
Cha tuk |

[ooc]19+11=unbelievable. When you said DC 25 I didn't think I was going to get to see that one.[/ooc}
"On second thought, I think the stairs might come up in the vicinity of the garrison, but we were still well below it when we came to the collapsed section. There might be another level of tunnels down there. Maybe the Mayor can shine some light on it?"
Let's visit the Mayor, inform her of our plans, then proceed from there.

Sari |

"I'm all for going to see the Mayor. Has anyone heard anything from Shalalu? And....I'm hungry!"
So what would be the purpose to getting in the big phallic place? Are you thinking it's some sort of portal? Magic focus? What? I'm all for climbing into some yucky place, I'd just like to have an idea as to what we might find there. And how NOT to get killed while there...

DM Luke |

Mayor Deverin welcomes you back into her office. She and Zantus (who joins you momentarily) listen as you relate what you've found. She blanches when you mention the pits and the corpses. She turns to Zantus.
"Father can you gather a group to remove the victims? If they can be identified, we should try to notify their families. They deserve a proper burial."
"I'll let the Scarnettis know that you wish to collect the reward as soon as possible. You'll want to take advantage of their generosity while it's offered. I believe the Deverin House will also want to show some token of the town's thanks as well, so let me meet with my brother and see what we can arrange."
"My first inclination is to collapse the mouth of that sea cave somehow. I don't like the idea of leaving that avenue into the city open when we know the goblin tribes are mustered against us. Even to set an ambush. In fact I bet we can do both. And we'll also reseal the glassworks basement before turning the building back over to Ameiko."
"These are things I believe we need to start immediately. Ah, I wish Belor were here... his advice is missed. Take an hour, eat, rest. We'll meet at the glassworks and you can show us these ruins."
Zantus leaves to gather some men for corpse detail.
Anything anyone want to do before meeting at the glassworks again?

DM Luke |

On the subject of the tunnel and the garrison building:
"I don't believe there's any tunnels in the garrison dungeon. I know of none, and no one has ever broken out of the gaol to my knowledge. It is something worth checking out, though. I will have the guard go over the place thoroughly."

DM Luke |

The druid don't mind the rain...
The Old Light towers maybe 50' into the air. Around its base along the south and east perimeter are piles of weathered stone that have fallen from on high. Even the whittled remains of these blocks are massive. Up close you can see that the whole structure is made of these huge blocks. Along the north and west sides the drop is sheer, another 150' from the clifftop to a narrow and rocky beach. On the north side, the rocks down below are the same you came out among when you exited the sea cave.
You see no signs of an entrance, or stairs, or even runes. On the bright side, you don't need a bath for awhile.
BTW, I have posted new maps here and here.
Everyone arrives at the glassworks for a foray into the underground. You lead everyone through the complex without incident. In the chapel, the runewell continues to glow very dimly.
"I wonder if it can still produce more of these spawn," Kendra says as she toes one of the freakish corpses onto its back for a closer look.
"Sweet Desna!" Zantus cries when he sees Koruvus's twisted remains. "This block is surely a shrine to the demon queen Lamashtu. You've done the town a great service unearthing this place."
He turns to Kendra. "Before we seal up the entrance from the glassworks, we will drag this block out of here. It will be shattered and its pieces cast into the sea."
Brodert spends some time studying the statue. "This is clearly Alaznist, Runelord of Wrath. So this complex belonged to her kingdom then. As did the Old Light." He scratches his chin as you move on to the cellblocks and the torture chamber.
While sifting through the shattered furniture remains, Brodert uncovers another magical writing that you missed. This one is also in Thassilonean. "Well then, let's get this identified when we return to my study. Depending on what it is, I'm guessing it would benefit you more than me."
The room with the pits and the corpses seems more vile when you return with your guests. Brodert gags at the smell and moves quickly onto the levitation chamber. Zantus lingers, however, counting the bodies in the pits. "They'll have to be removed with grapnels, then carried to the surface. Gorvi and his lot will bring them up for a price." This is a question to Kendra, and she nods her head in assent.
"Pay him what he wants. The town will compense the church."
The levitation chamber is exactly as you found it before, save the missing items. Everyone just shakes their head at this oddity. The black lightning flashes continue, making everyone nervous.
Brodert speaks. "I haven't the slightest idea what this chamber might have been. And actually I have very little interest in examining it. The lightning is disturbing."
"I'm somewhat disappointed. I see nothing here that suggests a connection to the flume."
Any questions for this gang about anything down here? They seem to be mostly as mystified as you guys on what this place may have been.

