The Treachery of Thronehold

S01E01 - The Lost Package
When three courriers fail at the simple task to carry a box, 13th agents get sent to gather the pieces

Patented Shadey recap

So we went to our briefing, and the boss was like “I know Im not your regular boss, but today I am.” and Bunny was like “ok boss.” and she gave us our mission.

There was this secret package being delivered from the peeps of the Silver Flame, and it never reached its destination. Two days overdue, it was last seen in the hands of 3 couriers around the ruins of Shadokar.

No, you can’t know what was in the package, they never tell you what’s in the package.

The party went by boat, and ended up on this sweet textured map of a road. There was a couple ways the couriers could have gone, but we gotta figure out for sure so that we don’t waste all our time.

Since Farren is the shy one, we nominated him to do recon. He politely inquired of a grandmotherly woman in a farmhouse as to the haps regarding our three misplaced friends of two days ago. Most worried about them and such, my good woman. She said she has better things to do than watch the road all day, but suggested that maybe the field farmers would have seen something.

So we send Farren out to talk to a random farmer. He’s upset because it isn’t raining. But he saw some shady lookin’ dudes. I think eventually we started interrogating multiple farmers. Mordred loomed up through the fieldy fronds and looked all Lich Kingly, and suddenly they were very talkative. Around this point I realized that my mic had been off for about 20 minutes, and that went a long way towards explaining why nobody seemd to like my suggestions.

We picked a road based on our info gathered and walked down it for awhile. Suddenly Yoryk noticed something. It was an Ahnkeg. And it noticed Yoryk. I guess he was the biggest, meatiest looking party member; Mordred being all dessicated and the rest of us being scrawny. So it tried to drag him away to feed its brooldings. Yoryk almost died during the surprise round. Qae used fancy psion AoEs on the minionlings, and Farren hid in a bush, healing all of the heals. Lots of people got hit in the face with acid. When it was dead we went to its nest.

There was no awesome treasure, not even awesome corpses. There were some gross bug eggs on top of one of our dead couriers though. I guess that was a clue. He was stabbed, and had a package-shaped dent in his head. Yoryk contemplated eating the eggs, but decided against it. Qae decided to be nice to the locals, and Dimenional Scrambled the eggs so they wouldn’t hatch and eat anybody else.

We followed some tracks and they led to a giant bridge over a giant river. Halfway across it turned out to be even more giant. There was also a giant hole in it. This required serious thought. Mordred put all of his heavy armor in his backpack and jumped 15 feet across to the other side. But then he remembered that he doesn’t know how to tie a good knot, and it seems like someone had sabotaged all of the pillars on that side. We debated various strategies for getting hte party safely across for a long time. Yoryk got bored, and jumped across too, safely and agiley, with a masterful +1 to athetlics. Most pleased. But Borris was like “dude I wouldn’t have tried that without at least a +9.” And Bunny definitely did not try to jump because she had already rolled a couple of 1s that evening. Suddenly Qae mentions that she can conjure a giant floating disk that can hold up to 1000 lbs and everyone agrees that yes, that might be useful. So Tenser’s Floating Disk ferried the rest of the party across safely one by one.

Suddenly, a bystander appeared! Blocking the path further up the bridge. She summoned wet bloated dead people, and blood hawks.
Draggy and Yoryk both tried to throw the bystander off the bridge, but she clung on and did not go over. Bunny wasted her daily power to teleport closer to the bystander and fail to hit her. Mordred killed like, a minion or two.

She was also mouthing something during the battle, but only a few people noticed what it was; something about “the box, the box…”

The bystander was also kind of undead, but then we made her totally dead.

And it turned out to be a good thing that nobody succeeded in throwing her off the bridge, because she had some sweet loot. Bunny decided that a 2-day rule applied for magical armor worn by a waterlogged animated corpse, and acquired a set of Delver’s Armor. Mordred took her sword, which was a vicious rapier of some sort, with a really shiny pointy blade.

The intrepid party continued on across the bridge, (Qae floating on her disk like a boss) and then down the road for about an hour. Holed up in the shack was the last would-be courier. Dead, clutching the box, and looking as though he had died of organ failure after some prolonged feverish ordeal. Our magical peeps looked at the box and pronounced yep, that box is not in the least magical… but something inside of it definitely is.

The party decided that, perhaps…. it would be a good idea if Tenser’s Floating Disk carried the package back to home base. We made contact with the boss via our magic scroll, and then took a boat back home. Nobody died mysteriously, and the box was safely locked up by someone responsible and trustworthy, where it will surely be put to a benign and beneficial use at some point int he future.

Then everybody got paid and went to bed.

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S01E02 - The Karrnath Vault
When we have a key and know what it opens, but have never been there

So we went to our briefing, and the boss was like “Your regular boss isn’t back yet, so I’m still the boss.” and we were like “ok boss.” and she gave us our mission.

