Difference between revisions of "Angharad Campaign (2012)"

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'''Session #36'''
 
'''Session #36'''
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After the fight with the trog zombies, the party decides that they are running low enough on supplies (food, torches, oil), to make a trip back to Rhan Fionn.  Leaving the caves about 10am, they discover that sometime over the last few days the body of the owlbear has been disturbed and goblin tracks have been found.
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The party spends about 5 hours tracking the goblins as they head north around the east side of Tor Gweddan and then turn back 3pm.  No longer being slowed by tracking you returned to the vicinity of the caves and look for a secure place to camp in the forest.  More recent tracks are found of someone else who had been scouting the area sometime in the last day or so, this time booted feet, but the tracks are lost before much else can be determined.
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After an uneventful night in camp the party sends the next two days heading back to the Four Winds Tavern.  Arriving in the late afternoon, the party sees 3 or 4 rough looking men outside the tavern seemingly harassing one of the Four Winds barmaids.  It turns out these men are other Fianna just flirting and joking around.  After some mutual butt sniffing, sharing of news and displaying of trophies, the party goes into the tavern and meets with Fianna Belorm and Tenetty to catch up on news.
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Belorm has the party members share news of their adventures as they recall them, and he quickly focuses on a few key mysteries/points:
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*There was a Serpent's Eye Goblin Warmaster and a sizeable force based further east and more into human lands than they have ever been encountered.
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*There was some sort of spy or informant in Crosswatch using animal messengers to carry notes in draconic, relaying information about military movements/readiness.
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*The conflict between Moryan and Fionn over the disputed grazing lands disrupted some of Crosswatch's military plans.
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*The grazing lands dispute was provoked/escalated by unknown individual(s), who were skilled at disguise and had influenced at least one person with some sort of charm or suggestion magic.  At least one person involved and being held prisoner for his crimes was killed by snake venom.
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*The Serpent's Eye goblins have some interest in Tor Gweddan (the "deep cave"), most likely in the Underdark entrance discovered by the players.
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*The symbol found in the Tor Gweddan caves on the bodies of human explorers there is from the Nathair Pict tribe, known to be located south-east of Crosswatch.
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*The Nathair pict symbol (with a negative energy aura) was also found in a drug dealer's house in Ceirin.  A variation of this symbol was also found on a (somewhat recently) deceased body in the Owlbear/deep cave.
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Belorm congratulates the party on everything they have accomplished, in particular being persistent in tracking and thrashing the goblins.  He advises that because of their efforts in the disputed lands, that the Moryan soldiers have returned to Crosswatch and Marshal Mabryn was about to launch a delayed offensive into goblin territory afterall.  Belorm thinks the Marshal will send a sizeable patrol to the goblin cave after they finish their other expedition and he will spread word among the Fianna in case anyone is passing through the area.
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Neither Belorm nor Tenetty are sure what to make of the party's more recent adventures, except that the goblins obviously have some interest in the Underdark entrance and there may be a tie in with the Nathair Picts.
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Finally, Belorm reveals to the party why he is here with six other Fianna.  He was hoping to recruit additional help (specifically the party) with a band of about 5 ogres that have come down from the mountains.  The ogres have been responsible for some mayhem around Weisand area and he wants to hunt them down.  Belorm estimates that it would take 4 days by boat upriver or 3 days on foot by the road.  Then he starts talking about going "Fianna Pace" and making it to the location in less than 2 days...

Revision as of 17:38, 4 March 2018

Campaign Materials

Dathi Forest Region

Materials for the 2012 Angharad campaign using Pathfinder rules.

PDF Eradain House Rules

PDF Angharad Campaign Intro

PDF Dramitas Personae 2.3

PDF PlayerMap1_Ceirin_Rhan_Fionn.pdf

Campaign Log

Introduction

It is the year 82 of the epoch known as The Burning, and the players are in the territory of Clan Fionn for the Festival of Litha and the annual Fianna Competition. The Fianna is a loosely organized militia dedicated to the defense of the Angharad people. Being one of the Fianna is considered an honor and only the toughest and bravest may join their ranks.

The annual competition in Rhan Fionn is one of the largest in the region and many compete either for the coveted Fianna slots or for the prize purses offered. The competition itself is a grueling multi-day obstacle/survival course designed to test the skills and mettle of the participants. The competition grounds have been set up in the center of Rhan Fionn at the roadhouse known as The Four Winds. The characters are all known to one another from around the territory and they have decided to join up as a team for the competition.

The Characters

Aed (Human Angharad Cleric of Lugh)

Priest of The Circle, Brehon and Inquisitor, Aed is seeking the truth behind rumors and omens of witchcraft in the area. Aed seeks to join the Fianna as a tool to continue his quest.
Aed is from on a farm in Rhan Fionn. At a young age his potential was noticed by an itinerant priest of The Circle and he was taken to the Sun Temple of Lugh as a novice. Working earnestly and thriving under the priests there, especially his elderly mentor Sorcha, Aed is trained as a Brehon (knowledgeable in the laws of the Angharad people). After completing his studies and training Aed was sent back to Rhan Fionn to investigate rumors and omens of witchcraft. He has spent the last several months traveling the territory ministering to the people and acting a judge and mediator, seeking to confirm the rumors or prevent false accusations from causing mayhem. Aed sees joining the Fianna as a tool to help further his quest.

