Chapter 9: NorthwayDay One-Hundred-and-Seventy-ThreeYou have reached Northway. This town consists of recently constructed timber cabins, and as you near the town, you can hear hammering and sawing as some final construction work is done in preparation for the arrival of the town’s inhabitants. Beyond the most distant houses you can make out the beginnings of a wooden stockade. As you enter the town itself various caravans in the convoy split up, and head to their chosen houses. Sa invites you to stay at his house. Sa: As you can see, we already know that the land up here is more heavily disputed than further south. It is necessary that you stay here to defend the town until such time as the town wall is completed. Of course, Silash and I will be around to help where we can, but we are no fighting force on our own. Many of the villagers have been supplied with crossbows, or have brought weapons of their own. Most of the construction teams will finish their tasks and leave within the next few days. From then on, it is up to the people of Northway to do their own construction, farming and so on. There will however be supply convoys and supply ships arriving to support the town over the next few months. Beyond that, we should be seeing more normal trading patterns forming. Furthermore, the natives in this area have been particularly helpful and generous, and several have even chosen to come and live with us, so don’t be too surprised to see them around town. This clan no longer practices their old religion; they have all become followers of our Gods. Or at least so they claim, if you see evidence contradicting this, I should be told about it, but I don’t foresee any real problems. For the last four months, they have been supplementing the food supply that the construction teams have been living on. In a few weeks, I will require you to accompany our supply caravans to repay them. Roedyn and Waylander begin training in earnest, and on the second night the party is called upon to defend the town against ostrich creatures. The natives in the town refer to the medium and large ostrich creatures as clubneks and axebeaks respectively. The creatures attacked from the southwest. Gleahn learns about fishing from some of the townsfolk. He quickly discovers that he really enjoys fishing, and spends more and more time doing it. The first ship arrives with its cargo of food and other supplies. Day One-Hundred-and-Ninety-OneGleahn hasn't been seen for days. The party searches the river for him, fearing that he must have drowned. Day One-Hundred-and-Ninety-TwoThe party asks Sa to cast scry to find Gleahn, he does so and reveals that Gleahn is exploring the nearby islands. Sa: Spend a few days patrolling the nearby areas, see if you can get rid of a few more axebeaks and clubneks. Also, some of the natives have mentioned a troll living in the woods just north of our town. Deal with it. Fire and acid will destroy it, anything else merely makes it angry. The party choses to search for the troll straight away and head north to the woods. They find it easily and a battle ensues. Roedyn, Pyrosh and Kafka have their melee weapons at the ready, while Waylander shoots at the troll, the shot goes wide. Kafka casts blur. The troll charges into battle and claws Waylander, who twists aside at the last moment to avoid the worst of the blow. Roedyn casts bull's strength,Waylander drops his bow and draws his sword to fight the troll, giving it a small wound that quickly closes over. The troll fights back but has its attacks thwarted. Pyrosh and Kafka fail to hit the ugly beast. The troll hits Waylander again, slightly harder and Roedyn steps out of combat to heal Waylander. Pyrosh manages to pierce the troll with his rapier and is pleased to see that the wound doesn't close over completely. Waylander miss times his next swing but Kafka uses the distraction to deal another wound to the troll. Again the troll claws at Waylander, replacing most of the damage that Roedyn healed moments before. Roedyn casts another cure spell on Waylander while Pyrosh viciously pokes the troll with his rapier. The troll's wounds continue to heal but the party is cutting it down faster than it can recover. Waylander lands a good clean hit but hits bone and fails to achieve the amount of damage he hoped for. Kafka misses, but the troll doesn't - hitting Waylander twice. Roedyn ignores the combat and continues to heal Waylander. Pyrosh fails to distract as he misses it while Waylander and Kafka both hit the troll with their longsword. The troll returns the favour by hitting Waylander again. Roedyn casts aid on Waylander, effectively healing him as well as increasing his combat awareness. Pyrosh shouts in triumph as he strikes the troll causing it to fall to the ground. Luckily the party was warned about trolls however, and they are prepared for the fact that its wounds continue to close over, and it looks up groggily at the party, preparing to stand up and fight on. Waylander and Kafka both bring their swords down on it dealing wounds that would leave any other creature dead. Pyrosh debates taking his armour off to cast fire based spells, but Roedyn beats him to it by casting death knell and killing the troll outright. At Kafka's