It was something about some vault key; we should take this key to some ruins and open the vault, and find out what was in it. No idea how we knew what door the key was for, without knowing what was behind it, but anyway. So we took a boat to Karrnath and explored said ruins.

Today our group consisted of no leaders or defenders; go five damage-dealers. It was rather messy. We fought some doods of the Emerald Claw (rogue Karrnath ex-SOLDIERs), marked clearly by their Emerald Claw shields. Except for the annoying archers who were shooting us through holes in the walls.

Mordred failed spectacularly on all his powerful attacks again. Crow got awfully close to dying, having dropped to -9 HP and having failed two saving throws before we finished the battle which apparently clears all ailments.

They didn’t have good loot, but Qae took one’s armour and shield for now, and never did anything with it, so whatever.

We looked around the ruins more, and inside we overheard two females talking. Mordred busted through the door, so we engaged them (some human necromancer and halfling rogue) with a bunch of rot hounds.

Most of the dogs died quickly, and the Necromancer used some large AoE which hit most of us.. but rolled 1 for damage on a d12.

Mordred used his Dread Smite to finish off the rogue which we focused fired on, so naturally, he missed. But that 5 damage still managed to down her. Qae crit the necromancer with a double-augmented Mind Thrust, topping DPS meters as usual. (What?…)

She had some fancy +1 quarterstaff which Yoryk took.

We found the vault door that the key unlocked. Inside there was some shiny treasure sealed by some magic dome. Each door to that room seemed to have a cold gust of wind flowing in; when we closed all the doors, the magic dome disappeared. We looted most of the treasure, carrying it on Tenser’s Floating Disk, but then the room was airtight… so we opened the door that we came from, and wind started blowing out from the center of the room to outside the door. And apparently we were somewhere new…

And we encountered the necromancer and rogue again. The necromancer seemed pretty unhappy to see us again, quite insistent that she’d kill us this time instead. The Emerald Claw sergeant was back too.. each as ghosts. They were rather surprised to be incorporeal too.

It was an arduous battle. Mordred actually hit (and crit) with a Dread Smite this time! But then he died. (Those two things not related.) His deeds of valor will be remembered. And his corpse was carried back on Tenser’s Floating Disk. I think. We didn’t really discuss that part much, but we salvaged his gear, and that’s what counts.

We killed two of the ghosts, but the necromancer’s ghost escaped. We finally had a chance to explore a little bit, and it seemed we were in the Shadow Vale (sp?), or land of the dead. And some shadowy beasts were heading towards us, so we felt it was a good idea to get out of there ASAP. Back to the vault room!

Qae fiddled with the vault key and magicky stuff, while Yoryk held the door closed and Rolen and Crow used thievery and picked locks or something. We managed to make it back, and got a boat back to HQ.

The treasures were divided up; Rolen got some staff of teleporting things and Qae yoinked a circlet of second chances, while everyone else claimed 60g.

345 XP for everyone, bringing the total to 745.

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S01E03 - Giant Enemy Crabs and Other Disasters
Hey! The boss's back!

Our actual boss called us into the meeting room and telepathically gave us our briefing, after she was gone for three weeks looking for new Thirteenth recruits and so. She met someone and apparently arranged some trade/delivery; we need to go to sea to pick up a weapon from a Lhazaarite captain, captain Kordaric, some kind of pirate.

So we went to the harbor, and met Joel who took us up the river in his boat. We arrive at our rendezvous point and saw the Lhazaarite ship. However, we saw no one on that ship and its masts were down…

We used some ropes to climb onto the ship. Farren fell into an unstable grate as soon as he got up, and we then fought a bunch of rats. ’twas a rather quick and painless fight.

Exploring the ship, we learned that most of the crew appeared to have died in their sleep, seemingly from a poison in the air. As well, the captain was killed and dragged into his room, looking to have been clenching something before he died. The ship’s sails seem to have been corroded by acid.

Yoryk found a hole in the bottom of the ship, so we decided to get off and returned to our ship. As we did so, the weather suddenly became stormy.. we set our course back to Throneport, watching the other ship sink as we left, but now the weather was acting up. We tried to help by looking out, tightening sails, and whatnot, but it didn’t go so well and we had to crash land into a nearby island.

The captain was injured a fair bit during the crash. Some healing helped stabilize him, so he’ll probably live, but will require more long term care.

As we approached shore, a bunch of giant crab-like creatures (called craud) were waiting for us. So we fought them. They were actually pretty painful. .. Surprisingly tough little buggers. This battle took a while and we had many dropping below 0 HP. But after a gruesome two hours or something, we managed to kill them, resulting in craud legs for everyone! Apparently not quite as good as crab. DM’s words.

