Cast of Characters:
Fulmok had to use disguise to get through Mombafra. There is a Class Quest that is upcoming between 4-6 DL. Fulmok's cloak only works with leather armor and cannot be used with a shield.
Going to Auxiliary Test Facility #3.
Savina can cast Phantom Armor on someone. It grants 3/3 but can be disbelieved. Also it grants 3 extra hitpoints.
Risten will take a red dragon finger bone and some red dragon scales to gift to the elder in Great Hill. Morganna casts Invisibility on herself each day and Fulmok pulls his cloak over his head. Savina is also invisible. Risten is invisible.
We head northeast across the Red Sun Valley. There are 200 people setting up camp. Bron leads the party in the direction of the encampment. They are camping around the Lake.
We meet with the guards of the caravan. They are a group of merchants that just traded from NW Sea of Grass. They were just at Castle Wade. One of the merchants offers a magic scroll. Scroll of Protection from Acid.
Bron asks about Castle Wade, their experience is that the people are respectful high society that appreciate the finer things. They dont look forward to the company, just the gold. Lord Wade is not overly present. They give them a creepy feeling.
Kyara offers to trade for some magical darts (id 178). The merchant will take the darts plus 1800 gp.
They dont go through the swamps south of Great Hill. Beyond the Red Sun Valley there are some domains. there are a variety, a Ring of Domains. around the general region. Some of the lords to the North can have a domains of 50 miles in the North East. To the west are some domains but mostly hamlets and thorpes.
There is another bay of the Sea of Grass but then some of the tallest mountains in the Hinterlands. Its free of some domains. This was to the west.
To the east are lower hills in the area. There is a string of civlization that travels along the northern border of Hollow, to the Easterlands. This is the trade route to the Easterlands. There is another way through the Hollow but the merchants must have a relationship with the elves and halflings of the Hollow. If you go north from Hollow, you go into the Wilderness. No connection to the Easterlands in the north of that area.
They will typically trace the northern border of hollow until they reach a small sea where there are some settlements in the area. Maybe 200 miles away.
Mercenaries that are available with the Caravan of Merchants:
The weather is clear.
We camp by Elir and it goes by without incident. In the morning it is cloudy. The party heads out for Relomo.
They are surprised. We are not.
We are just exiting the forest into the scrubland, we encounter a group of infantry, there are 30 men up ahead, they are going in our direction. They are 12“ away. They have the banner of Castle Wade.
We approach and try to Parley with Kyara as our face. She can roll a reaction roll. She gets a 48. They identify themselves as a patrol of Castle Wade. What business do we have in the area. We are traveling north looking for a caravan, so we say. They are not interested in traveling with us. They wish us the best of luck.
The lands seems secure under the purview of Lord Wade whose power is great and magnificent. No monsters that have not been quelled within a week. Lord Wade has great wisdom, through his spendour he attracts people of great power that lead his troops. They put off the great beasts of the mountains and the swamps, with the power of the gods. Lord Wade does entertain visitors, with a gift of some kind. They are wearing scale, halberds and clubs. There are a couple of men wearing platemail that are leading them.
We avoid them and head along.
Travel to Relomo is uneventful. Nighttime weather is still cloudy. In the morning the weather clears up, we travel forth to Great Hill.
We arrive in Great Hill.
The party discusses the tent and sending someone while invisible to go scout it out and see what is inside. We will potentially do this on our way back.
We move on. Evening is still clear.
Day 4, it is still clear and we are headed toward the Auxiliary Test Facility #3. We will be camping outside Apefang Maw on evening 4.
No encounters.
Day 5 we will arrive at the Test Facility.
We are at the cave of the twin Ettin and in the rear of the cave are the natural stone steps.
We have the following keys:
We have never deciphered the writing.
We go toward the north east past the pool and the stone coffer. We go past the hall and up the carved steps. There is a room with rocks. Very slight engravings in the wall. The square part is indented and engraved. The indented part is glowing softly a sapphire blue color.
The red and yellow cards do not work on the panel. We search the wall for anything to pass through but do not find anything. Kyara finds a secret door that is centered on the engraving but doesnt have a way to open it by normal means.
We go down the southern steps into a cavern. We find at the top of the stairs there is a steel door that is busted inward, destroyed by great force. It was busted from our side, something larger than a mace that struck the door with superhuman strength. Beyond the door inside the cavern are several broken metal machines. They are the cylindrical constructs and are in various states of disrepair. None of the metal is rusted. We can see the 3 foot long telescoping lances. They were discarded.
Bron looks at the metal of the objects to see if they are impervious to rust while Fulmok gathers poison from the lances.
Bron can tell that the metal is some kind of steel but of an unusual alloy. Made with uncommon material. Different than our swords. Does not have any rust at all. Each of the things have two glass capsules. The ones with burn damage are empty but there are 4 bodies that still have liquid inside of them. 2 kinds of liquid.
