Sunday 29 March 2015

Session 8 - The Road to Brinewall

As Shadow approached the Twilight Academy, the whole building seemed to be rocked by an explosion, as one of the walls exploded out into bits.  Out of the dust and bits of wall pieces a giant flying ghostly shark appears.


Shadow manages to fire off an arrow that she's set on fire and hits the ghost shark.  It seems unconcerned.  It just flies about.  It steals someones hat and eats it.  It seems pretty aggressive.  People are panicking and running around.  A young child pops out of the rubble of the Academy and watches the havoc as it's going down.

The rest of the party finally arrives after having heard the commotion, and we defeat the shark.  As it disappears in a puff of magical energy, the kid runs over and thanks us.  The shark was a magical construct that he had been working on for a school project, and it had gotten out of control.  As he's explaining this to us a woman comes out of the school in a blue dress with bright red hair.


She explains that at the Twilight Academy they encourage creativity amongst their students, although they don't typically have problems get out of hand quite like this.  Another student had been working on an anti-magic field for gladiatorial combat, and there had been some side effects which had lead to the shark being able to escape.  She thanks us profusely and asks us to wait a few minutes while she rounds up a suitable reward for us.  She returns a few minutes later with a small leather bag with some coins in it and a big green gem.  She tells us that she knows the gem is magic of some sort, but she hasn't yet been able to pin down exactly what it does.  She offers it to us in hopes that we can figure it out.  We accept and move on.


The townspeople seem a little shook up.  This kind of event must be fairly unusual in order to cause such a disturbance among them.  We decide to head over to the pub in town for a bit of food and to catch up on the local gossip.  We ask the barkeep about Brinewall Castle.  He tells us that people around here tend to assume the castle is haunted.  They've heard stories that the last few groups of people who went there never came back.

After dinner, as we're sitting in the pub, we notice that the town's Sheriff is in the pub as well.  We decide to have a chat with him too.  Sula tries to win him over with her womanly charms and it works reasonably well.  We ask him if this kind of trouble from the Academy is common.  He tells us that it really isn't.  They're a little bit unusual, and nobody's really sure what goes on inside the walls, but they tend to keep to themselves.  Plus they pay the town to be allowed to operate here, so in general it tends to be worthwhile to have them around.  We ask him if he knows anything about Brinewall Castle, and he tells us the same story as the barkeep.  He figures it's haunted as well.

We bid the Sheriff a good night and decide that maybe we should go ask the woman in charge of the Academy if she's heard anything about Brinewall.  The Academy might have different lines of communication and she might have some ideas that we haven't heard yet.  So we head back over there.


Knowing that the red haired lady is the head of a magic school, Bukka decides to take his turn at trying to impress her with some magic.  Unfortunately, create water gets more laughter than respect, but she still agrees to let us in and have a chat.  She doesn't know anything about either Brinewall Castle, or ghosts in general.  She suspects that there may not even be ghosts.  She thinks people are just superstitious, and combined with the fact that some travelers have gone there and not returned, it makes for an excellent scary story to feed their superstition.

Once we find out that she ultimately can't offer us any real help, we thank her for her time and go on.  We head back to the pub and celebrate saving the town with a few drinks before heading back to the caravan for the night.



The next day we leave Galduria and head off along the road to Brinewall.  We travel all day and reach the town of Wolf's Ear.


Once again, we head to the local tavern to get the local gossip.  Nothing of real note has happened lately.  There was another caravan that passed through recently heading South, but that's pretty routine.  This is mostly just a simple hunting and tanning village.

We specifically ask the barkeep about Brinewall.  He says he doesn't know much about it.  It's a good long way North of here, and the further North you go, the less animals and more ogres there are.  So it's not as profitable for hunters to head up that way.  Once the castle stopped being a major trade point caravans slowed down from up there, and so did the news.  The barkeep says if we want to know more about the area around town, we'd be better off asking one of the hunters, as they spend more time in the woods.  He says we'd do well to seek out a man named Cletus, and tells us where to find him.

We wander through town to where the barkeep told us to find Cletus, and find him practicing some archery.  We sneak up quietly near him, and Shadow splits one of his arrows in his practice target.  He's a little surprised by the arrow flying in past him out of nowhere, but once he sees where the shot landed, he's pretty impressed.