After eating Lunch, we tried to figure out where we were. We predicted that we might be on the island of Stormhome, or close to it. Yoryk used his Animal Messenger ritual to send the most fastest, most powerfulest of nearby seagulls to send a message of our story (regarding the missing weapon, storm, and being stranded on Stormhome) back to base.

We started to look around. We found a discarded piece of newspaper.. And we saw a few footprints along the shore. Needless to say, we followed them, since that’s what adventurers do.

Following the tracks led us into the woods, where we were met by some Storm Shards (living crystal clusters made of elemental magic, lightning in this case) and ambushed by some homunculi hiding in the trees. The Storm Shards zapped Asheriit, instantly knocking him unconscious. But then stuff went better and we eventually won, though one of those homunculi escaped.

We were then faced with a number of half elves, one main guy with a bunch of archers, who confronted us for trespassing and killing their doods. While they were hostile to us, after a lot of diplomacy we managed to reach an agreement which involved us helping them get some presence in Thronehold, and we had to pay them with the money that was supposed to be used for the initial weapon trade.

They were the Dragonmarked House of Lyrandar, the main half-elf there being Keldamir d’Lyrandar. He provided transportation back to Thronehold, where our boss so wasn’t pleased with us. But despite that, somehow we were paid over the next week or so. Wahoo.

+383 XP, bringing the total to 1128.

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S01E04 - Crouching Kobolds, Hidden Dangers
House (Lyrandar) Cleaning Service

As part the the Thirteenth’s recent, um, partnership with House Lyrandar, a handful of its agents was requested to help with the house’s colonization effort at the Demon Wastes site known as Desolate. Recent tremors had revealed an unexplored area in the extensive sewers and catacombs running under the ruins and the newly-drafted adventurers were to go explore them and make sure the area was safe enough for workers and scholars. Before heading down, they took care to walk around town and ask a few questions, meeting with Ande, the half-elf student who’s discovered the new passageway, and convincing her to follow them in the tunnels. With them also came two massons hired by House Lyrandar to evaluate the stability of the new galleries. They weren’t useful for much more than arguing with each other, despite and even after both agreeing that the ceiling of the newfound library was in danger of collapsing in a matter of hours. Using whatever they could to support the weakest spots, the adventurers managed to postpone the collapse.

Meanwhile, however, kobolds had made their entrance from a low back tunnel and assaulted everyone in the room. Too few in number to pose a real threat, they were dispatched easily. Arcane energy used during the fight activated and opened a magically sealed chest, containing a doll-sized construct over a century old but about as advanced as warforged. Unable to speak, it communicated by tracing fleeting lettering in the air. It seemed to be aware of everything that had taken place around the library and could direct the adventurers to the kobolds’ main lair. Both massons turned back toward the surface, but Ande agreed to follow the group deeper. Trying to reach the lair by stealth, the party crawled through filthy sewage, intelligent rat swarms, and shadow-infested crypts, all to unfortunately stop on a magic alarm when a few metres away from the kobold leaders. Enter a battle against lots of kobolds and a telepathic brain in a levitating glass cylinder. The fight got extremely close, endiong up with a very bloodied Yoryk summoning thorny vine to finish shattering the glass protecting the undead brain while everyone else around him lay dying on the floor. After some short rest, everyone made sure the place was fully secured, released a scholar who had been captured by the kobolds and locked inside a barrel, and then went back outside through the shortest path passing through the kobold camp front door. The agents were paid a small sum by the House Lyrandar overseers and, thanks to Ander, managed to smuggle a few of the magic items found in the catacombs back to Thronehold.

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S01E05 - Goons' Productive Day Off
Scenic Tour of the Thronehold Crime Scene

By Shade

In partnership with House Lyrandar the Thirteenth is thriving. Business is boomering and operatives are operating. However, this week that means that people at the higher levels are monopolizing mission time, and our particular “heroes” are at loose ends. Bunny immediately suggests that they go drinking. I’m not sure if that was where we were going, but on the way out of one the secret exits, we stumbled into a brawl!

Some shifters and a half orc were beating up a dwarf, but they legged it when they saw us coming. There were some dead goblins strewn about, and a non-functioning warforged collapsed near a wall. The dwarf was like, “who are you?” and we were all “It’s me, Bunny!” and this time it actually worked, because the dwarf was like “oh I see, we were looking for you. Attack them.” And then we rolled initiative.

There was fighting. I think Bunny actually hit someone with Booming Blade. Also maybe she died for a little while. But we won, and killed the dwarf and his mechanical minions.

Note: this particular secret exit was near a bakery, which is owned by the Thirteenth. It’s probably a front for all kinds of shady deals. After a little detective work, we discovered that the brawl we had stumbled into was a confrontation between two local crime factions – The Mechanics and the Red Jackals. They were both likely here to do something to the third up and coming faction – us.

