| Brother Grergof Varsk |
Looking at the strongbox Grergof nods:
A generous act from the lingering spirit. I hope it counts on his tally when he reaches the Boneyard.
Hopefully we put all the souls to rest and life can return to this place.
I will go looking for any more restless spirits to make sure.
Then he leads whoever wants to come with out searching the other houses they have not been in yet.
NOTE: he is using constant detect evil to see if there are any haunts left in town as he slowly looks around the remaining buildings in town. If he does find anything evil/a haunt he warns his companions before they enter it
| Foxy Quickpaw |
In the chandeller's home the haunt is gone. Here and there you find another stray undead, but the skeletons are no real threat. Only an annoyance, as it leads to more work on the graveyard. Once everything is cleared and buried it is night.
Which is really creepy. With no wind and nothing living or unliving to make a noise, an eerie silence lies over Feldgrau. No howling of wolves. No chattering of bones. Nothing. It is a relief as you finally sit in the old farmstead again and the crackling of the fire provides at least some noise.
Nothing happens through the night and the sun announces another bland day in this hostile environment.
AP book done.
| Stam Truthfinder |
"I don't feel that we have enough time for that, The way is up to something. So far we have stopped them from getting their army of Skeletons, I assume they got away with the heart and there is that weird tentacled effigy or statue they had they wanted to get rid of." Stam leans back rubbing his head, "Ned remind me to get a bag of holding and a library to put in it for you to carry just so it can help us with remembering things." Stam looks at his Oxen friend.
| Brother Grergof Varsk |
Grergof looks over the collection of loot they have.
We have a large amount of stuff to sell as well. We could really use a trip someplace to sell these items and resupply, as I have a feeling whatever the way is up to is going to take a well prepared group to counter it.
He stops and thinks for a second:
Wasn't there a gnome back in Lepidstadt that you bought stuff from? I wonder if he has a traveling cousin...
| Darius Redgrave |
Darius returns from his morning prayers. "It's eerily quiet around here."
Adding to what Grergof says "Agreed, resupplying isn't a bad idea." Pointing to a backpack with far too many things for Darius to be carrying without magical means. Never thought I'd use the Ant Haul spell so much.
"Come to think of it, maybe Ned could give me a hand?" he says to Stam.
Darius walks over to a chair and plops down on it. While they go through the loot he adds "So, where to next? These Whispering Way idiots are a pain in my wrinkled behind."
| Darius Redgrave |
Know Geography: 1d20 + 6 ⇒ (11) + 6 = 17
"By my estimation the place we need to get to is about 50 miles from Feldgrau, straight south."
| Brother Grergof Varsk |
If we are ready?
Grergof calls forth his The Goat of Traveling and mounts up.
Lead on.
This way Grergof does not slow the party down for at least the first day.
Mr. Stam, do you know of any magic that could summon us horses at will? That could be useful for traveling. Maybe there is one in one of those books of spells you picked up? Grergof asks as they travel along.
| Foxy Quickpaw |
Finally you leave Feldgrau behind. You walk through the dead lands of the furrows. Barren lands with salted fields growing little else than crippled trees and shrubs.
As you approach the Kingfisher river, the scenery changes. The dry land gives way to a wet swamp. The city of Carrion Hill rises over the swampy southern banks of the river. It is the only solid ground in the swampland known as the Wrythe for a distance of nearly 20 miles to east or west. There is an almost dry path though. Only as you pass the ford where the river is only two feet deep you get wet feet.
Carrion Hill itself is split into three districts. The Crown atop the hill, the Tangle on the hill's slopes and the Filth. The Crown is the home of Carrion Hill's nobility and most of the government and public buildings. The cobbled streets are broad and bleached white. The buildings are large and made of stone and timber. The Tangle is the most crowded part of the city. It is a thick tangle of buildings and maze-like alleyways where most of the shops and residences can be found. The Filth is the lowest part of the city, a series of natural or artificial islands, where the poor and desperate dwell. The Filth is also home to the vital but dirty industries like tanners, gong farmers, street cleaners, the fisheries, and the dirty middenstone vats.