DM Luke |

Zantus shakes his head.
"I'm not aware of water having any special significance in the worship of Lamashtu. But then I haven't exactly studied the aberrant faith either. Worship for the demon mother of monsters is a rare thing - particularly in humans."
He looks back at the badly misshapen corpse of the goblin. "If this creature was fond of the water that formed on this altar, that might explain the crazy deformities. All the more reason to reduce this thing to rubble and remove its taint from under our fair town."
For the record, the altar itself is black. The liquid on the alter is an opaque off-white that reminds you of raw egg (sans yolk).
Kendra gives Sari's statement some thought. "Well, there's plenty of cover in the debris and rockfall field on the beach, I would think we could stage an ambush without using the cave itself. And of course we have the advantage of defending from the clifftop as well. And sealing the cave would ensure that even if the goblins attack with the kind of numbers that might survive an ambush, they still will not be able to get into these tunnels."
"But I am certainly open to suggestions. I was thinking we could collapse the lower entrance and land a detachment of guardsmen by boat."
"We all were there - well everyone but father Zantus - when Stoot's home was destroyed and Chopper's Island abandoned. That was a grisly and disturbing task, but I don't remember seeing anything to suggest that the home was anything more than that. There was no basement level to the house, nor any cave that any of us saw."
"But of course, you guys are welcome to investigate the island. You've demonstrated a great ability to sniff out trouble."

Sari |

Sari mutters under her breath, "Me and my big mouth!" To the group, "Well, maybe we could get someone to go with us that has been to the isle. This is going to be great...." She unwittingly begins to hum a tune that sounds remarkably like the theme song from Gilligan's Island.

DM Luke |

I think the real question is if Sari is a Ginger or a Mary Anne. I know Pam is a Mary Anne, but I suspect Sari may be a Ginger.
The group leads Kendra and Brodert back to the surface. Zantus remains with the guard to begin the process of destroying the vile chapel. Hegred sends a few guards down for Zantus's protection.
On the surface, the rainstorm continues into the late afternoon. Accompanying Brodert back to his cottage affords you a chance to look back out over the cliff toward Chopper's Isle. The prospect of exploring the place is somewhat daunting, particularly with the weather and the evening approaching. The tide is coming in, and already the pass between the foot of the cliffs and the island is filled with rushing water. The island's beach has similarly been submerged, leaving a rough sea wall that extends from the waves to the island top. You recall Kendra explaining that the steps and dockworks that once served the island were torn down and thrown into the sea.
You guys want to brave the weather and the fall of night? Or plan an exploration of the island in the morning?

DM Luke |

Moving us along assuming the Dragon is your next destination.
By the time you get back down to the riverfront and the Rusty Dragon you are all soaked to the bone. The wind is blowing harder than ever and there are frequent claps of bone-rattling thunder. The Dragon, however, offers a warm cup and a fire.
When you walk in you discover that Shalelu has beat you to the best seat in front of the fire. The ranger sits with a blanket wrapped around her shoulders, her mud-caked boots and soaked cloak cast-off nearby. Across her left cheek is a long scratch. She calls out when she spies you at the door.