Then the cops came.

There was one little dude with a big ass hat, and he was in charge.

Hatdwarf: “So what are you doing covered in blood, surrounded by corpses?”
Bunny: “What corpses?”
Hatdwarf: points “Those corpses.”
Bunny: “….oh THOSE. Those were there when we got here.”
Hatdwarf: “Well. You and your weapons are covered in blood”
Bunny: “oh.. well yes. We did kill the dwarf. But those goblins were already dead.”
Hatdwarf: “I think we should take you in for questioning.”
Ascheriit: “And the dwarf was self-defense, he attacked us!”
Bunny: “Yeah we were going to get pastries.”
Hatdwarf: looks suspiciously at Yorky “I think you are Red Jackals.”
Yoryk: (indignantly) I am not a jackal!

(it goes on like this for awhile until he finally gets frustrated and attempts to arrest us by force. we kill the cops too. Rolan hid behind boxes and continued his record of not getting hit by anything, ever)

We reactivate the warforged, and it tells us that him and the dwarf were here to put pressure on the Bakers (that’s us), to join the Mechanics or die.

So now we have a warforged prisoner, and there are bodies everywhere – dead Jackals, dead Mechanics, dead cops – on Thirteenth territory. Also two factions want to take us over or kill us.

Bunny: …this isn’t good.
Ascheriit: Let’s make it someone else’s problem.

Ascheriit goes back to base and tells the boss everything. She tells us to infiltrate either the Jackals or the Mechanics, with an offer of alliance. She tells us to decide which. But she will make sure our mess is taken care of.

Ascheriit: I tried guys.

We flip a coin and it lands on Mechs, so we tell the Warforged to take us to his boss.

We go to The Bottle and Blade Speakeasy, in the Karrnathi district, and talk to a gnome named Orryn. Bunny and Ascheriit explain that we totally tried to save the dwarf, out of the goodness of our hearts, but he got killed in the fight with the goblins. We rescued the warforged and decided to come here, offering alliance, because the Mechanics are totally way cooler than the Red Jackals (and Yoryk is not a jackal). Rolan didn’t say much but looked SUPER TRUSTWORTHY and nodded knowingly or shrugged expansively at everything the other goons said. So he believed us.

Since our particular skills lie in stabbing people in the face (Ascheriit: We’re good at that), he sends us to clean out a known safehouse of the Red Jackals to cement the alliance. Also we’ll get paid. Their recon is incomplete though, so we have to find the specific building it’s in ourselves.

It’s in some ramshackle downtrodden ghetto neighborhood. I forget where. We spend a lot of time being very unstreetwise and asking people things like DO YOU KNOW WHERE THE CRIMINALS LIVE? but eventually we find a likely spot. Mostly owing to Yoryk’s tracking skills, since one of the shifters that ran away at the beginning of the fight left a sporadic trail of blood.

We can go in through either the front or the back. The backdoor is heavilly barred.

Bunny: Can we kick the door down?
Asheriit: Yes.
Asheriit: kicks the door down!

Inside it is empty, but a hidden trapdoor leads to a hidden tunnel. The party troops down. There is another door at the end of the tunnel.

Bunny: Can we kick the door down?
Asheriit: It’s not even locked.
Bunny: I know. Can we kick the door down?
Asheriit: …you can if you want to.
Bunny: kicks the door down!

In the other room we fight some shifters and some goblins. They end up coming to us from a larger room, so there’s a bit of a bottleneck for them. Too bad. We kill em and explore their secret clubhouse. It has secret exits that lead to the sewer, a big drafty cliff, and a pub bar place in Jackal territory.

We go back to the gnome guy and report a job well done. He pays us some money, and we also beg free drinks off him. Then everybody gets drunk into the night. Except maybe the warforged, because that would get expensive, if even possible. His name is Doorknob, and we tell him that he should come by to the bakery for donuts some time.

The end.

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S01E06 - Pavis' Passage to Passage to Pass a Ship Captain Gold
I'm Sorry, But the Captain is in Another.. Something.

So remember a few weeks ago, we had to meet with a Captain Kordaric on a ship? Apparently we’re off to look for him again to deliver his money, this time in the city of Passage (home of the Dragonmarked House Orien).

Pavis d’Orien (NPC) was established with that House, so he helped us with a coach to there. However, as we neared Passage, we were attacked by a few gnomes, humans, and a wolf. They said they’d spare us if we gave them the gold… so it seems somehow they knew we had gold?..

Urist (Jaya’s Artificer) claims we need the money for booze, so no deal. Bunny took all the damage while we killed most, but one gnome hid and got away. Pavis also got knocked out early on, but all went well.

