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"The Fall of Harabi"
....or, "Werewolves of London Again"
Resupplied, our heroes departed accursed Istivin, resuming their quest to find the priest of Vecna who had eluded them on the battlefield. Returning to the battlefield (no ghoul dared approach them this time), Trekkert picked up the trail again and the heroes followed it west toward the towering Crystalmists.
A full moon rose above them as they traveled into night, and the howling of wolves all around them alerted them to the fact that they were being hunted. A pack of werewolves, outnumbering the heroes nearly two-to-one, surrounded them and attacked.
Harabi was quickly overwhelmed by four of the werewolves and torn to shreds. Ezra and Killua fled in different directions, drawing some of the werewolves off of Samhain Aqualung, Trekkert, and Grymalkyn, and having thus divided their foes, the heroes conquered them, putting them to the sword (or in Grymalkyn's case, riddling them with magic missiles), and avenging their fallen companion. Gathering Harabi's few possessions, the heroes made camp a few miles away from where the werewolves attacked.

Samhain Aqualung Tull |

Even my spirits are dampened -- he was a good ol' boy that kung fu-grip GI-Joe, 'hat he was, wan't he, mate?!
I a reckon we is gonna has to have a celebratin, yea, to champion Harabi's life. I'll invite Mayaheine and Lydia and mayhaps we can even go back to where Ehlonna was and get her to cum. We'll have a fireworks and a wine and a lots a perty ladies -- heck, I'll even invite me other mates. We'll eat dogs-on-a-sticks, raws or cooked, and gets so plastered we'll fall in our girlfriends' husbands' gardens. It be just like last Mothers' Day when we met those teenagers at the Green Dragon Inn and gots chased by their ornery dads after we finished playing Sheathe the Sword and Monsters and Maidens.

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"Where Five 4th Level PCs Accidently Slaughter an 11th Level Werewolf Fighter"
....or, "Holy Wolfsh+t Batman"
The next day, the heroes continued their pursuit of the Vecnite priest, covering several leagues before a band of riders overtook them. As soon as they were within range, Samhain Aqualung detected that their leader, a lordly bearded man, was Evil, as were several of the other riders, and whispered so to his companions. The leader introduced himself as Lord Barclay, and claimed lineage from the ancient Aerdy house of Rhola. He offered to hire the heroes as additional security for a dangerous mission -- Lord Barclay was answering a summons from the Wizard of Witchfire Mountain! He claimed that the Wizard was trying to blackmail him with lies, and offered the heroes 100 gp each for escorting him safely in and out of Witchfire Mountain.
Samhain Aqualung, determined to start a fight, balked at so paltry a sum, boasting that he was worth many times that amount, and would prove it in single combat against any one of Lord Barclay's men. Ever welcoming of a bloody spectacle, Lord Barclay and his men dismounted and formed a wide ring around Samhain Aqualung and a burly brute chosen by Lord Barclay.
With obviously superior skill, Samhain side-stepped the brute's attack and beheaded him in one fluid motion. Ezra, who had meanwhile purposefully positioned himself next to Lord Barclay, chose this stunning moment to strike, piercing Lord Barclay's side with his glaive.
Acting before Barclay or any of his men could react, our heroes surrounded and battered the evil lord, forcing him to reveal that he was a werewolf by shifting into hybrid form in order to survive the
heroes' onslaught. The hired mercenaries were stunned by this revelation, for none of them knew that Lord Barclay was a werewolf, and stood dumbfounded as the heroes cut Lord Barclay apart.
Taking advantage of the confusion of the mercenaries, Ezra offered them work helping him and his companions take Castle Zaoldyeck back from a pretender, instructing those interested to meet the heroes in Frogwallow in two weeks. The mercenaries agreed to wait only as long as no better prospects came along, and departed south and east for Frogwallow. The heroes claimed Lord Barclay's magic glaive, "Fellhook", and several other magic items, as well as the horses no longer needed by Barclay (a combat trained heavy horse in chain shirt barding) and the headless mercenary (a combat trained light horse). Then they continued west on their quest to find the priest of Vecna.

