Cast of Characters
Theren Moonshadow, a Moon Elf Bard played by Payson
Lutheo, a Halfling Paladin played by Dale
Otep, a Half Orc Fighter played by Nelson
Akronos, a Human Wizard played by Alec
Ceress, a Saurien Monk played by Graham
The party explores the ruined lighthouse where they just battled the hobgoblins and bugbear and they discover the remains of several dead human bodies and parts of an elven body and their gear. Apparently the hobgoblins have been part of a raiding party and have brought their elicit gains back here to enjoy.
One of the hobgoblins had a spyglass on him and on the top floor of the lighthouse they find a lookout perch.
Included in the gear in the ruined lighthouse they find a magical jug that pours different liquids out of its 10 different stoppers. It can produce acid, basic poison, beer, honey, mayonnaise, oil, vinegar, fresh water, salt water and wine. Otep is thrilled about the ability of the jug to produce mayonnaise and Akronos has to bargain with him that it is only to be used for mayonnaise on non-adventuring days.
The giant sized mace is claimed by Otep who loves having a magical bashing instrument. Otep tries out his new weapon on one of the dead hobgoblins but aside from the great joy of tenderizing a dead hobgoblin he doesn't see any special benefit that the weapon bestows. They decide to give the hobgoblins, bugbear, human and bits of elf remains all burials at sea and toss them off the cliff into the pounding surf, successful with most of the throws making it into the waves leaving only one body on the rocks waiting for the high tide.
Since it is getting late in the evening the party decides to stay in the lighthouse for the night. They check the magical scroll that Boazman has given them to communicate back and forth and find that he finally has some updates for them.
The scroll has written on it in overly flourishing script "I have deciphered the first page in the book. This is definitely a workbook on demon banishing, hand written as they worked it out. I've redouble my efforts and will have more updates for you soon." It's nothing they couldn't have guessed for themselves but having the confirmation is good.
The next morning the party searches around outside of the lighthouse and they discover that there is a small foot trail that shows signs of use heading to the east. The party heads out and Ceress and Otep keep an eye out for game for the party to kill and eat, seeing as how they didn't buy supplies back in town before heading out into the countryside. They find a shepherds lost sheep on the pastural hillside and with a marvelous shot they kill the vicious animal before it could charge the party and seriously injure one of them. After bleeding out the sheep and dressing the kill they check the enchanted finger on the chain and find that it still points to the east.
The rolling cliffside hills level out over the next several miles to be mostly flat land with a mild drop off into the ocean and occasional beach access points. After about an hour of hiking the party sees more ruins ahead.
These are the ruins of a small village with just the rubble of little houses remaining on the outskirts of the ruins of a church and decent sized fort. There is an earthen ramp between the ruined houses and the church and another one between the church and the fort. The fort is at the end of a cliff creating a small peninsula with the earthen ramps/walls running from cliff side to cliff side as well as the fort wall running from cliff to cliff. There are many easily accessed points to go up the earthen walls/ramps due to years of neglect. There is what might have been moat at the front wall of the fort but an earthen bridge has been created going to the gate and the gate doesn't doesn't look like it could be closed anymore.
They check the finger again and it points at the ruins of the fort. The party hides a ways out and using their newly acquired spyglass they search the ruins for activity. They see that two hobgoblins are digging up graves outside of the church. Eventually two other hobgoblins come out to trade off on digging duty.
Ceress takes the spyglass and Theren turns him invisible and he goes scouting. He gets close to the ruins but finds the cliffside is too steep to risk climbing down in this area so he starts heads back to the party. As he does he sees a goblin with two skeletons and two zombies following him come out from the fort. They go to the hobgoblins digging up the graves and collect two freshly unearthed piles of bones and take them back to the fort.
Ceress returns to the party and they hatch a plan of attack. They will lure the two digging hobgoblins away from their dig with a "wounded and helpless halfling" calling for help and then spring a quick and deadly ambush on them!
The plan goes almost according to plan, aside from the damage they take from the hobgoblins and the fact that one isn't quickly killed and it goes running back to the fort screaming something in goblin that probably means "help, we're under attack". Otep finds himself quicker into battle and with a burst of running speed during this combat and starts to wonder if the oversized mace has more properties than just hitting a little harder. The second hobgoblin is taken down and the party tries to hide the evidence of the battle.
While the party is trying to dump the dead bodies into open graves to hide their kills, enemies on the walls of the fort start firing arrows down on them. Akronos jumps into a grave for cover while the rest of the party hides behind the church.