suggestion, Pyrosh considers cutting out the troll's heart for spell components, but neither he nor Kafka can think of any spells that require it. The party moves away from the body and set up camp in the woods. More healing spells are used and everyone gets a well earned sleep. Day One-Hundred-and-Ninety-ThreeMorning comes and the party regains their spells before setting out on patrol. They head south in a round-about way and kill three axebeaks on the way. The party is getting to be quite expert at fighting these creatures, and even though they all take damage no one is in any particular danger. They report back to town and Sa encourages them to stay in town for the night before going on another day or two of patrolling. Day One-Hundred-and-Ninety-FourToday's patrol encounters eight clubneks. The party spots them at a distance and shoot a few arrows before fighting up close. Again the battle is one they are used to and the birds are killed without major incident. The party patrols some more but finds nothing of interest. Day One-Hundred-and-Ninety-FiveThe party returns to town again and discovers that the second and third supply ships have arrived on time. Gleahn has returned also and is fairly quiet about his experiences of the islands. Day One-Hundred-and-Ninety-SixSa: Deliver these carts to the Natives. You will be expected to stay the night. Failure to do so would not be good for relations. If you have any questions to ask them, feel free to do so, but understand that not all of the Natives share the same beliefs. The party leads the supply wagons, and arrives at the native village unhindered. Native: Welcome to our village and thank you for delivering these supplies. Please stay with us for the night, we have provided a hut for you to stay in. If you wish to know anything about our people feel free to ask. The party opts not to ask anything at all. Night-time… Drumbeats can be heard on the breeze during the night... You awaken several times during the night and can hear worried voices outside. Pyrosh leaves the hut to see what is going on, but one of the natives asks him to return to the hut. So he sends out his raven familiar, Beaky, instead. Day One-Hundred-and-Ninety-SevenThe Indians wake you up early. It is clear from their faces that they have not slept well. They politely ask you to leave their village. One of our daughters has vanished; please leave us to mourn in peace. Beaky reports that the Indians were all standing around crying and not doing anything constructive, so he flew to the drumming instead and saw a lot of naked women dancing to the beat of male drummers. At dawn the entire group faded out of existence. The party questions the natives further and discovers that the drumming is some sort of ancient mystery, in which one or more of the teenagers of the chosen village leaves the village to join the dancers. The dancers are known as the Sisters of Raven, as when they join the group, they all don some variation on the name Raven. The Indians apparently don't know why this happens and are also unable to prevent it or stop it. The party leaves the Indians in peace and returns to Northway. Day One-Hundred-and-Ninety-EightSa: Your next task is to sail with our fishermen to the group of islands marked on your map. The fishermen will be sailing in and around the islands in search of a new fishing location. Gleahn seems to think there will be some bountiful areas, and the men want to see for themselves. I will give you a scroll of the spell sending so that you can contact me or the fishermen when you need to be collected. Explore the islands as best you can. Gleahn decides to sail with the party and keep them company. Kafka gags Roedyn before he can call Gleahn 'Bubs'. When the fishing schooner reaches the islands the men lower a rowboat and a rope ladder. The party boards the boat and makes a landing at about the middle of the first of the islands. It is late afternoon by this stage so they search the general vicinity and make camp on the beach. Day One-Hundred-and-Ninety-NineGleahn wakes the party and tells them that he is going fishing. "Wakey, wakey. I'm going fishing!" "Ok, we'll explore the island" "Ok, I'll find you later!" The party decides to search the southern end of the island first. After several hours of walking Kafka finds a rotten wooden door which is overgrown with weeds and grass. Kafka casts light on a rock and throws it in through the door revealing spider-webs and little else. Roedyn casts bulls strength while Kafka casts two more light spells, one on his sword the other on Pyrosh's shield. Kafka also casts blur. Roedyn casts aid on himself, apparently expecting the worst. The tomb is quite small and of simple design, being 1 short corridor
and two large rooms. The 'worst' turns out to be two large monstrous
spiders. Roedyn realizes that he can't get into combat quickly enough, so
he casts magic weapon on Pyrosh's rapier. Pyrosh casts burning hands on one and is disappointed by
its lack of damaging power. Kafka's blur spell save him from a spider
bite, but he is soon bitten again by one of the spiders. Fortunately he
shrugs off the poison. The first spider is dealt with quickly. Pyrosh
gives up on his spells and kills the second spider soon after.
