In Gren, Talon heard that there is a Paladin in Criss Antha that he trains with. He described some Demon activity in Copper Hollow. There is a hidden cavern or alcove with a Demon in the mine. The guy who ran the mine is rumored to have covered it up.
The Character Roster:
We begin this session dealing with the cursed ring that was worn by Ithimyr, He feels very suspicious of everyone around me, he trusts the ring and wants to cooperate with the ring, only using it for himself. It is above his loyalty to his companions. Riswa, the patron deity of Ithimyr, is all about discovery and Riswa would probably not have opposition to the ring, as long as actions are not taken against the tenets of that faith.
We head back to the Druids and are not waylaid during the journey. The leaves of the trees have grown a more verdant color. As we approach the Druid grove, we can see Domencilus and the others. Ithimyr presents the Planar Worm head, Domencilus only gives a small nod, one that is much too fast to notice for most, and he says that “we have indeed completed the reparations for the town of Gren. Having slain the Worm, the Druids have lifted the enchantment on the river”. Domencilus says “if you do recover the armlet from the Boarmen, then we shall seek to reward you.” He says that the Druids could provide a few different types of rewards such as potions, scrolls, or to get us in with a Fae creature that may have knowledge of local hidden shrines. In the Fey woods there are strange magics.
We discuss our plans and take a look at the Treasure Map we found. The Treasure Map we leads to the Well in ULAN.
We head back to GREN and head south along the river. As we move, Ithimyr is checking for signs of Koalinths but does not find any tracks indicating that they are traveling far from the river. We do not find any more tracks farther down the river either. They do not appear to travel that much farther away than the Stone Chalice.
It is warm for Autumn season.
We meet up with Zenobia in Gren and she casts Detect Magic. The Cursed Magic Ring has some sort of anti-magic properties, the Treasure Map is slightly magical. One of the items is suspected of being a Wand of Cancellation but Welrick, the Illusionist member of the Order of the Midnight Sun, does not think it has a lot of charges left. Impossible to tell how many it has left.
We must move forward a week.
BROTHER NORRIS shows up at the tavern. He is a 6' tall human Cleric of Rook, 202 pounds with a round shaped face and a beard (unshaved). He wears his hair partially shaved as well, like “monk hair”, and it is brown. He has green eyes, wears ring mail and priests robes, Brother Norris is also heavily equipped, carrying a morningstar, some throwing hammers, a backpack, a mess kit, a lantern, and a tent. He comes from the city to bring order and civilization to these lands. It looks like we will have a good meal every morning and evening.
Ithimyr cannot recount the tale of the Worm which appears to be caused by the cursed ring. He is not changed in his ideas or personal feelings but when other people suggest anything, he becomes agitated and opposed. This appears to be a Ring of Contrariness.
The group is trying to find a way to remove this ring from Ithimyr. They speak to Sira at the Temple of Riswa who says that if the ring is not welded to the wearer's hand, if you take it off, it will reappear on the finger of the person wearing or make that person want to kill someone. She agrees to remove the curse at no cost since Ithimyr is a loyal servant of the Temple. If the ring has Spell Turning, it may take some time to remove.
Ithimyr will spend 2 cp for pants to put on our friend OLIVER. He is the one we liberated from the Cave of the Planar Worm, who was under the mind control of the Harpies.
Talon is concerned about Ithimyr. They go back to find Sira as Ithimyr headed back to the Temple to pray after getting upset (due to the cursed ring). Sira greets him in the Temple, puts her hand on his shoulder. She knows that Ithimyr is powerful and she is also wary of curses. He would be suspicious of her intentions now that the curse was mentioned. It makes him hyperaware of the curse but does not feel direct aggression toward anyone.
Ithimyr goes to sleep and the rest of the party goes in while he is sleeping. The group enters the Temple without disturbing Zenobia's attempt to cast a Sleep spell. She sneaks into Ithimyr's room and she can do what she wants at this point. Zenobia casts Sleep, which is a 1 segment spell and suddenly, she realizes that the effect has an effect on her as well! However, and luckily, it does not because Sleep does not affect Elves!
With that, Ithimyr does not waken and then everyone re-enters his room and ties him up. Sira is now going to cast the spells. She casts Remove Curse and the curse spell is being turned, but only to some degree…after sine time has passed, the Ring of Contrariness is no longer cursed on Ithimyr.
We discuss finding a buyer for the once cursed ring and learn that there could be a buyer. A local resident, Donovan, who is a Magic-User in Gren, has a Master in Criss Antha that would be interested in purchasing this ring. We agree to toss it in the pile of things to sell. It is a Ring of Contrariness.