Grymalkyn Magus |

There has been precious little time to keep up this journal, as the ruffians insist on racing hither and thither after one wild goose or another. We should be focusing our efforts on further assaying the disposition and defenses of the Wizard, but instead, we are playing paladins and vanquishing every evil we hear tell of.
Which brings me to the devils. We returned to that infernal farm where lesser devils were spilling gore and filth from wheelbarrows onto the frozen field. The slippery ruffian, Ezra, reconnoitered the farmhouse, and evidently he was not slippery enough for the imps, for he soon came bolting to our hiding spot with the devils in pursuit!
With support from the fighting ruffians, who cut down a hell hound so quickly I almost laughed, I defeated the devils with my magic! We found a few caches of coin and the deed to the farm after a lengthy search, but unfortunately, we also found evidence of a devil cult in Istivin, and the ruffians seem overly keen to waste more time meddling with it.
Even more disturbing, we heard from two imps, which we separated for interrogation, that The Azure Prince is a renegade gelugon! Apparently, the gelugon had been a palace guard in Mephistar, capital of Cania, and had unwittingly betrayed his liege, the archdevil Mephistopheles, to loyal agents posing as spies to entrap traitors. He and an unknown number of lesser devils fled the Nine Hells and came through a permanent gate in the Jotun Mountains, where they have established the beginnings of a monstrous kingdom of sorts.
The ruffians have all but explicitly declared their intent to meddle with these devils as well, and if they insist on this foolish course of action, I must reconsider my associations, and whether or not the potential for gain outweighs the potential for a gruesome death among foolish ruffians.
I shall rest easier when the moons wane, for we have had two encounters with werewolves over the last few nights. First, a pack of them surrounded us, and before we knew what was happening, the brawling ruffian, Harabi, was torn asunder! We could do nothing to save him, and were nearly unable to save ourselves. Finally, by dividing them (Ezra and Killua tried to run away, but were forced to fight the much faster werewolves after drawing a few of them away from the rest of us), we defeated them. Trekkert said a few words of prayer to speed Harabi's soul to its proper destination, and we continued our quest.
The second encounter was with a nobleman who called himself Count Barclay, and rode with a band of mercenaries employed to protect him as he parlayed with none other than The Wizard of Witchfire Mountain! Apparently, the Wizard was attempting to blackmail Barclay into serving him in some fashion with what the nobleman claimed were baseless accusations. We now know that most likely, the accusation was that Count Barclay was secretly a murderous werewolf, and that it was absolutely true!
I regret that the overzealous ruffians, having been convinced by the mad ruffian, Samhain, that Barclay was evil, ruined what might have been a golden opportunity to learn more about The Wizard. Barclay offered to hire us as additional security as he met with The Wizard himself! We could have seen him with our own eyes, listened to his dialog with Barclay, and perhaps armed ourselves with better knowledge of The Wizard's motives, but no! The belligerent ruffians instead surprised Barclay and began to hack him apart like a butchered hog! Before he died, Barclay changed into a hybrid of man and wolf out of instinct to save himself, which quite surprised his hirelings.
Ezra then quickly offered work to the baffled mercenaries, I suppose to distract them from any idea of attacking us, and they agreed to wait for us in Frogwallow unless better opportunities were presented. It seems that one of the ruffians, Killua, is actually the Baron Zaoldyeck, but his ancestral castle is occupied by a pretender, and it appears that the ruffians intend to reinstall Killua as master of the castle by force if necessary. Yet another distraction from our investigations of The Wizard! I know that Boccob doesn't care about my concerns, but I pray he will grant me the skill to survive these foolhardy errands that I am being dragged into by these foolhardy ruffians!