Drust (Human Angharad Barbarian (and eventually bard))

A veteran of borders skirmishes with goblins and survivor of the Battle of Prywn Crossing, Drust is haunted by something in his past and sees joining the Fianna as a path to redemption.
Drust is from a commoner farmer family in the goblin plagued territory of Cerdwigg to the west. He left the farm to join the militia to fight against the goblin threat and was among survivors of the terrible Battle of Prywn Crossing. Upon returning home, he discovered his family farm had been raided and all that remained was a burnt out shell and a mass grave. He drifted for a time from town to town, picking up enough work to get by and telling stories of valor in taverns for space on the floor and a full cup. Drust arrived at Rhan Fionn in time for the spring planting and has been working as a farmhand for several months. Something from his past haunts him and Drust sees joining the Fianna as a way to gain redemption.

Nemsey (Human Angharad Druid of Lugh)

Raised by a wild druid mother, his blood filled with the elemental power of fire, Nemsey carries a rare sparkblade scimitar, a legacy from his unknown father. Nemsey is joining the Fianna as a way of seeking his heritage and his destiny.
Nemsey was born of a wild Druid mother thought to be “touched by Pan” (a god of fey and chaos among other things) and raised in the forests north of Rhan Fionn. Unable to adjust to civilization herself, Nemsey’s mother frequently left him in the care of the kindly people in the Fionn village of Carumyr. When Nemsey came of age and gained the ability to summon elemental fire, his mother returned. She took him to the darkwoods and taught him the deeper mysteries, how to wield scimitar and fire and the secret language of the Druids. Last winter solstice she brought him a scimitar engraved with runes and the spark of fire on its blade. She said only “It’s from your father. Keep it safe...You will need it someday…” and refused to say more. When spring arrived she once again disappeared into the forest. Nemsey yeans to know more about his heritage and sees joining the Fianna as a step towards his destiny.

Rowan Melandar (Human Angharad Rogue)

A non-gifted black sheep of the magically blessed Clan Melandar, Rowan seeks to make her reputation among the ranks of the honored Fianna.
Rowan hails from the city of Tilith the southern capital city of Angtiria. A daughter of the powerful Clan Melandar, Rowan had no magical arcane or divine spark and was a disappointment to her family. Left to her own devices she roamed the streets of the city with other youths and became a pickpocket and shoplifter. Looking for a way out of town after getting in trouble with both the authorities and a local gang she joined up with a band of traveling tinkers who needed protection and appreciated the customers her dagger juggling tricks could draw. She traveled with them for nearly a year before the tinkers arrived in Rhan Fionn seeking business at the Rhan Fionn for the Litha Festival and Fianna Competition. Rowan sees joining the Fianna as an opportunity to earn a reputation and show her worth to her family despite her lack of magic.

Neferirkare (Nefer) (Human Harad Wizard)

Nefer is the son of a noble house of Haradan who was more interested in his magic than ruling people. At a young age, Nefer shown an aptitude for the arcane and his father humored him by allowing him to study with the royal vizier. But when it appeared that Nefer was too interested in magic and began shirking his duties as first son his house, the father forbade him from continuing his arcane studies. The royal vizier, who had come to enjoy the time tutoring young Nefer (also, loving him like a son), thought it would not do harm to allow Nefer to study magic as long as he committed to royal obligations. Upon discovering the disobedience of his direct and divine decree, Nefer's father makes an example of the vizier and executes him. Devastated by the loss of his master and tired of the heavy-handed and oppressive rule of his father and the theocracy, Nefer leaves his family, his noble heritage and his birthright behind and heads north on search of knowledge and freedom. Neferirkare with his raven familiar is currently in Angtiria looking for magic and adventure. Unbeknownst to him, his father has sent guards, retainers and spies across the land in search of him.

Brand called "Torchbearer" (Human Angharad Ranger)

Brand is a ranger of Arawn.

Campaign Start

The players competed in the annual regional Fianna Competition for the privilege of joining the famed Fianna. A local Clan Elder Laithan Fionn induced the party to take his foster daughter on their team in exchange for free room and board for six months at the Four Winds roadhouse (which is a Fianna hangout anyway). Their main competition was from a group headed by a younger son of another powerful Clan Elder named Farne. During a multi-day endurance race through the wilderness the PC's encountered and killed a patrol of Serpent's eye goblins with a map, indicating they were searching for a "deep cave". Goblins are not normally found in organized bands on a mission in this territory. Nearby they found a cave with an Owlbear nest (along with a number of dead goblins). They won the competition and became local celebrities.

Map translated from goblinoid

Later back in the local town of Ceirin, they were with Aed visiting the local Temple of Lugh when local guardsmen came to the temple for assistance. The scene they were brought to was a local drug deal gone bad with a twist, dark religious implements were found charged with negative energy which killed a guard. Channeling positive energy dispersed the auras. Among the implements was found a broken amulet or holy symbol.

Clan Fionn Politics

Clan Elder Laithan Fionn invites the party to his manor house to celebrate their victory, where he explains the three factions among Clan Fionn. Normally a suitable and capable Queen is chosen to lead a Clan, but Clan Fionn has a prophecy that the original bloodline must rule for the clan to prosper. The trouble is, (according to Laithan) the current Queen of the bloodline is spoiled and mismanaging the clan wealth and politics with other clans. One mostly urban faction supports the Queen, the Prophecy and the status quo. Another faction, mostly rural, wants a new queen and screw the prophecy (Lathain is a leader in this faction). The third wants to be left out of it, but generally supports the prophecy. Laithan lobbies for the support of the new Fianna, not directly in the conflict, but the gist is by 'I think the clan is in for hard times and I want to be proactive... by doing good things for the clan under my direction, my faction can gain prestige'. The group defers, choosing not to be seen as supporting one faction over another.

