his previous abilities: it is quite possible that he will
actually be able to add other powers to those he already has.
It would be a very good thing if Heart’s Reach does learn better
control. This drawing energy from another plane may not be as
unprecedented as the existence of a sentient weapon, but it is at least
rare enough that the consequences aren’t well known: at least none of
his books throw any light on the subject. But he believes that a
loss of control of that trickle could have disastrous effects. A
loss of the energy flow would most likely only result in Heart’s Reach
going into a sort of coma, and the sword becoming just a ‘normal’
+2. But if too much energy came through – more than Heart’s Reach
could channel or store – there is a possibility that the surge would
cause destructive, perhaps catastrophic, effects. ap Trahaearn is
only speculating at this point, but he is worried that the result might
be comparable to a ‘final strike’ breaking of a wizard’s staff; or
possibly like several hundred simultaneous final strikes, if the energy
surge was large enough.
ap Trahaearn tells Taizu about impressions he received from Heart’s
Reach. The sword is devoted to Tarva; almost, the mage would say,
in love with her. With nothing to compare to, the mage is unable
to say whether this is a normal condition between sentient weapons and
their bearers. However, he feels pity for anyone who tries to use
the sword without Tarva’s permission; and he thinks that would apply to
previous bearers and even the sword’s maker. Heart’s Reach is
very nervous about her reaction when she finds out that he is the
reason she hasn’t been able to use her medallion to go back to Feyland.
Taizu asks a hypothetical question: “Were Tarva to be incapacitated in
a fight, would Heart’s Reach allow someone else to wield him in her
defense?” ap Trahaearn holds out his level hand and wags it from
side to side. “Possibly he would recognize your intent and
support it; but possibly he would be outranged at your separating him
from Tarva, and thus from his chance to heal her, and would actively
fight you. You and I may know that this is an irrational decision
which would actually lower her chances of survival; but while I said he
was a sentient weapon, I didn’t claim he was a rational one.”
The medallion used to be a (not so much) simple portable gate with a
command word and specialized conditions. However, it has been –
corrupted is not quite the right word – by Heart’s Reach and will not
work as originally designed. It is certainly possible that, if
Heart’s Reach learns more about how to control gates, he will find a
way to both draw the energy he needs and allow the medallion to work as
originally intended. In the meantime, it will still interact with
the roving gates Oerth has recently acquired. In fact, in the
vicinity of the medallion, such a gate ought to become visible.
However, and with more insight than the sage Qillathe had (since she
did not know about the changes Heart’s Reach had made to the
medallion), ap Trahaearn can state that it is possible that the
medallion would not cause a roving gate to open.
That might be a good thing, because please note: if the medallion is
close to a roving gate and triggers it, and then does not go through
the gate, the wide-open nature of the medallion-as-gate would most
likely provide just such an oversurge of energy into Heart’s Reach as
the mage warned about earlier. ap Trahaearn dryly
requests that any experimenting we do with not using an opened gate, be
done several hundred miles away from here.
The bow is normally a magically +1 (with mighty construction to provide
up to +2 damage for strong people). However – possibly because it
also came through from another plane with Heart’s Reach and the
medallion – as long as it is being used by Tarva, and is near both
Heart’s Reach and the medallion, for her (and only her) it will be a
magically +2 bow of distance (twice normal ranges). Anyone else
can use the bow without concern, but for them it will have only its
normal abilities.
Patchwall 25:
Taizu’s researches into the Council of Wrath have yielded very little
solid information. This is likely related to the one definite
fact he was able to ascertain: that whatever it is, it is much larger
than the one cell we wiped out. That would go a long way towards
explaining why his contacts started out being reluctant to discuss
anything with him, and later started assiduously avoiding him. It
also leaves us hanging with the question of whether they will consider
the encounter as: an ‘over and done with’ cost of doing business; an
unfulfilled contract which still needs to be completed; or a blot on
their honor which needs to be avenged.
[For simplification of bookkeeping, all provisioning will now be at the
flat rate of 45gp per person per month.]