Theren turns Otep invisible, Ceress heads over the far side of the sea cliff wall and the party starts advancing on the fort. The enemy within the fort has pushed a wagon into the entryway of the fort but Otep sneaks past it while invisible and finds that there are two hobgoblins to the left and two skeletons, two zombies and a goblin that is chanting to the right. He sneaks past the skeletons and zombies to get up to the goblin with the intent to attack him and disrupt his long casting spell. This is when he notices that the goblin is standing around four piles of bones.
Theren has advanced on the fort and takes this moment to use the ring he got from the original ruins to cast a fireball into the entryway of the fort, hoping that Otep isn't in the blast area. The wagon goes up in flames and so does one of the hobgoblins and both skeletons. Otep was fortunate enough to be out of the blast radius but now that Theren isn't concentrating on his invisibility spell it goes away.
Battle breaks out with Otep the only one in the fort for the first several round and things get ugly. The necromancer goblin is much tougher than Otep guessed and despite loosing his animate dead spell just before finishing it he gives some serious damage before Otep is able to finally kill him. By this point the zombies and the two hobgoblins from across the hall have also attacked Otep and he is hard pressed. One of the hobgoblins has a silver circlet around his right wrist and a sword made of shadow and gloom, but despite all of his efforts, the fates do not favor him and he never gets to show Otep what wickedness the gloom blade can do to living flesh.
Akronos makes great use of a catapult spell to smash a hobgoblin in the back of the head with that iron A he had created back in Aridorn, Ceress and Lutheo team up in the forts courtyard to take down another one and eventually the party is victorious. Everyone is injured and mostly tapped out of spells and abilities but everyone has scored a kill in this epic battle.
Some of the party searches the fort for any other enemies and they find no other enemies, only several caches of piles of bones throughout the fortress. The others loot the bodies and check for magic. They find that the silver circlet, a potion and a bag are magical. The bag is easy to figure out that it must be a bag of holding due to the vast amount of look that it holds, apparently loot from raiding merchant caravans and travelers.
Theren takes the circlet off of the hobgoblins arm and notices that where it was touching its skin that there are angry red marks. He looks at it in the light of day and sees that the circlet is made of silver and has incredibly detailed motifs of a deep sylvan forest scene. Dryads, nymphs, Sater, fairy dragons, all harrowing goblins through the forest. This sounds good to Theren and the blade the hobgoblin had that disappeared with his death sounds promising so he puts on the circlet. He hears a whispering when he puts it on, a soft voice telling him to kill the goblins, the hobgoblins, to kill them all, to get revenge for killing its friend. Assuming this is a good thing, Theren decides to keep wearing it and test it out along the way. After all, all magical items that adventurers find are beneficial and ones that talks to you but the rest of the party can't hear it must be even more so!
At this point the party decides its a good time to take a short rest before looking for what ever it is that the finger was pointing too.
After the short rest they wander around the ruins of the fort until they figure out that the finger is pointing to one of the sets of bones piled up in the ruins. These are the bones of a male human that is missing the ring finger and pinky from its left hand, and maybe the previous owner of the finger that is now mummified and dangling from the chain. The cast detect magic on the bones and discover that they do have trace elements of magic lingering in them. The magic has the same signature as the gem and the glowing green pit back at the dig site. Most of the magic signature is concentrated in the skull and only trace amounts remain in the rest of the bones.
Akronos casts the spell rope trick to create an extra dimensional space so the party can bring the gem out of its protective shielding box but not have it in this dimension in case the black soccer is searching for it. The party climbs into the extra dimensional space and Lutheo brings the gem out. He notices that when he has it out of the box he feels warm and as if an uneasiness that he hadn't been able to put his finger on before was lifted. There is a reassurance to having the gem out of the box.
They experiment with the gem and the bones, touching the gem to the bones, the mummified finger on the chain to the bones and several other experiments that yield no noticeable results. They take the finger out of the rope trick and check to see where it points. It now points to the west no matter where they stand in the ruins. Back into the rope trick they touch the gem to the map and the area of Lands End flickers with light briefly before winking out and coming back into existence at Aridorn, which happens to lie north by north east of where they currently are.
Once again while having the stone out Lutheo feels more at peace than he has in recent days. Somehow having the gem out of the box makes him feel much better than when it is locked away.
Some of the party finds this curious and while a few encourage him to use his innate paladin powers to sense good and evil, others advise agains it. Lutheo decides that it is better to know that his powerful, magical gem with the symbol of Ynthar, his religion roughly etched into it is a great force of good instead of a force of evil. He concentrates and focus his energies and works to detect good and evil around him.
He senses in the gem great evil, darkness, the soul of all demons, the depths of hell and demonic hatred all wanting to crush his happy little paladin soul! He then falls into the black abyss, loosing conciseness.
