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player_journals:maervahr:survival_stories_from_the_hinterlands_session_82_-_august_23rd_2023

Survival Stories From The Hinterlands

TREASURE MAP FROM THE TOMB SAFE OF THE CRIMSON GALLEON and THE HILL PEN DEPTHS: Part 2

Session 82, August 23rd, 2023 - TREASURE MAP FROM THE TOMB SAFE OF THE CRIMSON GALLEON and THE HILL PEN DEPTHS: Part 2

LOG DATE 03/19/25

THE CHARACTERS
  • Adaeril - Upkeep is on the 14th now, 500 gp upkeep is PAID.
  • Kek
  • Fandilas
  • Jacob
  • Oswald
  • Bartoff - AC 6/6, large shield, 9“ MV, Doors 1-2, Listen 1-2

Dead Moon (1) the 11th to the 14th

We are looking for Mercenaries and we find:

  • 7 Shortbow Archers, Leather, Shortbows, Shortswords. Cost is 6 gp a day or 42 gp for all mercs

The party is going to pursue a Treasure Map discovered in the Tomb Safe of the Crimson Galleon. The location is said to be the domain of Scorpions and Ogres but there are no towns anywhere close.


Dead Moon the 14th, 496

On the road headed north, the party turns and heads east.

The Treasure Map from the Tomb Safe of the Crimson Galleon leads to a cave that is made of limestone. Hidden inside the cave located beneath a low hill in an area with numerous hills and a grassland, we can hear the sound of water dripping from inside.

There are no signs of life around and the air is still. The Hirelings are willing to go in with us so we give them a lantern and then descend into the cave.


The cave appears to be natural but is formed out of weathered limestone as if worn away by ancient waters. Eventually the path opens up into a low ceilinged chamber that is about 10' tall. However, the floor still descends continuously.

Adaeril casts Strength on himself and gets an 18/40 which lasts for 24 turns.


ROLL SURPRISE

The area we have entered is flooded with grayish water that matches the surrounding stone. The water comes from moisture dripping out from the rock. The chamber goes off into places we cannot see beyond our latern light and it seems to be fairly deep water up ahead,

Our light illuminates a small island in the center of this underground lake with a stone sarcophagus carved from granite set in the middle.

There are currently seven of us in the front line. Something attacks Jacob who has AC 3. We hear a hiss and a spitting noise as liquid strikes Jacob, he takes 1 damage and feels as though death is coming on. Jacob must SAVE VERSUS POISON! Luckily, he made it.

We are being attacked by an enormous Cobra. Where the Cobra struck Jacob, we can see that it burned his flesh. The Snake is considered a medium creature that is 30' distant. It is just outside our visual range.

Adaeril charges in and must hit AC 5 as 6 of our Archers fire. 2 of the arrows hit and they do 7 damage alltogether. They also get their second shots. Two arrows hit again, this time for 10 damage.

Fandilas dodges an attack from the Cobra. Now, Kek, Fandilas and Adaeril are all in melee with the creature.

Adaeril attacks and hits for 8 damage. Fandilas hits for 9 damage and the Cobra immediately drops to the ground dead.

There are no more snakes around.

COMBAT ENDS


Keks sword illuminates the island and he can see the unmoving dead Cobra. Bartoff can see that there are carvings along the edge of the sarcophagus and along the base, forming two rings around the sarcophagus. The carvings look like leaves which could be of Elven design. Adaeril has talked with Maervahr about the sarcophagus we found in Delbo and he believes this looks the same.

Jacob hands a torch to an Archer and goes to the left while Kek and Adaeril go to the right. We are in 2.5 to 3 foot deep water. Adaeril dunks a silver arrow into the water and it comes out fine, just wet, indicating that the water is not actually caustic.

Kek leaps over the water and slams into the ground quite painfully on the other side. Only the tips of his boots were getting wet.

We wrap a rope around the sarcophagus so that we can climb across without entering the pool. Bartoff can see through the water, which is crystal clear water and notices a lot of bones. They appear to be from animals like jackals and small rodents. There is nothing else visible in the pool. Before heading over, Oswald casts FIND TRAPS and finds no traps within a 30' radius.

Fandilas leaps across the water with the Jump spell!

On the other side of the small lake, there is nothing to tie the rope to. However, the party members on the island decide to lift the sarcophagus off anyway, and they lower it to the ground. Inside is a burial shroud that is spread over the body of an Elf figure. The body is laid to rest peacefully and does not stir. Laying beside the Elf are two objects, something with a rectangular shape and something else that resembles a sword.

We can see the curves of the deceased remains in the sarcophagus. The rectangular object is something about the size of a book. Kek says a prayer to Gel'Shiel as we look upon the remains.