Patchwall 26: We
leave Waybury. The plan is to continue heading for the town of
Hamlet and the Pelor cleric there who has been seeing Visions of Evil
and requesting help. Along the way we will pass through, by, or
near: the Stone Reaver Clan dwarves; the North Pass across the Lortmils
(known to be afflicted by giants); a gnomish community; and an area
reported to be infested with dragons. Day passes. Night
passes.
Patchwall 27:
Day passes. We are now in the Lortmils foothills, heading into
the mountains themselves. Night passes.
Patchwall 28:
Towards the end of the day, a trail branches off to go to the Stone
Reaver Clan. Although moderately well traveled, it does go
through heavy forest with correspondingly very little visibility.
Day passes. Night passes.
Ready’Reat 1:
Day passes. About halfway through third watch:
1: nobody notices until a 40
pound rock hits Beldwyn for 14. Rowan moves to wake Tarva and
Arvee; Beldwyn yells loudly and moves to wake Ahb and Taizu.
2: first rock misses Ahb;
second hits Tarva for 19.
3: Tarva is up and asking,
“Which direction is it?”; Rowan responds “From the north,” as she runs
120’ in that direction; Tarva then runs (a mere 30’) off at an angle;
Beldwyn casts Mage Armor
on herself, then also runs north; Taizu gets up, grabs his bow,
instructs everyone to “scatter” and also heads north; Ahb runs north;
giant throws two stones at Arvee, hitting him once for 14; Arvee yells,
“you want to play, big thing?” and runs north.
4: Tarva runs north 60’ (best
she can do without light); Rowan runs; Beldwyn runs; Taizu runs; Ahb
runs; giant throws two more rocks at Arvee, hitting him for 16; Arvee
runs.
5: Tarva runs; Rowan sees a
Frost Giant, recognizes it as being very strong and immune to cold
damage, yells, “It’s a Frost Giant – they don’t like heat.” runs up to
it; Beldwyn runs; Taizu runs; Ahb runs; giant draws a huge greataxe and
hits Rowan for 26; Arvee runs.
6: Tarva runs; Rowan misses,
then hits for 9; Beldwyn runs; Taizu shoots and hits for 7; Ahb runs;
giant hits Rowan for 24, then misses; Arvee charges and hits for 18.
7: Tarva runs; Rowan goes Total
Defense and backs up, but giant AoO on her for 16, knocking her
unconscious with –7 hp; Beldwyn runs to within sight of the giant;
Taizu dashes to the side of Rowan’s body and casts Cure Moderate for 8,
bringing her up to 1 hp and back awake; Ahb casts Shatter on the greataxe
but it saves; giant hits Arvee for 27 and then misses; Arvee hits for
21, then misses.
8: Tarva runs; Rowan gets up
and moves away, then downs a Cure Moderate potion for
15 hp; Beldwyn cast Lightning
Bolt for 20; Taizu casts Shatter on the greataxe
but it saves again; Ahb ??? <sorry>; giant hits Arvee for 22,
misses; Arvee misses giant twice.
9: Tarva flanks the giant (with
Arvee), suffers an AoO where the giant hits her for 26, then she hits
it for 14; Rowan gets behind a tree and gets her bow out; Beldwyn casts
Lightning Bolt for
13; Taizu shoots, hits for 9; Ahb casts Summon Monster IV for a
single giant eagle, which hits giant for 10; giant hits eagle, hits it
again and kills it; Arvee criticals for 74, kills giant.
900 ep for fight;
Tarva made 7th level!
Becomes a 6th Fighter & 1st Bard.
On the giant we find: huge greataxe; huge chain shirt (mostly in
ribbons); 100’ strong rope (3x normal weight); huge (smelly) cloak;
huge hand chopper; head-sized lump of wax; 2 pieces of smelly, poorly
cured hide; huge (very long) knife; hunk of meat; huge wooden bowl
& spoon; huge whetstone; huge tinderbox; 150gp; six gems; 9” long
piece of wood. We bury most of this: see treasure list for what
was kept, and details on them.
