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GUNDER, RAIKON, ONYX, CILANDRA, THOGAR played mostly by Dave
Mid game- Dave brought up the concept of THOGAR splitting with the party but staying attached to the adventure by having his story line diverge He leaves after our box experiments from the Druid stock site to protect the town or Red Larch and our interests there is an air of danger ever-present and we all recognized the toll that having Earth Fang in his possession had for such a time.
THOGAR gives us some potions
1. Fire resistance – clear bottle wax top blue bubbly liquid always fizzy
2. Fire Resistance bluish bubbly viscous and salty form Miraj’s room – is openable
3. Potion of Spider Climb – from a cave
- We will miss THOGAR terribly for many reasons- his hair, his lack of pants and let’s face it who is going to check for traps now? Someday, He will be back! We love our Barbarian and miss his rage.
So the second box was indeed thrown of the tower after battling the bats. And the box took a hard tumble and needed some extra firepower to be opened – similarly – but with none of the party members nearby!
The orb was again jostled out of its home and rising thrumming above – with a bit more range attacks the orb was penetrated and the idea of drown was completely valid- the amount of water emanating out of the orb was easier for us to see and indeed did flood the valley below the hill and would have swept up anything its path and caused much damage as well
We take a rest by the tower and restore all hit points and contemplate spells
We discuss our next moves and despite our severe disdain for the fire cult we think that after these brazen attacks on Red Larch by the water cultists it is time to now show them what is up.
GUNDER calls the battle goat back
PIKATU goes out and ahead
We are going to find River guard Keep
This is a rainy misty drizzly day
Lonely rainy bleary and dreary
We trudge on – hoods up braving against the onslaught of the wind
Our muddy heavy feet trudge on to the stone trail – in the distance we see the legendary stone bridge- a marvel of Dwarven engineering
As old as the dwarves empire this well-built almost impossible architecture still stands serving as a high flying crossing over the water with a sweeping view of the area including capturing a glimpse of Belliard in the distance
Look down river to the south
Walking along the river
Slow going not easy travelling muddy and wet
Head up and in
PIKATU gives up a clue as to where we can safely rest
Go inland along a rocky ledge set up camp for the night
During the night we hear strange sounds screeching can’t tell what’s making the sounds
Wind shifts far off but disconcerting and unsettling
Rain, mist and cold – is the water cult on to us and conspiring against us though the weather?
one wet foot ahead of another
PIKATU helps us from getting and feeling lost
We navigate inland picking way over some challenging terrain- come across some waterfalls
Water source comes from the hills
In the hills a series of springs and water falls-
Could this be the veil of the dancing waters Torhjild’s Kings Retreat and burial ground?
Hall of the Hunting Axe and “The Sighing Valley”
We definitely can’t get there from here
Stop for dinner PIKATU comes back from flying and searching
News from Belliard? Bandits and reduced shipping and travel on the river
River guard keep is the old worn out keep at a stop along the river – has water damage and is in need of repair
“ I can disguise myself , so it’s not problem” CILANDRA
CILANDRA disguises herself in water cult garb- “She- ruki”
Twisted angry coral face in the puddle almost like recognition – and shakes it off
Keep has lights on at night – we see silhouette of humanoids – hard to tell at night how many are there
PIKATU gets us some owl intel
As described by an owl to warlock
Narrow arrow silt windows several people are traversing and keeping guard
White flag blue gauntlet
Circumnavigate around the keep sneakily so as to enter the front- two stories tall gate house not of dwarven construction is in front of us
Large double doors made of timber with iron bands securing the door
We don’t have THOGAR anymore and can’t just jump in and start fighting – new tactics are important.
We knock on the gate instead of smashing it
“Who are you? What do you want?”
CILANDRA speaks up about us being interested in trading and supplies
We hear behind the gate clanking and muffled voices
The creaking gate opens
Five big ruffian guys stand behind the gate wearing leather armor and having swords and such size us up.
“Escort them in” says one of the guards.
As we enter the keep we notice some more guards above us watching from the arrow slits
There is a portcullis that goes up to the ceiling – In the center of the keep is some scrubby, wiry grass
GUNDER asks if he can “Stable his Goat”
We are ushered into a great hall – 2 stories high with heavy double doors, 2 interior doors a large chair is by a large table littered with papers and mugs and dishes
There are nautical banners in tatters on the wall with the colors of green and blue
A large bluish hued huge bodied man is sitting at the table with a big burly chest, misshapen ears and some symbols on his body.
Yellow silted eyes we see flash back to amber and slicked black patchy hair
He speaks to us “Why are you here?”
CILANDRA: “Is this a place to find rarities and treasures? We are looking for something- books-“
JOLLIVER “I don’t have time for books! – pushes some papers and plates off the table”
Who told you to come here?”
“ The ferry man”, we tell him and steer the conversation away for any awareness of the Dancing Veil
“We can put you up in the keep for some coin- I am Jolliver the head of this Keep- you can play along and be like mice”
GUNDER gives some gold for food. They are eating Wild Roth- big burly herd animals
There is talk exchanged about the group operating out of the hills- Fire folk-0
This keep is for trading – there have been talk of raids on town and capturing towns folk from down river
They don’t sell boats what we see is what they have and they can do rides for hire down river-
The guards take us outside to the central building
Which opens to a large barrack room with footlockers at the ends of the beds
The dozen or so guys in the barracks are unsavory characters with spiky swords tending to their meager gear. Eyeballing us wearily.
They want us to do some work for them- RAIKON and ONYX are tasked with moving debris in the center of the keep
While GUNDER and CILANDRA are sent to a tower to work on the roof-
We figure we will play along and try to learn more about this place and study the layout. Try to get a read at how many are here and what they are up to.
Something IS strange here- no symbols of the water cult, but the blue hue…and spiky weapons….
Sing it with me; “BIG BURLY man Sitting at the table”