Out of Game: I let the cat in because it was scratching at the door. This spawned the idea of the 'useless' spell, cat knock. Scratch a door until a someone (gods included) gets pissed of and opens the door for you. The party makes a good search of the earthen tomb but its simple rooms don't contain anything other than bones and two dead spiders. The rest of the island is explored and a small cave is soon found. More light spells are cast and the group ventures into the confined space and is worried about the lack of fighting room. A short tunnel leads to a small cavern which contains three dragons. They are roughly cat sized with extra long tails. Voices enter the parties head... Pseudodragons, "Hello" Kafka, "Word up" "What?" "How are you" "Good, thanks" "What are you doing" "Having fun, trying to think of something to do" "How long have you lived here" "All our lives" "How did you get here" "We were born here" "What creatures do you know of on these islands?" "Spiders, scorpions... There are Dark Creepers living in the caves under some of the islands. We do not like them, they're not friendly, and they're no fun." "Can you kill them" "No, there are too many" "Can you do this?" Kafka impresses them by juggling dancing lights. "No. We can show you interesting places if you like. There was a dragon here the other day, we think he left. We thought it best to avoid him." "That would be Gleahn, he's a friend of ours" "Oh? We saw him trying to burn fish. We think he's strange." The psuedodragons follow the party to their rowing boat, and they row around to the next island. Row, row, row your boat... The party beaches boat on island. Pyrosh discovers that they are roughly 25 years old in human terms. The psuedodragons lead the party to the hole where they know the Dark Creepers live, stopping a hundred feet away to avoid detection. The party walks up cautiously and tries to see inside the hole as best they can. It appears to have been an old tomb entrance, but the inside has changed completely. The party steps inside, stopping every 10 feet or so and making a careful search of the area. The psuedodragons have stayed outside. Pyrosh states, "If these things are even remotely tough, I say we get the hell out of here" A little further into the tunnels they spot a group of four Dark Creepers. Both sides stop to observe each other. The Dark Creeper appears as a non-descript humanoid of about 4 feet tall. They are of slight-build and light of weight. They dress in sombre clothing, concealing as much of their skin as possible. It appears that they never remove clothing, as if they add new layers of clothing as the layers beneath rots away. The smell is not too pleasant. The party tries every language it knows but the Creepers do not respond. Pyrosh cleans the clothing of one with prestidigitation, this only causes them to draw their daggers and attack. Kafka reacts first but misses his target with his longsword. Pyrosh manages to hit and the creature falls to the ground dead. As it does so it explodes in a blinding flash of light. The party manages to avert their eyes enough to carry on fighting but two of the remaining Dark Creepers are blinded, and the third flees in terror. A second Dark Creeper is killed second causing the final one to run away also. Emboldened the party explores further along one tunnel. They decide that it's too long and heading too far down to explore just yet, return to the previous split. This tunnel opens into a large room containing eight Creepers. Kafka cast sleep causing two Creepers to collapse in a heap. Roedyn shoots an arrow and misses, Waylander does the same. Pyrosh attempts to cast magic missile but is hindered by his armour. Kafka misses and begins to sing to his companions. Waylander uses his sword but misses again. Pyrosh hits one with his rapier, it explodes causing two Dark Creepers to run away and a third to stand around blinking. Kafka shoots and misses again, Roedyn switches to using his sword, easily killing another one. This time Kafka is too slow and and stagers around trying to keep out of the combat. Waylander returns to shooting with his bow and kills another, this time Pyrosh gets blinded by the flash of light. This leaves only the two sleeping Dark Creepers. Standing back to avoid the worst of the light these are shot to death with arrows. End of Game Session 8Start of Game Session 9Day One-Hundred-and-Ninety-Nine ContinuedThe party continues on deeper in to this section of the tunnels, entering several large rooms, and dispatching more dark creepers. The creepers seem more prepared now, and are using their innate darkness ability. At one point the darkness was carefully used to avoid the party altogether. Eventually the party explored all the cave system, other than the long tunnel they had doubled back from earlier. So they went down the tunnel. Eventually the tunnel stopped going down, and started rising, heading back up to the surface. The tunnel split again, and continuing an earlier pattern of following the left wall, the party fought their way to the surface... two dark creepers escaped back down the tunnel in the process. Kafka climbed a tree to figure out their new location. Clearly they were now on the smallest island of the five. Kafka reported that he could see a burial mound. For lack of better ideas the party went over to it. The entrance to this burial mound had clearly caved-in long ago. The party began shifting rocks, but decided after a few hours that they were making no real progress. More healing spells were cast and the party camped on beach. With the morning came fresh spells - lesser restoration was used on Waylander and Pyrosh. Day Two-HundredThe party returns to the tunnels and heads for the last junction. Turning the other way they eventually reach a dead end, with one door on each side of the passage. This part of the tunnels looks like