When we arrived in Passage, Captain Kordaric was nowhere to be found. It was arranged for him to stay at an Orien house, but he wasn’t there; however, it seemed that he may have been at one bar a couple nights ago, outdrinking all the locals before leaving.

It also appears that it’s not common for bandits to attack House Orien coaches around here; none have been attacked for months.

We spent a lot of time asking around for if anyone’s seen Kordaric and whatnot. Apparently he’s been presenting himself as Duke Eytan Kordaric; seems many Lhazaarites use fancy titles like that. I think we should go there to get some.

Anyway, seems Kordaric took a boat with a bunch of fishermen shortly after he left the bar earlier. We attempted to get some information about these fishermen or their boat and so; Rolen had to intimidate the port clerk for information. We learned that some fishermen had their boat stolen a couple days ago. We managed to find its owner and attempted to talk to him.

He was grumpy, but eventually told us that the boat had a leak in it, so that it couldn’t have gone far before sinking. We looked around for more clues before heading out. Apparently there’s only one notable island nearby… supposedly most people avoid this island due to there supposedly being a monster there, which was making a lot of noise, wailing and crying three nights ago…

We also checked back at the bar, it seems that Kordaric and several others borrowed a private room, and after searching it, seems the captain’s hat remained here, and his drinks were spiked.

The captain’s hat had a lavender feather. Bunny’s sprite was changed very quickly to reflect this sweet acquisition.

We headed back to the docks to see if we could get a boat to go to that island. No fishermen were willing to part with their boats, so we could only borrow some lousy little raft.

While out at sea, wild monsters appeared! Three bloodhawks, a craud, and some crocodile. But this isn’t a video game, so being attacked by a random group of creatures like this is unusual…

Poor craud rolled 1 on its first three attacks. The first actual attack against it was a 1 too though. Anyway, we killed them all with mostly spells and thrown boomerang swords and whatnot. Asheriit continues to regret not having javelins (as he has no ranged attacks).

We arrived at the island and found Captain Kordaric’s cloak and travel documents. (Urist’s sprite was changed quickly to reflect this, but probably not the way he expected it to.) We also came across a green dragon corpse.. From what we could tell, it was killed around three days ago, and a lot of things devoured its body quite quickly.

We started looking around the island some more, and came across a bunch of centipedes nibbling on more of Kordaric’s stuff. We engaged them. After Bunny struck the centipedes with a sword burst, she and Asheriit noticed a small black dragon hiding off in the corner, which seemed to disappear from sight..

After a couple more blasts at the centipede swarms, the little black dragon came out and blasted most of our group with acid. … two little black dragons. They missed with most subsequent acid breaths though. Bunny wanted to keep one of the dragons as a pet, so she dealt nonlethal damage to knock it out, and the other dragonling flew away. Oh wait, it came back to attack us some more, and we killed it dead.

Searching the island more, we met two ominous figures. They said things like “Given all the clues we gave you, we expected you to get here several hours earlier… The captain’s in the back; we’re done with him…” It appeared as if they were watching us like it were some kind of game (which in a way it is, but let’s not go there).

They didn’t try to stop us or anything as we passed them and found Kordaric, who was upon a pile of treasure! And he was unconscious with a large gash across the neck, but treasure.

A Frostwolf Pelt cloak that grants cold resistance, Wavestrider Boots that allow the user to walk on water, Gauntlets of Blood which increase damage against bloodied targets, and a tome filled with several arcane rituals. Qae got the latter two (though the rituals can be shared); Urist reluctantly took the cloak. Boo, no one really wanted the boots? I would’ve used them for fun, but there’s a loot limit.

After looting, the ominous figures told us that it was time to go, and teleported us to some House Orien estate courtyard. (Eventually we guessed they were a half-drow and half-medusa.)

Captain Kordaric recovered shortly afterward, and since we saved his life, he gladly kept his alliance with the Thirteenth, and he let us keep the gold that was for him, but at the cost of us having to return his hat and cloak. And he’s still wondering who sunk his ship earlier. Eventually we all took the lightning rail to Thronehold.

But how was the information leaked? Do we have a mole in the Thirteenth? And will Asheriit finally get some javelins? Stay tuned next time on the Treachery of Thronehold!

+520 XP, bringing the total to 2554. Level up!

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S01E07 - Terrible Train Terrorists

Are you tired of being at House Lyrandar’s beck and call? The boss is. It’s time to do what we can to start severing that yoke, and that means allies. We need some! House Orien is opposed to Lyrandar, being their chief rival in transport related commerce, so they are a good place to start.

For some reason this means ambushing a House Lyrandar agent on an Orien train. He has a magic book. Bunny wasn’t paying that much attention at this point. Maybe House Orien wants the data in it.

The important thing is, a change of wardrobe is in order, for Bunny, the Great Train Bandit.

And Yorryk too, just because. Nobody else asked for one.