Fulmok will try to harvest them and must roll for each one and spend 4 turns for all of them. Actually rolling 8 rolls. 3 of each type is gained.
Kyara searches for doors and secret doors. Kyara finds another silvery metal cards but it has a silver blue sheen to it.
We travel back into the south door. On the north one has been pulled open and there is a pull out wall bed. Bron goes to the one on the right hand side and pulls the hatch and finds another bed. He searches the bed. Meanwhile Kyara hides to make sure she has good visibility and Morganna is watching too.
Bron opens the middle one, and finds an object. It is a small leather pack. Inside is a robe, a knife, flint and steel, empty waterskin . It is regular magic user robe. Morganna takes it.
We head to the door and go into the kitchen area. It is illuminated by a smokeless fireplace.
Bron, Kyara and Fulmok on doors.
We get the door on the second try. There is a curved way that goes to some stairs. We find that it connects to some stairs.
We find another room. It is dark except from our coins. There are 3 skeletons that are face down and piled up together. Several bones have holes straight through them. On all sorts of the bones, not in one area. They are covered in the remnants of dark gray robes. It is the same color as the robe we found. To the south are raised alcoves. We looted stuff from there now only metal rectangles and screws. We once looted a white gold alcove. There are some gold pieces.
We see an impressive looking desk with a velvet case and a steel tablet with a yellow tinted card. The alcove to the north is occupied with a very heavy weight steel cabinet of some kind, dark steel and robust. On its front are three of these rectangular sigils. Three smaller versions. On the east wall is the hatch.
Bron pulls it out and there is an empty bed.
We go to use the three cards on the cabinet, except Morganna. When we flourish the three cards and each activates in turn, then there is a heavy mechanical whir and a thud. Bron pulls open the hatch. Inside of the cabinet is a 2.5' long lead tube and it could be gripped by hands. Sitting on the shelf. There is a closed black case. On the floor is a chest.
Bron finds that the tube is made of lead. One end could twist off like a canteen. Kyara goes to the west. Fulmok and Kyara do not find any traps. Morganna wants to look at it? Morganna and Risten know that lead is the best material to contain magical energy. Something was constructed to keep in magic.
They check the chest and the case for traps. Kyara checks the small box and the chest and there is nothing inside. Neither look like they have a lock.
Fulmok does not find a trap.
Inside the smaller case is identical to our other case. Inside of it is what appears to be a glass bulb in the shape of a light bulb. Can be used for spells and staves. Extremely light weight and its empty and glass.
Bron finds in the chest:
We will leave with the chest and head toward the kitchen and then back into the combat chamber with the drones.
We took the 29 bars of electrum from last time. We are standing in front of the door with the latch and the thieves look for traps. Kyara does not hear anything. Morganna opens the latch. The door opens on its own.
When it opens the light globes change from white to red. We enter with the key cards out.
WE ARE BOTH SURPRISED!
From through the wall, just like last time, come a weird Stone Golem, like we fought before. In its center is an engraved face and a glowing blue gem. With its arms outstretched, it steps through the wall as though it was syrup. It stops and does not attack.
It seems to have stepped here and is scanning over us. Does not do anything. Everyone is in melee.
Fulmok rolls to hide in shadows with her cloak (90%). Kyara holds up the card, and it rotates itself to look at Kyara. Then it begins walking forward through our marching order. Just as we are ants on the floor. It casually moves away. Walks to the end of the hall and goes down the stairs one step at a time. It stops in the room and rotates, then starts walking toward the east. Pauses, looks left and right. It walks straight into the walls.
We are standing in front of another yellow rectangle. Kyara uses the blue card, it opens up into another area. The same chamber filled with metal chunks and scrap metal. There is not an entire construct. There is a curtain of dried algae fuzz, like a warm tapestry. There is a small object on the ground, exactly like the one Iona has. It is chestnut brown. It has several spikes, like a chestnut with a seam and spikes like a burr.
This is a cave room and the nut is 4” in diameter. The metal in here looks like regular steel, about a few hundred coins worth.
We take the chest with the gold out. Actually we cant because it weighs half a ton. After some time, we have successfully extracted the gold to our horses.
Bron checks the chest but finds no false bottom. We cannot make it back to Great Hill in 1 day so we head south expecting to camp.
In the evening the weather is still clear. 6 characters, 2 are on watch. Risten and Morganna. We are only surprised on a 1 due to Morganna's Weasel familiar.
The Weasel has protected us from being surprised.
There is an extremely large dragon in the distance. It is far away and its dark. They douse the flames of our campfire. It isnt windy like a gold dragon and didnt have fins like a brass dragon.
It may have been an Ancient dragon. BRON Emerges from his tent in a loincloth and his sword, looking for the trouble.
Day 6
The weather is still clear. We make it to Great Hill. We speak to Nodo the Quick and brought him some Red Dragon parts. Noto summons two of his witch doctor assistants. They carefully inspect the scales and they extract small crystals, powder and herbs and inspect the scales and bones closely. They nod at Noto. They leave the chamber. But when they return they have a large wooden box with a large shield in it. They set it down.
