Lords of Chaos

The Cabin in the Woods
March Game Day 2017

Present; Califred, Gara, Gunga Sam, Jevin, Maddie, Magnar, Snow Summer, Thingul, Thumper.

• Gunga has found a source he does not wish to reveal and assures us that Kildore is a squeaky clean upstanding citizen. Probably a much better person than anyone of us.
• We start back in Elgin and head down the trail toward the location on the map we found in Kildore’s study. We pass through the place where we fought the gargoyles and someone has removed the two gargoyle bodies. On both nights of the trip we are wakened by fairies hiding in the brush, giggling. On the second night they left a small woven mat of flowers hanging from a tree branch. Maddie claims it.
• Early on the third day we discover a small cabin just off the trail. The cabin looks old but it’s not dilapidated, no smoke from the chimney, no weeds in front of the door, just dirt, indicating some kind of use. As we approach it we discover a “barrier” at about 50 feet where we feel discouraged and consider going back. Everyone feels the same way and it’s a subtle feeling. Winston stays outside the 50 foot range and will not approach the cabin. Thumper circles the cabin and sees a main door and shuttered windows on the other sides. Thingul uses a detect magic spell. There are two sources of magic in the cabin, one is a ritual that created a ward (sorcerer) and a source of complex strong magic in the center.
• Thumper approaches the front door and knocks on the door. Nobody answers so he tries to open it and discovers it’s locked. Jevin comes forward and picks the lock. Thumper opens the door. It’s dark inside, it has a wooden floor which is unique (rather than dirt), it is one room, open rafters, a small fire place and a rough hewn table with four chairs. Thumper walks into the room and moves to the right to open a shuttered window. Jevin steps just inside the door. Summer moves up and places a lantern just inside the door.
• Jevin feels something. As he looks around he notices something moving on the table. Jevin starts yelling “the table, the table!” Something is swirling above the table with particles of silver and black. It swirls faster and faster, the silver turns into a ball about two feet in diameter. The silver is somewhat transparent and in the center is a large black gauntlet fist. They immediately recognize it as the symbol of Raidan and Thumper yells “get out!” Shadows start swirling around the ball. Jevin turns to run and falls on his face, Thumper tries to dive out the window but gets hung up on the sill. The shadows strike Jevin and he feels a cold energy drain. He takes some damage and his strength gets drained.
• Thumper gets out the window on his second try. Shadows start coming through the walls and out into the forest. One shadow passes through Magnar’s shield and into his body, inflicting damage and strength loss. Magnar strikes back and when he hits the thing it starts shredding dark shadow pieces. Gara starts casting healing spells around. Thumper turns and fires an arrow into the silver ball. The arrow passes through the ball with no effect and buries into the far wall. At this point we decide the silver ball needs to be attacked by magic. People without magic weapons start attacking the shadows and when successful they shred black essence. Thingul and Magnar charge toward the door to get into the cabin.
• Gunga kneels in front of the door and purposely blocks it. He throws a bunch of oily rags onto the lamp and starts a fire. Unknown to the rest of us, Gunga has decided that if the cabin burns down all the magic will simply go away. Jevin is in the cabin. Gunga gets out of the doorway when the rags catch fire. Thingul and Magnar leap through the flames and start attacking the silver ball. Magnar’s attack goes through the ball and into the table. Thingul’s magic spear inflicts some damage on it. It sparks and throws Thingul backward. A lot of magic backflows into him and he realizes its very powerful ritual magic. He notices imperfections (cracks???) in the ball and gauntlet. It does not seem to affect the shadows.
• Jevin throws a rock at the sphere, the rock streaks with blue magic, looking much like a small meteorite. It hits the sphere and inflicts damage. Later Jevin admits he found an amulet in Kildore’s study and took possession of it. It seems to turn the stone’s into magic weapons.
• Summer Snow and Magnar begin to guard Jevin and Thingul from the shadows. Essentially they step in front of the shadows and take blows for the ones they protect. Jevin throws another stone but he is so weak he can’t make the toss. He barely crawls out the window and Califred picks him up and runs. Summer Snow shifts guard Thingul and Thingul keeps inflicting damage to the sphere.
• Gunga moves forward again with a flask of oil to add to the fire. Maddie moves in to tackle him. Magnar collapses into the doorway and Gunga starts dragging him off. Jevin and Magnar are without strength. Everyone else is severely down in strength. Thingul is rapidly losing strength with each hit and Summer is trying to protect him.
• Finally Thingul hits the sphere with a critical hit. Silver essence starts shredding off the sphere. Thingul can feel the powerful spell become unbound and break apart. The magic is being released. The shadows start disintegrating. Thingul takes a stab at the sphere, hits it again, then turns and runs to get out of the cabin. When the sphere explodes a wave of powerful magic blasts over us. Summer Snow gets blown out of her bear form.
• We start putting the fire out, throwing dirt on it, water from canteens and such. Gara starts tending to wounds. Thingul examines the table, sees blood and ritual markings so he can tell there was a ritual spell cast on the table. He casts detect magic again and only senses the perimeter spell.
• It seems strange to us that there is nothing here other than the table and chairs. The cabin is taken care of, maintained, but no food, kitchen, outhouse or other things we’d expect. We start searching the cabin and tearing up the floorboards. Nothing.
• Who builds a cabin two days travel into the forest, puts wards up against it and makes a powerful defensive ritual spells? Is it a meeting place? Is it a place of ritual magic for lay lines? Will this be a focal point for the coming eclipse? Is it possible that something was here but when we tripped the gargoyle guards the owners moved whatever was here by the time we came back 3 days later and set a trap in its place? Did the sphere have an alternate power but we just tripped the defensive element? Why would Kildore (the fine upstanding citizen) have a map to this place? Was it built as a trap for us? That seems excessive, there are simpler, effective traps that could be built.
• On the assumption that this is simply a guard shack, Thumper hikes an hour down the trail to see if there is anything else. The trail at this point is merely a dear trail and nothing is found. The cabin is also at the place on the map where we expected something. Summer Snow/bear sniffs around the cabin and surrounding area and smells faint odors of elves.
• After extensively searching the cabin and forest for clues we burn the cabin down.
• We go back to town. When we get there we find out that Kildore has suddenly needed to take a business trip. He went south the Anivere. Thumper is does not really want to head to Anivere but doesn’t discuss why.
DEATH TRAP AVERTED: In late discussion we figured out that once the ritual magic was tripped it could not be stopped other than destroying the sphere. The shadows moved faster than we could run. The shadows were not limited in range and could hunt us down no matter where we went. We were damaging the shadows but they were regenerating (probably not the right word but it’s the idea). If we had managed to light the cabin on fire it would not have stopped the ritual magic or hurt the sphere. We could not get to the sphere because of the heat. After that the shadows would have killed us and we couldn’t have stopped them.
• To Do: Email discussion to get a course of action for the next session. Ask the Arathane priest for his thoughts on what we found at the cabin. Do we chase Kildore? Do we head back down the river?
• 40 XP for the session, 20 XP for submitted stories.
• It’s been 61 days since we met on the ship

