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player_journals:maervahr:survival_stories_from_the_hinterlands_session_30_-_january_4th_2023

Survival Stories From The Hinterlands

Return To The Ruined City of Delbo

Session 30, January 4th, 2023 - Return To The Ruined City of Delbo

LOG DATE 08/07/24

NOTES FROM DOWNTIME

  • Now that Ithimyr is finished with his training, he is still intrigued and worried about this magic ring that was discovered inside the toy bear found in the haunted ruins. The grim voice of something begging to be killed still lingers in his mind and he thinks that something, perhaps a spirit or entity, may be tied to this ring. Though he understands that only “woe” can be had by putting on the ring, Ithimyr wants to find out more about this thing and will seek out the council of a sage. He's heard that there may be some in Criss Antha so he will head there to see if he can find out more information about this ring and the haunted ruins. Since the sage would not risk a curse themself, they would not put on or test the ring. Ithimyr would want to think about what to ask the sage to have the best chance of figuring out something about the ring. Ithimyr can get useful info by only asking a couple general questions and it might only cost 100 gp, but difficult or exacting questions would cost much more.
  • Ithimyr would explain exactly how the ring was found, within the crypt associated with “Lorelei” (sp?), a spirit that dwelled within. It was located southwest or west of Gren and the circumstances of its discovery: first a crying child's voice, a floating wooden spike hovering over a child's toy bear and a disembodied voice asking to be killed. The ring was found within the bear. Ithimyr will bring the remains of the bear with me as well. The questions I will ask of the sage is if there is a spirit bound to this ring and if so, can it be freed? Otherwise, what does this ring do?
  • The sage thinks for a bit and references some tomes. He informs Ithimyr that magic rings are troublesome to identify without use, since they all generally look the same and rarely have identifying marks. A Cleric may be able to tell if there is a spirit bound to the ring, and may be able to release it with an exorcism. The sage does not want to try the ring on to identify it himself, but advises Ithimyr that the ring possibly having no purpose for good, as Lorelai of old became a dark power in the second half of her life and any remnant of her rule should be considered as hostile to well-intentioned explorers. He also advises Ithimyr that Lordelai and her followers are said to have created magic items during their rule, and those items may be found in that region around Gren, for Gren stands near the center of the area Lordelai controlled.

  • Maervahr
  • Vras Skag
  • Ghrul
  • Morric
  • Davlan

RETURN TO THE RUINS OF DELBO

The party has traveled to the ancient ruined city of Delbo and have waited about 90' from the old city walls,

Vras scouted ahead and sees that the towers appear empty. He does notice some Goblin sized figures and some Dire Wolf figures hiding in the hills away from the city,

We head toward the north west corner of the city. There are no alarms raised as we climb over the rubble toward the doors at the north end of the Delbo keep. We can see that the north side has gates that are wooden and reinforced with metal barring.

Maervahr uses Clairaudience to listen beyond the front gate. He can hear the converse of many Goblins, multiple conversations at once. Their voices echo. We note that the range outside is by yards instead of feet.


ROLL SURPRISE

We have Maervahr's invisible Weasel Familiar so can only be surprised on a 1-in-6.

We are 15“ from the door and see flashes of movement in the upper level windows. There are several short figures positioning themselves in the windows.

  • Ghrul and Morric run forward,
  • Davlan moves forward with a sling,
  • Vras wants to assassinate a Goblin but he needs surprise. He is 9” away from the party.
  • Maervahr is 11' behind the party and invisible.

Goblins are holding something in their hands, they have cover and a +4 AC. We need to hit AC 2/6, Vras fires 2 arrows but both miss.

There are 10 Goblins firing at us with slings. The Goblins are firing from the windows on the 2nd story. We can also see arrow slits on either tower but there are none on either side of the gate.

There are 3 shots at Ghrul but all miss. 4 shots on Morric and they all miss. The remaining shots all miss Davlan too.

We hit the doors and find 15 total Goblins. All the fired sling bullets are dodged or fail to penetrate our armor. Ghrul heaves open the door and Maervahr follows behind the group,

We come into an entrance chamber and find another set of doors. At the top of the inner doors is a knotted balls of twine only the knot sticks out through the door. We are in dungeon distance at this point. There is much cacophony beyond the doors. The group takes some time to examine the twine balls, we try to disable those traps. Maervahr uses the flame from his lantern to burn the twine and we hear a loud metallic crashing noise on the other side of the door. Davlan searches for traps and does not find any traps other than what we already found.

We push our way further into the keep and find some tin scrap on the ground attached to a swinging rope. The keep has a courtyard inside, which was the reason for the echoing voices that Maervahr heard. The corner towers have inner doors and the courtyard has inner buildings within. We can see that the keep is surrounded by a big wall with arrow slits and the back wall has an inward angle. Part of the inner building is open and we can see that it has multiple little stalls, now filled with Goblin bedrolls. There is also an upper platform on the walls of the keep and the second story is open.

There are 15 Goblins wielding slings here as their forces have gathered in the courtyard. 6 of them are riding on Dire Wolves.