Owlbear Cave

Returning to the Owlbear cave, it was found to be very extensive with unusually large fungal and insect growth. Found in the cave was evidence of old and also ancient construction and a somewhat recent expedition by unsuccessful spelunkers of some type, one was found to have a complete amulet similar to what was found in the drug dealer's house. They also found access to a hidden shelf in the mountain above the cave with a monolith left by the Ancients, still filled with mysterious power and thought to be source/reason of the unusually verdant cave systems. At the far end of the caves an aqueduct system left by the Ancient's was also found.

Goblin Raid

Back at the Four Winds for rest and resupply, they receive word of a goblin raid at the nearby Brin Quarry. Several dozen serpent's eye had attacked and some the miner's/quarrymen were trapped. The PC's arrive just as the goblins are pulled out, this time they are accompanied by several of their hobgoblin masters. They are driven out, but a band of nearly a dozen escape. The players pursue even after finding out the raiders receive reinforcements. The goblins are defeated again, but again a number escape, in particular the hobgoblin leaders, and they flee into the wilderness.

The party tracked the raiders northward into the forest, and found that they had been joined by reinforcements. They were nearing the Silver River as dusk approached when they came upon the goblin camp and battle ensued. A contingent of goblins, including at least two hobgoblin leaders once again escaped, leaving their remaining minions to face the wrath of the party. At the end of the battle the party took a goblin prisoner, but being wounded and low on spells from their second battle of the day they decided to camp for the night. The prisoner knew little of value, except that they raiders were "looking for deep cave".

After many days they manage to track them to a cave, and find even more goblins, very much deeper in human lands than should be expected. The party observes a large amount of activity by the goblins as they scout the lands around, and they conduct minor raids over a week (with mixed success), foraging for additional supplies to supplement their dwindling rations and keeping cold camps.

One day after observing a foraging party leave the cave, they venture in to make an attack. At the entrance a sentry goblin scampers off into the darkness shouting warnings. Not wishing to press to far from the entrance, took up station where they could still see the exit and waited the goblins out for over an hour. Then they noticed a goblin attempting to sneak past them from the outside. They killed the sneaker and spotted another, but as they headed towards the exit, a hail of arrows greeted them (either a foraging party had returned early, or there was another exit that allowed a force to be moved in behind them). Soon after the attack from outside, more goblin archers began to attack from within the cave, catching the party in a cross fire. Soon almost everyone had been wounded, so the party decided to rush the goblins outside and escape. Nemsey cast an Obscuring Mist to help cut down the goblin accuracy from the rear. The goblins on the outside withdrew in the face of the humans attack, some staying behind to slow them down, while others fell back still shooting, however the daylight and firing into melee cut down their accuracy. Eventually the party made a break for the forest. The goblins lost four or five, including some of their special serpent archers and almost everyone in the party had wounds, and both sides disengaged. However, once night fell the goblins sallied out and the party was tracked to their camp and attacked by a hobgoblin a bugbear and a dozen goblins. The party successfully fights them off, killing the bugbear, but the hobgoblin and some serpent archers escape. When daylight comes the party decides its gotten to hot to stick around.

The group heads to the nearby fort Crosswatch to rest and resupply. Fort Crosswatch is communal Angharad defense against goblins and humanoids from the mountains, manned by Angharad from most Clans in the region. At this point Aed the Cleric is now an NPC.

Brand and Nefer

While resupplying and sharing their findings with the fort commander, they are joined by Brand the Ranger and Nefer the Mage. The reinforced party travels back south and conducts several more raids, cutting into their numbers substantially, but the goblins receive substantial reinforcements from coming from someplace to the north. Leading the reinforcements is a Serpent Eye Warmaster, a terrible general of the goblinoids which has a serpent's head. Undaunted the players stage a daring raid through an alternate entrance directly into the hobgoblin leader's lair. They manage to slay two shaman and several hobgoblins as well as gather some loot and intel:

After defeating the shaman and throwing back the goblin's first sortie, the players started ransacking a few of the rooms. The goblins had the hallway covered with archers, making Drust pay big when he crossed between rooms. While the archers were nocking arrows, Brand and Rowan moved up to the next set of rooms. From the darkness of the main room, a sibilant voice invited the "thresh-kreen" (moving food with teeth) to parlay.
A few shouted words were exchanged and then Brand threw a torch into the darkened main room. A mini-horde getting organized to attack was revealed, about two dozen mixed goblins and hobgoblins with a few bugbears and the snake-headed Hob Warmaster. The Warmaster clarified his offer to be that if the party surrendered, their deaths would be swift... Brand's response was to pin a goblin to the wall with a javelin when it moved to douse the torch.
Deciding to retreat, a well placed Obscurement and Grease spells kept the goblins fumbling and bumbling FOREVER in the hallway while the party grabbed what loot it could and retreated back to the escape shaft. Upon arrival it was found that the covering boulder had been rolled back into place. Drust and Nemsey climbed to the top and after a heroic effort (5 hero points burned) the raging barbarian managed to roll the boulder aside.
The party is now strung out up and down the shaft with the goblin and hobgoblins close behind, and an unknown number waiting up top...