it might be the inside of the burial mound, and certainly the end of the passage is a cave-in. Kafka and Pyrosh open the door on the left, and walk through, into complete darkness. They quickly find themselves surrounded, and when Roedyn and Waylander stand in the doorway and try to help, they also get surrounded, by dark creepers emerging from the other side of the passage. A long and very confusing combat ensues. The party is forced to rely on its hearing ability, and the brief glimpses of the battlefield that it gets each time a dark creeper is killed. Several regrouping actions are made, bringing the party back together so that it is harder to be flanked. Eventually the fighting carries them into the other room, and shortly after there are no more dark creepers to kill. The party groups up and takes stock, nearly everyone is on their last legs, but no one is too badly hurt. Most of the problem is the copious amounts of poison running through their veins. A troubled time passes as their bodies fight off the toxins, but they are lucky, and manage to rest unhindered. Day Two-Hundred-and-OneMore lesser restoration spells are cast, but the party is still a long way from being fully capable. A search of the area reveals pots of gold nuggets, pots of silver powder, and a pouch of pearls. The party makes their way carefully back along the tunnels to the original entrance. They are not surprised to discover that the psuedodragons have not waited for them. The decision is made to row to the fourth island. Gleahn spots them on the way, and brings them fish to eat on the beach. Camp is made on the beach and the morning brings yet more lesser restoration. A search of the island is begun, and the party enters the tomb they find. The door to this tomb is already open, though it is impossible to tell whether that is the result of previous searching or merely an act of poor architecture. The passage inside is thick with spider webs… and they don’t look like your normal everyday spider webs either. Here we go again... Kafka casts light and the party advances. The first room they enter reveals 12 monstrous spiders of varying sizes. Some as 'small' as cats, and one as large as four men. The battle doesn't last very long, the spiders are dispatched and people are bitten, especially Waylander. Searching the room reveals two crystal scimitars. Moving on to the other room, and again there are 12 spiders. This battle doesn't go quite so smoothly. Waylander stays at the back because he was so badly weakened by poison from the last lot of spiders. His aim is poor, and he hits both Roedyn and Kafka in the back with arrows during the fight. At one point Roedyn forgets about the spider climbing up his leg to attack a much larger spider. After the battle Roedyn comments that neither of the largest spiders in the two battles ever got to attack anyone. Good job everyone. Unfortunately the smaller spiders did bite. Several party members are running on more poison than blood it would seem. Searching the tomb more completely reveals a dried up old leather pouch, containing gems. Roedyn and Kafka take revenge and both punch Waylander, but they only succeed in hurting their hands on his armour. Camp is made back on the beach. Gleahn returns with more fish, which is fortunate as the party is running low on rations. Day Two-Hundred-and-TwoThe next morning Pyrosh is eager to get going, but everyone else is still too injured and weak from poison to agree with him. Disgusted by this lack of effort on their part, he explores the rest of the island on his own. Pyrosh finds a 30 foot tall pyramid hidden amongst some trees and another tomb. He returns with this information. You push your way through the trees into a clearing. A stepped pyramid rises into the air before you. It is about 30 feet high, and 80 feet square at its base. Day Two-Hundred-and-ThreeThe day goes by, and more spells are used. Pyrosh is still eager to continue, but the others are only convinced enough to walk to the pyramid, not to enter it. Pyrosh out voted again, mainly becuase Roedyn complains about not having spells to fight with. Argument ensues - do we go in or wait another night? Pyrosh eventually wins. The party climbs the pyramid. What looks to have been an altar has been worn away by the elements. Not far from the altar there was once a trap door. Now there is just a few fragments of rotted wood and some steep stairs leading down into the pyramid. Kafka casts light, and the party walks carefully down the stairs into the pyramid. There are piles of old skeletons in great big pits on either side of a narrow walkway. Fortunately they are not the undead variety. Pyrosh climbs down a rope held by the others in order to search each pit. After hours of searching his complete findings are: many, many bones, a rusty sword, a rotten wooden stick and some disintegrating cloth. The highlight for the others is when he looses his grip on the rope and falls into the fifth pit. At the end of the walkway is a small badly scratched and bloodstained altar. On an altar at the end of the walkway is an ornate dagger. It clearly magical by it’s pristine state. There is much debate over who should take dagger... Roedyn believes it might be evil... Pyrosh responds with, "Oh fine, I'll take it then." Kafka is relieved to see that Pyrosh doesn't instantly set about trying to murder everyone. A search is made for secret doors and even with keen elf senses they find nothing of the sort. They then move back out into the daylight. That leaves one unexplored tomb on this island, so that is where they
go. As you approach, the noise begins to sound more and more like a woman singing to herself. After walking down this long passage you have come to a simple stone door. The singing is coming from the other side of the door. "Do you remember the last time we opened a strange door with sound behind
it?"