We ask him the same kinds of questions.  He says he's never been to Brinewall personally, there's no meat on ghosts, so he doesn't figure it'd be a worthwhile trip.  He is able to tell us about some patrols of ogres and goblins that have been in the woods outside of town though, which we figure will be helpful on our trip either way.

After talking to Cletus for a while, he finishes up his archery practice, and decides to head to the pub for a drink.  Sula goes with him to see if she can get any more information out of him, and the rest of us head back to the caravan for the night.



We get up the next morning and get ready to head out, but Sula is nowhere to be found.  We head back to the pub and find out that she had had some drinks and left with Cletus last night.  Once we collect her, we head out of town.

A few days of travel pass uneventfully.  Because of the places Cletus told us to avoid we don't run into any trouble.  Then we reach Roderic's Cove.


Sandru tells us that Roderic's Cove is a smaller town, but because it's also a port, there is a fair amount of trade that goes on here.  It's a little bit piratey, but nowhere near the extent that Riddleport to the North is.  Sandru tells us that he'd just as soon avoid Riddleport if we don't have to go there, and he recommends that if we have any sales or trades to make, Roderic's Cove might be a good place to do that.


We spend a good part of the afternoon trading and bartering with the locals for some of the trade goods we had stored on the caravan.  Around supper time we head to a pub for the typical grub and gab.  The bartender tells us about the path to the North.  There's really two paths, one that goes to Riddleport and one that doesn't.  He says many people he talks to prefer to avoid Riddleport, and that's often why they're in Roderic's Cove.  So the path that skips Riddleport is fairly well known.  The barkeep doesn't know anything about ghosts, so we head back to the caravan for the night.

Sula and Qunna teach Kapo to dance while we all relax around the fire before we call it a night.



Once again, we pack up the caravan and get moving.  We pass through the mountains as we skirt Riddleport, and on the second day of travel we meet another caravan heading South.

They've just come from a successful trade trip to the Elven city of Celwynvian to the West.  They say that the elves typically keep to themselves and aren't always welcoming of visitors, but if you can convince them to talk to you it can often be a worthwhile trade stop, because they produce some beautiful carvings and fabrics and the like.


We do a little bit of trade with them, they take some of our stuff, and we get some of the elven stuff they've just picked up.  We ask them if they've been as far North as Brinewall, but they say they don't go there.  There's no trade to be had, so why bother.  They mention that they saw some ogres on their way South, and tell us roughly where to avoid.

Once they pass we carry on.  We travel uneventfully for 6 more days without passing through any other major settlements.  We spend our evenings camping around the caravan.




On the 6th day, we arrive in the area of Brinewall.


The caravan path doesn't lead directly to the castle.  We've got to leave the caravan and walk into the castle itself.  We decide that the drivers for the caravan will stay with the caravan, and the rest of us will all walk in.  As we've arrived up, Ameiko seems to be a little listless.  She says she's just a little tired, and it's still midday so we decide to push on to the castle.

We start walking in, but not far from the caravan, Ameiko collapses.  Sandru carries her back to the caravan, and we go with them.  She's mumbling a little bit.  She says in Tien "Beware the earthbound ones longing for the sky."  When we get back to the caravan, we've surmised that there's some kind of magical force keeping her unconscious, but we can't seem to do anything about it.  She's still mumbling, and she says "He holds half the key in 10 hands."

Unsure what to do, we decide to move the caravan back the way we came: away from the castle.  When we do that, Ameiko starts screaming and seizing.  We quickly head back towards the castle, and she seems to settle down.  Sandru, Koya, and Shalelu decide they'll stay with Ameiko to keep her safe, and the rest of us will go investigate the castle to see if we can find the source of her problems.

Sunday 22 March 2015

Session 7 - Caravan

We wake up in the morning to a bit of a commotion going on around the caravan.  Ameiko and Sandru are excitedly talking and making plans.  Once we all get up and about, Ameiko tells us that we gave her a lot to think about last night.  She's decided that she's really curious about learning her family's history, and she's planning to head up to Brinewall Castle to investigate the secret third vault mentioned in her grandfather's letter.

Ameiko has recruited some of her friends to come with her on her journey.  So far, there group consists of Ameiko Kaijitsu herself, Sandru Vhiski, Shaleleu Andosana, and Koya Mvashti.


Sandru has kindly agreed to lend her the use of his caravan to travel up to Brinewall Castle.  Ameiko tells us that they were originally planning to hire a few people from town to travel with them as protection, but after seeing how we handled ourselves with the goblins, she thought maybe we'd be willing to travel with her.