Luckily there was only a small party left at the exit (the others went back to the main attack, thinking the party was cornered) and the party manages to leave.

However, the party didn't take any action to hide their trail and they were tracked down about four hours after making camp. After an aborted attempt to flee, the party turned to fight. Everyone was hard pressed, being wounded and out of spells, but after most of the goblins and then the bugbear and a (few?) hobgoblins fell, the goblinoids morale broke and they fled into the night. Drust is severely wounded and unconscious but stabilized.

Return to Crosswatch

Fleeing the goblins through the forest they decide the brave the Old North Road (rumored to be troll territory) and escape to Fort Cam (a wooden stockade manned by forces from Crosswatch). The party made it to the Old North Road without incident (except for a close call for Brand with a grizzly). They then pressed on to Fort Cam on horses conjured by Nefer. The party told their tale to Captain Haldwyn. In turn the Captain told the party that tensions have risen between Clan Fionn and Clan Moryan over the disputed grazing lands. Captain Haldwyn also advised them that Nefer and Brand were wanted at Crosswatch. After and evening telling stories, drinking and eating, them party headed out to Crosswatch escorted by a squad of militia.

Upon arriving at Crosswatch, the gate was opened for the party and soldiers were waiting to take Brand and Nefer "in for questioning". Sergeant Branoic Heth in particular looked like he was going to cause trouble for Nefer and the party started placing hands on weapons (I could hear the collective growl from the party). Captain Scarling showed up then, and dressed the Sergeant down before escorting Brand and Never to the keep to meet the Marshal.

It seems that the day after Brand and Nefer left with the Fianna to go fight goblins, a commoner from the village shot a crow and found a message tied to its leg. Some suspicion was generated by the timing of Nefer's departure and the crow messenger (Nefer he is a foreigner wizard with a raven familiar who speaks many strange languages who was not popular with many people in the fort). The Marshal on the other hand was looking for Nefer's expertise to see if he could read or translate the note, written in an unknown language. The note was written in Draconic and said something to the effect of "Expedition imminent. Date not set."

Crosswatch had been on alert and lockdown for some days and suspicion had run rampant through the fort. Marshal Mabryn revealed that he had been intending to run a pre-harvest raid against goblinoids farms to the west, but between the spy and the issues between Fionn and Moryan, he was unsure he would continue with his attack plans.

At the same time hostilities between Clan Moryan and Clan Fionn have escalated over some disputed grazing lands. Clan Moryan is withdrawing their troops which will probably be followed by a withdrawal of Fionn, substantially weakening the fort just before harvest raids on goblin farms.

Session #26

Everyone has agreed to spend a few days at Crosswatch resting and recovering and engaging in various activities. Brand spends time on patrols, solo and with the Crosswatch militia and sparing with Rowan. Drust dives into the local rumor mill, picking up tidbits about the Marshal's history as an exile from his clan and about renegades who have worked with goblins in the past. He also tells tales, classic hero stories and about the party's recent adventures. Nefer spends some time researching the Dwarven runes found on a shield and war-axe taken as booty from the goblins. Nemsy spent time with Aed examining the ancient foundations that Crosswatch had been built over, noting that they still contained feint magic and speaking with a local druid about the history of Crosswatch. Rowan spent time with each of the other party members, assisting Nefer with the Dwarven runes, doing performances with Drust in the evening, and sparring with Brand and other soldiers of Crosswatch. Aed spent time ministering to the soldiers and settling minor disputes in his Brehon role and examining the old foundations with Nemsey.

On the first day the Marshal recruited the party spell casters to assist in a magical search of the fort searching for any evidence of the suspected spy, but nothing was found. On the second day the lockdown was lifted. On the third day three keelboats arrived from Weisand and a Clan Moryan herald brought orders for a recall of Moryan troops.

Depart Crosswatch

That night after hearing tales of the party's exploits, the Moryan herald invited to party to travel downriver with him. Sometime near mid-day the boats underwent a small hail of arrows from goblins hidden in the trees. Some small wounds were suffered by lucky shots, but there were no casualties. The rest of the day the herald and Drust exchanged stories, news and songs and made a subtle offer that if the party should get tired of 'serving those faithless Fionn' that they could look him up in Weisand.

Late in the day the boats approached the Silver River and Silferd, a small walled settlement guarding the ford. Silferd is manned by Clan Fionn soldiers and militia and upon spotting several boatloads of Clan Moryan soldiers approaching they sounded the alarm and started cranking up the ballista. The Moryan herald calmly stepped to the front of the boat and held up his staff wrapped in white cloth, announcing that there were two bards and Fianna on board. The party noticed that there were a number of dead sheep beached along the shores of the Silver River. At the docks there was a small parlay between the Clan Fionn captain, the river clan 'port master' and the Moryan herald.

It seems that sometime in the early hours of the morning, someone attacked Clan Fionn sheep herders, killed them and then not only scattered the flocks, but drove a large number of them into the river, wounding many in the process. This is a serious escalation of the conflict between the Moryan cattle herders and the Fionn sheepherders and also a 'sinful' waste according to most Angharad sensibilities.