Ready’Reat 2:
Try to track giant to its lair. Ranger Rowan has almost no
problem backtracking it. Travel all day. No end to trail;
no lair; no other giants. Give up on this; camp. Night
passes.
Ready’Reat 3:
Travel back towards trail to dwarf clan. Day passes. Night
passes.
Ready’Reat 4:
About noon we are approaching the Stone Reaver Clan when we come across
a sign, in Dwarvish, naturally, which says, “Beware Plague. If
any of you can help us please go find Durzh. He’s an alchemist a
day in that” <--“ direction, but may not know of our plight.”
Deciding that going into a plague town just to satisfy our curiosity
wasn’t a wise idea, we head off in ‘that direction’, getting presumably
halfway there during the remainder of the day. Night passes.
Ready’Reat 5:
Around noon we see a wide, squat, circular tower next to a a gorge with
a raging river running down it, violently enough to raise a perpetual
mist. The keep is 60’ in diameter to its 30’ height, someone
comments that only a dwarf would consider anything so short to be a
tower. There are four dwarves outside, working; when Beldwyn
waves at them, they wave back. As we come closer, some of the
party notice that the chain shirts the dwarves are wearing are draped
in a peculiar manner, and seem to have their armholes further forward
and center than would be usual. Then we see three dead dwarvish
bodies, with both weapon-caused wounds as well as other wounds with the
torn/ripped look more common to animal attacks. The four living
dwarves are tending them and preparing them for burial. They say
that they’re merchants from the Bloodstone Clan, setting up a new trade
route, and thus traveling with only samples, not cumbersome loads of
herbs and apothecary equipment. They found the keep like this;
don’t know what happened. Their leader is inside the keep.
Ahb decides that talking to the leader is the next thing to do.
Two of the dwarves go back to tending the bodies, the other two escort
the group – minus Taizu and Tarva, who are staying outside to watch the
horses – into the tower. Both dwarves pick up crossbows, from a
stack of four of them at the foot of the outside stairs, as they go
by. At the top of the stairs are a pair of 5’ x 5’ doors opening
into a central floor of the keep. Taizu starts singing softly (Inspire Courage), almost
under his breath: he is very suspicious of these ‘merchants’ with no
merchandise.
As she reaches the doors into the keep, Ahb hears a clicking noise, but
can’t tell what is causing it, or even which direction it is coming
from. Inside the doors is a small foyer. There appear to be
a couple of arrow slots in the walls. To the left is a doorway,
but between the foyer and the doorway is a pit. Wererat1
jumps across the 5’ wide pit and announces that they haven’t been able
to figure out how to safety the trap, but the leader is back this
way. Ahb declines to try jumping across anything that wide (twice
her height). Arvee does jump across, noticing as he does that the
pit is filled with spikes, and that there is a humanoid figure in
chainmail, probably dead, at the bottom. Just outside, on the
landing at the top of the stairs, beside Rowan, Beldwyn announces,
“Ahb, I don’t like the looks of this. Let’s ask him to come
outside to us.” Through the doorway on the other side of the pit,
Arvee can see a table and chairs, a dumbwaiter, further doors.
Ahb moves back to the doorway, shouts out it, “Taizu, there’s a trap
here; come clear it out.” To which Taizu replies, “Only if
Beldwyn takes my place.” But before Ahb can respond to this:
1: Wererat1 pushes Arvee into the pit, Arvee takes 5 hp from
fall but is not impaled; from the bottom of the outside stairs, Wererat2
shoots his crossbow at Rowan but misses; Wererat5 shoots an
arrow out of a wall slot and hits Ahb for 4; Beldwyn casts a spell on
Wererat1, Dazzling
him for one minute; Taizu is singing louder, shoots Wererat4
for 12, kills. Arvee is climbing out of the pit, but slips and
slides back down; Tarva misses Wererat2; Rowan hits Wererat2
for 8, hits Wererat2 again for 1, kills.