Fandilas grabs the sword. We also find the following:

  • A small golden amulet on a gold chain.
  • An amulet that depicts a leaf.
  • A rolled up scroll on one side with leather wrapping.
  • A small book with a faded maroon cover.

To the right, in perfect alignment with the body, is a sheathed katana.

Fandilas takes the amulet and the Katana which has a thin silver sheath with parts that are black and maroon. Kek grabs the scroll and the book.

The Elf was buried in simple burial clothes but we do not see anything else. Kek searches the sarcophagus more thoroughly.

Adaeril has his longbow out as he watches the room around us for danger. As Kek digs through the sarcophagus, he does not find anything more. Fandilas pulls out the katana blade from its scabbard and it glows with a silver radiance. It is etched with golden leaves on the wind.

Fandilas and Adaeril both understand that recovering treasures is not necessarily looked down upon by the Elves, as long as no offense is made to the body. There is an understanding that burial goods may be taken and passed along to a looter sometime after the body is entombed.

The overall sarcophagus is low to the ground so Adaeril suggests tapping around inside to find hidden compartments. They do and it is solid. Kek uses the rope that was tied off to cross back over the small lake.

Adaeril uses the Rod of Alertness to Detect Magic and finds a strong magic emanating from the katana as well as a light magic from scroll. He also sees an even lighter magic aura coming from the book and there is no evil detected anywhere. There is nothing detected from the amulet, but it is valuable.

Meanwhile, Kek explores the large cave a bit further and finds a pile of 12 large eggshells, without their contents. Something that already hatched…

Fandilas reads the scroll and finds that it has magic runes. Checking inside the book, there is a message which states:

“During my time in Hakea, I was with a Wu-Jen named Harake. I developed a spell that replicates one of his own. L'traeyl of the Sun.”

Upon the scroll is a single spell called L'TRAEYLS WINGS OF FLAME. It is a 3rd level spell.


L'traeyls Wings of Flame

Level: 3
Range: 0
Duration: 1 turn
Area of Effect: Caster only
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

The caster's arms are transformed into wings of flaming, golden leaves. The caster and all they carry suffer no damage from the flame. All within 3' 
suffer 1-2 points of damage each round. Nothing can be held, but rings and bracers can still be worn. The wings allow flight at 24" MV and cast light 
in 6". Intentional attacks can be made with the wings at the caster's non-proficiency penalty, dealing 2d6 damage on a successful attack roll (the 2d6 
damage is from both wings, not 2d6 damage per wing). Large amounts of water, freezing cold, or a wind of hurricane force or stronger will snuff the 
wings and end the spell. The material components are a leaf which has turned gold or brown from age but is not yet dry, and a gold leaf amulet (not 
consumed with the spell).
Shocking Grasp is compatible with this spell. 

We leave and make camp in the shrubs.


ROLL SURPRISE

Adaeril is surprised.

There are not a lot of trees in the hills, it is mostly a brown grassland. We hear a rustle coming from behind and notice 11 Giant Ants that have snuck up on our party! They are 2' long.

The Giant Ants look angry!

  • Adaeril casts Jump.
  • The Archers sound an alert and loose arrows!

The Archers must roll an 18 to hit AC 3. One Archer hits for 6 damage which enrages them!

Everyone else is awoken by the Archers.

  • Adaeril makes a running leap.
  • Jacob puts on his armor.
  • Oswald dons his armor.
  • Kek and Bartoff attack and must roll to hit.

Adaeril manages to jump away 30' from the Giant Ants. Fandillas rolls to hit against the Ants. 2 of the Archers miss with their short swords and 2 Archers hit with their bows, dealing 5 and 4 damage on one Ant each.

Fandillas uses the WAND OF FEAR against all the Ants plus 2 Archers. There are 11 Giant Ants and only 4 make their saving throw. They all start running away but 4 remain and continue to attack.

All four of the Giant Ants attack the Archers.

Adaeril pulls out his longbow to shoot. One Archer is eviserated and dies! The other takes wounds but is not fallen.

Fandillas charges and Adaeril attacks, doing 6 and 3 damage. Bartoff does 1 damage. Bartoff and Adaeril each hit 2 Giant Ants that are not feared. Kek's Katana gives a +3 bonus but he does 1 damage.

NOW ALL THE GIANT ANTS ARE FLEEING!

The Katana does 1d10+3 or 1d12+3 vs large creatures. Kek does a total of 13 damage with the katana and 3 with his hand axe. He cuts one down and wounds another. The fleeing Ants are now 180 yards away.

One arrow hits an Ant for 5 damage from long range. Bartoff heals one of the Archers for 6 hp but he is still unconscious.

COMBAT ENDS


The party heads back the city.

OUR TRAVEL BACK IS UNEVENTFUL.


Jacob will take the Katana from Kek.

Read Magic is cast on one of the scrolls.


The Magic Scroll goes to Adaeril and he gets 2,100 xp.