So we headed out to catch the train. Horrors though, through no fault of our own, we were LATE. An approach to the train yard reveals the recognizable sound of a train departing.

So how do you catch a train that’s already left?

Bunny:

Borris: The Lightning Rail is made of magic and science and big floating crystals. There are no lightning handcars.

K.

Plan Bs involve stealing another train to catch this one, and retroactively planting a bomb that will blow up the train if it goes under 5 mph.

Plan C is to buy horses. We end up buying horses.

They are fabulous steeds in fabulous colors. The best money can buy. Byebye, mission funds. Rolen’s horse is of suspect coloration, however.

Which may help to explain Rolen’s complete inability to keep his seat. I think he got ripped off.

A high speed equine race ensues, as the party cuts across the open countryside and forest, intending to intercept the train by taking a more direct route. We survive, but Rolen ends up riding double with Trixie.

Using either fantastic teleporting style (Trixie), passably competent leaping ability (Yoryk, Bunny), or a desperate lunge into the arms of one’s fellows (Rolen), the party makes the transfer from horseback to trainside!

And not a moment too soon, because we end up in the very last car of the train.

It is full of the distinct aroma of goblin hobos. A fight ensues; stacks of crates figure prominently in terrain considerations. Luckily, we are mighty warriors, and can handle a few hobos. They have no good loot, because they are hobos.

The conductor from the back end of the train starts poking his nose in near the end of the fight. He is clearly frightened by our imposing figures and deeds. Bunny wants to scare him more, and tie him up. Yoryk may or may not have eaten some of the hobos. Trixie concocts a story about a secret train security team (he doesn’t know about it, because it is seret), and the guy buys it.

Onward!

The next car has a restaurant of sorts for off-shift train guards. After peeking in and discovering this, we go back out and go over the car instead of through.

We move into the passenger compartments of the train. We put our considerable deductive skills to work, by unlocking all of the private rooms and peeking in, looking for our mark. The poorer passengers hanging out on benches start giving us the eye, so Bunny and Yoryk put on their tough faces and let them know they ought to mind their own.

Sorry guys, but your dude is in another car. We keep going.

Suddenly, train guards! And they want tickets! Why didn’t we steal tickets from some of the poor people? We make for the roof again, but get followed. Bunny’s original intention was to let these guard guys live, meybe rough em up and leave em somewhere, but Trixie blasts the first one to death, so after that, well, NO WITNESSES. So we kill the other two as well. They should’ve known that ticket punching on a civillian train is frought with danger.

The final car has rich people in it! We decide that just asking around for the guy we’re looking for, pronouncing his half-elf name in a passable pronunciation, is probably smarter than B&E’ing every single door. It works! The dude sticks up his hand and we enter a conversation. I think maybe there was another attempt at the whole Secret Security thing, but halfelf guy is on the level, and isnt falling for that. Plus, he brought body guards. A hallway fight ensues, and we take down the mark, and one of the guards. The other one surrenders- we’re more than he signed up for.

Also, the whole train is in an uproar because there is a group of crazy killers on board.

We steal the book we came for, and jump the fuck off the train!

Nobody even asked about loot!

We get back, and the boss is only passably displeased. She seems very unhappy, but mostly she’s kinda distracted; she’s been down in the dumps since she got back from her own secret mission awhile ago. Bunny says maybe it’s over some dude, but Trixie says that maybe its because she’s a CHANGELING (No offense, Rolen). And the the better part of 15 minutes is spent deciphering a way to prove whether or not this is the case.

Also, we made the paper!

Bunny: We’re famous!

The news rag says that we killed this guy, and calls us terrorists. Which is kinda odd, come to think of it. Like, its cool to get praise for being stone cold pros and all, but we didnt kill want the dude dead and didn’t do it.

Newspaper

Also it really makes House Orien look major bad, which wasn’t our intention either, and probably doesn’t help with the whole becoming allies thing.

Oh well, next time!

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S01E08 - A Murder of Crow
By Starfire

So, we met with Boss, who seemed very stressed but as always ready to give us a mission. We were given a description of a Half Elf that really was a Changeling who was a war criminal who would steal and sell artifacts. The guy was currently in the city of Starlilaskur, and he was posing as some monk of Kol Korran, or some thing. He had stolen valuable documents, and we were suppose to retrieve them. We promised not to mess this mission up.

After a religious check to figure out who/what Kol Korran was, apparently we are not a religious group, we set out to Starlilaskur and decided to check a chapel on the Street of the Gods. How appropriate.

First we came up with a good story, this time, then we knocked on the door. Using our amazing bluff skills (actually I think we barely passed the roll, was their a roll?) we told the priestess who answered that we needed to see the Half Elf guy, and only HIM and used our amazing story. Except… the Half Elf guy said we would wait until tomorrow because he was still resting. He didn’t even come down the stairs to tell us this. How rude.