COMBAT BEGINS

Maervahr is casting Web on 3 dire wolves to the east.

We win initiative and Maervahr is able to cast Web. Only one Dire Wolf rider saves while the other 12 Goblins and 2 other Dire Wolf riders are now caught in the Web spell!

One of the riders leaps forth. Ghrul charges and Davlan charges. One Goblin hits Davlan for 5 damage. Ghrul hits and Davlan kills one. Ghrul kills another. Vras makes it all the way inside the keep.

The Dire wolf riders to the west charge at Ghrul, Morric and Davlan. Ghrul fights off 2 of the Dire wolves and both of the other Dire Wolves hit Davlan. DAVLAN IS DROPPED!

Maervahr helps Vras pull Davlan back into the vestibule while Morric kills 4 Goblins. One of the Dire Wolves is struck by Ghrul while the 14 Goblins are still webbed in the north.

The Goblins failed their Morale Check and are now fleeing from the melee, toward the back of the keep. The melee fighters can make 1 attack each. Meanwhile, the Goblins on the platforms are running toward the east tower. The Dire Wolves are retreating to the north east tower also.

Ghrul and Morric pursue the fleeing Goblins and Morric hits many of them. Ghrul hits as well but some of the Goblins did get through the door. There are still 6 of them that are outside and still alive.

One Goblin hits Ghrul for 4 damage. Inside the door, the Dire Wolves are riding up a staircase with some of the other Goblins. Maervahr binds Davlan's wounds and Vras starts assassinating Wolves. He kills one and damages one for 6!

Maervahr is throwing a dagger at the Dire Wolf or at a Goblin. Morric and Ghrul press their sweep attacks into the room as the Goblins try to retreat. They kill several and press on to the upper level of the stairs. Ghrul and Morric slaughtered all of the un-webbed Goblins, at total of 19 of them. It looks like there are still 4 left on the upper level.

Suddenly, there is a new presence: a man cloaked in black with his hands raised. This is inside one of the buildings.

Morric charges the caster while Ghrul attacks the Dire Wolves. Morric cannot hit the caster and his spell goes off first. He is targeting Ghrul who is put to sleep on the ground immediately. Morric then hits the caster for 7 damage. Vras took out two more and Maervahr kills one with a dagger using the Assassination tables.

Suddenly, 2 Bugbears appear from the upper room doors.

Maervahr casts Shield on himself and Vras is going to go help out the rest.

The caster attempts to cast another spell. Morric misses again and the spell goes off but Morric is immune!

We hear a door close behind the Webs. Vras goes after the rest of the party and Maervahr's Shield goes off then Maervahr chases after Vras.

Morric makes an attack against the caster and hits for 7 which kills the cloaked caster!

Vras opens the door and Maervahr hears another door close behind the Webs.

One Bugbear hits Morric for 6 damage and Vras kicks Ghrul in the gut to wake him. There is 5 damage from our Guard Dog to one Bugbear and the Bugbears are fleeing. The Bugbears break through the door and some of the sling wielding Goblins have gone out the way they came in. They have a few bulkier looking Goblins with them including one that is wearing a cloak with jewelry around his neck. They are on the 2nd level.

Ghrul wakes up, shakes it off and joins in melee. We pursue the bugbears out onto the platform. Maervahr casts Charm Person on the Goblin Magic-User, saying, “come my friend, come here I need your help.”

The morning star and spear wielding Goblins rush past Davlan and burst out fleeing while the Witch Doctor stands there as his bodyguards flee. The Witch Doctor Goblin is charmed for 1 month!

COMBAT ENDS


Maervahr goes to meet his new Witch Doctor friend. All the Bugbears are fleeing at full speed and get away.

Morric finds a coin pouch, a wand, a gold ring, and a scroll case amongst the bodies of the fallen Goblins.

The Witch Doctor raises a hand to the Bugbears and they pay him no mind as the Bugbears escape. Morric finds coins from one of the Bugbears. Davlan comes to consciousness as the last Bugbear escapes. His vision is also restored.

To get rid of bed rest, we would need a Regeneration or Heal spell. This Goblin Magic-User is a powerful Witch Doctor. He wanders over to Davlan and heals him for 4 hp. The Witch Doctor is named RIKEIL, and he says that he knows where there is some treasure that is not his. We ask him, where does the Mage keep his treasure? The Witch Doctor is trying to process where his friends have gone along with the Magic-User, who was an ally of the Goblins that lives upstairs.

The Witch Doctor, Rikeil, leads us to a room with a destroyed dining table and some chairs and excrement. It is surrounded by the castle walls. The Witch Doctor realizes that he can't go the way through the Web.

We go up the stairs onto the other level and then stop when Rikeil sees body of the Bugbear. “ORBIN is dead?” he questions while he points at faced down cloak figure. We ask Rikeil, “Have you ever seen Orbin use this wand?”…No, he has not.

He then points to another door and says, “That's where Orbin lives”. He says that he is nervous about the foul magics inside.