2: Ahb backs into the corner,
is below the arrow slots and can’t be aimed at, pulls out her sling but
misses Wererat1; all the ‘dwarves’, living and dead, change
shape and become vaguely rodentish; Wererat1 misses; Wererat3
hits Tarva for 2; Wererat5 misses Beldwyn; Ahb feels a
brief, small wind as an imp tries to sting her with its tail, after
which it flies to Wererat1; Beldwyn Magic Missiles Wererat5,
through the arrow slot, for 10, kills; Taizu hits Wererat3
for 8; Arvee pulls himself out of the pit on Wererat1’s
side, Wererat1 AoO but misses Arvee.
3: Tarva shoots at Wererat3,
Wererat3’s AoO on Tarva misses, hits for 8, kills; Rowan
sheathes sword, draws bow, goes into keep; Ahb reserves for imp, says,
“There’s an imp in here.”; Wererat1 hits Arvee for 1;
Beldwyn reserves for imp; Taizu runs into tower; Arvee gets up,
tells Wererat1 “Drop your axe or die”, (no drop) hits for
18, kills; Tarva watching outside; Rowan watching inside.
Taizu checks the trap. Arvee looks around the room he is in: it
has been trashed, as in searched for plunder. He finds a hooked
pole and brings it back to use in pulling up the pit trap cover.
Outside, Tarva is rejoined by Taizu and they search bodies: Wererat4
has 19sp; Wererat3 has 22sp; Wererat2 has
23sp. Taizu insists that Tarva see Ahb because she was
hurt. Inside the tower, Ahb casts Remove Curse on Tarva,
as a preventive against lycanthrophy. Beldwyn joins Arvee across
the (now covered) pit; they throw rat bodies into an otherwise empty
corner room. Another room off this main one is a water closet,
and behind it a room full of machinery and plumbing. In the
center of the tower is a spiral staircase going both up and down.
On a far wall Beldwyn finds pegs with cups and plates for twelve
people, each with a name plate. None of the name plates is for
“Durzh”. She goes into another side room and:
1: Wererat6 hits
Beldwyn from surprise for 28.
2: Beldwyn casts Lightning Bolt
on Wererat6 for 8, and yells in pain; Wererat6
hits Beldwyn for 7; Arvee runs up to Wererat6, who AoO on
Arvee for 2.
3: Tarva runs up to Wererat6,
who misses his AoO on her; Beldwyn goes total defensive and backs up;
Wererat6 misses Arvee; Ahb gets to Beldwyn for healing next
round; Arvee hits to subdue on Wererat6 for 15, and it falls
down unconscious.
Ahb casts Remove Curse
on Beldwyn. Tarva starts up the spiral stairs.
1: As she reaches the next
floor, a flask of acid barely misses falling on Tarva, hits the stairs
and breaks, splashing her for 8 hp.
The stairs continue on up, but at this level it opens onto the main
defense room for the keep: two ballista, crates of tar and oil.
There is a dwarf, bleeding and badly hurt, leaning against the hearth
of a fireplace. When he sees Tarva he jerks his hand into the
cinders and shoves some onto the floor. Tarva just has time to
see that it has been covered in a layer of oil before the whole floor
ignites in a whoosh as she ducks back down on the stairs below the
floor level. She retreats to the main level and tells everyone
there what happened. Ahb and Taizu dash up the stairs past
her. Ahb casts Create
Water and dumps fourteen gallons on top of the dwarf.
Taizu casts Fire
Resistance on himself, picks up Ahb, and tries to run across to
the dwarf. Unfortunately he doesn’t keep his balance on the slick
floor and falls, causing Ahb to take 5 points of damage from
fire. As Taizu struggles back up, Ahb casts Create Water to dump
another fourteeen gallons, this time on herself and Taizu.
Finally Ahb gets to the dwarf and casts Cure Critical on
him. He revives, hair restored, wounds healed, feels
wonderful. His name is Ilist, is from the Stone Reaver Clan,
hired to be part of the guards for the alchemist Durzh, who is also
from Stone Reaver Clan, but who likes his privacy while working on his
potions and things. Is quite willing to take us through the rest
of the keep, looking for Durzh, and disabling – or rather pointing out
– any other traps, so as to avoid our falling afoul of them.