As you climb the city hill to reach the rich part of town to trade your goods, the river fog rolls in like it does every morning and evening. Those dwelling on the Crown district atop the high hill - like you now - can look out on white vastness. Looking at the store fronts of the shops one particular window catches your eye. Checking closer you wonder what it is that caught your attention, but then you see. It's the green haired gnome standing behind the counter in the shop that looks familiar.
| Stam Truthfinder |
Stam summons everyone a spectral mount and they head out.
In Carrion Hill
"We need to find a place to sell all these items, we have a lot of things that need to find a better home." Upon noticing the Gnome, "Haven't we met before?"
| Stam Truthfinder |
"We have many items to sell and we need to resupply as well before continuing upon our journey."
Stam starts to unpack Neds Saddle bags.
headband of vast intellect +2 (+2 to K. Arcana) 4000
Bag of Holding type II 5000
Spell Lattice type I (Vanish) 1000
Cloak of Resistance +2 4000
Stam had 3.8K still unspent
| Foxy Quickpaw |
"Sure." Lini replies. She starts putting the stuff Stam drags into the shops storage. And once that is done she brings the stuff Stam wants to buy.
| Stam Truthfinder |
I went with Local
Arcanist Spells Prepared (CL 9th; concentration +14)
4th (4/4)— black tentacles , dimension door
3rd (5/5)— invisibility sphere , communal resist energy UC, stinking cloud (DC 18)
2nd (5/5)— arcane disruption (DC 17), glitterdust (DC 17), summon monster II , telekinetic volley
1st (6/6)— enlarge person (DC 16), mage armor , magic missile , obscuring mist , thunderstomp
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation,
read magic
lesser silent metamagic rod (3/3)
pearl of power (1st level) ,
scroll of comprehend languages (x3),
scroll of identify ,
scroll of obscuring mist ,
wand of grease (8 charges) ,
wand of spider climb (39 charges)
liquid ice APG (2)
smoke pellet APG (5)
smokestick (2)
Spell Lattice (Vanish)
arrows (10)
Silver Arrows (5)
blunt arrows APG (10)
Silver Blunt Arrows (10)
crossbow bolts (25)
| Brother Grergof Varsk |
Grergof steps up with his list.
Any chance you would be able to fulfill some of the following?
Grergof lays out his list of items he is lookng for.
Enchanting my armor +1 (1K)
Enchanting my Adamantine Flail + 1 (2K)
A handy Haversack (2K)
Belt of Giant Strength (2k)
Scroll of Remove Disease (375)
Scroll of Neutralize Poison (700)
A scroll of hide from Undead (25)
| Brother Grergof Varsk |
Grergof looks at his companions to see if any object, but hearing none, then hands over his equipment to Lini.
I think we could use a day or so to really recover anyway. You would 't happen to know a good inn around here. It would be nice to have a bath and sleep in a real bed for a change. It need not be fancy, just a good clean inn run by honest folk.
| Stam Truthfinder |
everyone post their list, we fast forward a few days then head to Thrushmoor?
Gather intelligence on Thrushmoor Day 1: 1d20 + 14 ⇒ (18) + 14 = 32
Gather intelligence on Thrushmoor Day 2: 1d20 + 14 ⇒ (2) + 14 = 16
Gather intelligence on Thrushmoor Day 3: 1d20 + 14 ⇒ (13) + 14 = 27
Stam will ask around town if anyone knows about Thrushmoor and what they do know.
| Foxy Quickpaw |
The people of Carrion Hill are not the friendly people inviting you in for a talk. But Stam pries some information with his persistence from them. But as they don't care much about Thrushmoor it is only general stuff.
On the shores of Lake Encarthan, the town of Thrushmoor squats where the Danver River flows into Avalon Bay. The county seat of Versex, Thrushmoor enjoys some prosperity thanks to trade on the lake. The town sprawls along the lakeshore and upon a handful of soggy islets, its buildings weatherworn and rugged.
About recent events, no one knows.
| Brother Grergof Varsk |
Yes, we can fast forward
Grergof takes one evening to relax and clean himself up. He keeps to himself watching the people of the inn and getting a feel of the town.
Early the next next morning, after morning prayers, he dons his mithral coat under his clothes, straps on only his scimitar and leaves early without breakfast to find if there are any good temples in the town.