Ghrul leads and opens the door. It looks like the place where the caster would live. There are remnants of Orbin living in here a while, with furs laid, cooking implements and camping supplies set up around the room. There is another door inside of the room, made of black metal. The door is made from some kind of steel alloy that is very dark. It looks very thick. In the corner of the room we find a black mark on the back wall. Something was lit on fire here and was on the wall, like an explosion mark on the wall.

Rikeil says that the other door is not Orbin's door. He informs us that Orbin bullied him to open the door and he did not know how. Rikeil continues, “He spent the first two weeks bullying me, made me look awful in front of those guys”.

Vras searches the black door for traps and Morric finds no treasure in the bedding, Vras determines that there is some sort of evocation rune visible on the door and it stretches across the entire door. Touching the door sets off the rune.

Rikeil's hand goes to his necklace which is a big skull. It is not uncommon for Goblins to be seen in Qarn so Maervahr decides he will bring the Witch Doctor with us.

We go back toward some of the outer buildings and enter. We are in a big room with a door and the whole place is filled with bedrolls. The stable has a room and there are no traps. A foul smell comes through as if from a lavatory.

The Witch doctor is on the first level and points past the webs. Morric and Davlan search the bedrolls. Maervahr and Vras go with the Witch Doctor to find his room in the northeast tower. This room was originally where the Dire Wolves were chained up. There is another Room on the south east tower, through a door.

Finally we make it to the resplendent bed chamber of the Witch Doctor. It is much nicer with better quality everything. It contains a bunch of iron trunks and 2 of them are stacked up. The trunks filled with 1000 coins of all types.

Morric and Davlan find that there is nothing else but refuse and stink in the bedrolls. Vras then assassinates the Goblin witch doctor, much to Maervahr's consternation. Rikeil was wearing a gold skull necklace that is finely crafted and very heavy. He has 20 pp, a massive azurite and a black pearl in a pouch.

We start moving the chests and Maervahr examines the wand and the scroll, there are no marking on the wand. It is made of a bone and is white and has no markings at all. The scroll is written in runes.

The trunks are loaded up with the Goblins treasure and we loot all the bodies. From the bodies we get:

  • 339 sp.
  • 21 cp.
  • Coin pouch has 50 pp, azurite and a black pearl.
  • 25 short swords.
  • 25 spears.
  • 25 bucklers.
  • 25 studded leather
  • 1 scale (385 gp total value).

We leave for Qarn and make it back to Qarn without trouble. As we leave, we saw no sign of Goblins as they have all dispersed.

Detect Magic is 150 gp and we take it out of the loot pool.

The ring, the wand and the scroll are all magic. The gold skull necklace is not magic. There is a vial found in the Goblin trunk that has faint magic and the color is a dark color with low density.

Morric sips the potion and must save vs magic. He Passes! A distressed visage washes over his face and a look of panic as he swings his weapon. Morric hits Maervahr for 8 damage!

Ghrul grapples Morric. Morric pushes Ghrul away and then looks around confused. We restrain Morric and Maervahr goes to fetch the head Cleric. The Cleric curses us about drinking strange liquids. He find that the potion functions as a Symbol of Insanity. He says that if we come back into the temple, they can cast something with a donation of 1000 gp.

We are in Qarn, on the steps of the Nefer Temple. We tie up Morric who is reduced to drool and sputtering. Maervahr takes the treasure and gets it all appraised.

The TRUNKS of coin contained the following:

  • 2,100 cp.
  • 3,400 sp.
  • 200 ep.
  • 1,400 gp.
  • 100 pp.

The gems and items are not appraised yet but we donate the 1000 gp to the TEMPLE of NEFER to cure Morric. Morric regains consciousness and realizes he is hog tied by Ghrul.

The scroll has 3rd level spells with Secret Page, Massmorph, Wind Wall, Hold Monster. We can sell it for 4,800 gp. Davlan puts on the ring but nothing happens. Davlan goes flying up to 30 feet with the ring.

Maervahr claims the wand and the scroll.

The WAND IS ID 13.

The gold skull is worth 900 gp. The black pearl is worth 500 gp. There is 2x the value for the massive azurite which is 100 gp.

This is the first time in the campaign that we have killed a classed human.

The Witch Doctor Goblin was Cleric 2 / Magic-User 2. The Human Magic-User was level 4.

350 xp for Vras's Assassinations.

661 xp from gold value

1x 38 platinum, 1 gold, 1 silver, 8 copper, two gems (50gp each), gem (60gp), gem (7gp), gem (10gp), two massive azurites (100 gp each)

4x 111 platinum, 1 gold, 1 electrum, 5 silver, 6 copper ←- plus wand and scroll

The scroll has the spells secret page, massmorph, wind wall, hold monster. The wand is a bone wand ID 13.

  • Vras 1893 xp.
  • Ghrul 1543 xp.
  • Morric same.
  • Davlan 2543 xp.
  • Maervahr 3143 xp.
player_journals/maervahr/survival_stories_from_the_hinterlands_session_30_-_january_4th_2023.txt · Last modified: 2024-08-10 13:38 by maervahr