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Tora! Tora! Gargoyle!
February game day 2017

FEBRUARY (kinda)
Present; Askaradin, Califred, Freddie, Gara, Jevin, Maddie, Magnar, Snow Summer, Thingul, Thumper.
• At the end of the day, we tail Kildore from the Galloping Guppy to his home which is located in one of the better neighborhoods of the city. We set up a rotating watch to see if Kildore leaves his house or if he has any visitors. We don’t notice any family or roommates and nothing unusual happens.
• The next day Jevin and Thumper go to break into Kildore’s house via the back door. There are other supporting team members in the neighborhood. The lock is a bit formidable but Jevin thinks he can deal with it. Then he breaks his lock picking tool off in it.
• They go to the front door and Jevin quickly opens it. They move inside and check for any occupants. In the office they discover a hidden compartment in the desk with a map in it. They copy the map and replace the original then quickly move back outside trying not to disturb anything in the house. Hopefully Kildore will think that someone tried to break in through the back door and were never successful.
• Thingul uses a detect magic on the house and detects residual wild nature magic. Spells have been cast there in the past.
• We think the map leads to a destination that is a couple of days away. We decide to go see what it is. We leave in small groups early the next day headed in different directions and meet on the trail which leads north.
• On the second day out, early in the morning we get attacked by flying gargoyles. The first one flew through us and we all watched it. Then four of its teammates hit us from behind. Our missile fire and Freddie’s magic do some damage then they fly off. In the midst of their surprise attack they manage to break Califred’s arm and Jevin’s arm and leg. The gargoyles have left after their slashing attack.
• We have a discussion about pressing on toward the goal or heading back and healing our wounded. We opt to heal and start back. About 20 minutes down the trail the gargoyles renew their attack. Again, the missiles and magic take damage but a few swords hit has they slash by. Thingul casts and entangle spell into the tree tops which makes a spiderweb-like trap. One of the gargoyles hits it and crashes down in front of us. Askaradin hits it and breaks its right wing. Another one swoops in, grabs it and tries to fly off. A critical hit arrow brings that one down and we beat both of them to death.
• When we get back into town we split up again and make our ways to the Inn. Askaradin takes Jevin and Califred to the temple to see about buying serious wound services. The priest recognizes Askaradin from his prior visits to the temple and starts asking questions. By the end of the conversation Askaradin tells the priest much of what is going on but withholds some information. The priest offers assistance for our mission and then heals both Jevin and Califred.
• It’s been 56 days since we met on the ship.
• 40 XP.
Team funds:
o 177 copper
o 3 silver
o Small jade gem (60 CP)Small gem

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Up the River to Elgin
January Game Day 2017
Present; Askaradin, Califred, Freddie, Gara, Gunga Sam, Jevin, Maddie, Magnar, Mato-ich, Snow Summer, Thingul, Thumper.
  • We head to the Rivermen country port of Felstow at the mouth of the Iron River. this is a huge port, much larger than the one in the Goblin Marches.

*We need to move up to Elgin to find Kildore. The trip will take about 5 days on a barge. Some of us go to the taverns to gather information/gossip. Askaradin and Thumper start poking around the docks for information. They find a barge center of sorts with information about hiring, river traffic and crews. Our assumption up to this point was that Kildore owned barges and we were looking to hop a ride on one of his barges to gather information. In reality, Kildore is a port master in Elgin. We get a recommendation to hop a ride on a barge captained by Griz.

*We go find Griz and negotiate a fare of a silver piece to ship all of us to Elgin. We’ll provide some security for them and we’ll have to provide our own food. The silver comes out of our party fund.

*As we move up river we stop at night tied up to the bank for four hours each night. We sleep on the shore and on the second night an extremely large bear charges out of the forest and attacks us. At the same time we hear a hunting horn from the forest. Califred watches the tree line and keeps seeing things flitting in and out of his sight. The bear smacks Magnar upside the head and he falls down. Gara moves in and starts healing him. A giant badger runs out of the forest and starts attacking us. We hear the hunting horn again and hounds start howling. The bear is smacking us around pretty good and we’ve been pounding lots of damage on it to no effect. The smith finally hits it in the head with a critical and delivers 15 points of damage. The bear still remains standing and smacks Askaradin. A few rounds later the bear simply vanishes. The hounds take up position just inside the treeline and stop there.