She explains that she's going to put 2000g of her own money into the caravan to help get it ready for the journey with the larger crew.  And she's willing to pay us 500g because she knows this could potentially be dangerous, and we might need to get some equipment for ourselves to get ready for the trip as well.

We talk it over briefly and decide that we're up for some adventure.  Ameiko is quite pleased.  She says it will take 3 or 4 days to stock up on supplies and get the necessary repairs made to the caravan.  In that time we should get ourselves ready as well.

We spend a few days bumming around town.  Sell some of the loot that we found in the marsh, and pick up some new gear.  We spend some time drinking at the local haunts.  One evening, we pay a visit to The Hagfish, a local tavern known for the slimy hagfish behind the bar named Norah.  There's a standing wager that anyone who can stomach a whole glass of the slime, wins a bag of coins behind the bar.  Shadow has a few drinks and decides to take the challenge and is successful!  Much partying ensues.


Another couple days pass and Ameiko lets us know that the caravan will be heading out in the morning.  We spend that night at the caravan and we all leave in the morning.

The caravan itself now consists of 2 covered wagons, a fortune teller's wagon, and a supply wagon.  Once everyone is aboard, we set off towards Brinewall Castle.


Our first stop is in Galduria, which is around 3 days travel to the North of Sandpoint.  The three days of travel pass uneventfully.


As we make the final approach into town, we pass another caravan heading South towards Sandpoint.  They've just come from Riddleport, a notorious pirate city further North.  We ask them some questions, and they say that yes, it's generally pretty sketchy, but that if you have some guards, you can typically find some pretty good deals in the city.  They give us some tips about some ogres they passed between Riddleport and Galduria, and how they figure we would best avoid them, and then head on their way.

We pull into Galduria.  It's mainly a small fishing town.  Ameiko heads into town to restock some supplies for the caravan.  We find out that Galduria does have one particularly interesting building, it's the Twilight Academy.  It's a mage's training Academy.  It was founded out here to try to avoid the influence of Magnimar and Korvosa.  Shadow decides to head over and see what's going on at the Academy.  As she approaches, one of the walls rocks with an explosion and bits of wall fly everywhere.

Sunday 1 March 2015

Session 6 - The Soggy River Monster

We leave the cave and row the boat back towards Walthus' place.  Even though we found it at Megus' shack, we figure maybe Walthus' will find better use for it.  On the way, we stop by the goblin camp and pick up the other chest.

Once we're well on our way, we hear screaming coming from the marsh somewhere off the shore a bit.  We decide to row ashore and investigate the source of the screams.  We sneak through the marsh and eventually see a disgusting looking monstrosity dragging a screaming goblin towards a small stanky looking hut made of mud and logs.  The monster has the same creepy glowing red eyes that we saw staring at us from the swamp the other day.  We figure this is probably the Soggy River Monster.


We realize pretty quickly that this is the same goblin that we interrogated and then dumped over the camp wall.  Feeling mildly bad about that, we approach to intervene.  As we do, the monster notices us and starts to attack us as well.  We beat it to a manageable amount, and then the goblin surprises everyone by jumping in and landing the killing blow.  It busts out sobbing and mumbling to itself that it was going to be eaten.


Qunna starts talking to it to try to calm it down.  She eventually finds out that her name is Kapo Firestink, and she's terrified.  We offer to protect her, and she agrees.  Sula asks if we can have her ears, to which she reacts fairly negatively.  Qunna calms her down again and keeps her occupied for a few minutes.

We look around the hut the creature created.  It's a very basic hut made from logs and mud and various other garbage that it seems to have found around the marsh.


We poke our heads inside and it's filled with scraps of tattered clothing, gory animal bones, monster waste, and some suspicious mud covered spheres.  We pick up one of the spheres, and it turns out they're human heads that have been covered in mud and gunk.  We're fairly confident that this would be the other party of adventurers that the Sheriff mentioned had gone missing recently.

Unfortunately, we don't have the space to carry back all of the heads and bits of clothing and other remains.  Sula has the smart idea to sketch the faces from the heads on some paper so that we can help to identify the missing people.  Unfortunately, as it turns out, Sula isn't a fantastic artist, and neither are any of the rest of us, so we don't really notice that her drawings aren't very accurate.


