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Showing posts with the label Balderich

He Breathed His Last

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In the corners of the cavern, at the edge of their vision, The Adventurers noticed two large shapes forming in the darkness.  Two grotesque ape-like monsters began to appear and attack the party.  They were dispatched with surprising easily, with Sorin even arming the two battered prisoners so they could help finish off the second beast, almost literally exorcising their own demons. Balderich, Jarlier, Skonn, Smiley and Sorin pressed on, agreeing to escort the prisoners out of the caves. Arnogall, Baphomet, Drowyn and Kilnaar hung back, not engaging in combat, almost as if they were not even there.  Deciding to head to the Air Portal, the party continued down the caverns, finding four priests in a chamber, at the centre of which a brazier burned an eerie green flame.  The priests saw Skonn first and demanded to know what he was doing here.  Then they saw Jarlier wielding the legendary spear, Windvane and deferred to him.  They asked if he was here to pe...

Spelunking and Black Puddings

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After taking Aerisi's spear, Jarlier also took a torc, four rings and a diadem from where she fell.  The Adventurers donned the cultists robes and ventured down the stairs, finding the cultists in the great hall were no longer floating and meditating.  They asked the party what had happened to Aerisi before one of them spotted that Jarlier was carrying Aerisi’s spear. "Look, he carries Windvane."  "The heir of the air," another exclaimed, "tell us your bidding oh Lord." Jarlier, confused at the outburst, asked why they were here and what was down the shaft in the middle of the room.  They did not know as only the fully initiated cultists went down there, though they never came back. Skonn and Baphomet jumped down the shaft with little hesitation.  Their fall was slowed by both a strong upward gale of air and their Featherfall cloaks; the descent seemed to take an age.  The others eventually followed finding themselves in a cave with gory bo...

A Shocking Performance

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Sorin explained that he, Arnogall, Balderich and Skonn had met a group of minstrels in the room behind them and Arnogall had played a flute so beautifully he was invited to play for their leader Aerisi. He accepted and word was sent to expect the party.  Balderich had offered the minstrels his skeleton arm which they gladly bought for two gold pieces. Jarlier and Smiley joined them whilst Kilnaar, Drowyn and Baphomet followed a few paces behind  as they all set off for the huge stepped pyramid in the centre of the underground complex.  On the way there the party found a man lashed to a column. The was pale, gaunt and looked like he had not eaten for days.  He said he was being tested and refusing water or any aid he said he must learn to live on air alone.  He explained he’d been called to this place in his dreams. Continuing over a moat and towards the pyramid, as dragon like creature swooped down and landed in front of them. Its rider introduced himself...

Music in the Deep

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Arnogall, Balderich and Skonn returned to the final room of the tomb to face the flying swords. Having found nothing of value or note in the tomb, they hoped that defeating the swords would lead to some sort of discovery. Sorin waited in the antechamber while Baphomet, Drowyn, Kilnaar and Jarlier waited quietly outside.  Smiley limped back to Feathergale Spire after being hurt in the previous encounter. The three adventurers, later joined by Sorin, defeated the flying swords but nothing else happened. They examined the tomb and coffin but found nothing interesting. Balderich examined the iron chest they had found earlier but did not notice anything unusual about it. In desperation they piled up everything they had found in the tomb on the stone pedestal in the anteroom. The tomb looked much tidier but nothing happened. Unable to find the gold mentioned in the mysterious note, the party left and headed for Tricklerock cave where a different letter had talked of defeating a creature...

The Magic Shop, finally!

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The gnome cleared his throat and said, "Welcome to Jeremy's magic shop. How may I help you?" Inside the shop there was barely enough room for the party to stand. It was difficult to move around without the party catching themselves on each other's armour or weapons. Behind Jeremy were various strange items. While most items were intriguing they were also expensive. A potion of supreme healing caught their attention after Jeremy confirmed it could heal Baphomet's missing eye. While they checked if they had the 1350 gold pieces it cost, Baphomet waved away their generous gesture. He said he was fine and and getting used to the lack of depth perception. Instead they bought four standard healing potions. After Jeremy disappeared into the back room a few times he reappeared with a few more affordable items. Once he learnt the party intended to fight evil he offed them discount on all of his items and even gave them back some gold.  Skonn purchased a longsword with ...

The Manticore Jigsaw

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As the sun set on the Sighing Valley below, Arnogall, Drowyn, Jarlier, Skonn, Smiley and Sorin readied themselves for the manticore hunt. Thurl Merosska, Lord Commander of the Feathergale Society had provided six hippogriffs for The Adventurers to ride. "Manticores are dangerous creatures. You may want to pick up your friends in Red Larch before facing the beast. The hippogriffs could have you there and back in no time," Thurl suggested. Hippogriff The group decided to split in two with Skonn, Arnogall and Smiley attempting to find the manticore while Drowyn, Jarlier and Sorin flew to Red Larch to retrieve Baphomet, Balderich and Kilnaar. Four Feathergale Knights, riding giant vultures, also set off on the hunt but The Adventurers chose not to hunt with them. Skonn, Arnogall and Smiley began their search for the manticore but instead found a giant vulture eating carrion on the rocks below while four perytons circled above. They chose to move on. They flew ove...