... No-one. No woman. No monsters. Roedyn immediately says, "Someone's invisible..." In the corner behind one of the urns is an extremely ornate short bow. It’s haft is covered in delicate carvings of maple leaves. Roedyn's spell reveals that the bow is magical. So is dagger picked up in the pyramid. Despite a very hopeful look, the rusty longsword that Pyrosh collected from the pyramid is not. Roedyn picks up bow... "Hey! Who's that." "Hailani! Not Leilani," the bow shouts. Pyrosh tries to mediate, "Roedyn's terrible with names" Roedyn mutters, "Leilani is Saoun for 'bubs'" Kafka coughs, "Bullshit". Roedyn isn't convinced that Hailani's flaming arrow ability will make up for the power of his own bow, or the amount of money he put into it. Hailani growls, "One of
you is going to take me! You have no idea how boring that wall is!" "No, I'm a bow." "But ... wife?" The bow sighs, "Look, I am Alakani's wife in a metaphorical way - he is, or at
least was, famous. He was famous - WITH ME. Wherever Alakani went,
Alakani's wife went also." Eventually Roedyn decides to
give Hailani a chance, and try out her abilities in combat. The party
moves on to the last island. Gleahn spots them as they are rowing and
follow behind the rowboat, pelting Roedyn with fish. The party beaches the
boat at the north end of island at
lunch time. After lunch Gleahn flies off
again and the party explores the island. Pyrosh greets them with,
"how," having heard this was an indian greeting. "Ooh they recognize
me" "What are you doing on our island" "Really?" "Yes, you can explore the tombs" The party agrees.
You pass through
the wide entryway into a large room. Though there appears to be little of
interest in the room itself, something screams the word ‘nest’ in the
back of your minds. It appears as if a few walls have been knocked out to
make the room larger. They leave the tomb, and as they step outside they spot the largest scorpion they've ever collectively heard of. It is roughly 10 feet wide and 40 feet long. "Oh... so that's what' lives here... I bet that can run fast." The party hastens to ready themselves for combat, judging the scorpion
to be roughly 200 feet away. Kafka responds, "No shit, how can you tell? Is it the smell or the
fact you can see it?" "ROAR" "Oh crap." Waylander strayed too close to the bear in his searching, and at the
sound of his voice it turned around and gouged a great wound in his side,
dropping him to the ground in terrible pain and a pool of blood.
The treasure that caused all the excitement turned out to be a
feathered cape (Pyrosh took dibs on), a crystal shortsword, and a shortbow.
Kafka detected magic on the sword, but not the bow. Waylander laid claim to
the shortsword, and the bow was left behind.
The party rowed back to the first island and said goodbye to the psuedo dragons then used the scroll given to Pyrosh to contact the fishing boat. A few hours later they were on their way back to Northway with Gleahn in tow. Day Two-Hundred-and-SixBack at Northway Kafka delivered the Indian's message to Sa, who arranged for their rescue. They caught up on some much needed rest, began three weeks of training, and got Sa to identify their magical items. End of Game Session 9
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