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"Castle Zaoldyeck"
.... or
"You Need a WITCH to Fight WitchFire Mount!"
Our heroes followed the trail of the Vecnite west, stopping at a ruined border keep around dusk. A Witch who initially named himself as "Marvin" had been squatting therein for the last several weeks, and he warily introduced himself to the party (shortly after being alerted to their presence in the keep by a simple tripwire-and-bells alarm), offering to share his supper of herb-seasoned rabbit stew.
Grymalkin, seeing "Marvin's" bat familiar, inquired if he was a wizard, and "Marvin" revealed that he was in fact a Witch, learning his magic from his bat familiar rather than from a book. As adventurers seem wont to do, our heroes took a liking to "Marvin" and invited him to join them in risking life and limb in exchange for fame, treasure, and the reward of vanquishing evil, and as other adventurers seem wont to do, the Witch found this to be an intriguing idea, and agreed to join them.
The following morning, the heroes (now including Marvin) continued to follow the trail of the Vecnite, up into the foothills of the Crystalmists, and there they could see that it snaked up into the Mountains, making frequent switchbacks. In the gloom of darkening night, a distant flicker of blue light marked the peak of Witchfire Mountain, and it seemed evident that the Vecnite's trail would take them there. But here, the trail crossed the old path leading south to Castle Zaoldyeck, and our heroes were forced to decide between discovering what connection there may be between the Vecnite and the Wizard, or scouting Castle Zaoldyeck, ultimately deciding on the latter.
A journey south of a few hours brought the heroes to Castle Zaoldyeck, where they could see torches burning in sconces over the battlements, and the silhouettes of watchmen. Withdrawing to a hidden vale nearby, the heroes camped and resumed their reconnaissance of the castle the next morning, seeing no movement except the change of the five watchmen every few hours, and noting that almost two dozen horses with saddles and blankets were tied to the columns of a kind of porticoe or verandah around the sides and back of the castle.
Around noon a host of men (and a few women) clad in hunting cloaks and studded leather or chain shirts, and armed with swords, bows, and other weapons, exited the castle, mounted the horses, and rode away, following the lead of a beautiful yet dangerous-looking, Red-Haired Woman. The riders returned around dusk with field-dressed venison and wild boars on the backs of their horses, and the faint sounds of music and feasting soon followed.
Our heroes remained encamped in the hidden vale another full day, watching the comings and goings of the castle's occupants. It became clear that the beautiful Red-Haired Woman was their leader, and that they made frequent local forays to nearby villages and hamlets to acquire whatever supplies were needed. To gather further information, Ezra approached the castle after the host of riders had left to go hunting (or raiding), posing as a messenger delivering a message to Baron Zaoldyeck from Pelman Drudd. He was turned away by the watchers on the battlements, who claimed the baron was away hunting, and was told to come back later.
Ezra reported back to his companions, and it was decided that Killua and Ezra should visit a few nearby settlements to find out what the local peasants knew about the castle's current occupants. After chatting with a few local farmers and the wife of a shepherd, they learned that the band in the castle claimed to serve the rightful Baron Zaoldyeck, but behaved no better than bandits, demanding hefty taxes and taking whatever goods they desired.
The heroes determined that the aid of the eleven mercenaries awaiting them in Frogwallow would probably be vital in evicting the armed band occupying Castle Zaoldyeck, so they broke camp and resumed their journey, heading east for Frogwallow.
On the way to Frogwallow, our heroes came to an old stone bridge spanning a broad tributary brook running south to join the waters of the Davish. As they drew near, two freshwater scrags emerged from beneath the bridge and demanded that one of the heroes be handed over for the trolls to eat in exchange for safe passage for the others across the bridge. Declining their offer, our heroes offered a fight instead, and Marvin laid a Hex of slumbering over them, causing both to fall deeply asleep. While half the party hacked one troll apart and lit up its remains with oil and fire, the other half chased the other sleeping troll as it floated downriver. Marvin was with the latter group, and used his witchcraft again, this time to levitate the drifting troll out of the currents so it could be roped in by the others. Once it was lying helpless on the bank, the heroes made quick work of it, burning its remains as they had done with the other.

Ezra of Pelor |

As I recall -- at least one of the farmers was somewhat unconvinced that the new "Zaoldyeck" Baron was not rightfully there, perhaps as if she were an imposter. Though she hadn't personally come to raid the peasant farmers & ranchers, the actions of her soldiers were much more like those of raiders than noble protectors and were NOTHING at all alike to his memories of the Zaoldyeck Baron from years ago.

Samhain Aqualung Tull |

....SAMHAIN
.........AQUALUNG
.................TULL
Hey, looky who finally shows up to join 'he dialogs.
Ain't not a never mets no Witch befores 'hat I a wasn't allowed to kill. And I hads a lots o' funs hackin' ole One Eyed Moll. Feels all unnaturals to make friends wi'h a Witchy.
.... Ooh ya, and beforein Pelor makes me forgets, whenin those ole troll-thingys popped up 'efore us and a offered to eats only one o' us -- I raised me perty hand to volunteeeeer and a was a gonna meet 'em wi'h me ol girl Mayaheine in me pocket.
It's just'n that all you other fellas gots to go firstus.

Will Pratt |

As I recall -- at least one of the farmers was somewhat unconvinced that the new "Zaoldyeck" Baron was not rightfully there, perhaps as if she were an imposter. Though she hadn't personally come to raid the peasant farmers & ranchers, the actions of her soldiers were much more like those of raiders than noble protectors and were NOTHING at all alike to his memories of the Zaoldyeck Baron from years ago.
I do not think this is the work of my family either same as that old man we must stop them from slandering my family's good name when we have the strength. Now onto another matter GRYMALKYN and MARVIN stop your petty squabble if we have in fighting that will only help our foes when we must face them and nothing but death will follow!

Ezra of Pelor |

The good news, Killua, is that at least some of the farmers and ranchers on your lands are unconvinced that the red-haired lady tyrant isn't really a Zaoldyeck at all.
That means it will be easier to reestablish your good name when we get to take back your Keep.
. . . . But taking it back now is premature.
We would be too far out (cut off) from Cpt O'Suggil and our allies in Istivin if we liberated your Family Keep now.
Let's go back to Istivin, get a real handle on the goings-on there and, MORE IMPORTANTLY, uncover and destroy the cult of devil-worshippers there.
Then, with things (both enemies and politics) smoother in Istivin we can go back west and reclaim your family lands. (Plus, I have a feeling that if we get some work done against the evils on the Marcioness's front door, she'll be more apt to pay us better -- and we'll be better equipped to handle the redhead masquerading as a Zaoldyeck.