The party decides to investigate, maybe see what can be done to stop conflict between the two clans, and the next morning they head upriver to the 'scene of the crime' where they discover (and dispatch) two river drakes found feeding on sheep.

Disputed Grazing Lands

Session #27

The party investigates the escalation of conflict in the grazing lands between Clan Moryan and Clan Fionn.

After entering the Clan Moryan herder camp and speaking with Devis, Drust noticed that he seemed to be holding something back in his tale of the slain Moryan herders. Rowan slipped out and followed Devis after he left and noticed him berating one of the herders named Charl working in a nearby barn.

The party confronted Charl and he quickly broke, spilling out that Devis had killed one of the herders in a drunken rage (because they had lost some of their herd to Fionn rustlers), killed the second to hide his crime and then bullied Charl into helping him cover everything up and blame it on Fionn.

The party pursued and caught Devis at the Moryan settlement of Brekken's Point, taking him before Kae Moryan (leader in Brekken's Point) and the bard Madrin Moryan with their accusations and witness.

Bard Madrin Moryan wanted to take word of these events to his sister Neva (acting as envoy in Ceirin). Traveling by boat to Ceirin with the party, Madrin acquired a writ of safe passage from Vaemyr Fionn (Balif of Ceirin) for Madrin to accompany the party Fianna to investigate events further. While in Ceirin, Drust commissioned a smith to craft a masterwork weapon.

The party returned to Silferd, (the only new news was rumors about what they had discovered) and has moved on to the Fionn sheepherder camp to investigate the murder of the Fionn herders and the senseless sheep slaughter.

Investigation

Session #28

The party entered the Fionn sheepherder camp and found them preparing to attack the Moryan. Unable to convince the Fionn leader to stop the attack, the party sought out the surviving eyewitness the young boy Belin, who was still in shock. Able to get through to the boy, the party discovered that one of the murderers was in the camp, the boy had heard his voice. The party quickly determined that the militia man Berne (who nobody really knew and who could not be found) was the voice the boy had heard. The Fionn leader was also discovered to be under the influence of an enchantment. After getting the Fionn to stand down, the party tracked Berne away into the forest.

The party found a camp in the woods, hastily abandoned with masks and Fionn militia clothing buried in their waste trench. Setting off in pursuit of the man on the horse (not following the tracks of the men on foot), the party went straight to the Moryan herder camp, and found them also arming for a fight. It seemed that a "Moryan herder" had come into camp some time before warning everyone that Fionn was coming for blood, before riding off to Brekken's Point to carry warning.

Now with Fianna, Fionn and Moryan in the group the party commandeered horses and went to Brekken's Point. They found the place on alert. Even though the place was locked down and searched, the "Moryan herder" wasn't found. It was later discovered that the murderer Devis had been killed (after the lockdown), apparently victim of a snake bite...

The party spoke about returning to Ceirin to catch up on events there, possibly to investigate the strange amulets found in town there or in the owlbear cave.

Return to Ceirin

Session #29

The party finished off their investigations in the disputed grazing lands at Brekken's Point and took a boat to Ceirin. Near the area of the river where the sheep-slaughter occurred, the party spied several more river drakes on the shore. Then there was a sudden thump and shudder and they quickly realized that an elder river drake was attempting to capsize their boat. After a close call with a few people thrown into the river the drake gave up and went to look for easier prey.

During those 4 days various party members intend to:

  • Brand wants to spend some R&R at the Harlot, re-supply for the pending dungeon-crawl, and possibly find an archer retainer/hireling/henchman to join the party.
  • Drust wants to get in some training and practice with Bard Velan and also meet with his friend the mage Maera to discuss purchasing potions and how to activate the Lesser Powerstone.
  • Nemsey was going to seek out a friend of his and induce him to join the party (a Cleric to replace Aed) and possibly research hidden/lost/uncommon spells (he's interested in some specific advanced players guide spells I believe).
  • Nefer was going to visit with Eldach the Sage, see what spells he might have available for copying and also investigate some sore of long term residence arrangement. It was suggested that he might consider working something out with Maera the mage, who is establishing her wizard's lab a few miles away (but I don't know if Nefer likes the idea or if Maera will either...)
  • Aed (who has been an NPC for a number of sessions) begins to take over duties at the Temple of Lugh because the head priest Gllucan is in ill health and he will no longer travel with the party.

During this time Drust works with a smith associated with the Ceirin Temple of Lugh:

The smithy commissioned to create Drust's masterwork glaive is located directly across from the Temple of Lugh in Ceirin and the master smith (Kithier) frequently works with the priests of Lugh when crafting any unique items. Upon receiving a report from Aed and being approached by the smith for an additional Foundry Stone, Deacon Gllucan began sending over novices to the smithy to add the blessings of Lugh to the project (repeated castings of 0-level Guidance). With the assistance of apprentices (Aid Another) and the blessings of Lugh (Guidance), the masterwork glaive was completed successfully (but no "critical success" as rolled by Kelly). The blade itself is the masterwork component and it is decorated with a beautiful never-ending spiral decoration of the type favored by the Angharad with a stout ash wood haft.
Next, Drust requested Maera perform the research into the incantation which would be used to activate the Lesser Powerstone and enchant the masterwork weapon. Powerstones are artifacts left by the Ancients, created out of a green glass like stone (similar to obsidian) called laen which is harder than steel. Upon hearing the details of the forging of the weapon, Maera created an incantation incorporating Aed (as a priest of Lugh) into the enchantment process. Maera performed the incantation at her lab and upon completion the Powerstone melded into the blade, filling in the spiral decoration with the green laen.
Also at the culmination of the incantation, Aed's eyes rolled back into his head and he began speaking in the old tongue (ancient Ang)… Aed himself is most familiar with the language (being related to his studies on the Ancients), but he does not remember what he spoke. When he came back to himself those present tried to repeat what he had spoken, but only a little could be figured out (the whole episode has taken on a dream like quality and is difficult to remember).
Some of the words that could be remembered and translated might include "giant killer" or "giant killed". It was also hard to tell or whether the phrase was referring to the wielder or the weapon itself... The one clear thing is that the name of the weapon is Faoiseamh which means "Respite" in the old tongue.
Subsequent study using spellcraft shows that there is some unidentifiable conjuration/evocation magic within the weapon in addition to the standard transmutation magic associated with magical enhancement.