*Thingul casts a detect magic spell and sweeps it across the treeline. He finds lots of sources of magic of various strengths and its all nature or illusion magic. Mato-ich shouts out to the forest to the friends of the hunt and asks them to show themselves. We hear giggling from the forest and Thumper identifies them as fairies. The warthog vanishes and the pine forest that we’ve been in suddenly turns into a jungle like we saw in the Goblin Marches. We hear more giggling and see lights. Thingul takes a few steps towards the forest, raises his spear and shouts “we are the chosen of the goddess of the woods Sylvara. We are friends not enemies. Please show yourselves.” There is more giggling and some of them start stepping out of the forest. Snow Summer places out little bowls of moonshine and they start drinking it. Gunga start playing his flute and they start dancing. They gather around Thingul and Magnar. They begin to dance around around Magnar. We place out more food which they eat. Thingul allows them to examine and touch the spear.

*After we leave Thingul suggests we all go through our packs and check for things that are missing or have been added. Fairies like playing practical jokes. We move on and soon pass through Califred and Jevin’s home town. They hide. After a few uneventful days we arrive at Elgin. The population is about 2,000. Griz is anquious to get going but before he leaves he tells us to look up Dore who works for Lode Star.

*Askaradin and Thumper start walking around the docks talking to others and pretending to look for jobs. While they are doing that they are scoping out Kildore, getting a sense of his job, what he looks like where he operates, when he knocks off work and where he goes to relax. Kildore is a tall elf. Califred and Jevin walk around town looking for things that would be odd to see on the river or talk that is out of place. Gunga sets up a beggars place in front of the port office and he sleeps there as well.

*We get a couple of rooms at an inn that overlook the port and try to go in and out without making us look like a large group. We move around town in groups of one or two and pick up odd jobs to gather information. We’ll spend a few days trying to find as much information as possible before interviewing Kildore.

*Homework: write a story about your character, due before March. See separate email.
*Next session at a special time: Jan 29 because Dave and Mike will be in town.
*It’s been 51 days since we met on the ship.
*40 XP.
*Team funds:
177 copper
3 silver
Small jade gem (60 CP)Small gem

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Mysterious Island
December Game Day 2016
Present; Askaradin, Califred, Freddie, Gara, Gunga Sam, Jevin, Maddie, Magnar, Mato-ich, Snow Summer, Thingul, Thumper.

• Askaradin buys a leather cover for his shield to hide emblems.
• We leave the port and sail northward. We plan for the journey to take at least a week. On the second day we see a ship with black sails following us just before nightfall but it never closes with us.
• On the fifth day a fog rolls in that grows thicker. The captain brings in the sails and slows the ship. The fog increases until our visibility is about 10 feet. We sail out of a wall of fog and into a small lagoon on an island. The fog clips the island to the left and right and deeper inland. The beach extends 50 feet from a very thick forest. A path leads into the interior of the island. There is a body lying on the beach. We get the long boat and tie a small line to the ship leading to the shore so we can find our way back to the ship if the fog rolls in.
• We guard along the tree line while a couple go down to the body and examine it. There are no footprints on the beach or trail. The body is an elf wearing very strange and old clothes. It is desiccated but not rotting. There is a wound on his chest that we assume was created by a sword. There is a blood stain on surrounding the hole. No animals have been chewing on the body. Thingul casts a detect magic on the body and he gets returns not only on the body but everything around it too, the beach, the island and etc. It’s like a background noise that covers everything.
• We head up the trail which is large enough for two abreast. The path is hard packed and does not reveal footprints. The trail almost looks groomed because there are no leaves or branches on it, there are also no overhanging limbs but none have them been pruned. After a while we notice the bushes and trees along the trail are twisted into different forms. They are almost banzai-like but again, no pruning, just shaped and growing that way. They are very beautiful and show motion in the subjects. Mato-ich notices that some trees and bushes are unusual to be growing together. There is also a large number of animals in the area. We assume this is some kind of maintained garden.
• The trail opens up into a small clearing. In the center is a tall hut which is made of trees that have naturally grown together. There is an open doorway and over it’s entrance is a sign with an acorn and a butterfly. In front of the hut there are bodies and skeletons. The bodies are elf and look like the one we found on the beach. There are also three humans in ancient armor. Thingul identifies this as a place of Sylvara (nature goddess) and begins praying to her. Mato-ich stays far away from the hut. Thumper enters the hut and notices a large statue of Sylvara at the far side with hands out in front holding a glowing spear. There are human bodies in front of the statue and an elf as well. As he steps in the room fills with brush, he hears something crashing through brush, a horn in the distance and baying hounds. Thumper turns and runs out. Maddie enters and repeats the whole process. Thingul then enters and gets in a bit farther. He notices the spear is glowing.
• The skeletons start rising. There are three outside and about six inside. When they touch us they knock a few points of willpower off us. We quickly kill the three out in front of the hut. Thingul casts entanglement in the entrance and a few of us bottle them up there. When we hit the skeletons the impact was odd, more than brittle bone but more resistance than it should. We worry that it represents something other than what it appears. Freddie starts lighting them on fire. One of the downed skeletons gets back up. They are regenerating. We start to notice even the burned skeletons are regenerating. We can see the bones fusing together and repairing. We try to beat them with overwhelming damage hoping it will knock them out but the regeneration continues. Thumper fires into the engagement with the Smith hoping to hit his/her/its opponents. Nope. The Smith goes down freeing two skeletons. Oops!!!
• Thumper thinks that maybe the spear in the statue’s hands is the key. He suggests everyone falls back and draws the skeletons away from the hut. When we do that then Thingul can try to rush past them and into the hut. We slowly fall back and draw them away. Mato-ich casts a sanctuary spell on Thingul who sprints through a gap in the skeletons and into the hut. He presses into the thick vegetation having to make a saving throw at every step. When he gets to the statue he lays his spear before it, offers up a prayer and takes the statue’s spear. As soon as he lifts it the skeletons all collapse and are no longer threatening us. The sounds stop and the vegetation disappears. The spear is very sharp and is of Elvin make. The shaft is not straight but looks like a branch with many bends and twists. The tip is made out of a fine metal that we can’t identify.
• We head back to the ship. Several of us have taken a lot of willpower wounds which eventually heal.
• It’s been 42 days since we met on the ship.
• 40 XP. REMINDER: if you have crossed 500 point fame points you can add +1 point to an ability. You cannot advance that ability beyond the racial limit of your character.
Team funds:
o 177 copper
o 4 silver
o Small jade gem (60 CP)Small gem