So afterward we did what any reasonable group of hired thugs/shady types would do. We climbed the walls of the church and creeped around upstairs because we had a vague idea where the guy’s room was from watching the priestess relay our message for us.

We found his room using Crows awesome stealth skills, and attempted to lay down the bluff on the guy. Nothing in D+D is easy, and no matter how hard we try to do a mission right, we always end up resorting to violence. Our rolls were crap, and the guy wasn’t buying it so we decided to beat him into a stupor.

Meanwhile Bugen/Rolan was trying to see through the guy’s changeling disguise, but was having no luck. During the battle we were sure to use noncombative damage. We didn’t want to leave a mess like last time! Well, the Half Elf guy had this pet lizard… who hit really hard, so he had to go. But he was the only exception!

Some time during the fight Ash jumped out the window with all these documents and this chest, I think it was while we were dispatching the guards. Two of the chapel’s priests came up stairs, and well we dispatched them too! Except we kept missing the female one, and she ran out the front door. But that’s OK because Bunny to the rescue! Bunny threw her sword at the priestess from the 2nd floor balcony and landed a hit, and successfully knocked the lady out! It was epic! But! It was in broad daylight. And people saw. So we had to leave!

So we all jumped out the window, taking the Half Elf guy with us. We still couldn’t tell if he was a Changeling or not… and this disturbed us. So, after some discussing the matter, we killed him to see if he would change back. He didn’t. Which means we messed up again. And he was Dragon Marked, in house… that house with the storm mark.

We’re soooooooooo effed.

But we had to escape! So into the sewers we went! Where we ran into some of Crow’s old friends, Kenkus who claimed they didn’t know her, then claimed that Crow’s boss/boss wanted her dead. They hit hard, but went down fast. Some ran away. Crow took all the clothes and armor off one guy who was the leader and also carrying a magical mask. He called her an ugly duckling, he deserved to be humiliated, especially since he talked big and ended up face down in poo water. Oh, out of respect for Crow, everyone used noncombat damage for this fight.

We emerged from the sewers in the ghetto part of town, which was actually harder than it looked. Or some thing, Crow and Bunny sat outside and waited for the rest to figure this out. Apparently Tieflings are better at slipping through bars. When we emerged, we smelled like poo water.

Once everyone was outside we were all sneak attacked by more Kenkus!! Who wanted Crow and Co. dead.

It was a tough fight, because Urist, Rolan, and Ash were pretty hurt if not down for most of the battle. But we ended up making it! Except for Urist, who died. But that’s okay, because Boss paid the gold to have him resurrected. Speaking of Boss… she was not happy about how the situation turned out, because she was sure her information was solid. Which means that we have a snitch in our midst. Which means, we will have to find them!

So this mission… I guess… was a success?

Rewards were:
+551Exp
+120gold

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S01E09 - Mournland Foray
Dragonair-Shade Tag-Team Recap

(Bunny)

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!


(Qae)

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.


(Bunny)

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.


(Qae)

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.


(Bunny)

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.


(Qae)

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.


(Bunny)

A lot of the people on Ikar’s crew were non-humans. And non… alives. Seem they do pretty well in the Mournlands environment.


(Qae)

So much for doing the main quest, whatever it was.


(Bunny)

It’s a multipart quest!


(Qae)

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.

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S01E10 - Blind Man's Hunt
Incomplete log by Dragonair

Apparently we were on some mission to convince some rich blind guy (Lord Lenorf Ir’Lumm) to sign some will with us in it. I think Rolen was pretending to be that lord’s inheritor Matron Martra, or something.

[Side note: That snake lady’s name was Anthroparaio. I wasn’t here for the talk with her, but I figure whoever writes the first part will want to remember that name.]

So after we arrived at the Ir’Lumm Villa, we stayed in a guest room until dinner time, talking with Lenorf’s butler, Luminel, and learning the story of how Lenorf lost his eyesight. He was a paladin of the Silver Flame, and the church didn’t like his choice of art (being heretical against the church of the Silver Flame), so they plucked his eyes out and seared the wounds so that they couldn’t be healed.

Around dinner time we also checked out the house’s gallery. One notable statue was of some guy with three hounds… He was a knight of the Silver Flame, whose pride caused him to accidentally unseal some demon, whom he then gave up his life to kill, and thus signifying some importance about sacrifice and humility and whatnot. Blah blah blah history lesson.

For some reason we had to go hunt some hounds. I think this was done as a favour or to gain some favour, that sorta stuff. All of the sightings and attacks and so have been reported to be at night, but we hunted it in the day so that we wouldn’t be fighting in darkness.