After spending a few days at Ceirin the party heads back to the Owlbear Cave, looking for revenge after Nemsey's mauling the last time and to hopefully uncover the Serpent's Eye Goblin's interest in the "deep cave" (which they suspect is the Owlbear Cave).

Luring it out into the open, the party is able to make pretty quick work of the beast this time with few wounds. They then set out to explore deeper into the caves.

Owlbear Cave

Session #30

The party progressed through the previously explored sections of the caves until reaching the Ancient Aqueduct tunnels, avoiding the more shy flora and fauna and encountering only some tentacled darkness causing creatures (one which was killed). Near the extreme downstream end of the Aqueduct tunnel another cave opening was found with a small sucking whirlpool where the party found some lizard-humanoid tracks. Spaced on a higher section of cave above the whirlpool were some crudely carved stone figures depicting humanoid forms with tentacle creatures enveloping their heads...

Beyond the Ancient Aqueduct

Session #31

Near the point of no return at the end of the Aqueduct Tunnel a break was found in the wall leading to the whirlpool room where 4 crude totems stood watch and reptilian humanoid tracks were found. Further on, it appeared that natural caverns had formed around the remains of the Ancient's tunnels. In one section most of the walls had collapsed, leaving only one smooth wall and the floor 4' above the natural caverns. In the center of this floor was a large 4' totem, and in the dim light a writhing mass of something could be seen at it's base. After approaching the brighter light of the torch revealed a massive swarm of centipedes, disturbed by the light, they swarmed toward the light (and anything warm blooded nearby), damaging and poisoning several party members. A burning hands wiped out half the swarm, but it came on and the party retreated to the whirlpool room. As the mass of insects rolled onward, most were swept up by the water in the whirlpool and the rest dispersed. The large totem had yet another humanoid figure with its head and body enveloped by a tentacle creature, but this was larger, with fewer tentacles and more eyes. The eight eyes of the totem were of black onyx. After careful inspection, they were pried out of the statue and added to the party loot.

Following the remnants of the Ancient's collapsed hallways, a large room was found looking something like workshop with tables and benches of hardened stone, with the far section of the room collapsed back into rough natural cave leading downward. Within the room were two metallic looking objects within alcoves, one mostly crushed by tons of stone, but another resting on a rack. It was oblong and smooth, had two broken out "eyes", and limbs that appeared retracted or inset leaving its sides smooth (it was torpedo shaped), and one silvery metal umbilical with a frayed end hanging from its side.

Brand scouted the passage down, and found that he could discern a trail of some sort through the rough boulders and when he detected a flickering light ahead, he returned and led the rest of the party downward. After a steep descent the pass reached a sudden dropoff into another large room. A crude wall of natural stone mortared into place could be seen ahead (complete with arrow slits), but a huge gap lay in the center of the wall, with stone blasted/busted in. Standing guard at the gap in the wall stood two flaming skeletons (the source of the light).

The party began to drop warily one by one into the room, and when three were down, the skeletons suddenly reacted to the party creepily changing from perfectly motionless, then suddenly their heads swiveling and moving to attack. The party rushed the skeletons and after a quick but vicious fight the skeletons were destroyed.

The room showed signs of battle, broken crude weapons (spears, stone axes, etc.) and bones were found in the room. Beyond the wall, there were more signs of battle with scorch marks and evidence of burning oil used as a weapon. Moving along the party went through more natural caves which became steadily drier and contained less of the pervasive fungi and large insect life. Then the party encountered a huge cavern with a vertical shaft some 100' across, with a spiral pathway carved into its walls leading even deeper. One breath of air coming from the shaft and those with Dungeoneering declared it an entrance into the Underdark.

It was surmised that this might be the "deep cave" that the Serpent's Eye Goblins might have been searching for.

Choosing to bypass this, the party continued its exploration of this level, moving back toward the richer fungi filled sections. Shortly after, their light disturbed a colony of nasty bat like creatures with claws and teeth that caused bleeding wounds.

Dungeoncrawl in the Deep Cave

Session #32

After the party's fight with the claw-bats, they continued back into the richer fungal growth areas of the caverns and found a large chasm almost bisecting a tunnel. After carefully bypassing it they moved to investigate a corpse on the other side, a husk of only skin and bone, when tentacles dropped from the stalactites in the ceiling and wrapped around Brand, and another with a massive stinger poked and skittered on his armor.