DM Luke |

“Well, the good news is that this storm is messing with our enemies’ plans. I followed the tracks from here to the Nettlewood, where I lost them. It’s pretty clear though, that the attackers fled to Thistletop.”
“Yod, you can add the Nettlewood to your list if you want. A great patch of briars gave me this scratch and several others. The goblins move through the underbrush via a confusing network of low tunnels through the briars. I used these to approach Thistletop. I got pretty close – close enough to see that they’ve built a stockade atop the island connected to the mainland by a rope bridge.”
“As near as I can tell, Ripnugget has gathered a fairly large force of goblins there for an attack on the town. I could have learned more, but the tribe has a powerful shaman and I was forced to keep my distance. In fact he detected me at some point and nearly trapped me there, but I managed to elude him by plowing through a briar patch.”
She touches her cheek and examines her hand for blood.
“Anyway, the problem is much bigger than just Thistletop. The Mosswood goblins are the biggest tribe, and they seem to be mobilized for the attack as well. They’ve come out of the deep forest and are camped close to the road in numbers. It looks like they’re waiting for some command from Thistletop to move. The storm has them pinned for now, but I fear that when the rain clears, this attack is going to happen.”
“Any word yet from Belor?”

Sari |

"So any idea how long the rain will last? I'm guessing this means our trip to the Isle has been postponed. And I so needed a vacation....It doesn't seem like we have much time to make a plan. We're talking about a lot of goblins. Any ideas?"
Have we figured out why we're about to be attacked by several goblin tribes at once? Is it usual for goblins to band together like this? Do we know how best to neutralize their shamans?

Cha tuk |

"No word from Belor. While you were gone, we had our own share of adventure." In a low voice, I ask her if she's heard about Ameiko's family and the underground tunnels. If not, I'll start filling her in, but I don't want to start a riot with news of freaks beneath the city. "Looks like they were planning an attack from below as well. How many are we talking about and how far down the road? Maybe we shouldn't let them get a good night's sleep tonight?"

DM Luke |

"Hello again good dwarf! Though it's been only days, it seems like months since we've spoken. ;-) Any luck with that tune?"
Her eyes widen (if that's possible) at the story of Ameiko's brother and the tragedy at the Glassworks. You continue with a description of the tunnel complex under the town, Tsuto's notes, the revelations about Nualia and the battle with the quasit.
"So I'm not the only one who's been busy these last couple days, eh? Belor was wise to ask you to stay in town. Or perhaps the trouble simply finds you?" She smiles briefly at Cha and again absentmindedly fingers the scratch along her cheekbone.
"The commands are definitely issued from Thistletop. I don't know what ties the Mosswoods and Birdcrunchers to that place, but that is the decisive location. The dense undergrowth is a fine defense against soldiers, but a small, strong group led by those who know the ways of the forest...", she looks again to Cha.
"We need Belor and Kendra for this discussion. And I need to eat and rest. If the attack comes before we get to act, at least we will have the benefit of the walls, without fear of a surprise from below. They won't catch the town off guard again."

DM Luke |

"It's just a scratch," she says as Cha examines the wound, but she does not refuse the aid.
"Thanks. Let's meet in the morning and go see Kendra together. Perhaps Belor will return tonight."

DM Luke |

Dawn finds the rain marginally lighter. After a quick meal you take to the streets where you're surprised to see a column of horsed riders filing into town. At a glance you estimate maybe a dozen, each one wrapped up against the rain and dripping dejectedly. The lone source of mirth in this scene is Belor, who comes riding up beside the column and spies you on the porch of the Dragon.
"Good citizens!" he calls through the rain. Water streams from the wide brim of his hat as he reigns in before the steps of the inn.
"Behold the flowering manhood of Magnimar," he proclaims with a wide sweep of his arm and a smirk that does little to hide his fatigue. A couple of the riders grin at Sari as they pass along in file up the slick cobble street.
"Let me get these men bunked somewhere dry and we'll meet."
You follow behind the column as it winds through town. Citizens lean out their doors to ogle and wave at the soldiers as they pass. By the time you reach the summit, the horses are being led away to stables and the men are filing into the garrison building. Beneath their cloaks they're armed and bear the artifice of the town of Magnimar.
Hegred takes charge of garrisoning the men while Belor disappears into chambers. When he comes out he's changed into dry clothes and has a steaming mug of coffee in his hand, though he still looks weary and weathered.
Together you duck across the street to City Hall where Kendra receives you all.

