DRAMATIS PERSONAE:
Ranzel of the Wood (Human Ranger 1)
Solcha (Elf Fighter 1 / Magic User 1)
Skeff Hawkridge (Half Elf Druid 1 / Thief 1)
Goro (Half Orc Cleric 1 / Fighter 1)
Solcha (Elf Fighter 1 / Magic User 1)
Skeff Hawkridge (Half Elf Druid 1 / Thief 1)
Goro (Half Orc Cleric 1 / Fighter 1)
Date/Time
Planting 2 - sunrise to Planting 3 - sunrise
Leaving the haunted island behind, the party heads instead for a set of stairs carved out a gully on the eastern edge of the valley. These appear to lead to another short tower on the ridgeline above the valley. The stairs show their age, but are solidly built; seemingly for a people of shorter stature. They lead to a side tunnel, which itself leads onto a flagstone courtyard perched on the side of the mountain and overlooking the plains, river and shinning island in the lake. A short tower sits to their left, and a line of crows peer down at them curiously from the upper works. Skeff casts speak with animals to talk to the creatures. The lead crow tells him nothing lives here but the crows, and they wish no one to enter the tower. Skeff convinces the birds to allow the party to enter and search the first floor, promising to not climb to the second where the crows nest.
Beating down the door, the party enters a dust shrouded room; obviously no foot steps have fallen here in many years. The room itself contains little of interest, except a dwarf skeleton and a hidden alcove along one wall. Ranzel uses his septum to move the wooden panel that hides the alcove, which opens a pit trap in the floor. In the alcove is a box with a tapestry (showing stylized view of the plain and river) and a silver mirror (likely a utilitarian signally device rather than a lady's jeweled treasure). In the pit is the skeleton of a dwarf. In addition to a small bag of gold, he has a set of curious lock picks of a style that Skeff does not recognize. Using the mirror, the party examines the top floor, finding it does indeed consist mainly of crows and nests. Including one crow much larger than the others. Checking the one other door in the room; they find it leads to stairs heading up. And honoring their deal with the crows, they choose to not take them, and instead leave the tower and descend the ridge via a second tunnel/stair/gully.
This one leads to the pine forest on the other side of the weedy lake. Ranzel notes strange humanoid footprints on the path; foot shaped, but with strange protrusions. Taking a path leading west towards the river, they encounter a gaunt humanoid figure bristling with pine needles. It attacks, firing needles at the party, who return the favor with missile weapons. After a few hits, the figure turns and runs. Skeff chases it, and finally runs it to ground in a small grove. The creature, in broken Common, asks only to be left alone and that the party not continue on towards the river. The party agrees, and instead heads south through the forest towards a wall the creature tells them about.
The wall is an old fortification of dwarven construction, blocking the narrow passage between the valley wall and a rocky knoll. A narrow gate pieces the centre, a portcullis hanging above it. Ranzel and Skeff climb over the wall, while Goro and Solcha pass thorough the gate. The portcullis crashes down after Solcha passes, leaving Goro trapped on the north side. He is attacked by a strange, tentacled tree creature. The half-orc's compatriots rush to his aid, and all four are soon caught in the monsters tentacles. Goro, using his mighty strength, bodily heaves the thing against the wall, crushing it to death. Searching nearby, they find a broken sword. The hilt is of carved ivory, and in it's hollow core is a potion of speed.
Beyond the wall is an open grassland. The party heads south towards an old barrow Ranzel spotted from the top of the wall. As they approach it, a band of six rabbit like creatures (each with a single long horn on it's head) come around the mound. They watch the party approach, and then charge. In short order, the six are dead and headed for the evening stew pot. The hour growing late, the party retreats back in the direction of the wall and away from the barrow, setting up camp for the night. Night passes without incident, and in the light mist of the morning they head once more towards the barrow ...
GAINS
Silver Mirror [25gp]
Tapestry [300gp]
Ivory sword hilt [125gp]
15gp
6 al-mi'raj horns [6x 5gp]
potion of speed
KILLS/VICTORIES
1 kampfult
6 al-mi'raj
LOSSES
none
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