Killua Zaoldyeck |

Yes I agree with you Ezra we are not yet able to take the keep and the devil worshipers are a more pressing matter that must be taken care of. Also if we can do that job for Balthazar and take out the haunted blockhouse then we can gain the people at Istivin's Crossingas as better allies, our travels will become much simpler, and we can earn some coin at the same time 3 birds one stone.
ooc: whoops forgot to post that last comment as Killua

Grymalkyn Magus |

Who can say how deep the roots of this devil cult are? I believe we are about to open the Urn of Tuerny the Merciless with this most foolish pursuit! We could be trying to uncover something best untrifled with. My advice is that we leave these devil worshippers to Captain O'Suggill, and focus our efforts on learning more about the Wizard!

Ezra of Pelor |

And I thought Grymalkin was suppose to be clever.
You should be smart enough to come up with a cleverer way to try and trick us into going after the Wizard of Witchfire Mountain:
Who can say how deep the roots of this devil cult are? . . . . leave these devil worshippers to Captain O'Suggill,
A deeper rooted cult of devil-worshippers would mean we are needed EVEN MORE.
Plus, Cpt O'Suggil seems to be too busy running his guards and soldiers with basic city problems to effectively deal with this. That's why Captains-of-the-City-Guard hire Bad-Asses like us for freelance work.
Besides, he's been tainted by those shadowy nightmares just like everyone else -- he was unable or unwilling to take that time off from Istivin (going to Polgar's Keep) to clear his head.
And Myran of Pelor ain't gonna be able to do any better.
.... Going to Istivin now seems best. And yes, of course we'll stop at Istivin's Crossing to take care of the Haunting for Balthasar. (And before that Frogwallow to briefly talk to those 12 mercs.)
We'll still have some time left before the Devil Worshippers go back out to that Farmstead (does it have a name??) where we obliterated the Imps. The question is, do we want to impersonate the Imps and try to get intell on the cult or just follow the cultists back to the city when they see the devastated farmstead?
Also, I'd like to try to find time to investigate FULLY into Pelman Drudd and BEFORE anything else, to briefly meet with the adventurers Marvin was telling us about that have been working in Istivin.

Ezra of Pelor |

Grymalkin -- if you continue to help us with those impressive Arcane powers of yours we will take on the Wizard of Witchfire Mountain when the time is right. That's a promise. The devils -- both in Istivin and the Gelugon-in-the-Glacier need to come first.
But when the time is right we will get you access to Witchfire Mountain. Either as infiltrators or attackers.
You could leave us, of course, if you get too impatient, but consider: we seem to work well together as a group and we've shown plenty of times that you can trust us. ... So, are your chances of getting to the Wizard without us better than WITH us?...
Consider also, The Wizard of Witchfire Mountain sees The Azure Prince to be his main enemy (most likely). WE are the ones who are going after that Gelugon. Once we reclaim Zaoldyeck Keep to use as a base against the Gelugon we can begin to discuss how we want to attack the Azure Prince -- including possibly contacting The Wizard's followers -- if it seems a smart option.

Grymalkyn Magus |

Grymalkin -- if you continue to help us with those impressive Arcane powers of yours we will take on the Wizard of Witchfire Mountain when the time is right. That's a promise. The devils -- both in Istivin and the Gelugon-in-the-Glacier need to come first.
But when the time is right we will get you access to Witchfire Mountain. Either as infiltrators or attackers.
You could leave us, of course, if you get too impatient, but consider: we seem to work well together as a group and we've shown plenty of times that you can trust us. ... So, are your chances of getting to the Wizard without us better than WITH us?...
Consider also, The Wizard of Witchfire Mountain sees The Azure Prince to be his main enemy (most likely). WE are the ones who are going after that Gelugon. Once we reclaim Zaoldyeck Keep to use as a base against the Gelugon we can begin to discuss how we want to attack the Azure Prince -- including possibly contacting The Wizard's followers -- if it seems a smart option.
It seems a very smart option to me. The enemy of our enemy might also be our enemy, but we don't know until we investigate further. Perhaps we and the Wizard are fighting the same fight with different approaches? The Wizard might even reward us for standing with him against the Azure Prince!
Suppose the Wizard seeks to rule Sterich as a benevolent protector? After all, who could be wiser or more suitable to govern a country than a powerful wizard? The Marchioness and her advisors have been unable to stamp out the evils that plague the March. They can barely keep Istivin from becoming an abbatoir for dark elves and demonic entities! Perhaps the Wizard only intends to protect his homeland from greater evils than himself?
Another thing to consider, my companions, is this: devil cults are not like the chaotic, isolated cults of the demon lords. They are organized, insidious, and often wide-spread. How far down the goblin-hole are we going to chase this cult? We might discover evidence that the diabolists in Istivin are part of a larger network. Suppose we stamp out the cult in Istivin, only to learn that they were in league with the Horned Society? Or worse: what if we fail to discover until it is too late that authorities we believe trustworthy are actually members of the cult? What if Verbane, or O'Suggill, or even the Marchioness are secretly members of the cult?
I will continue to travel with you, my companions, but I beseech you to consider these facts before hastily embarking on what might be a neverending quest. If it is the will of the group, let us see what we can do about these devils and their worshippers, but let it be remembered, should we end up chained to bloodstained altars, that I tried to warn you!