After finding one (Sarenrae's if possible but any good temple will do), he offers his services to help any who the high priest may know is in need. The wounded, sick, cursed or simply a family who due to ill fortune needs a strong back to help for the day.
He asks nothing for the work but some water or tea, and will actually secretly leave behind a few coins for the family to find after he was gone. (10 gp)
He returns to his room after the sun has set, offering prayers of thanksgiving for the great gifts Sarenrae has given him and rests one more night knowing he has done the Dawnbringer's work.
| Spugnoir2 |
Actually, I will skip making potions
Spugnoir takes the opportunity to catch up on some much needed rest. Running around in the muck and blood the last several weeks has really taken it's toll on him and he gets a nice room at the inn and whiles away his time in fuzzy bunny slippers and comfy robe as he reads numerous pompous books
| Foxy Quickpaw |
remaining shopping has to be done as flashback.
Once all the requested magic is finished, you get a note from Lini. You go to the shop, pay the stuff and leave with your new or improved shiny toys.
As the rumors of an horrible incident, where a house collapsed and several people were killed spread through town, you decide it is time to mind your own business and follow the Whispering Way. The track isn't geting any warmer with waiting. Spugnoir packs away his fluffy bunny slippers with a heavy heart, but finally you are on the road again.
You travel through an the interesting coutryside of Versex. Along the mountains, over the plains, past Lantern Lake and the lower hills that come after the mountains. After three days you reach Rozenport. Rising and falling upon the hills, Rozenport’s archaic architecture possesses an almost organic pattern, its sharp steeples, flat-roofed manors, and bubble-domed town hall making its silhouette appear like some eldritch organism.
After a pleasant night in a bed again you reach Trushmoor after another day of travel. Whipped by frequent storms and rough seas, the old town looks worn and rugged, no amount of care or paint erasing the wear upon the spume-blasted docks and mossy quays. While the homes and structures upon the lake show the damage of lashing waves and frequent flooding, those on the higher ground—the territory of the town’s 'quality'—posture as the homes of wealthy landowners, with pristine picket fences, sharp gables, and columned facades.
In search of a bed you end up in "The Stain". Typically patronized by shiftless bachelors, veteran fishermen, and rough dockworkers, the tap house of Captain Emman Gulston numbers among the most honest places in Thrushmoor: the whiskey isn’t watered, the two simple bunkrooms are sparse but clean, and the salty crowd knows better than to dismiss even the wildest tale.
| Foxy Quickpaw |
Two taciturn, dark-cloaked strangers swapped their horses for fresh mounts at the livery stable a day ago. One of them headed out of town down the coast road toward Illmarsh. The whereabouts of the other rider are unknown.
| Brother Grergof Varsk |
Grergof gets up and joins Stam trying to gather information about the local churches, and then he goes there and he asks the Clergy about recent events, any strangers that came through town and (if the clergy passes a detect evil scan) then he discretely asks about who would be looking for the effegy.
Gather Info: 1d20 + 16 ⇒ (17) + 16 = 33
| Foxy Quickpaw |
If that rider headed down to Illmarsh, it’s the end of the line for him unless he takes a boat or grows wings. Beyond Illmarsh is nothing but the near-impassable swamps of the Soddentimbers and the deep and swift Detstach River.
the coast from Thrushmoor. Its residents are
strange folk, and natives of Thrushmoor call them
“musties” on account of the distinctive unpleasant
odor Illmarshers carry about them.
Illmarsh is just a little fishing and logging town.
It’s nothing much to speak of, and doesn’t even
have a legitimate militia—just a local sheriff and
a few half-trained deputies for handling the town
drunk or the occasional vandal. The House of
Undiomede used to rule the town, before that
line died out. Now a mayor runs it, Greedle by
name, appointed by the count to make sure the
taxes come in on time.
| Darius Redgrave |
"Maybe lets check out the stables and see if there's any cles, if not then maybe in the morning we could head to Illmarsh?"
| Foxy Quickpaw |
An old hay wain stands just inside the livery stable, its wooden side boards near bursting with the load of straw it bears. One of its wheels is missing, and the wagon leans heavily to one side. A bent old man kneels beside the wagon, struggling to fit a new wheel on the empty axle.