The boss says that even though we’ve been screwing up, things are still according to plan. The Thirteenth egghead types have looked over the intel we snagged, and put together what it is. Mostly. It’s some kinda secret House Lyrandar plan for a bigfancy airship. But the info’s incomplete, so its no good to anybody as-is. We gotta go and find the missing bits.
Turns out there’s enough to decifer where to go to maybe snag said bits, though. Initial construction was probably in Eston, in what is now the Mournlands. If we go salvaging, we can probably turn up the pertinent infos.
As real estate goes though, the Mournlands are pretty much bottom barrel. You need special gear to even go walking in it. So Boss hooks us up with a contact with a pro salvager who regularly works the area: a half-orc war hero named Ikar the Black. He’s a vicious soldier of fortune type, but he’s got a good crew and a good rep, so we are sent to make connections and enlist his help.
At Ikar’s Salvage HQ, we find he is out of town on some big job. Understandable. They’re also really short staffed at the moment, so they can’t spare anybody for our job. We ask if we can maybe purchase gear and know-how from crew who is still around, you know, get our Mournlands Certification on. They say the gear is expensive and custom made, so they don’t tend to part with it.
Bunny asks about their healthcare plan, and says that maybe we can temp with them, in exchange for assistance later. They allow that this is possible, on account of their crew they sent off to look for another crew not coming back. They could use someone to go find them. We allow that this is something we can do.
We go, and there is a Fort Skull manned by Skeletons and a Fort Zombie manned by the undead (maybe once they reach a certain flesh-loss level they get transferred to Fort Skull, I dunno.)
At some point we hear singing. We investigate it, and find halflings. Halflings with dinosaurs!
So when I got here, we were in the process of rescuing some doods who apparently were kidnapped and being roasted by a bunch of halflings riding dinosaurs. We attacked them and eventually extincted the halflings and dinosaurs.
We saved and talked to the hostages who told us how the halflings took them while they were sleeping. They’ll be fine, but they then told us that there was another group that seems to have gone missing in Mournland. Yay sidequest! So needless to say we agreed to help look for them, even though it was apparently in the opposite direction of where we actually wanted to go for our main mission, whatever that actually was. Picking up some blueprints from somewhere, I’ve been told.
This is the group we were sent to find. They are super happy to see us, turns out they hadn’t expected anyone to come for them. “Guess the boss does care after all”. Well… kind of, anyway. We tell them we’ll continue on to find the team THEY were sent to find, so long as they loan us their gear. They’re pretty beat up, so can’t come with us.
This Mournland seemed to be surrounded in a dangerous mist; the borders are near deadly, while it’s not so fatal further in. They also suggested we stay away from places where the mist was pitch black, and while traveling through here, we might start feeling apathetic or depressed; we’d have to fight that feeling and should never stop moving on.
The halflings had some slim loots. (Is that the opposite of phat loots? Probably not.) Lion’s Claw Gloves which no one really wanted, and a magical Tattoo of Vengeance. How we’re transferring a tattoo from someone else, I don’t know; something about some Disenchant spell or ritualmabob.
The guys that we rescued readied us an elemental-powered barge to head to the Mournland, and told us that the lost expedition was being led by a Warforged named Nimble.
Wandering through the Mournland was rough. Some of us were briefly affected by the depressing mist, but we avoided some dark spots, though in the end got lost. Jay wished he were playing Yoryk since Yoryk has a good Nature check, unlike our current party where the best Nature skill among us was +2.
This Mist place sucks. Also nobody seems to know jack bout finding their way. We ended up getting turned around a lot, and everyone wanted to go in different directions. I think that the mist was affecting people mentally… A couple of times we could just barely go on after a rest, and I swear I saw Garret putting on black eyeliner.
Oh yeah. We got really lost.
We fought demons and stuff. Then were half lost again as we wandered about, but found an exit from the mist! And a building!
The front door was barricaded and there were a bunch of empty tents outside it, and trails of blood leading from the tents to this door… Searching the tents, it seems that these belonged to the people for whom we were looking.
A few of us heard a voice from inside the main building, but couldn’t understand what language it was. Jay wished he were playing Yoryk since he believes it’s probably speaking Abyssal, and Yoryk knows that language. Bunny busted down the barricade on the door, and inside there was a mourning haunt, a demon that emitted a dark fog like the mist we were traveling through.
Big bad boss guy didn’t do too much though. The majority of our attacks managed to land despite its concealment (although after the first round, it had like six various debuffs on it so it wasn’t that hard to hit anyway), and it missed with its strongest attacks, and the few attacks of its that did land only happened to deal like 3-4 per target.
After defeating it, we searched the building and found Nimble and the others in a room. … Nimble was accompanied by two skeletons and a zombie. We apparently didn’t think much of it.
A lot of the people on Ikar’s crew were non-humans. And non… alives. Seem they do pretty well in the Mournlands environment.
So much for doing the main quest, whatever it was.
It’s a multipart quest!
Then loot and exp were handled and such. +555 exp, bringing our total to 4245, leveling up to 4. +160 gp for those that didn’t take a magic item.