For some of the other items we have found, the Longsword +2 goes to Ithimyr. There is also an divine scroll with the Light spell and the Detect Lie spell.
Ithimyr receives a Pan Flute from Brother Norris for his recent birthday and some others do some shopping. A smoking pipe is 5 sp and pipe weed for smoking is 1 gp.
The Pan Flute is crafted with elegant wood working. The blacksmith has a stock of silver arrows now, which we can purchase. Cold Iron does not have any listed pricing but is also available. Inside of the scroll case, we could read the Treasure Map. Rhinock previously provided us with directions after using his magical helmet. The Map leads to the well of a hamlet with a population of about 70 people. It is located in the Grasslands to the west and is in fact 18 miles west of Gren.
Ithimyr buys a Light War Horse for 150 gp along with a saddle, large saddle bags, and a saddle blanket.
The Ghost Dog, Soul Devourer, would glow with white light when attacked by Manes demons. Ithimyr brings out the dog and Talon does not detect any evil on the dog.
We now have 4 dogs with us: Bitters, Biter, Soul Devourer and Baggie.
Talon hires 16 Longbow Archers and 3 of them are now Sergeants. The hirelings (expert) each have 4-7 hp. The Sergeants get a d10 for their HD and their hit points cannot be lower than 4.
We arrive into the THORPE of ULAN without being waylaid. There are a number of sad looking buildings made from rocks and stone. The foofs are all made from dried thatch. The Sea of Grass has huge reeds.
We see that there are some people outside but the place could not support more than 100 people. Some people wave at each other as we approach. By the time we get to town, a man in a dark cloak with a horse, guardsmen and woodsmen. The rest of the people in town gather around to stand within hearing distance. Our group pulls to a stop in front of the townspeople. They say that this is the town of ULAN and they don't take kindly to armed groups traveling through.
But what about traveling through the Sea of Grass and the dangers within? Talon talks to the man and the man concedes that what he says is true, that armed men make sense for the grasses. They claim that they are the strongest men in the world in this town. As long as we know the dangers that surround us, and have respect for them, then who is he to criticize. If we are willing to camp outside of town, we can pass. He says that his name is DUHR and his men have bows on their back which appear to be kept up to high standards and are of great quality. They are worn by someone who has shot their entire lives. We conclude that they are NOT Bluffing.
Brother Norris offers to help the people of the village. A strong man steps forward and accepts the help of other people but Duhr looks a bit annoyed (perhaps even aggressive), scoffs, and says, “Keep out, follower of Rook”. Apparently, they only believe in the strength of their bow.
I join Brother Noris and leave the village.
To the east and southeast of the town is where the well is. Nearby that location we can see the same thatching as the houses. It is some distance from the rest of the buildings but it is still in plain view of the Thorpe.
Talon and some of the others continue their conversation with the locals. How old is Duhr? He looks to be middle-aged.
Talon speaks with Duhr while Kek and Zenobia discuss the well options. They have no pub or inn here in this coummunity but they can sell fresh game to us. Where can we find him tomorrow morning? He will be here as always.
We have a Hawk with us and Snowy is the name of the hawk familiar of Zenobia. Snowy has seen only minor movements in the grasses as it flies overhead. Maybe some creatures, like a wolf, can be seen in the distance. The movements in the grasses decreased rapidly as we approached ULAN.
The word gets around of Kek's nagging and they say that they will not be exposed to such goading. To create a distraction, we propose an archery contest and they seem amenable to the notion.
In regards to Talon's question regarding the recovery of lost items, he gives awful advice, “If it is a man's duty to get something, then he is half a man if he does not.” He says that he is glad to hear that people are unafraid that people may be here for such a goal, to find lost and stolen items. However, Duhr seems uneasy, “It is all well and good but if there is some sort of…he won't stand for anything being taken from his peoples land.”
Talon explains that he was drawn here by his deity. “I see, I see….One of those spiritual things that you people like.” Duhr then nods and crosses his arms.
Do the people of Ulan need anything? Apparently not. The people of this place pretend like we are not there but they walk with confidence and are very self sufficient. They do not farm at all and they have no gardens of any kind. They do say that Merchants pass through pretty regularly.
Brother Norris tries to evangelize again but the town won't hear it and shakes their heads.
Ithimyr casts SPEAK WITH ANIMALS on 2 squirrels. They are small and lightweight and can be seen jumping around in the grass. They describe a creature with large claws as they get close to Ithimyr's face. When asked about the creatures, they say there are Wolves and Giant Ants that prowl around the region mostly to the west. There is also all kinds of horrible Werewolf activity. A compatriot of theirs sees a Werewolf talking with the cloaked, fearsome men but they are mainly nearer to Nettin and Ornholm.