  • Wall of Iron
  • Telekinesis
  • Leomund's Secret Chest
  • Globe of Invulnerability

The gold amulet is worth 600 gp and goes to Fandillas. There are some words on it:

“K'rata Arie?”


We learn of the Vampire dwelling in the Valley of the Red Sun. He is called RAZDEL.

Razdel's Fissure is located about 10 miles from Dead Man's Stone. There is no map to the Bandits Hideout and there is a lost map that leads to the Fissure. It is about 50 miles to get to Dead Man's Stone from Starling.

  • The distance of Apefang Maw from Great Hill is 25 miles.
  • It is about 10 miles from Test Facility to Apefang Maw.
  • It is 50 miles from Apefang Maw is the Red Dragon Treasure Map location.
  • Starling to Great Hill is about 100 miles.
  • Mombafra to Starling is about 30 miles.

We can play ZOWIE SLOT VARIANT as way to distribute magic treasure!


For the second half of the session, we will continue Jacob's Quest.

  • Delemir
  • Jacob
  • Adaeril
  • Hilly Springleaf
  • Oswald
  • Bartoff

HILL PEN DEPTHS: PART 2

We will continue the Class Quest for Jacob.

The party hires a Linkboy and 3 Porters.


We head to the site of Hill Pen Depths from Mombafra.

Once we arrive, from the outside outside, we notice that nearby are a couple piles of animal dung. Dog sized.

Adaeril casts Strength and we approach the metal bars of the cage.


ROLL SURPRISE

We rolled a 6.

Blades are being drawn in the darkness. One of the Orcs shouts “Release Them!”

Adaeril casts Mirror Image which takes 2 segments. He now has 2 images.

Hilly and Bartoff cannot fire…actually they can! They fire their bows at the Wolves but missed!

We hear the gnashing of Wolves behind us and realize there are 2 of them. One of Adaeril's Mirror Images and Oswald are being attacked.

Two of the Goblins also engage in melee with us. Adaeril attacks ond of the Wolves and does 4 damage. His Mirror Image is missed as is Oswald, who is once again missed! Jacob does 14 and 12 damage, killing both the Orcs. We do 5 damage against one of the Goblins.

The Goblins missed Adaeril and the other missed his Mirror Image. Adaeril and Oswald each manage to kill the Wolves. At this point, only one Goblin survived and it runs into the darkness!

The Goblin in the south surrenders and begs for mercy. It is Crying in fear at the decimation.

COMBAT ENDS


The captured Goblins tells us that two levels below are some Orcs that are in charge. “There are a total of 6 or 7 Orcs. The Leader is in one of the buildings and is getting high on the mushrooms. He is goofing off but they have treasure. There are also more Wolves, a big Wolf and small Wolf.”

We bring the Wolves bodies back down and tell them that their Wolves are dead. The Chief is in the house at the bottom of the pit and looks disgusted. He says “Umpwap guards the treasure” after we ask them about their treasure. The Chief then uses a swear word in Orcish.

A piercer tried to kill the Goblin, but MISSED!

Both ropes lead to the same platform and we descend down 2 at a time, going down the ropes.


ROLL SURPRISE

By the time the swords illuminate the platform, several Orc voices realize we are not Goblins and Orcs.

Our rope drops into a large pile of wooden refuse, like boards and other discarded wood. It is piled up over 5' high and a lever is also found. We find some more cages. The other rope drops near to 3 spikes and another rope going further down.

We see 2 Orcs and 6 Goblins.

Adaeril casts Protection From Evil.

We notice lots of rat droppings and currently, missile fire is impossible.

There is a simultaneous action at first and then Protection From Evil goes off.

The Orcss have AC 7 type 6 on a charge. Their halberds are 8' long and they swing them against Hilly, who has AC 6 type 8. One of the Orcs hits Hilly! She takes 3 damage and goes DOWN!

Delemir has AC 3 but is missed. Bartoff kills a Goblin and the 2 Orcs are destroyed. There is now only 1 Goblin in the south.

Adaeril attacks but misses. The Goblins must make a Morale Check and failed! As the Goblins flee, Adaeril attacks. He did 9, 8, 4 and 3 damage with a sweep attack. We kill all the goblins!

Oswald did 4 damage to the final Orc and we have killed the all the Orcs down here.

COMBAT ENDS


Bartoff casts Cure Light Wounds on Hilly.

We are about 8 miles away from Starling and located the wooden shack at the bottom of the pit. There is no movement.

Adaeril starts climbing down, sword at the ready. Jacob does too. Hilly is out of the game for now.

The ropes drops us off next to a couple of buildings and a BIG pit. The buildings are shitty wooden shacks and we can hear snoring inside one. The huge pit has no guard rails.

