Lights in the Darkness

Treacherous Living Treasure Map
Session 4

After our victory over the pirates, the group handed over their prisoners to two rather dubious looking sergeants. Maurice and Taeting (former pirate, now living treasure map) waited outside town, while the others interacted with the locals.

Folkhart the blacksmith: Is curious about the alloy the chains from the dungeon are made of, but is to superstitious (and not knowledgeable enough) to analyse it further. He recommends that someone in a city might be willing to buy it and also expresses his interest in learning more about alloys.

Athelthrith (headwoman of other adventurer company): The local reeve is a magician of some renown, is mainly interested in his research and his taxes. He might be interested in buying monster parts.

There is a bigger town called Carlton about one day’s march to the east of Froxhall.

The Sunken City is a collection of local mini dungeons. One can use the menhirs near Froxhall to teleport into random parts of the dungeon, but that is dangerous: several parts are submerged and sealed. Few groups enter several times.

Colbert the priest: Tells about a Frog Cult in Taygle’s End, a village to the southwest. The priest in Taygle’s End died some time ago, but for unknown reasons the Metropolitan of Hewflore has not yet sent a replacement. Hewflore is the capital of the local kingdom.

Helmward the local reeve: The group asks for an audience with the local reeve, which is granted. The reeve hardly bothers to prepare and continues his studies till the group stands directly in front of him. He considers helping his village against the pirates barely a start and tells us that people who try to evade adventure safety tax by sleeping outside town will be treated like bandits, but that he is very interested in buying monster parts from the group if we behave (and pay taxes). He also hints that adventuring wizards who titillate him might have a chance to study with him.

We hire two mercenaries, Urien and Athelwine, to accompany us on our adventurers. Osric uses this time to plea for a prophecy and gets the vision of a strange menhir hidden in the mists. Soon, we set sail toward the promised treasure, luckily without running into any trouble.

After about half a day we reach an island with the menhir from Osric’s dream on top. Taeting leads us to the treasure and explains we have to dig close to it. Despite quite some digging, we find no treasure and settle for the night. The next morning, Tating tries to escape, but is stopped by Zephyros sleep spell. After being bound, he confesses there would be no treasure: He wanted to use the menhir to teleport back to Froxhall, as most of them lead there. There would be a dungeon beneath the menhir though, which could be opened by knocking on the menhir.

After binding Taeting, Oswald knocks on the menhir and, indeed, a secret door opens, allowing access to stairs leading down. Tating mentions that several pirates tried exploring the dungeon, but none returned. Fearing a trap, the group rolls a heavy boulder down the stairs, but without any specific results (except for a lot of noise).

Oswald, Osric and Maurice descend the stairs, reaching a chamber with cobwebs on the north, a crate to the southeast and a further tunnel to the south, ending in a metal door. When poking the crate, several skeletons burst from the ceiling, attacking the group, but are quickly turned by Osric’s invocation of the Maker and easily dispatched afterwards.

When trying to open the door to the south, Maurice triggers a trap and almost falls into a pit directly in front of the door. Athelwine can just drag him back in time (interpretation of succesful saving throw). A torch thrown down the pit shows it leads to a natural cave with a pool. We consider investigating the lower level, but then return to the ground to meet with the rest of the group, so that our magician can prepare for a dungeon delve. We also learn that the secret door closes on its own after about one hour.

The next day, we first sent one team in to check whether one can open the door from the inside or not. That proves to be rather easy, thus the whole group descends. We also find some strange dust on the walls, that glows when squeezed, we fill a bottle of it for further study or sale. The metal door to the south proves to be fake, but when searching the walls we find a strange rune on the eastern wall. Maurice finds a strange skull (with a ruby for its left eye) in the crate on some kind of push-button. When pressing the button, a secret door opens in the wall section with the rune.

When following the tunnel behind, the group is ambushed by some kind of small, white-skinned humanoid with sharpened teeth who were in the middle of cooking meat stew in a large cauldron. Oswald (who walks in front) can kill the first attacker quickly, but is then badly hurt by the remaining attackers. Luckily, Osric and Maurice can turn the tide before he gets dangerously wounded.

(I started to get extremely tired at this point and thus decided to let Oswald take a more passive approach due to his wounds.) We pushed through another room, past a stairs leading further down into the dungeon, and finally to a room with plenty of gears and mechanisms. When entering the room, the machines parts start to hit Maurice and Osric, who was badly wounded. They quickly left the room through another door, leading back to the room with the large cauldron. Maurice takes the cauldron and tries to block the gears but only manages to do so with one of the hooked swords, stopping the machine.

Afterwards, we grabbed the slain monsters and returned to Froxhall to heal. The reeve was very happy with the monsters and bought them and the skull for quite a lot of money. Oswald gave the monster’s weapons to the local blacksmith on the condition that he will turn them into tools and sell them for a low price to needy families. Folkhart was rather touched by this gesture. Osric donated a lot of money to the local church, pleasantly surprising the local priest. Maurice tried to buy better armour, but only leather was aviable.

We discussed what to do afterwards, visiting the dungeon once again (to gain more treasure and XP) or going to Hewflore (to sell our loot). The GM mentions that the local Inn offers a free safe deposit for adventurers, on the condition that everything not reclaimed within a year and a days passes to the Inn keeper. We ended the session in Froxhall.

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Ambushing the Ambushers
Session 3

- Froxhall: Colbert, Old Scaly, and the other company
- Ambush

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Escape from the Arena
Session 2

- Crossing and the giant carp
- Room of flasks
- The room of the harem
- The room of the tree
- Escape
- The marsh pirates

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Under the Arena
Session 1

- The pool
- Battle with the chain-wielding skeletons
- Fall of Kenric
- The baths and jakes; the cracking of Tibalt

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Past the Standing Stone
Session 0

- The island
- Alliance with Sliptail and his merry band of Man-Possums
- The arena
- Fall into darkness

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