Sari |

"It seems that nature is being sympathetic. Let's hope this rain is making it uncomfortable for goblins. So, what news, and what strategy needs to be discussed. It seems the wild man just might come in handy for something other than pest removal." She casts a sassy smirk Cha's way.

DM Luke |

"Indeed my friend."
"Kendra, the fifteen men and horses I bring have been temporarily reassigned by the Lord-mayor to be used as you see fit. The cost of housing, larder and maintenance of the men and their equipment fall to the town - as does the indemnity should one perish in the its defense." He reaches into a coat pocket and produces damp paperwork.
"They're not alot in terms of static defense, but they do offer some options in the offense. I've ridden these men pretty hard from the city and they bear up well. Some of them seem like hard cases and probably merit watching when they're on leave, but they do offer us a weapon to use if the enemy can be drawn into the open. I've yet to see a goblin that'll stand in the face of cavalry."
Kendra takes the papers and looks them over. She grimaces when she reaches the bottom of one page and looks up at him.
"You will of course be prudent with these men. There's much to tell you yet of the Kaijitsus... and Nualia... and tunnels under the town that our good conscripted heroes here have found." She smiles at you, then turns to Shalelu.
"But first, what has our friend the scout to say about our foe? It's good to see you back and unharmed from your hunt Shal."
Shalelu tells the group of the Mosswood goblin encampment near the road, as well as the human tracks from the graveyard and how they led to the Nettlewood and to the little island off its coast. She describes Thistletop and the shaman and goes on a bit.
"There must be a human element to this. Something is going on at that island. Some mischief beyond Ripnugget and his lot."
Belor nods. "I cannot commit those men earlier than tomorrow in any operation beyond the walls, but this Mosswood camp sounds vulnerable. An engagement near the road where we can bring these horse to bear could break their backs."
"Tell me of the tunnels, is this how the goblins got into the town then? And what about old Lonjiku? Is the old man mixed up in all this?"
"He's dead," Kendra says. She turns to the group to explain.

Cha tuk |

We recap the events since Belor left trying not to leave out any important details.
"Maybe we can create a little havoc in the goblin camp tonight. Any damage we can do by suprise will be better for us in the long run. Shalelu, what else can you tell us about their numbers, camp layout and location?"

Sari |

Wait....I just read about this in a Terry Goodkind book....we're supposed to get naked, paint ourselves white and pretend to be spirits. Set their tents on fire, kill their leaders, and string a chain between two large draft horses to take down their mounts and tents....So, anyone game?

DM Luke |

Okay, are you getting naked before or after you go shopping for the big chain?
You fill in the details with Kendra's help about Ameiko's kidnapping and the return (and demise) of her half-brother. The death of the old man and the workers at his son's hands in collusion with goblins. The discovery of the journal - the attack plans and sketches of Nualia. The passages about her transformation and the conclusion that she survived the fire.
"Well that lines up with the theft of the father's remains somehow. And Ameiko inherits what's left of the estate and business?" Shalelu asks.
Kendra nods.
Belor speaks up. "My thanks go to you again for coming to the defense of the town." He shakes his head. "Sometimes I think this town is cursed."
You go on with the exploration of the tunnel complex and the freakshow you uncovered down there. And the bodies.
Everyone stares at each other for a few moments, then Belor speaks to the party and Shal. "I think I'd prefer if you made sure the command to move never comes from Thistletop. We can take the camp in a mounted attack. It would be even better to catch them with an ambush. I can probably make that happen with some applied archery. But if their plan is set in motion too early by some command from Thistletop... these men won't be ready. A strike on Thistletop might buy me the time I need to lay an ambush for the Mosswood force."