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Ogres!
November Game Day 2016

• Present; Askaradin, Califred, Freddie, Gara, Gunga Sam, Jevin, Maddie, Magnar, Mato-ich, Snow Summer, Thingul, Thumper.
• This is a bad neighborhood. The next night on the first watch we are raided by three ogres. Snow Summer, Thingul and Jevin are on watch. As the ogres charge into camp Snow Summer changes into a Tiger and leaps at them. She delivers a good amount of damage and in turn the ogres shred her and knock her out of the fight. The ogres are very powerful and will each take a lot of damage to kill. We had a hard time convincing them they needed to die: Thumper hit one in the head with an arrow for seven points of damage and the thing just turned and looked at him. One of them charged Thingul who has set his spear. The thing got rammed through the gut (and out the back) for nine points (critical) and then crawls up the spear to get to Thingul. It also has five points of arrow in the head and eight points of arrow in the leg. After more damage is inflicted it begins to crawl after Thingul with determination.
• Throughout the battle; Freddie ignites a few of the ogres on fire, Gara moves throughout the battlefield healing each of us, Califred grapples ogres to disengage them from others when he jumps away Thumper is able to shoot them before they re-engage. An ogre runs out of the woods behind us, picks up Mato-ich, makes a wish and pulls his arms in two different directions. Mato-ich collapses into unconsciousness. Thingul wraps up the ogre with a vegetation entangling spell. Askaradin puts on a brilliant display of parrying attacks during the battle but then one blow gets through and nearly takes off his head. When the battle is over we heal what we can but we have at least three severely wounded comrades.
• It takes four days to hike to Gabo’s village. Gabo tells us he and the local villages chiefs are happy that we’ve dealt with “the elf problem” but tells us we’ve also probably made enemies as well. Word of our endeavors have preceded us and it is also probably known within the port too. He tells us that there are ways into the port city that will avoid detection. Gabo agrees to send for a healer to see to our serious wounds, this will take another day.
• Jevin buys 6 pepper packets from the goblins.
• We get into a lengthy discussion about our next steps. In the end we decide to enter town openly then we will take the ship northward to find barge master Kildore in Elggin.
• Askaradin goes to Arathan temple and lets them know our suspicions about what is going on with the local Raidan circles.
• Others head to taverns to listen for rumors and hear a lot of talk about what happened up north.
• We pay Sparks and Snotty 22 coppers for their help with the trip north and back. We pay 30 coppers (15/apiece) for surveillance of the consulate for a month. In particular we want to know about who goes in and out, when they do it, gossip from the taverns, maybe ways into the compound and any other useful information that they might be able to find.
• In town we buy two flasks of oil for each of us. Jevin buys a flask of acid. We purchase two helmet upgrades for Askiradin and Maddie.

• 40 XP. REMINDER: some of you have crossed 500 point fame points which will allow you to add +1 point to an ability. You cannot advance that ability beyond the racial limit of your character.

• It’s been 37 days since we met on the ship
• Team funds:
o 177 copper
o 4 silver
o Small jade gem (60 CP)Small gem

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Chitters!
October Game Day 2016