Since we aren't exactly sure what waits for us in the town, we decide to carve some trail markers on trees on our way back to the main path, so that any villagers who come down looking for the remains will be able to find their way to the hut easier.


Once we're done with that, we row and trudge the rest of the way back to town, new goblin friend in tow.  As we travel, Qunna attempts to teach the goblin some basics in common so that we can talk to it a little easier.

Arriving at the outskirts of town, we realize that it may not be wise to bring a goblin into a populated area.  While the townsfolk are remarkably tolerant of our misfit group, with the goblin attacks in the not too distant history of the town, seeing one amongst them might spark a panic.  So we stop off at Sandru's caravan on the outskirts.


Bukka talks Sandru into letting Kapo stay at the caravan and not killing her.  Shadow agrees to stay behind to keep an eye on her and make sure she doesn't cause any trouble.

The rest of us head into town to let the Sheriff know what's happened while we were away.  First we drop off the ears and the head of the goblin chief and collect our bounty.  Then we track down the Sheriff himself.


We tell him about the Soggy River Monster, and the human heads we found.  Sula shows him her drawings to see if he recognizes any of the faces.  He doesn't seem impressed, but we manage to convince him that we aren't just screwing with him and that we did actually find the heads.  We tell him that we've marked the trail to the hut, and that anyone who goes to check it out should expect no trouble from goblins or the monster, as we've dealt with all of that.  He thanks us for the info and gives us a small reward.

Next we stop at the Rusty Dragon to mention some of the coincidental stuff we've found to Ameiko.  We tell her about the boats that shared her name, and we show her the letter.


She seems confused by the whole thing.  He father never spoke to her about her grandfather, and he had never mentioned anything about Brinewall Castle to her.  They moved to Sandpoint after he'd had an affair, and he didn't like to discuss it.  She seems genuinely somewhat distressed.  She says that we've given her a lot to think about, and that she's going to head home.  We're welcome to stay for dinner, and it'll be on the house.  We take her up on that offer.

After we eat, we head back to the caravan to check on things.  Sandru seems quite pleased with himself and in a good mood.  It turns out he's traded Kapo some nearly worthless, but pretty, glass beads, and in exchange he's got her scrubbing up the caravan for him.  We brought doggie bags from The Rusty Dragon for Sandru, Shadow, and Kapo.  Kapo devours it.  We realize this is probably the best food it's ever eaten.

We spend the rest of the night around the campfire with the caravan and decide to get some sleep there.

Sunday 11 January 2015

Session 5 - Whispering Shrike

After defeating the amoeba, we head down another corridor.  The cave widens out slightly into a larger sort of cavern with a pool of water on one side.  Lying around the water are a bunch of human skeletons wearing Tien style armor.  We notice that there's footprints on the floor of the cave, and each set of prints seems to end around a skeleton.  Shadow approaches one of the skeletons and starts to take the armor off of it.  While she's doing that, Qunna starts to put one of the skeletons in a net, so that we can attempt to get some information from it if they come to life like the ones near the Kaijitsu Blossom did.  Sure enough, as Qunna's netting one, they all start to come to life and attack us.


Qunna does manage to net one of them during combat, but all it really does is scream and clack it's jaws at us, so we knock it out.  Armed with the knowledge that blunt weapons hurt skeletons more, we're a little more effective at knocking them out, although we've still got to make do with the weapons that we have.  Sula punches one apart, Shadow kills one with a shovel, Bukka bites one into pieces.

One of the skeletons in particular seems to be more important than the others.  He rises slightly after the first group, and starts giving commands to the remaining skeletons.  That makes things a little more difficult for us, but eventually we dispatch all the skeletons.


We investigate the head skeleton.  There were two interesting things that he was carrying, a bronze key, and a magical sword that's Tien in style.


We spend a bit of time investigating the sword, and we find a small mithral compartment in the hilt.  Once we manage to open it, we find that it contains a small rolled up letter dated from 25 years ago.


The most surprising thing about it is that the name signed to it is another Kaijitsu.  We're going to have to see what Ameiko might be able to tell us about this.

Further around the corner into the cavern, we find another ornate Tien looking chest.  It's locked.  We try the key from the lead skeleton, and it works!


The chest contains a few potions, a wand, more fireworks, some fancy jewellery, a stash of money, and some adventuring gear.

Looking around, we seem to have reached the extent of the cave.  There's no more tunnels or passages that we can see.  So we decide to gather up what we've found and row back to town to share some of our findings.