We zoned and immediately found some large wolf-like tracks. How linearly convenient. Our relatively more stealthy people attempted to scout ahead, but these creatures had really good senses and we couldn’t sneak up on them. There were some two-headed demon-looking dog things. Two-headed dire wolves, apparently, with fancy magical runes on their skin.

Eventually they died. Too lazy to recount the battle.

We explored the ruins a little bit, and in a dark corridor we found a letter that never made it to its recipient. Upon reading it, apparently some bishop guy (who was also coming over today) was planning to sell some of the Ir’Lumm paintings…

We returned to the Ir’Lumm Villa to report our findings… first question Lenorf asked however, was if we brought back any of the runes on the wolf corpses. We so didn’t. But then we gave him the letter; his butler read it out loud, which sent Lenorf into a rage.

He wanted us to stay for the night since he didn’t trust the bishop anymore. The Lord and bishop argued a bunch over dinner while we listened from the next room.

Before we went to bed, the Lord asked us to make sure the bishop doesn’t leave during the night. So we got ready to take shifts watching exits.

However, during the night, butler Luminel ran to our guest house and woke us up, terrified. He stuttered as he told us that Lord Lenorf was going insane, was probably going to kill the bishop, and had a bunch of angels with him. He told us that they went to the gallery.

We followed him to the main house entrance. Inside the house, we saw fires; the gallery had a fire, and the rooms that the bishop and so stayed in had fires too. Luminel ran outside to the front to look for other help, and we never heard from him again. And apparently none of us cared enough to check up on the bishop, but I guess that turned out to be okay.

Bunny passes her ‘Kick-down-the-door’ check to the dining room and gallery.

Meanwhile, it seems some other priesty guys (who were with the bishop) were watching our guest house like we were trying to watch them. Boo.

Anyway. In the dining room, two of the bishop’s guards were dead, having been attacked by some weird creatures. There were two hobgoblin-like creatures with tentacles (Dolgaunts), then there were another two that sorta looked like goblins with two pairs of eyes and two pairs of arms and so, each dual-wielding crossbows (Dolgrims). Some types of aberrations.

And there were a few Cavern Chokers which were hiding on the ceiling and kinda got the jump on us that entered the room, but they missed miserably.

Early into the fight, Rolen ran out to yell at the priest guys that were spying on us, telling them that there were demons attacking us inside. This garnered their attention. But then we killed all the enemies before they arrived. They ran to the guest rooms that were on fire; the fire wasn’t that bad so they had no trouble putting it out.

In one room, another two of the bishop’s guards were dead. They seemed to be dead before the oil lamp was knocked over (which caused the fire). And the bishop wasn’t in his room…

After a short rest, we went up to the gallery, where we heard a crying/screaming voice… Bunny failed the door-kick roll, so Garrett picked the lock, and we found the bishop tied up, with Lord Lenorf pouring acid on him, and three other Dolgaunt and Dolgarr abberations. Lenorf apparently gained some creepy Beholder-type eyes.

Being blind, Lenorf believed that he was being guided by angels of the Silver Flame, though these were actually the aberrations..

Anyway, after a ridiculously long battle, we downed the three aberrations and knocked Lenorf unconscious. We removed the demonic stuff from him and managed to convince him that his so-called angels so weren’t angels.

The bishop simply left with his remaining guards.

After some boring talking, Lenorf signed the will, handing everything over to Matron Martra. Mission accomplished!

+642 exp, bringing the total to 4887. +125 gp per player.


Cooments by Borris

The statue of the guy with three hounds was part of the fountain in the outside courtyard. It represented Minar ir’Lumm, a distant ancestor of Lenorf ir’Lumm who helped eradicate a goblin temple in the Eldritch Wood. His skill as a hunter earned him the nickname “The Hound” and he’s the reason which the it’Lumm coat of arms shows three bloodhounds.

The large statue in the middle of the gallery did depict a legendary saint of the Silver Flame, a cleric of the whose pride led to prove his supremacy by unleashing an imprisoned Khyber demon. Except he found himself overmatched and could only defeat the creature at the cost of his life. The Church sees the story as demonstrating the necessity of humility and sacrifice to keep evil at bay, as well as a reminder not to taunt the devil.

Hunting down the runehound(s) was indeed part of the request Lenorf made to Matron Martra, but which got diverted to your hands instead. Apparently, the beasts reappear in the woods every generation or two and it’s traditionally seen as the duty of the ir’Lumm lord to stop it. But given that Lenorf was blind and without any men-at-arms at his service, he had to request outside assistance.

There was no fire coming from the gallery. Only the rooms given to the bishop and his guards had started to burn. The priesty guy with the bishop, the local priest of the Silver Flame, and teh one who was leading the stoning on the medusa painter when the PCs arrived in the village. He’s pretty much the bishop’s lackey in Lemish. The other men with them were the bishop’s personal bodyguards.

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