Rather than going up on up to the top (and determining that we’re not
leaving any enemies behind us, we proceed downstairs to the level below
the main (entry ) one. This has several living quarters, most
with just drapes for ‘doors’. The first one, however, is an
actual room with door, which is locked. Taizu momentarily borrows
Tarva’s gloves, picks the lock. Serge’s room (guard leader),
nice, not ransacked.
When we open the second of the curtained alcoves a frenzied dwarf,
wearing pajamas and wielding a dwarven war axe, charges us. Arvee
grapples him and constrains him until Ilist can calm him down.
His name is Sneri.
Several of the party feel a breeze. Thinking ‘imp’, Taizu casts See Invisible.
Sneri runs upstairs, figuratively bounces off Beldwyn and Ahb, and goes
to hide in the pantry.
Nothing else on this floor. Next floor down is storage
rooms. Mostly perishables, one locked cage with, presumably
(we’ll check later) items that Druzh doesn’t want the guards getting
into.
Sneri, in the pantry, screams. When Beldwyn and Ahb investigate,
they find him nearly incoherent, and suffering from an obvious
sting. Beldwyn goes to the stairwell to shout this information
down to the rest of the party (but it comes through quite
distorted). Suddenly she sees that the prisoner ratboy has been
untied.
1: Wererat6 bites
Beldwyn for 2. Beldwyn casts Lightning Bolt –Wererat6
gets AoO, bites for 3 – on Wererat6 for 10, kills.
Ahb gets to Beldwyn and casts Remove Curse on her,
commenting that she’s running short of the ability to do this
today. The two of them agree that stinging Sneri was a diversion
so the imp could untie Wererat6. With no more
prisoners to guard upstairs, they now join the rest of the party.
Below the storerooms is the lab. Ilist doesn’t want to go down
there: it was always off limits to the guards. He does point out
that one of the stair steps will summon an Earth Elemental if trod
upon. We mark the wall by that stair to remind everyone.
Reluntantly, Ilist can be talked into going down with us (“if we see
Durzh, we’ll tell him we made you come down here”), but wants to be
last. Tarva thinks that’s not such a great idea, warns him that
we might be attacked from behind, and thus convinces him to let her be
last, instead. As the first people reach the lab level, Taizu
asks Arvee to tell Durzh that “we’re here to save you” so as to avoid
any repeats of the misunderstanding Tarva and Ilist went through.
1: Wererat7
casts a spell, Ahb saves, Arvee fails to save, suffers Dread (but still
functioning); Tarva starts singing Inspire Courage; Ahb
moves off stairs, along right-hand wall corridor; Arvee moves down
left-hand wall corridor, thinks he sees something down there; Taizu
starts singing Countersong,
moves up next to Arvee; Beldwyn clears bottom of stairs, asks, “What’s
up?”
2: Taizu shoots at Wererat8
and misses; Wererat8 shoots Arvee for 7; Rowan moves to near
Ahb, sees Wererat7, shoots, arrow hits but bounces; Tarva,
still singing, gestures for Ilist to get back upstairs as she pushes
past him, to the bottom of the stairs, and down corridor after Ahb and
Rowan; Wererat7 misses Rowan; Arvee charges Wererat8
and hits for 18, kills; Taizu moves to Arvee and sees a bedroom (in
typical post-randsacking mess); Beldwyn Magic Missiles Wererat7
for 10; Ilist flees up stairs.
3: Rowan shoots twice, hits but
bounces once, misses the other; Tarva reaches Wererat7; Ahb
misses; Wererat7 hits Ahb for 12; Taizu moves back to bottom
of stairs; Beldwyn Magic Missiles Wererat7 for 9.
4: Rowan switches to sword,
hits Wererat7, kills.
Tarva moves to the opposite corner from the stairs, where a passageway
leads off into darkness (for her, anyway). There is a trail of
blood down the passageway. She stays there on guard while bodies
and the rest of the floor are searched. Wererat8 had
chainmail, crossbow, and a plain platinum ring; Wererat7 had
chainmail, a dwarven war axe, and 17pp, 4gp in coins.