Marvin Norwood |

Oh yeah, hey Marvin, tell us more about who you are -- all the rest of us gave a bio on this Journal when we first started.
I first came to the Sterich March on behalf of a good friend of mine. She is in a Hag's Coven and One-Eyed Moll was a problem for her coven apparently and she requested I kill One-Eyed Moll. I agreed to do this however when I got to the march I heard that a group of adventurers had already taken her out making my journey pointless. I decided I would stay in the march for a few days and then head back home. However I met a group of adventurers and decided to help them in their quest to destroy The Azure Prince and the Wizard of Witchfire Mountain. My patron spells are the Elementals I have my skills in the knowledge skills mostly and my hexes are Flight, Healing, and Slumber.

Ezra of Pelor |

I was just thinking about those 11 mercenaries that are presumably staying in Frogwollow for the moment waiting for a job from us, 1/2 Evil, 1/2 probably Neutral.
Now, I'm certainly not thinking we're responsible for them if they decide, after we effectively tell them we can't use them for a long while, to go raiding the western frontier, but what should we tell them?
I'd like to convince the non-evil ones to come with us as far as Istivin's Crossing -- and maybe the evil ones, too, under some pretence -- and we'll just hand them to O'Suggil or something (we'd have to separate them from the non-evil ones first, somehow.).
Anyway,.... ideas?

Killua Zaoldyeck |

I was just thinking about those 11 mercenaries that are presumably staying in Frogwollow for the moment waiting for a job from us, 1/2 Evil, 1/2 probably Neutral.
Now, I'm certainly not thinking we're responsible for them if they decide, after we effectively tell them we can't use them for a long while, to go raiding the western frontier, but what should we tell them?
I'd like to convince the non-evil ones to come with us as far as Istivin's Crossing -- and maybe the evil ones, too, under some pretence -- and we'll just hand them to O'Suggil or something (we'd have to separate them from the non-evil ones first, somehow.).
Anyway,.... ideas?
We could say before we work with them we need to know them ask them a few questions 1 on 1 and do a little interrogation to be sure they aren't spies which would be something they would be used to in this line of freelance work. Then we separate into 4 teams which would spread us kinda thin but I think it would work. The first team will be 2 people myself and one of the arcane casters will keep watch on the group of people yet to be interrogated. The second team is just Samhain Aqualung Tull who will do the questioning and during that time he will use his powers to see if the person he is talking to is evil.Team 3 will be Trekkert of Fharlaghn by himself to keep watch on the people we deem to not be evil. Team four will be Ezra of Pelor and Marvin Norwood or Grymalkyn Magus and they will take out the ones we deem evil with the help Samhain to be sure we have the man power we can question everyone for 10-15 minutes each which sounds like ample time and wait another 5 minutes till we have Samhain ask for the next person to be interrogated that way we can kill those who radiate evil and clean up the mess a little so we don't scare those we are bringing in then when we are clear of the undesirables we can just say they were trying to take over my lands from the inside and they needed to be disposed of. All we would require to do this is a house that has a room connecting to 2 doors and send the evil people one way to their death and the non-evil the other way into a room with some good drink and food. We could also use the same method and just capture the evil ones hog tie them and transport them to O'Suggle the only problem about doing things this way is we would probably want a third room to throw them into after words so that no one finds out that we are hogtying them we just need to be sure we knock them out for a good amount of time so they don't make noise.

Ezra of Pelor |

Well, Frogwollow is a town so there will be plenty of buldings -- no problem finding one suited for us.
I'm not sure how much they'll be willing to be split up for what we call "interviews"; I know if it were me as one of those 11 I'd be suspicious.
Remember -- they think we're evil.
But I do like the plan.
If they won't consent to be "interviewed" individually we can just have Trekkert and myself ask questions while Samhain Aqualung stands in the background using his ability to Detect Evil. He can focus on individuals and just go down the line.
This way we may be able to split them into two groups -- that's less suspicious. Say we want to divide them into two teams. We can even have them pick a team leader maybe and get an idea which of them are more respected amongst themselves.
............................
However it works out, about the ones who detect as being evil, we can't just arrest them for being evil. As far as we know the only thing they did was sign on for a job with a nobleman; they didn't know he was a werewolf.
And for the others -- I'm not really convinced they're much different from "Evil" despite not radiating it. I'd like to try to rehabilitate all of them even though we may be less successful with Team B than with Team A.