The "Gary" Fiasco

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W ith one bandit remaining, the adventurers began to surround him.  Balderich leapt up to join the fray having been feigning unconsciousness.  Try as they might, they could not finish the bandit while he dodged around the cage, then attempted to escape.  They eventually battered him within an inch of his life.  He surrendered and begged for mercy.  Jarlier took the Tricorne hat from the bandit.  Meanwhile, Smiley took the other Tricorne hat from a dead bandit and investigated the unconscious heavily armoured fighter.  The fighter was Constable Harburk,  and Smiley successfully healed him after a few attempts.  Smiley also checked out the bandit's wagon, finding a wooden box with a piece of cheese on top and a mouse inside.  Feeding the mouse cheese, Smiley discovered that it would perform a trick.  He named the mouse Ratty. Following the battle, the party focused their attention on the creature in the cage.  Skonn was first to...

The Rotten Core of Red Larch

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The party fought the Black Earth priest, Larrakh; except for Arnogal and Baphomet who stayed hidden in the shadows and Kilnaar who guarded the entrance to the chamber.  The priest proved a tricky opponent to hit but was eventually defeated, with Skonn cleaving the priest's leg clean off.  On his corpse the party found four shaped metal bars.  Drowyn recognised this as the distinctive currency as trade bars from the city of  Mirabar .  Skonn took the priest's glaive and Jarlier donned the priest's splint armour.  Finding nothing else of note the party left the cavern taking Baragustas with them. Chamber of the moving stones The tunnel exiting the caves led them to a quarry on the outskirts of Red Larch.  A sign reading "Mellikho Stone Works" marked the boundary of the quarry.    Baragustas had implicated  Mellikho  i n the murder of the travellers found in the caverns.  He also claimed she  was one of the town elder...

On The Rocks

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The adventurers made short work of the Bringers of Woe and the battle seemed one sided until a cultist took out a fist sized stone and rolled it across the ground.   It seemed to melt into the stone floor.  The fight continued, tremors could be felt and a huge creature made of rock and earth rose from the ground.  It pounded and pulverised the party.  Weapons seemed to bounce off it causing little damage with only Drowyn's magic greataxe causing significant damage.   Smiley and Adran fled in terror and were not seen again.  Sorin was the first to fall, with Kilnaar, Arnogal and Skonn also being knocked unconscious.  Little by little the party chipped away at the beast and eventually destroyed it.  Droywn and Kilnaar healed up the rest of the party the best they could.  Skonn bellowed at the injured to get better and believed his healing powers had worked again. In the meele one of the cultists had fled.  Skonn sea...

Double Trouble

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The party moved through the workshop, deeper into the cave system.  While exploring, Bamophet, the tiefling rogue, suddenly realised that he had not been getting a fair share of the treasure the party had found.  He grumpily raised this and was given some extra gold. The passage opened out into a long gallery and ahead a large man was chained to the floor wearing nothing but a bear skin cloak.  Drowyn, the dwarven cleric, who had been fastidiously checking for traps, threw caution to the wind and walked up to the man; stepping on a pressure plate in the process.  The two side walls slowly started to close in and iron doors dropped down at both exits. The party managed to stop the walls by wedging random items in the small gap between the walls, breaking two crowbars, a dagger, a quarterstaff and a battleaxe in the process.  With the imminent danger addressed they released the man and questioned him.  He was Skonn a human barbarian who had been captured by t...

Dissent in the Ranks

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Before the party ventured deeper into the cavern, Bamophet rejoined the group having found Smiley's note.  He was accompanied by a new friend called Jarlier a human fighter.  Jarlier was well turned out but in his finery he looked a little out of place in a zombie infested cavern.  He assured the party he could handle himself. With reinforcements the party delved deeper into the cave.  Ahead, in another large cavern they could see three zombies.  Dressed as a jester, a bear and a lady they seemed to be acting out some unidentifiable macabre scene. This did not distract the adventurers who slashed, pierced and bludgeoned the zombies into submission.  One zombie was unrelenting and arose twice from defeat before being eternally vanquished.  Balderich, the human fighter, took the wig from the lady zombie.  Why? Only time will tell. Deeper into the caves they ventured.  It was at this point the wizard Adran's fingers started to get itchy....

Ritual, Interrupted.

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The adventurers fought a fire snake and a swarm of snakes that had been mistakenly summoned by a small girl, whom the adventurers were trying to rescue. Sorin expertly weaponised his water skin causing double damage to the fire snake and Adran blasted it with a Ray of Frost. Everyone managed to avoid being poisoned by the snakes. The girl explained she was the blacksmith's daughter, Bess.  She was very upset that her ritual had been interrupted and she sobbed. She said she had been treated like a slave by her father and was trying to summon a pegasus so she could fly away and leave her old life behind her. After some persuasion she agreed to come back to town but only if the adventurers took her back to the Constable. In this room was a large statue of a knight on a plinth, holding aloft a silver horn.  On the plinth was an inscription which read "If you are to keep this, you must first give it to me. "  Smiley, the halfing rogue, climbed up the statue to retri...

The Beginning

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Eight strangers found themselves in a dark room.  At the centre of the room was a large wooden block.  Torch light reflected off liquid covering the block.  There were barred windows in the ceiling at the edges of the room and a sturdy looking wooden door.  Beyond the door the sound of something heavy hitting something soft and squishy could be heard, interrupted only by the occasional loud swearing of a gruff male voice.  On investigating the liquid, the strangers found it to be blood.  Undeterred the dwarven cleric Drowyn attempted to open the door and found it unlocked. In a brighter, larger room the strangers found a large man in a butcher's apron chopping up a pig carcass with an enormous iron cleaver.  The strangers spoke to the man discovering he was a butcher and also constable of the town of Red Larch.  They had agreed to come to the constable's shop to discuss a business proposition but the previous nights ...