We follow the passageway and blood trail for a while until the
passageway splits, follow the bloodtrail side some ways longer, and
noticeably down, to a 10’x15’ room with a window looking out into the
grorge (and its waterfall). Rowan ties a rope around Taizu and he
goes out the window: no ledge, no sign of a body, 40’ or more drop to
the bottom from here. Taizu comes back in, takes off the rope,
uses his wand of Alter
Self to turn into a sprite, and flies out and down to the base
of the gorge. He finds traces of more blood, but no body; flies
back up to us. He stays in sprite shape since it is good for
quite some time yet, and might be useful later. We go back to the
split, take the other direction, which leads to a spillway and a lot of
water-driven mechanical ‘stuff’ – no way to proceed further without
going into (and under) water. Taizu elects to fly back to the
other room, out the window, and downstream hunting for the body that
was thrown out.
The rest of us sweep back up the levels and stairs, searching for more
hostiles. All we find are the bodies of Ilist and Sneri, both
killed, apparently by the imp. The very top of the keep is a
turret. Searching the (not previously searched) bodies yields
22gp, 27gp, 11pp, 3 dwaren war axes, 3 poor chain shirts.
Meanwhile, Taizu, near the end of his spell time, sees a dwarvish body
drifting in the river, swoops down to: (a) make sure that it is
dwarven; (b) see if it is dead; (c) pull it to shore. That’s to
the nearest shore, thus across the river from the keep. He then
flies a lot of the way back, but changes to walk the last part.
Rowan goes out to check on the horses, finds evidence that the imp has
tried to scare them away (hobbles and leads cut, stings), but was
unsuccessful as even then they didn’t run far. She brings them
back and cares for them.
875 ep from fight.
Taizu made 7th level!
Searching the lab & (presumably) Durzh’s bedroom level reveals (not
that it was hidden): a lot of alchemical equipment; a small library of
alchemical books; but nothing in the way of the kinds of raw materials
one would expect – and which Beldwyn and Ahb were expecting to find, in
hopes that, with Durzh dead, they would be able to come up with
something to help the dwarf city. Taizu is vaguely bothered that
he missed something in his searching, but can’t put his finger on
it.
Tarva and Rowan take three of the horses and go to recover the dwarven
body Taizu beached. That was far enough downstream that they have
no problem getting themselves and the horses down to the side of the
river. Tarva takes a rope, strips, and swims across to the
body. She ties the rope around it then comes back, and both of
them pull the body across the river. They place it on the third
horse and bring it back to the Keep for burial with the other dwarves.
Ready’Reat 6:
From the ledgers, Taizu is convinced that there must be: 1) a lot of
alchemical source supplies; 2) a fair amount of finished product; all
hidden here somewhere. More alert, he re-examines one particular
section of wall, and finds a secret door which opens up into a
storeroom.
Reading the books, Ahb believes that she can use some of them to
identify which plague has afflicted the dwarves. She puts
together a party, consisting of herself, Arvee, and Rowan, to go back
there with her and see what they can determine. Meanwhile the
rest, Beldwyn, Taizu, and Tarva, will stay with the keep, to guard and
explore it.
Ready’Reat 8:
The other party returns to the keep. From the descriptions of
symptoms the dwarves were able to give her, matched with what she found
in Durzh’s books, Ahb was able to identify the plague It,
luckily, was only a debilitating plague, not a lethal one (except for
the frail, or for those who remained debilitated too long without
care). When she described the solution listed in the book, the
alchemists in the city said they could duplicate that potion and make
enough of it (although they were going to have to purchase some
supplies to make that many doses). They were very grateful, and
offered Ahb 1,500gp – all they could spare given the potion materials
they were needing to purchase. Ahb turned them down: would not
accept money for an errand of mercy.
They also stated that, while the Keep belonged to the city, Durzh had
no heirs, and we were welcome to anything of his in the keep. They also
offered to sell the Keep; their starting price was 30,000gp.
Finally, with Durzh gone, they are quite interested in opening an
arrangement, similar to the one Durzh had, with some new alchemist, and
would we please make that announcement as we travel.
See treasure list in next (between run) diary.