• Present; Askaradin, Califred, Freddie, Gara, Gunga Sam, Jevin, Maddie, Magnar, Mato-ich, Snow Summer, Thingul, Thumper.
• After last sessions battle it’s silent. The primary hut is 100 feet beyond the one we overran last session. We spread out and approach it. We are wary of illusions. Thumper advances ahead of the party and sees a dead elf laying in the doorway, his head is twisted awkwardly because his neck has been broken. Thumper hears Captain Falcon speaking from within so he enters. There is a single large room. Two dead elves lay on the floor, one with a dagger buried in his eye the other with a crossbow bolt in the chest. In the center of the room is a table with two chairs. Mendal is tied to one chair and Captain Falcon is sitting in the opposite one.
• Thumper gags Mendal and throws a bag over his head then calls the others in. Most of the team enter the hut but a few stand guard just outside. We take steps to determine if there are illusions about.
• Califred spends a lot of time scanning the nearby brush actively hunting for Hound. Later on Hound suddenly appears beside Califred and it’s pretty obvious he is toying with him.
• The captain tells us Mendal has declared Wereguild, which is how rich prisoners exchange things of value, like ransom, for their lives. In this case he has given the captain a lot of useful information about the conspiracies against the crown so the captain spared his life. He did not make any promises about what we would do but has promised Mendal to be an advocate.
• Califred points out that there are not enough bodies lying around. The captain tells us Mendal’s two body guards left the day before and are running errands for Mendal.
• The two dead elves are dressed in rich clothing. One of them was of the house Cerwyn. They were here to create allies with the goblins and fight the Elvin crown. There is some involvement of the Order of the Silver Sun but Falcon really doesn’t care about that aspect.
• Thumper takes off Mendal’s hood and gag and we start questioning him. Magnar picks him up, shakes him violently and gets his ugly face up into Mendal’s while screaming threats at him. When Mendal is unfazed, Magnar bites his ear off. Mendal still remains in control and doesn’t bat an eye. He negotiates and tells us he’ll tell us everything we ask about the information we’ve been seeking in exchange for his life. We dicker a little but eventually agree to the terms.
• Mendal has nothing to do with the Order of the Silver Sun but he does pass information along for them. The book we “gave” him had valuable information. There were things written in it (one of which was Mendal’s name) so it needed to be destroyed and was. Mendal came here to sell the book info and he had other business as well (which are what the two bodyguards went off to pursue). Mendal thinks the captain was a real idiot for writing down so many things in his journal. The Two Aspects is just some stupid thing the Order is doing. They are seeking the two aspects and are getting very frustrated. Time is running out for them although Mendal doesn’t know what the time limit is. The ship and crew were working for the Order of the Silver Sun and Mendal only knows two main sources for Silver Sun work; 1) Alaidius (Elvin Consul) who is the primary mover and shaker and 2) a barge master Kildore who works the river near the city of Elggin (a transit area from the Iron Mountains). Mendal doesn’t know why the ship went to the island where we found it. The rebels chose this borderland to run operations because of its porous border and not for ritual location considerations. Lots of information transits through this are too which makes it valuable to Mendal.
• Califred asks several questions about Captain Matterly. He is an interesting man, legendary, he shows up everywhere, he seems to be a catalyst, it’s often hard to tell what stories about him are true and which ones are fables.
• Thingul asks how he managed to do the book swap but he keeps it as a trade secret. He also asks Mendal if he’s heard of “the theft of a tome of Wild Ritual Magic to wake the Wild Hunts within the confederacy. Mendal admits it sounds vaguely familiar.
• Askiradin asks him what it would take to not be talking to Alaidius about us. Mendal says his immediate release without further damage would suffice. We have no further questions for him so we agree. Gara uses a healing spell and first aid to re-attach his ear.
• All along, Captain Falcon and Hound look amused at our questions.
• When we are about to leave Thingul goes over the Captain Falcon to shake his hand. The Captain passes him a golden coin with the head of a dog on it.
• We head down the trail back toward the port. We can make it back to the large goblin town after dark but it was heavily fortified, well-guarded and they didn’t seem to like strangers. We elect not to walk in on them in the dark and camp along the trail.
• On the third watch, Jevin, Maddie and Thingul are standing guard when they hear noises in the jungle. Snotty and Sparks wake up and start swearing. The guards start shouting to wake the rest up and we set up a hasty defensive circle as chitters begin swarming in on us. Maddie and Jevin climb trees. Sparks shouts out to kill as many as we can because the others will begin to eat their own and get distracted.
• The chitters seem to be countless. They surge against our outer perimeter for a short while then begin flowing through its center. When we kill or maim one the others drag it down and tear it to pieces like frenzied sharks. Jevin spends the entire battle up in the tree kicking and stabbing them one at a time as they advance on him. They eventually drag each of us down and swarm over us. The smith goes down first, then they beat Freddie into unconsciousness shortly followed by Thumper. Gara is moving around the battle field healing us, trying to keep us in the fight. Snow Summer turns into a bear and shreds a great many of them but it isn’t making much of a dent. Most of us are taking small amounts of damage as we slowly succumb and begin to drown in their numbers.
• Askaradin shouts out to Sparks that there is an oil flask in his pack. He tells him to get it and make a bomb. Sparks dumps out the content, grabs the flask and flings its contents all over. When it ignites there is a bright flash. At the same time Magnar stands up and roars out a great intimidating challenge. That finally breaks them and they begin to draw away, slowly at first then fleeing in a rout.
• We think we’ve killed over a hundred of them but will never know because they shredded and devoured the bodies so there were very few left to count.
• Even though we are bruised and battered the damage we took was not serious so we will be ready to move out in the morning.

• 40 XP
• It’s been 32 days since we met on the ship.
• Team funds:
413 copper
4 silver
Medium turquoise gem (120 CP)
Small jade gem (60 CP)
Small amber gem (70 CP)

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Assault on the Compound
September Game Day 2016