As for the well, our goal, the squirrel says that the well has a displeasurable feeling about it. There is no translation in common but the well produces a feeling that birds get when a storm is coming. The other animals avoid the Thorpe but the squirrel has no feeling about it.
Ithimyr asks them to peer down the well and offer them some Qarn cheese, which will be sufficient. The squirrel leaves and goes into the well, nimbly climbing down. The well has an ominous feel to it but in the bottom is a deep water with passages that continue in all directions. Nne side of the well continues on further.
We make a camp for the night. It is a very cold night as it is starting to get close to freezing. It is also windy. There are two people in the tent but everyone else is outside in the cold winds.
The next morning, the weather looks like it could rain at any moment so we gather up our troops. We take our longbowmmen out to the field, where the contest will take place.
Outside of this area is only one old woman on a rocking chair. Everyone else is across the town. The people of the town are quite invested with the longbowmmen and the competition. At some point, Kek can dip away.
We gather up at the well and a rope is dropped down, TALON climbs down first and finds a natural cave channel that spreads out in a few directions. In his magical sword's light he can see that about a foot above the water is a black brick from a sizable building. It looks like it was built intentionally into the side of the cavern.
The water is quite deep and Talon tests the depth with his spear. Once we go down, we can grab onto the walls and be safe. If we pushed off from the edge of the well, we could stand on one ledge. Talon's sword illuminates more of the brick where he finds another platform and a wall made of the same brick. The stone has been cut out replaced with brick. On closer examination, he finds a crack in the brick, as if by a heavy blow dealt, but we cannot see inside. It is just big enough for a human to squeeze through with some difficulty.
We all descend down which reveals that there is a 10' wide passageway. After only a short distance, the passageway opens to another room. We can see that there is a large shield turned upwards and lying on a black slab. This place reminds us of the Chapterhouse dungeon. We can also see that it is filled with gold coins! Strewen all about are hundreds of gold coins.
Suddenly, Ithimyr realizes that the shadows are moving unnaturally. They move of their own accord…
We hear a low moaning sound as they emerge then we attack the Shadows, Brother Noris tries to turn them and fails. We must hit an AC 7 for the Shadows. Silver arrows fly through the Shadows and both Talon and Ithimyr attack with their magic swords. They flicker violently in the light of the swords as they try to touch us. Ithimyr manages to disperse one of the Shadows into nothingness. Luckily, they continually miss us but Oleander hits one of the Shadows with her magic shortsword, it is not dispersed. Next round, Oleander and Talon cut it down.
The constant low moaning sound fades away. Now we are alone once more in the room with the shield and the gold.
Ithimyr calls Zenobia over to help find traps. She has a 30% find traps ability. Zenobia investigates the slab and can feel as if the shield is in a depression. The surrounding gold is concealing something.
Zenobia checks the hallway and can see that the blocks are clearly detached from the wall. There were 3 on each wall with extremely thin slits, almost invisible. In order to get the shield we decide to lasso a rope around it while standing away from it. We yank the shield with a rope and pull it towards us. This would have caused the door to close but the door remains open since Ithimyr spiked it.
We all eventually get out of the well. When we emerge outside, we can see that black gas is visible in the sunlight. There are slits still filling with gas inside. The gas starts to fill the area, and we flee quickly. The people are shouting angrily but we make it all the way back to Gren. Unfortunately, our Longbowmen try to escape but fail in the attempt.
We are back in Gren. Zenobia casts Detect Magic and we find that the shield has a powerful enchantment. Someone will have to equip the shield to test it out. Talon uses his ability to detect evil but finds no evil on the shield.
Combat xp for this session and last session.
We ended on Harvest Moon 24th, 494.
350 pp (= 1750 gp) = 70 pp each.
2100 cp (= 10 gp, 10 sp) = 420 cp each.
2400 sp (= 120 gp) = 480 sp each.
1880 xp total
garnet = 84 gp each (525 gp / 525 xp total)
2 scrolls sold = 1500 gp total (1 scroll), each get 300 gp
3905 total gp value / 5 for xp = 781 xp each
The magic potion goes to Kek.
The magic sword goes to Ithimyr.
The Ring of Contrariness sells for 1,000 gp.
The magic shield goes to Brother Norris or Talon.
(166 gp, 12 sp, 12 cp)
TOTAL XP FOR BOTH SESSIONS FOR ITHIMYR WAS 1768 xp, 884 RGR / 972.4 CLR
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