The party sees him concentrate on the gem, his eyes roll back, he collapses to the ground and he starts thrashing about. The thrashing quickly passes.
When he comes to, he is covered in a sheen of sweat and feels terribly nauseous.
He can sense it, the gem wants to influence him, to use him, to consume him.
The party decides that Lutheo shall no longer carry the gem or the box that it is locked in. Otep will carry gem locked in the box and Ceress will carry the key to its lock.
That evening they check the magical communication scroll and found the following in Boazmans flowing script:
"I skipped ahead and deciphered the last page. They were trying to work out The Problem when Duthelm attacked, earlier than they thought they would.
"It's not finished. They haven't worked it out."
Oh gods, what did you five find in those ruins?!?".
Apparently the party has stumbled into something greater than any of them could have imagined.
When they go to leave the ruins the next day they find that there is a line in the grass a ways out from the ruined fort, straight and dead. It runs north and south. It eventually intersects another line. That line comes to a point at a curved line. The curved line forms a circle about 1,000 feet across with the center being where they were when Lutheo case the detect evil (while in the rope trick). The lines for the edges of a 1,000 foot diameter symbol of Ynthar.
This is where session #5 ends. The party now realizes that they probably have the remains of one of the six original members of the Conclave of Freedom. It might be that persons finger on the chain and it is now pointing to the west while the map is highlighting a new location in Aridorn which might be another Conclave member or an intricate demon laid trap. If only they had planned their mapping waypoints better they could have started with Aridorn and then come down here instead of now having to backtrack.
Next session: Will they travel back to Aridorn to find what awaits them and take the opportunity to personally thank Captain Obvious/Boazman for his detailed research into the book of banishment or will they all leap into the pounding surf to join the bodies of the dead in what would probably just be hastening their destined fate?
Theren Moonshadow, a Moon Elf Bard played by Payson
Lutheo, a Halfling Paladin played by Dale
Otep, a Half Orc Fighter played by Nelson
Akronos, a Human Wizard played by Alec
Ceress, a Saurien Monk played by Graham
The party explores the ruined lighthouse where they just battled the hobgoblins and bugbear and they discover the remains of several dead human bodies and parts of an elven body and their gear. Apparently the hobgoblins have been part of a raiding party and have brought their elicit gains back here to enjoy.
One of the hobgoblins had a spyglass on him and on the top floor of the lighthouse they find a lookout perch.
Included in the gear in the ruined lighthouse they find a magical jug that pours different liquids out of its 10 different stoppers. It can produce acid, basic poison, beer, honey, mayonnaise, oil, vinegar, fresh water, salt water and wine. Otep is thrilled about the ability of the jug to produce mayonnaise and Akronos has to bargain with him that it is only to be used for mayonnaise on non-adventuring days.
The giant sized mace is claimed by Otep who loves having a magical bashing instrument. Otep tries out his new weapon on one of the dead hobgoblins but aside from the great joy of tenderizing a dead hobgoblin he doesn't see any special benefit that the weapon bestows. They decide to give the hobgoblins, bugbear, human and bits of elf remains all burials at sea and toss them off the cliff into the pounding surf, successful with most of the throws making it into the waves leaving only one body on the rocks waiting for the high tide.
Since it is getting late in the evening the party decides to stay in the lighthouse for the night. They check the magical scroll that Boazman has given them to communicate back and forth and find that he finally has some updates for them.
The scroll has written on it in overly flourishing script "I have deciphered the first page in the book. This is definitely a workbook on demon banishing, hand written as they worked it out. I've redouble my efforts and will have more updates for you soon." It's nothing they couldn't have guessed for themselves but having the confirmation is good.
The next morning the party searches around outside of the lighthouse and they discover that there is a small foot trail that shows signs of use heading to the east. The party heads out and Ceress and Otep keep an eye out for game for the party to kill and eat, seeing as how they didn't buy supplies back in town before heading out into the countryside. They find a shepherds lost sheep on the pastural hillside and with a marvelous shot they kill the vicious animal before it could charge the party and seriously injure one of them. After bleeding out the sheep and dressing the kill they check the enchanted finger on the chain and find that it still points to the east.
The rolling cliffside hills level out over the next several miles to be mostly flat land with a mild drop off into the ocean and occasional beach access points. After about an hour of hiking the party sees more ruins ahead.
These are the ruins of a small village with just the rubble of little houses remaining on the outskirts of the ruins of a church and decent sized fort. There is an earthen ramp between the ruined houses and the church and another one between the church and the fort. The fort is at the end of a cliff creating a small peninsula with the earthen ramps/walls running from cliff side to cliff side as well as the fort wall running from cliff to cliff. There are many easily accessed points to go up the earthen walls/ramps due to years of neglect. There is what might have been moat at the front wall of the fort but an earthen bridge has been created going to the gate and the gate doesn't doesn't look like it could be closed anymore.