They say our story is true and we have slain red dragons that are part of the scourge in the mountains. The pariahs were of no great threat to them. They were under the control of the ancient dragon. They have shown that we are under great challenges but the goal is to obtain treasure and adventure over several years. We have never asked anything of them nor caused any trouble, and made the region safer. They offer a gift.
Inside is a skull of a very large draon in appearance. It is the size of a large shield. It has the visage of a powerful dragon. Its the size of a large shield. Flattened and kept its jaw opened as though it is screaming or howling. It is a flattened dragon skull, made of bone. Not says that this is a remnant of a slain dragon. Rarely, dragons when slain can leave behind an object like this, a highly magic remnant of them. It is said that this extremely rare object it could be honed by a highly skilled dwarven smith and affixed to a shield, it would provide the shield with strong defense against dragon breath of all kinds. They have had it for 2 or 3 generations now. They do not fight with these shields and do not know of a smith that can do this.
Morganna casts Detect Magic.
A very thin amount of lead will block magic. Bron opens the tube and a heavy cap reveals a soft purple glow. There is another rod/cylinder of smaller size of some kind of glowing purple mineral about 2.5“ in diameter. It is much lighter than the tube. The glow spills over Brons face, after a couple moments he feels kinda sick.
Bron brings the bulb close to the rod and nothing happens. The rod looks like a mineral that is smooth.
Morganna casts Comprehend Languages on the tablet.
It says HALT and HEAR.
We are in Great Hill heading to Relomo, Elir and then Starling. On the way back we can bypass Relomo.
Everning is cloudy.
Morning is also cloudy and we make it to Elir without incident.
We must all roll individually.
All pass except those who do not roll 1-4. Bron and Morganna are awake and camping on the outskirts of Elir. In the middle of the night catch a whiff of a powerful foul stench for a moment. It wakes up Fulmok too. Smells like rot, but not undead rot, more chemically. Coming from Elir itself.
We hear a human cry from Elir. Someone shouts from a house. We see a torchlight flicker in a hut. We are about 10” outside of it.
The two Mercenaries have picked up their weapons and is trotting along. One is unarmored. Bron leads the way forward into the town. We hear the clapping of doors and the unsheathing of weapons. Then more firelights in the huts.
By the time Bron finishes his approach. 120' away, he can hear ITS A GIANT SKUNK RAIDING THE LARDER!
They are shouting as though we are far away. The smell comes from the first house that had a torch.
Bron moves 1.8“ and is now 2.2” away. Hearing the approach of comotion, from behind the house comes the head only of a Giant Skunk! He can only see its head and part of a door is stuck in its claws. It is Man-sized Skunk. A Gnome or Halfling could use it as a mount.
After the giant skunk sees Bron it turns its but at him. It looses its cloud of vile musk at Bron, it is 20' wide and high. BRON SAVES VS POISON and blocks the musk! He must retreat a full move and takes a hit to DEX and STR in half. It rots off all of Brons armor and clothing, only his metal armor remain.
Savina fires a volley of 5 magic missiles for 16 damage, from an illusion! it still stands!
Fulmok tells the aldermen we will save your town but you must pay us. He agrees and Fulmok waves at us. Bron is now an inch away from the party. Savina is in front now.
We lose the initiative. Morale check for the skunk to see if it will flee or go after Savina. Enraged the skunk charges with fury toward Savina! Savina can roll illusion damage again. It takes 12 more Illusion Magic Missile damage and it scares the skunk and causes it to flip until its unmoving form stops in front of Savina.
Everyone continues their barrage of missiles and Bron yells in fear to save him. Everyone in view can see us doing this. Fulmok assassinates it.
Bron's cloak disintegrates but he has garden fresh tomatoes. The Thorpe collects money for us. They collect 130 gp and they give us 4 gems!
The rest of the evening is colder for Bron but goes by without incident. The next day it starts to rain. We pass by these two huts.
As we pass into the Starling, Bron is being shunned because of his smell.
When Savina puts on the robe, inside there are several patches. She knows what they are.
Gems x10 100 gp each is removed and we divide this up. Savina takes off the scroll patch and gets Hypnotic Pattern as a spell.
The rod does not have inherent xp value.
The Dragon Remnant will go to the guild hall. Bron and Morganna take it to a sage, they split the cost so Bron pays 50 gp.
The sage says that he has heard of glowing minerals being found that have an energy to them. They can be detected as magic but there is a strange visual effect. The caster will think the waves are different. The sage doesnt know anything else about it.
No XP penalty this session.
2363 xp from treasure.
Treasure Split:
XP:
The Robe of Useful Items is id 184.
aikuro.net acknowledges all copyrights, trademarks, and registered trademarks detailed on this page that do not belong to aikuro.net and makes no challenges to the ownership of said property rights.