• Present; Askaradin, Califred, Gara, Gunga Sam, Jevin, Maddie, Magnar, Mato-ich, Snow Summer, Thingul, Thumper.
• We head north expecting a four day trek to the next Goblin village. (notable trail quotes: “I dunno, let me ask my weasel”, “just cuz it looks like it’s 100 doesn’t mean it’s 100”
• On day two of the hike we came across a poor looking Goblin village made up of many hide huts. An Orc is tied to a stake at center of town. We try to talk to him with no results. Jevin pays his Goblin guard a copper piece which allows him to throw three rocks at him.
• On the fourth day of the hike we start to smell smoke. Thumper sees a Goblin in a tree along the trail and calls up Thingul, Sparks and Snotty who talk to the Goblin. We proceed farther down the trail and enter a well guarded Gobllin village that is very large. It has a stout defensive perimeter and the guards are alert. The occupants in other villages were very indifferent. The villagers here stare at us, some of them with a hostile look. Everyone is interested in us. We are taken to the feast hall where their chief is. He is a crusty old Goblin. Mato-ich casts a CHA enhancement spell on Thingul who then greets the chieftain. Thingul offers the rock to him, he looks at it and then drops it on the table. He starts ranting about all the elves running around the jungle. Finally he asks us what we are doing. We find out there are two elf groups nearby. One occupies some kind of compound and the other ghosts around the jungle and are rarely seen.
• We talk to the the chieftain’s lieutenant and find out they don’t know who Mendal is but they saw his party pass through the area. The compound is about six hours more to the north near the border of the Elvin Confederacy. There are two wooden structures there of normal size for the amount of occupants. There is no evidence of digging and several Goblins have been seen going in and out.
• The lieutenant agrees to haul us up north to a location where the Goblins have been observing the compound. We stay overnight in the village and start out in the morning. we are placed in jail cells and the guards are very competent.
• When we get to the observation post we can essentially see the rooftops. The trees press in right up to the compound. There are no walls and not much of a clearing. There are guards around the perimeter and are armed with sword and shield or bows.
• We spend a lot of time trying to figure out how to engage in surveillance of the compound. Finally Snow Summer turns into a hawk and flies up into the trees near the compound.
• We set up a perimeter watch around the observation post and wait for Snow Summers return. Suddenly an elf stands up in the middle of our perimeter. He seemingly rises up out of the ground and is wearing a lot of camo. Without missing a beat, Thingul looks at him and says “what took you so long?” which invokes a smile from the intruder. (Thingul is subsequently nominated for the Cool Hand Luke award).
• The intruder introduces himself as “Hound”. We find out he and others are observing the compound. We tell Hound generally what we are up to. He tells us to wait here and walks off into the jungle, away from the compound. An hour later he returns with his boss, Captain Falcon. He tells us we have a common goal. They belong to the Order of the Besengi, they serve the crown of the Elvin Confederacy. (They are subsequently dubbed Elf Team Six by Califred). They have a concern that the compound is working against the crown and are ready to move against it.
• We tell Captain Falcon everything we know hoping they can fill in some gaps for us. He tells us that the elves in the compound are from House Cerwin and are buying Goblin influence to affect elven matters. He doesn’t know Mendal. He tells us that one of the compound occupants is a member of the Silver Order. They consider it a cult and keep a list of names of it’s members. He doesn’t know what the “two aspects” are. They think a few other cult members have travelled through the compound but are not there now. The Goblins that have been visiting are Goblins of note and power although none of them are presently in the compound.
• There are about 20 mercenaries guarding the compound and dwell in one of the structures. He asks us to help with a joint attack on the compound. Our job is to hit the mercenaries and draw them away from the structure with the elven leaders. While we draw them into battle our new allies will strike the other group.
• We approach in column and quickly spread out as we get near. The archers are forward and on the flanks. At first there are only a couple of mercenaries guarding the area in front of us. Once we engage them others reinforce them on each of their flanks. As a group we shift to the left rather than engage all of them at once. this forces lightly armored Jevin and Califred to lead the charge on the left flank. These are our first foes that use archery and shields. Fortunately for us they don’t seem to know how to use either. By the end of the battle very few of us are in need of Gara’s services. Overall, the speed and efficiency in which we dealt with the enemy was very satisfying. They finally surrendered and we tied them up. We quickly moved through the guardhouse and looted it.
• Notable events during the battle: Jevin melted a guys face off when he hit him with a flask of acid. Califred grappled a merc, knocked him out, instantly stood, grabbed his buddy and took him down as well all in a single round. Askaradin was about to take a critical wound but with the blessing of Arathan countered with a critical parry. Ha!
• Immediately after the battle we notice that there is an eerie silence in the compound. We expected to hear our allies storming the other structure tearing apart the elvin leaders. TO BE CONTINUED….

• 40 XP
LOOT: 97 copper, 4 silver, Medium turquois gem (120 copper), small Jade gem (60c), small Amber gem (70c). With last sessions loot that come to 163 copper pieces plus whatever our lost dwarf had stashed away.
TIME: It’s been 31 days since we met on the ship.

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Troll Exterminators Inc.
August Game Day 2016

• Present; Askaradin, Califred, Gara, Gunga Sam, Jevin, Maddie, Mato-ich, Snow Summer, Thingul, Thumper.
• Mato-ich is still critically hurt from the prior session. Snow Summer reveals that she can now turn into a goblin and cautions everyone to be careful who they hit.
• We head down the path following Mendal’s party, that has a day’s lead over us . About 5 miles out we run into a Goblin village. It’s a village dedicated to tanning animal hides. Sparks asks around and finds out that Mendal’s party has been through here.
• We continue down the trail. Occasionally we run into other goblins. We arrive at a second village (10 miles out) near evening. Before heading in we make up a cover story, we are a group trying to catch up with the preceding elf party. We were hired to pass on a message of great importance to them which will affect their mission. We go into the village to secure lodging for the night.
• The village leader (Gabo) sends word that he wants to speak to us. We go meet him. He’s very old and has a translator with him. He asks us what our business is and we tell him our cover story. Thingul acts as our group leader. We get invited to a large village feast and we accept. We prep and when we arrive we are invited to the Gabo’s table. We can see the village pecking order by the seating arrangement. Some of us pretend to be body guards and decline from the food and drink. Most of the goblins ask probing questions to each of us.
• They ask us about Mendal’s party and we point out that we don’t know them and they are not our friends, we just have to get a message to him. We’re told that he and his group were not very well behaved. Essentially the Gabo is in control of an area near the Confederacy and elf/goblin interactions are usually pretty harsh. We use this opportunity to smooth issues and build a friendship with the Gabo and his village. We tell him that we do not know what his mission is and are a bit confused why he’s here. We ask where he is and if the Gabo has any suspicion about what he’s doing. The Gabo tells us that he suspects Mendal and others are gathering to create circumstances that will not be helpful to the Confederacy or Goblins. We tell him we were suspicious of such things. The Gabo suggests an exchange. There are a couple of Trolls nearby and if we should take care of this problem for him he would be willing to give up some information about Mendal.
• The next day we venture into the triple tiered jungle and find the troll cave. We lay out a brilliant ambush in front of the cave and begin our attack. Unfortunately the trolls have been off in the jungle torturing little bunny foo foo and they slam into us from the flank. They are 9 feet tall, have large mouths with lots of teeth, regenerate to heal wounds, AC of 5 and are moving swiftly. Maddie takes on a troll all by herself and the troll shreds her. Then it shreds Mato-ich’s butler. Mato-ich casts sanctuary on varios team mates as the battle rolls over the top of him. The first Troll goes down and Califred douses it with oil and ignites it. He and Thumper start piling sticks and brush on it making a bonfire. The other troll then shreds Thingul. Everyone piles onto the other troll and starts hacking it up. When it goes down a bon fire springs up on its carcass.
• Throughout the battle Gara has been moving around healing people. After the battle she stabilizes the unconscious people but we’ll be needing some serious healing attention to bring them back online.
• Jevin, Califred and Gunga Sam walk into the cave, paw through the garbage and collect 66 copper pieces. There are small passageways at the back of the cave that lead downward.
• Gabo appreciates the help we’ve rendered the village and offers to call in a healing specialist to take care of our seriously hurt companions. It will take a couple of days and we agree. The next day Groll and his chitter marching band show up along with others and they heal the deeply wounded. Groll (necromancer) doesn’t heal but he spends a lot of time watching us and walking up to us and staring into our eyes.
• The Gabo sets us down and says “what gives? What are you really doing?” we fess up and tell him everything. It’s clear he had some knowledge about this before asking. We tell it in a way that expands on our story so it doesn’t look like we lied to him. He and other village leaders are not happy with elves gathering in the area. He understands our caution and wants to work with us. He will send us to a chieftan much closer to the gather that can give us more detailed information about what Mendal and others are doing. We need to travel north about four days. He gives a rock that is a token we need to give to the other village leader.
• We have another feast. This time we all engage and don’t pretend to be body guards. Groll is a guest of honor along with the rest of us.
• Party fund = X + 66 copper. Our team treasurer was out so the value of X is questionable. I’m pretty sure it’s 27,394 copper pieces but I’m old and sometimes my brain doesn’t work.
• 40 XP