Samhain Aqualung Tull |

We can't just arrest them for being evil.
Ah, suren we cans. They's Evil ain't 'em?!
And then we can eats them and piss on their graves.
We make a party of it, yah -- much funs!
I'd like to try to rehabilitate all of them even though we may be less successful with Team B than with Team A.
What? I don't even know what that word means. I don't like 'em kinds a big werds, now.
Let's just kill 'em, mate.

Ezra of Pelor |

Or . . . .
Should we just leave them in Frogwollow (assuming they're still there waiting for us, anyway)?
The reason I don't like completely ignoring them is that it is, afterall, a pretty large group of potential raiders. And who knows how much it would take for the non-evil ones to turn.
Killua, you have a vested interest in these lands; your family lands are only a couple days further west. If we only took Team A with us to Istivin's Crossing -- under the pretence that we only can hire 1 team -- would you be okay that there are 1/2 dozen potential raiders left to their own desires?
It's an interesting little problem we seem to have.

Killua Zaoldyeck |

Pelor says me can't kill 'em wi'out 'em doing something evils and 'hat me cans't make any sitcheeeations as is evils.
Ooooh, me head hurts.
It's ok Samhain you don't need to think we can just point and you can slash leave the heavy thinking to us. Ezra the only problem I have with half a dozen guys out their is if we just leave them be they could start to work for the Wizard of WitchFire Mt. or the Azure Prince but all in all not that big of a deal to me if we let a few weaklings go out and roam the Sterich March if if they try to attack us we can just take them out on our own at that time.

The St Armand's Terror |

From the true Baroness Zaoldyeck, Killua's mother:
My son, I am well pleased that you are honoring the Zaoldyeck name. I must warn you that Zarak visited me here in Niole Dra, asked where you were. I tried to deceive him, but he learned from others of your quest. He claims that he only seeks to help you reclaim our land, but I fear that some of his father's nature lingers in his heart. Be cautious my son!

Ezra of Pelor |

Um, Killua, who's Zarak?
Is there any way to find out if Zarak (sounds male) is with the red-headed lady leading the imposters at Zaoldyeck Keep.
It'll be interesting to try to do some info gathering when we get to Istivin on Zarak -- see if he's petitioned the Marchioness about anything.
Anyway, with our 11 guys in Frogwollow, the haunting in Istivin's Crossing and then the larger, at least "somewhat" longer-term mission w/ the devil cult in Istivin pressing on our schedule (not to mention Pelman Drudd), we've time to put that on the back burner.

Ezra of Pelor |

Now that our Silver Raven has returned . . . . weren't we gonna send it to Cpt. O'Suggil to give him an update?
I'd like to send it asap so that we can hopefully get it back when we're still in Frogwollow -- he may have a suggestion regarding the 11 guys. (Most likely he'll say we have to decide what to do, but still, ... just in case.)
We may even be able to send it out again after we hear back from O'Suggil, this time to Istivin's Crossing to let them know we're on our way to touch base with them and take care of their litle problem.

Killua Zaoldyeck |

Um, Killua, who's Zarak?
Zarak is my Half-orc Half-brother. Years ago my mother was raped by an orc and she bared child. I have not talked to him in ages so I know not of anything he is doing the last time I had contact with him he was in a group of knights. He was a trouble maker in town so my mother sent him off to knight hood in hopes of him getting straitened out. I however do not know if he knows that we are related my mother refused to give him up but she said he was adopted for many years and I learned the truth not that long ago. The two of us always had a little bit of bad blood between us but he is still my younger brother so if possible I would like to settle this matter with him peacefully.