One of the stalactites pulled away from the ceiling with a slurping pop and a tentacled creature dropped next to Brand. It was the same color as the stone of the caves and had glittery eyes around its body, very much like the large totem discovered in a previous session. As the party hacked at the creature and Brand struggled to escape, it began to drag him towards the chasm. After being severely wounded, the creature released Brand and slithered off into the darkness of the chasm.

Already feeling weak from their previous battles, the party sought a place to rest. They considered an out of the way corner near the Underdark and dithered for a time before deciding it would be a big drain on oil and torches to keep light going over the 18 hours or so until the divine casters would get their spells back. Ultimately the group ended up climbing the natural chimney to the cliff top shelf where the Ancient obelisk stands. Aed (in NPC mode) was keen to visit the site and study the stone. It was realized that direct periodic direct study of the obelisk (followed by time spent in study of notes taken) would allow a cumulative Arcana bonus in delving into its secrets.

The next day the party passed through to the aqueducts and were attacked by the darkness causing creatures, which fled after being wounded. They moved on to the whirlpool-totem section and decided to finish exploring on that level. One natural cave filled with fungi appeared to maybe lead to another tunnel. Rather than wade in, someone threw a rock at the far wall. The disturbance caused a huge glop of green slime to fall from the ceiling dissolving everything beneath it in a bubbling hiss as it ate its way down to the bare stone.

Backing out and taking another tunnel, they found additional passages left by the Ancients, as well as the matching upper portion of the chasm (40-60' or so higher up). There was no sign of the tentacle creature. Tantalizingly across the chasm could seen a continuation of the Ancient tunnels.

Soon after the party was attacked by more of the bleed causing bats. In the midst of this fight a particularly vile looking patch of fungus began to move and started hurling globs of disgusting slime at nearby party members, which burned like acid. After a quick fight the fungus was destroyed by fire and blade and the bats were killed or driven away.

The party is standing before a circular ramp created by the Ancients and a choice of going up or down.

Troglodyte Warrens

Session #33

The party ascended the Ancient spiral ramp about 30' to another level and decided to explore (the spiral ramp extended both up and down). Through the right hand door the party found four cages. One contained a giant cave lizard (about dog size), a second had a deranged reptilian humanoid (revealed to be a troglodyte) trying to attack anything that it could reach. A third had a human. A scrawny, scarred and tattooed human, who stared blankly at the wall until Brand moved across his line of sight. Then in a nasty hoarse voice he muttered, first in his Pict tongue and then in Angharad "Torchbearer, if'n you be a real man then this cage will be opened..." Suspicious, Brand hesitated, but tossed some food and water to the man. Eventually the party released the Pict, who was named Hadotti.

The first thing he wanted to know was whether the sun still shown and who was going to lead him to it. The party wasn't ready to turn around just yet, so they gave Hadotti some healing, armed him with a battle axe and continued to explore.

Along the travels through the tunnel Hadotti occasionally shared some of his story. Although healed, Hadotti's voice is very rough and it seems to be painful for him to speak. When asked why he was in the cage, he said "for meat". His story was that he was from the Acail Pict tribe from a region of the forest to the northeast. He had been exploring a cave he found looking for gems when he was attacked and captured. He has been at least months as a slave, and he hinted "terrible things" were done to him. He knows a little of the layout of the level they are on (the troglodytes don't use much light so he's been blind in the dark most of the time), he said that he came from the same direction the party did and that at least once he was taken someplace else higher up where some of his blood was drained by a chanting troglodyte (spoken with a shudder).

Beyond the cage room was a large hall with an unusual stone pillar with bodies of troglodytes around it. As the party approached four of them rose in a shamble and the party was attacked by zombies. Hadotti leapt in with his borrowed battle-axe. The party found a mud filled passage with stepping stones, and then a grand cavern where fungi was being cultivated by three troglodyte farmers who were quickly defeated. A strange squeaking sound heard in the hall turned out to be five zombies operating some sort of bucket and pulley system carrying water away through the ceiling. Next, after a muddy slog they found a stone chest, bobby trapped and empty.

Traveling down another tunnel Hadotti said that they were nearing the main living area of the troglodytes. Hadotti also said that these troglodytes were the 'commoners or serfs' and that their masters, "very different, dark scales, hard to see" lived somewhere above. In another even larger cave with cultivated fungi gardens the players found, fought and killed almost a dozen troglodytes.

Dungeoncrawl Continues

Session #34

After finishing the fight and killing about 10 troglodytes in the fungus farm room, the players found an egg chamber for the troglodytes. Hundreds of eggs filled the room, some so old they were calcified. At the rear of the chamber a few dozen eggs were found that appeared to be healthy, and the party fought and killed 4 troglodytes guarding the nest. The party decided to return to the surface to rest and recuperate.

Exploring further on the way back to the surface, the party was able to make several areas of their map connect before encountering 4 skeletal trogs in a mud filled tunnel. The noise of the fight also attracted the attention of some giant centipedes.

After reaching the surface the party made camp near the Gweddan Monolith. Hadotti approached Brand, caught his attention and gave him a bit of a sucker-punch, knocking Brand down. Hadotti said, "THAT is for throwing me food like a dog instead of opening that cage for a man Torchbearer." After that he reached down and offered his hand. Brand said, "My name is Brand." Hadotti nodded and said, "Aye, Brand Torchbearer." (Hadotti can now be a henchman of Brand fully under his control as a follower).