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We visit the Liason
July 2016 Game Day

• Present; Askaradin, Califred, Gliffbom, Fredderick, Jevin, Maddie, Magnar, Mato-ich, Snow Summer, Thingul, Thumper.
• Technical difficulties resulted in early lack of audio from the remote players. Since then the operator has received advanced training and certification in the correct operation of the volume button.
• We get Califred’s leg healed up as best as possible but he needs to use a crutch
• Sparks is now proudly displaying his new knife on a bandolier. Gliffbom points out a better way for him to carry the weapon.
• The elf we want to go see is really named Allodaius and he is within the gated foreign quarter. The houses are built and decorated much better than the rest of town. Snotty takes us to the home where he guided the captain. There is a setback in the front that has goblin security guards. Their equipment is very good, much better than anything else we’ve seen on goblins. The house is about 100 feet on a side, three stories high and no windows on the ground floor.
• Mato-ich introduces himself to the guards and asks to see the master of the house. They retrieve a young male elf that we assume is the secretary to Allodaius. We’re told to come back tomorrow morning.
• We pay Sparks and Snotty to set up a surveillance team on the estate, Freddy stays there and watches too. Askaradin and Snow Summer head to the religious district. Everyone else heads back to the ship to watch for spies there and at the harbor master.
• Askaradin and Snow Summer go to the Arathan and ask about “the two aspects” and Raidan high holidays. They then go to the temple of Horan (knowledge) they discover that a solar event will happen in two months.
• Thumper speaks to the captain and voices his concerns about the twins and suggests increased security, plus not letting the twins to go ashore. The captain has already anticipated this and points out that the twins are never seen together above deck, only one at a time. During the night Thumper momentary thinks he sees someone watching the ship but then dismisses it.
• The next morning we go back to the estate and are ushered in to see the house master. Thingul detects some perimeter magic as we pass through the gates. We are offered refreshments. Thingul feels more magic within the meeting room but it’s elusive to him. A very tall elf enters and has a patrician air about him. Askaradin is elected our spokesperson and engages Allodaius in conversation. He describes the wreck and what we’ve found and how the leads came back to him. We are wondering if he would like to hire us to discover the mystery of the ship and the fate of its crew. Allodaius claims no ownership or interest in the ship or crew. He is not interested in our offer. He’s very polite but denies all knowledge of any question we ask him. He informs us that he is a diplomat, a liaison officer for house Cerwyn (one of the major royal families that compete at the Woodland Court, also the house that Thingul belongs to.)
• We head off to visit Grella and get Califred’s broken leg. We hire the goblins to keep watch on Allodais ‘s activities while we’re gone.
• Along the way we have a discussion about what we are doing and why we are hunting down information on the wreck. See post game emails for more detail.
• We head back to the Goblin Marches port (the freeport of Lenaugwah) and there are a group of goblins wanting to be hired. We wait and eventually Sparks shows up. He tells us that an elf arrived in port and went to visit Allodaius. Sparks has a friend that works for the harbor master and tells us the ship called the Wylde Ride came from Tahuli and has left again. This ship often makes port here and trades between the elves and goblins. Sparks tells us the description of the elf and it sounds like Mendal. There were two other elves with him. After visiting Allodaius the trio of elves departed the city to the north. Sparks tells us he left “the day before last night’s dinner”.
• We gather Sparks and Snotty and leave town heading north. Thingul passes out Mendal-capture-kits (hood, short ropes, mouth gags). Several miles out of town the scout (Thumper) walks past an ambush that unloads on the main party. The ambush is a large number goblins that charge out of the woods, climb trees and jump down on us, they swarm over our group and engage all of us. The bear shreds a lot of them, Freddie does a surprising amount of damage by just standing there and convincing the goblins to fumble every turn. Near the end of the battle Freddie’s sword suddenly bursts into flames. By the end of the battle half of us have been drug down by the goblins into grappling. At the end of the battle we have two unconscious goblins and three more that are still kicking. The rest have fled. We question them but they are simply bandits. Sparks and Snotty know a few of them. We let them go.
• 40 XP

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To the Goblin Marches
June 2016 Game Day

· Present; Askaradin__, Califred, Gara, Gliffbom, Gunga Sam, Jevin, Maddie, Magnar “Scarface”, Mato-ich (and friends), Snow Summer, Thingul Celebrindol, Thumper.