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”Back East to Istivin”
. . . . or, “Rapists, Wights and DEVILS, Oh My!”
Our heroes ventured to Frogwallow, where they were first greeted with the sight of two of the mercenaries, now dead and hung by the neck from a gallows in the village green. The remaining mercenaries were found in the dilapidated village hostel nearby, busy entertaining themselves with wine, whores, and dice. The heroes learned that of the two hanged men out on the green, one had been caught stealing from one of his fellows, and the other was judged guilty of murdering another mercenary while they were out hunting game. There were now eight mercenaries left, plus four camp whores brought back from Istivin.
Through Samhain Aqualung's uncanny knack for sensing evil, and by a series of (mostly) nonlethal single combats fought by Aqualung and Killua against each of the mercenaries, the heroes deduced that half of the eight were not evil, and could be reasonably trustworthy, and that one of the whores (the most comely of the four) was also evil. Dividing the mercenaries into two teams (one all evil, the other all nonevil), the heroes arroused some suspicion among the men (particularly the evil ones). One of the nonevil men quietly informed the heroes that he had overheard two of the men (evil, of course) bragging about raping a farmgirl at a nearby farm. Determined to bring the villain to justice, the heroes endeavored to devise a means of verifying the rape claim. Aid in discovering the farm where the rape occurred was given by the whores, who plied the accused with wine that evening and feigned being impressed by their violent conquest until the evil men boasted of the deed and told the whores which farm it had happened at.
The following day, the heroes led the mercenaries on a journey that took them to the farm where the rape had occurred. Riding well ahead of the rest, Killua and Ezra visited the farmhouse and learned that the farmer had been murdered and his teenaged daughter raped from the widow and the daughter. Riding back to the others with righteous wrath boiling their blood, Killua and Ezra announced that justice would be served. The two accused mercenaries were surrounded by the rest, dragged before the widow and daughter, identified as the men who had killed the farmer and raped the daughter, and summarily hung by the neck from the nearest tree.
The company then rode east along the Davish, camping on the riverbank that night, and continuing on to Istivin's Crossing, which they reached just before dusk. Here, the heroes dismissed the remaining two evil mercenaries with little explanation, paying them each two days' wages. The remaning four nonevil mercenaries were paid enough to serve as guards at Istivin's Crossing for several weeks, and the whores had no trouble finding employment at the Old Mill Inn. After conversing with Alderman Balthazar, the heroes resolved to investigate the supposedly haunted blockhouse, having learned that people occasionally went missing during the night. But first, they would return to Istivin to report to Captain Frush O'Suggill.
Two of the heroes journeyed north to Istivin, arriving well after nightfall. They no longer felt the dread that once hung over the city, and saw that a dark fog was receding from the streets, alleys and plazas. They arrived at Qualtaine Square in time to witness the aftermath of a mighty struggle between the demonic MALGOTH (the Abyssal entity behind the troubles in Istivin – see Dungeon #117-119) and other brave heroes of Istivin.
Captain Frush O'Suggil, his old friends, Prefect Randos (Cleric of Zilchus), Fonkin Hoddypeak (Gray-Elf Eldritch Knight), and Redmod Dumple (Dwarf Fighter), joined by three younger heroes, Ralos Legna (Paladin), "The Kid" (Rogue), and Javerius (Swashbuckler), had defeated The Malgoth, which had been forced to manifest physically as a giant Mohrg.
Introductions followed, and each group of heroes reported in turn what they had discovered thus far in their adventures, Ralos, "The Kid", and Javerius relating their adventures against the giants, the drow, and the Malgoth, and our heroes revealing what they had learned regarding a devil cult operating covertly in Istivin. They informed O'Suggill of their intent to return to Istivin's Crossing and bring an end to whatever evil was menacing the people from the old blockhouse. To guage by their dreams whether the Malgoth's power was truly broken or not, our heroes spent the night in Krelont Keep, and for the first night in many years, all who slept within the city walls slept peacefully.
The following morning, the heroes returned to Istivin's Crossing and explored the interior of the blockhouse, encountering (and quickly slaying) a Drider on the top floor, and discovering a dark, foul-smelling hole in the ground floor that led into a maze of narrow mine tunnels branching off of a large, underground mass grave. Here, our heroes met with the source of the villagers' dread and occasional disappearance, some two-dozen Wights! Some were quite ancient and wore the tattered garb of miners, while others seemed to have once been villagers or travelers. The heroes slaughtered every last wight during a furious skirmish in close quarters, and emerged from the blockhouse to announce to Alderman Balthazar that the villagers would be troubled no more. The heroes were heartily thanked by the villagers, some of whom seemed eager to introduce their unmarried daughters to them, and declined a modest reward of mixed coin, jewelry, and trade goods cobbled together by the villagers.
Now, our heroes decided to travel to the ”Devils'” Farm and set up an ambush for the devil cultists expected on the following night. But the Devil Cult had spied on the farm prior to the appointed time that they were to meet with the devils, and prepared an ambush for the heroes instead! Arriving at the farm as night approached, the heroes found it as they had left it two weeks prior. After scouting out the farmhouse, barn, and henhouse, and finding all apparently empty, the heroes gathered around a table in a corner room of the farmhouse to discuss their plans, unaware that a pair of invisible Imps listened to every detail. Having decided on a plan, the heroes set watch, Killua on guard first, and bedded down to sleep, expecting the devil cultists to arrive the following midnight.
The Imps, Pox and Cramps, flew a few hundred feet away to where a hit squad of devils prepared their own plan of attack. The hit squad consisted of the Imps, a pair of Hell Hounds, 8 Lemures, the Osyluth, Ossburn and the Barbazu, Disbardo. As the other heroes slept under Killua's watch, Ossburn and Disbardo teleported into the room where they slept, taking them quite by surprise. A desperate battle ensued, the heroes expending all of their considerable might in fighting off the Devils' brutal assault, while the barred door shuddered under the blows of Lemures and blackened with the breath of Hell Hounds trying to get in. The tide was turned by a few devestating, divinely-guided blows landed by Killua and Samhain Aqualung, and after Ossburn and Disbardo fell, the lesser Devils were routed with relative ease. The heroes had claimed the field of battle against seemingly impossible odds, and though battered and bloodied, they still stood, alive and victorious!