Yod Akarn |

For DM

DM Luke |

Yod
Since we're already spoilered... the Player's Guide to the Third Adventure Path (the one I'm just starting to get in the mail) has a bunch of background material on Riddleport. If you want to look through it, I have that.
Shalelu takes a quill and a piece of paper and sketches out a map.
"The coastline is just like here - cliffs that drop to rocks and water in most places when the tide is in. Narrow beaches in places when the tide is out. The island is very steep sided. There's a old wooden palisade built on top. The island's connected to the mainland by a rope bridge. The briars are very thick through there, but it is possible to find passages where the little runts squeeze through."
"With all this rain we can forget about burning them out - I doubt that would work in the dry season, much less right now."
"There's bound to be a bunch of goblins lodged there. The remains of both the Thistletop and the Birdcruncher clans. We'll need to be prepared for alot of trouble."
"What else can I answer? I can be ready to go pretty quickly."

Cha tuk |

"I'll be sure to keep my eyes averted, big guy. Is there any reason to try to disable the rope bridge? And are you suggesting that we crawl through these goblin paths? Remind me to borrow some more appropriate clothing before we leave!"
Don't forget your warm socks.

Cha tuk |

Somehow I missed Shalelu's post and the map. Couldn't figure out what rope bridge Sari was talking about.
"No time like the present to head out, or maybe first thing tomorrow morning. Likely we won't be able to build any fires for the next few days with so many goblins about. We'll need to provision ourselves to stay somewhat dry and warm in the evening without one. Then there's the question of what to do when we get to the bridge. How far across is it? Any guards on the near side?"

DM Luke |

Posting from Norway. It's been a long couple of days...
As you move to leave Kendra's office, she stays you.
"Before you leave, I wanted to tell you that I talked to Titus Scarnetti about the reward and he seemed very pleased to hear you would be collecting it. He said he wanted to give you the reward in person, at a special dinner at his house held in your honor. Titus must be growing daft in his old age. The Scarnettis are normally very dear with their coin."
Next you turn your attention to a brief hunt for magical writings.
First of all, you recall that Brodert Quink found a scroll in the ruins that he was going to identify. When you splash your way up the street to his cabin you learn that the spell is flaming sphere and he readily offers it back to you.
"There's not much chance I'll be needing anything like that any time soon. You all take the scroll and make good use of it."
When he hears that you're in the market for other scrolls he frowns for a moment.
"Vorvashali's place - The Feathered Serpent - is the best place to look for such things. Though come to think of it, Ilsoari Gandethus was once a man of the road. He's the headmaster at the orphanage - the Tundarok Academy. He knows a spell or two, and has certainly made scrolls in the past. Were I to introduce you to him, he would probably make scrolls for less coin.
At the Feathered Serpent
items:
Wand of Light (50 charges) 300 gp
Wand of Color Spray (50 charges) 700 gp
Elixir of Vision 200 gp
scrolls:
Cantrips - 12 gp
-----------------
open/close
disrupt undead
lullaby
mending
detect magic
read magic
1st level - 25 gp
-----------------
jump
remove fear
burning hands
shocking grasp
charm person
2nd level - 150 gp
-----------------
invisibility
disguise self
resist energy
animal trance
Available to be created by Ilsoari Gandethus (1 day):
any cantrip 10gp
1st level - 20 gp
-----------------
mage armor
magic weapon
jump
comprehend Languages
true strike
protection from evil
chill touch
feather fall
detect secret doors
shocking grasp
2nd level spells - 125 gp
-------------------------
owl's wisdom
web
fog cloud
whispering wind
bull's strength
fox's cunning

DM Luke |

Well I've got 3 warm socks on so I'm almost ready to go. I might want to try and find some more trap making stuff before we go, where would I go shopping for such??
So look over the rules I have posted here on craft(trapmaking), then look in the DMG for different kinds of traps. Figure out what kinds of traps you want to make and I'll tell you what you need. Most of this kind of stuff will be available at the general store (Cha knows where that is and has a very good relationship with the owner and his daughter). Bear in mind that if the trap needs some kind of weapon or spell, you'll need to procure that elsewhere.