We approach the building with the snoring and find a shitty cabin door. Adaeril applies oil to the hinges of the door to prevent the door from squeaking. We sneak inside…

There are three Orcs sleeping in a den of refuse. We sneak up to them and dispatch them. Adaeril does 10 damage and 3 damage on two of the sleeping Orcs. We kill them all without making any noise.

We head to the other cabin which is a sturdier door. Delemir casts Bless.

At this point, the door to the left falls and the Goblin inside is decapitated by another Goblin.


COMBAT BEGINS

Adaeril charges in as Oswald opens the door. We charge in, beyond a crude desk and 3 barrels, moving toward another door in the south. We confront an Orc wearing splint mail.

Adaeril missed the Orc and he has AC 3. He manages to dodge the retaliatory attack from the Orc.

Jacob sees a Wolf and a Wolf Pup in a cage. They are biting at the bars to get out. Jacob attacks the Wolf inside the cage.

Adaeril attacks again as Command and Light are both cast on the Orc. The Orcs eyes are illuminated and it ROARS in anger. It has been commanded to die as well. There is no save for the Orc.

Due to the Light spell, his eyes also illuminate a chest behind him. Adaeril attacks and does 20 damage. The Orc is slain!

Jacob attacks the full grown Wolf which snaps its jaw hard. There is electrical charges sparking between its teeth and it does not relent. A Bright blue light from electricity illuminates the cage.

Adaeril pulls out his longbow and attacks the caged Wolf. Meanwhile, we notice the rotted pile is debris from a mine shaft to the north and there is a makeshift desk and a chest in south. They notice a lever inside the shack.

Jacob grabs the splint mail from the Orc after we dispatched all the Wolves.

COMBAT ENDS


There is a dim bioluminescent energy on the walls of the caves. Waves of blues and yellows stretch up from the ground. There is some twinkling caused by minor movements and pulsations of fungi. They have a slight glowing and move like it is alive. It almost appears like spilled paint with reverse gravity. The dim essence also creates a glowing inside the pit.

Is it an old mine shaft? Whatever it is, a mine that has not been active in a long time however we do not see any ore at all. A torch lands on a huge pile of dry wood which begins catching on fire. At the bottom of the pit, the flames illuminate a sling laying on the edge of a plank.

Delemir drinks a fire resistance potion and climbs down. He gets to the bottom and finds a 10' diameter cavern. An underground stream can be seen in the north west and a huge pile of rock lies to the north, about 20' in width. Delemir grabs the sling and climbs up the rope again.

We search around and find the Orcs and their Leader. Their pouches are filled with spores. like an organic pollen substance.

  • Pouches of pollen
  • Sling
  • Orc-sized Splint Mail

From looting their bodies:

  • 180 gp
  • An iron key

There are no traps on the chest that we can find. Delemir uses the iron key on the chest, which fits.

  • 2800 cp
  • 2000 ep
  • 320 gp.

The desk does not have anything in it and there are several barrels filled with dust. Adaeril flips both levers and one opens the bars to the Wolves' cage. The other level opens the bars to the south.

  • Lightning Collar

Jacob finds something in the wooden pile, concealed inside is a sack full of coins.

  • 100 gp

We have accumulated 1,780 gp totals from here so far.

Jacob loots the other bodies and we check inside the other wood pile.


Finding nothing more, we return to Starling.


TREASURE SPLIT

We cast Detect Magic and find that the sling is magical, the collar is magical and the splint mail is magical.

  • 108 ep
  • 26 gp
  • 121 ep
  • 21 gp

1941 total gp value for this cave.

  • Pouches with spores
  • Sling
  • Splint armor
  • Shocking collar

647 gp 2229 ep

Adaeril tests out the sling and Delemir tests the armor. The bullets fired from the sling have a +2 and hone in on the target. It seems too have a +1 that it can effect and this works against Werewolves.

The sling goes to Oswald.

The Splint Mail goes to Delemir.

The Shocking Collar is being sold for 3,000 gp.

  • 607 gp +5
  • 371 ep +3

Hilly gets any excess gold amount.

693 gp total value besides Hilly.

Hilly got 799 gp.

The xp will include everything for today. The Sling of Seeking +2 goes to Oswald, one of the rarest magic items.

  • Oswald gets 1,686 xp
  • Fandilas and Kek get an extra 50 xp.
  • Adaeril gets 3,048 xp

Level 4 training cost is 4,500 gp.

  • Splint Mail id 67
  • Sling id 68
  • Katana id 69

IONA PAYS HALF FOR THE TRAINING TO LEVEL 4 (2,250 gp) and the Monastery covers the other half. Only half training cost due to not completing her class quest.


END OF SESSION

player_journals/maervahr/survival_stories_from_the_hinterlands_session_82_-_august_23rd_2023.txt · Last modified: 2025-04-15 16:40 by maervahr