Ezra of Pelor |

As we are going to be spending the next chunk of time in Istivin, I think the first thing we need to do is get a base of operations.
And I'd rather go to Myran of Pelor for advice on this than Cpt O'Suggil. See, not only do we already have a strong rapport with O'Suggil and need to develop more of one with Myran, but also I think a city Cleric will be better able to help us find a small townhouse or flat than a Captain of the Guard will.
Anyway, what do you guys think?
And is there anything we need or would like to have in our base of ops?
(I'm big on having an anonymous homebase!)
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Once we get that established I think a two-pronged method of searching out this Devil Cult is called for. We can have one team try to make a connection with the city's "underworld" while the second team can research the City Guard files & paperwork to try to find anything "unusual" recently that can point us in the right direction. Does that sound cool? ....
I think I make a good "seek out the underworld" guy; I'd like to be in that team.
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What do we want to do about Pellman Drudd?

Killua Zaoldyeck |

First and foremost claiming the kills for both the Osyluth, Ossburn and Barbazu, Disbardo.
Ezra that sounds like a great plan as for the teams I think we should have Marvin Norwood be in the "underworld" team because he is not well know around town and he should be able to easily pass off as a devil worshiper. Also the widow and her daughter went to Istivin for protection.

Ezra of Pelor |

So, I will go with Marvin and, er.... who else, to "look into" making Underworld contacts and get on the trail of these Devils ... a melee guy would be nice but who should it be?
We can convince ...Samhain ...Aqualung ...Tull cuz he can Detect Evil and also can Sense folks' Motives pretty well -- problem being that then the group would be a bit lopsided -- unless Killua wanted to come, too. Hmmm, maybe he could pretend to be dumb muscle or something (just like our Pally).
And we can leave Trekkert and Grymalkin to research stuff "upstairs" to try and find any patterns or "unusual" recent events in Istivan's paperwork (reported criminal activity, one NPC buying lots of land in wierd places, new churches or organizations springing up, that kind of stuff). How does that seem? It makes tons more sense that Killua would be with the "upstairs" team cuz he's actually a titled noble in Sterich and would better know what he's looking at. But then the "downstairs" team would be lopsided, personel-wise. Any thoughts?...
. . . . Regarding finding a home base: how should we approach looking? The thing I really want out of a homebase is anonymity -- I don't want anyone to know it's us. Not Cpt O'Suggil or Myran of Pelor or anyone. Who can best pose as a nondescript someone-else to rent a room? Or is it a "room" we're looking for? What are we looking for...?

Killua Zaoldyeck |

I am fine with that and as far as the Home Base goes if we talk to the Woman and Daughter we rescued and request the use of their farm house no one would know where we are except for them and they would not be asked of our whereabouts because everyone would just see them as a family we rescued and our subsequent visit would just be seen as us checking up on them.

Trekkert of Fharlaghn |

So, I will go with Marvin and, er.... who else, to "look into" making Underworld contacts and get on the trail of these Devils ... a melee guy would be nice but who should it be?
We can convince ...Samhain ...Aqualung ...Tull cuz he can Detect Evil and also can Sense folks' Motives pretty well -- problem being that then the group would be a bit lopsided -- unless Killua wanted to come, too. Hmmm, maybe he could pretend to be dumb muscle or something (just like our Pally).
And we can leave Trekkert and Grymalkin to research stuff "upstairs" to try and find any patterns or "unusual" recent events in Istivan's paperwork (reported criminal activity, one NPC buying lots of land in wierd places, new churches or organizations springing up, that kind of stuff). How does that seem? It makes tons more sense that Killua would be with the "upstairs" team cuz he's actually a titled noble in Sterich and would better know what he's looking at. But then the "downstairs" team would be lopsided, personel-wise. Any thoughts?...
. . . . Regarding finding a home base: how should we approach looking? The thing I really want out of a homebase is anonymity -- I don't want anyone to know it's us. Not Cpt O'Suggil or Myran of Pelor or anyone. Who can best pose as a nondescript someone-else to rent a room? Or is it a "room" we're looking for? What are we looking for...?
This seems like a sound plan. Grymalkin and I will discreetly look into goings on "upstairs", while the rest of you look into goings on "downstairs". As for a home base, perhaps we need no home base? Our company is our home base. If we stay in one place, enemies will find us sooner or later, but if we roam the open countryside, as the Rovers of the Barrens, or the Wolf Nomads do, we shall ever be a stride ahead of our enemies.

Samhain Aqualung Tull |

And where oh where, praytell mr Trekkerts, shall we sleep at night? I fer one needs a comfy place ta lay me head cuz that'sn when I gets me whispers from Pelor and Mayaheine and Lydia and Ehlonna and all of thems.
Ye sound like a some travelling nomad whats always looking for the horizon.
Mayaheine says she wants me to sleep in a bed so she can finds me.