· We go back to the wreck island. The wreck has been burnt down to the waterline and is still smoldering. It does not appear to be an explosion. We sail around the island. Snow Summer flies over the island as a hawk then scouts it as a bloodhound. We find no survivors or evidence that there ever has been any.

· We now have three options: a) just continue with the captain on his journey b) go back to Tauli c) head to the Goblin Marches which are referenced in the ships log. We opt for the last option and head to the freeport of Lenahgwah. A trip of 3.5 days.

· The port is large, hundreds of ships(?). there are lots of goblinoids present but very few orcs.

· Immediately upon disembarking we are accosted by a young goblin named Sparks. He is very enthusiastic and wants to be our guide while in the port. He’ll help us for a copper a day. We accept and he proves to be a very worthwhile investment.

· We tell Sparks we want to visit the religious quarter and he decides we’re pilgrims. The buildings are not grand structures like we’d find in most large cities. These buildings are very basic structures. Not a lot of locals come here. Sparks takes us and introduces us to Nor the temple of Raidan’s head priest. We question Nor at length and Thingul asks about attending services. We are welcome to the midnight service and start making plans to attend.

· Jevin goes shopping and buys three flasks of acid.

· Sparks takes us to the harbor master and we make up stories to ask about any elvish ships. After much negotiations (and donations to his children’s college fund) we discover that the ship comes through here often and stops for a few days. We find that the captain always heads out of town to visit someone called Snert. Sparks knows where Snert is and suggests we go visit him tomorrow morning. We decide to skip midnight mass tonight and will attend the next night.

· The next morning Sparks is waiting for us on the dock. We leave the city via a poor gate and a couple of guards that don’t seem very attentive. Snert is a bit of a loaner and deals in information. He doesn’t really have friends and enemies. He’s just an information source. We travel down a very wide path that winds through thick forest.

· Ahead we notice that the terrain looks like its swaying. Soon we notice that there are a group of 60 chitters walking totally synchronized in stepping and swaying. In the center of them is a goblin that is painted in very vibrant colors and has colorful bird feathers attached to his hair. Sparks tells us that it is Grall. We all step off to the side of the trail, Sparks bows and we follow suit. Grall stops and all 60 chitters immediately do the same without any command. They don’t move or look around. We notice that none of them are breathing either. Grall makes a point of looking over Mato-itch. Grall says something and the chitters part. He walks up to us and starts talking to Sparks, asking about us. Sparks introduces us as religious pilgrims. The scene is pretty tense and feels like a fight will break out but Grall seems reluctantly satisfied, takes his chitters and begins his synchronized marching back down the trail. Sparks tells us that Grall is a very powerful necromancer. Thumper wonders if the things that attacked us on the wreck might be from Grall.

· Snert lives alone in a cottage about five miles out of town. Sparks introduces us and we start asking questions. Thingul acts as the primary spokesman and says he is looking for his twin. We notice that Snert reacts to mention of twins. Snert know the ship and the captain we are looking for and confirms that on their last trip out they were headed for Tauli. He says the captains name was Illyus. He knew the captain was looking for something and he seemed to be getting more desperate. Whatever he was looking for must be very well hidden. Snert says he doesn’t know anything about Mendal or the Order of silver sun. He tells us that the captain was guided out here by a new goblin guide which Sparks tells us later that the guides name is Snotty.

· We head back to town. Along the way Gliffbom hears something like a low rumbling. He almost felt it rather than heard it. A large tree thing rushes us out of the forest, its 9 feet tall and flailing branches and vines. The branches have a reach of 10 feet. When it runs it rushes forward with a tremendous burst of speed. Sparks shrieks “It’s a shamble! Run!”

· The Shambler parries with multiple branches, when the branches attack the act like spears. One of them attacks Gara and she breaks it in two (01). Gliffbom conducts a small clinic on fumbling (100 & 98). The Shambler bowls over Magnar and Askaradin. Snow Summer turns into a bear and start clawing the thing.

· Right in the middle of the battle we realize a guy has been following us around all day. He’s wearing a long trench coat, a hat, a beard and sunglasses. We think he’s a member of ZZ Top so haven’t been asking him any questions. Those guys need their privacy. He hits the Shambler with a large hammer and hurts it pretty good.

· Califred has been trying to start a fire and Sparks is standing next to him. The Shambler rushes up and Sparks screams. The Shambler takes out Califred’s left arm and leg so he falls over. In a moment of extreme bravery Sparks grabs Califred and starts dragging him away from the Shambler.

· The Shambler rounds on Gliffbom and pounds him with several blows which knocks him unconscious. Jevin uses one of his new acid flasks and burns it for a lot of damage. With more and more damage piled on it finally succumbs to our attacks and falls over dead. We light it on fire and start healing up our wounded. Sparks waits a few minutes then goes over and pokes the dead Shambler with his dagger.

· When we pass through the city gates we start praising Sparks in front of the other goblins in order to boost his status. Gliffbom presents his dwarven dagger to Sparks for his outstanding bravery and Sparks is very proud of it.

· We go find Snotty. He admits he guides captain Illyus when he’s in town. The last time he was here he was really grumpy and didn’t tip very well. He said he also takes him to go see an elf called Illydius. He tells Sparks how to get to the elf’s house.

· Next session we’ll go visit Illydius and probably sail to Grella’s island for some healing.

· 40 XP

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