With a lot of daylight left, Brand, Hadotti and Rowen went hunting. The hunting party successfully brought in enough food to extend the stores another day. After returning from the hunt the rest of the day and night passed uneventfully. Brand, Hadotti, Nemsey and Aed opted to spend the night near the Monolith. They woke feeling extra refreshed from the night.

The next day the party re-entered the complex. When they reached the Aqueduct tunnels, the bullseye lantern revealed a troglodyte, dressed in finer clothing and in leather harness, armed with axes and war-darts. It's scales were a dull black that blended in shadows of the cave, and it was obviously stronger and in better health that the ones slain previously. On its arm was a leather gauntlet and one of the darkness causing creatures that haunt this section of the caves (a darkmantle). The shadowy troglodyte held the tentacled creature aloft like a falconer. Backing the troglodyte were 4 skeletons.

The party rushed in to the attack. The darkmantle flew off the trog's arm and plunged the front ranks of the party into darkness. The party was immediately split up, Brand and Hadotti and Drust at/near the front, with Aed and Nemsey and Rowan to the rear. When the darkmantle flew to attack Brand, he caught it on his spiked shield and followed up with a shortsword stab that killed it. Still disadvantaged by the darkness, several party members took a beating, both Nemsey and Hadotti fell unconscious in the battle. The troglodyte was dealing vicious wounds, and was elusive, several attacks missed it shadowy form. Brand (using a hero point) rushed in to the dark to pull Nemsey away from being swarmed by skeletons. Outside the darkness the party was able to rally, destroying the skeletons, but the troglodyte escaped.

Brand and Drust considered immediately going after the troglodyte, but spent a few precious rounds lighting (a torch?) allowing it to escape.

Hadotti (when he recovers sufficiently to speak) tells the party two things, that the troglodyte they fought was one of the leaders of the elite troglodytes he had seen before. He also says to Brand, "Torchbearer, I could ken a few of the curses that trog was slinging at ya. It was pissed you killed its pet and it was sayin something about what it wanted to do with yer corpse..."

Session #35

Deeper into the lair there was a big battle with zombies and elite troglodytes in the room of the dark pillar.

Session #36

After the fight with the trog zombies, the party decides that they are running low enough on supplies (food, torches, oil), to make a trip back to Rhan Fionn. Leaving the caves about 10am, they discover that sometime over the last few days the body of the owlbear has been disturbed and goblin tracks have been found.

The party spends about 5 hours tracking the goblins as they head north around the east side of Tor Gweddan and then turn back 3pm. No longer being slowed by tracking you returned to the vicinity of the caves and look for a secure place to camp in the forest. More recent tracks are found of someone else who had been scouting the area sometime in the last day or so, this time booted feet, but the tracks are lost before much else can be determined.

After an uneventful night in camp the party sends the next two days heading back to the Four Winds Tavern. Arriving in the late afternoon, the party sees 3 or 4 rough looking men outside the tavern seemingly harassing one of the Four Winds barmaids. It turns out these men are other Fianna just flirting and joking around. After some mutual butt sniffing, sharing of news and displaying of trophies, the party goes into the tavern and meets with Fianna Belorm and Tenetty to catch up on news.

Belorm has the party members share news of their adventures as they recall them, and he quickly focuses on a few key mysteries/points:

  • There was a Serpent's Eye Goblin Warmaster and a sizeable force based further east and more into human lands than they have ever been encountered.
  • There was some sort of spy or informant in Crosswatch using animal messengers to carry notes in draconic, relaying information about military movements/readiness.
  • The conflict between Moryan and Fionn over the disputed grazing lands disrupted some of Crosswatch's military plans.
  • The grazing lands dispute was provoked/escalated by unknown individual(s), who were skilled at disguise and had influenced at least one person with some sort of charm or suggestion magic. At least one person involved and being held prisoner for his crimes was killed by snake venom.
  • The Serpent's Eye goblins have some interest in Tor Gweddan (the "deep cave"), most likely in the Underdark entrance discovered by the players.
  • The symbol found in the Tor Gweddan caves on the bodies of human explorers there is from the Nathair Pict tribe, known to be located south-east of Crosswatch.
  • The Nathair pict symbol (with a negative energy aura) was also found in a drug dealer's house in Ceirin. A variation of this symbol was also found on a (somewhat recently) deceased body in the Owlbear/deep cave.

Belorm congratulates the party on everything they have accomplished, in particular being persistent in tracking and thrashing the goblins. He advises that because of their efforts in the disputed lands, that the Moryan soldiers have returned to Crosswatch and Marshal Mabryn was about to launch a delayed offensive into goblin territory afterall. Belorm thinks the Marshal will send a sizeable patrol to the goblin cave after they finish their other expedition and he will spread word among the Fianna in case anyone is passing through the area.

Neither Belorm nor Tenetty are sure what to make of the party's more recent adventures, except that the goblins obviously have some interest in the Underdark entrance and there may be a tie in with the Nathair Picts.

Finally, Belorm reveals to the party why he is here with six other Fianna. He was hoping to recruit additional help (specifically the party) with a band of about 5 ogres that have come down from the mountains. The ogres have been responsible for some mayhem around Weisand area and he wants to hunt them down. Belorm estimates that it would take 4 days by boat upriver or 3 days on foot by the road. Then he starts talking about going "Fianna Pace" and making it to the location in less than 2 days...