They check the finger again and it points at the ruins of the fort. The party hides a ways out and using their newly acquired spyglass they search the ruins for activity. They see that two hobgoblins are digging up graves outside of the church. Eventually two other hobgoblins come out to trade off on digging duty.
Ceress takes the spyglass and Theren turns him invisible and he goes scouting. He gets close to the ruins but finds the cliffside is too steep to risk climbing down in this area so he starts heads back to the party. As he does he sees a goblin with two skeletons and two zombies following him come out from the fort. They go to the hobgoblins digging up the graves and collect two freshly unearthed piles of bones and take them back to the fort.
Ceress returns to the party and they hatch a plan of attack. They will lure the two digging hobgoblins away from their dig with a "wounded and helpless halfling" calling for help and then spring a quick and deadly ambush on them!
The plan goes almost according to plan, aside from the damage they take from the hobgoblins and the fact that one isn't quickly killed and it goes running back to the fort screaming something in goblin that probably means "help, we're under attack". Otep finds himself quicker into battle and with a burst of running speed during this combat and starts to wonder if the oversized mace has more properties than just hitting a little harder. The second hobgoblin is taken down and the party tries to hide the evidence of the battle.
While the party is trying to dump the dead bodies into open graves to hide their kills, enemies on the walls of the fort start firing arrows down on them. Akronos jumps into a grave for cover while the rest of the party hides behind the church.
Theren turns Otep invisible, Ceress heads over the far side of the sea cliff wall and the party starts advancing on the fort. The enemy within the fort has pushed a wagon into the entryway of the fort but Otep sneaks past it while invisible and finds that there are two hobgoblins to the left and two skeletons, two zombies and a goblin that is chanting to the right. He sneaks past the skeletons and zombies to get up to the goblin with the intent to attack him and disrupt his long casting spell. This is when he notices that the goblin is standing around four piles of bones.
Theren has advanced on the fort and takes this moment to use the ring he got from the original ruins to cast a fireball into the entryway of the fort, hoping that Otep isn't in the blast area. The wagon goes up in flames and so does one of the hobgoblins and both skeletons. Otep was fortunate enough to be out of the blast radius but now that Theren isn't concentrating on his invisibility spell it goes away.
Battle breaks out with Otep the only one in the fort for the first several round and things get ugly. The necromancer goblin is much tougher than Otep guessed and despite loosing his animate dead spell just before finishing it he gives some serious damage before Otep is able to finally kill him. By this point the zombies and the two hobgoblins from across the hall have also attacked Otep and he is hard pressed. One of the hobgoblins has a silver circlet around his right wrist and a sword made of shadow and gloom, but despite all of his efforts, the fates do not favor him and he never gets to show Otep what wickedness the gloom blade can do to living flesh.
Akronos makes great use of a catapult spell to smash a hobgoblin in the back of the head with that iron A he had created back in Aridorn, Ceress and Lutheo team up in the forts courtyard to take down another one and eventually the party is victorious. Everyone is injured and mostly tapped out of spells and abilities but everyone has scored a kill in this epic battle.
Some of the party searches the fort for any other enemies and they find no other enemies, only several caches of piles of bones throughout the fortress. The others loot the bodies and check for magic. They find that the silver circlet, a potion and a bag are magical. The bag is easy to figure out that it must be a bag of holding due to the vast amount of look that it holds, apparently loot from raiding merchant caravans and travelers.
Theren takes the circlet off of the hobgoblins arm and notices that where it was touching its skin that there are angry red marks. He looks at it in the light of day and sees that the circlet is made of silver and has incredibly detailed motifs of a deep sylvan forest scene. Dryads, nymphs, Sater, fairy dragons, all harrowing goblins through the forest. This sounds good to Theren and the blade the hobgoblin had that disappeared with his death sounds promising so he puts on the circlet. He hears a whispering when he puts it on, a soft voice telling him to kill the goblins, the hobgoblins, to kill them all, to get revenge for killing its friend. Assuming this is a good thing, Theren decides to keep wearing it and test it out along the way. After all, all magical items that adventurers find are beneficial and ones that talks to you but the rest of the party can't hear it must be even more so!
At this point the party decides its a good time to take a short rest before looking for what ever it is that the finger was pointing too.
After the short rest they wander around the ruins of the fort until they figure out that the finger is pointing to one of the sets of bones piled up in the ruins. These are the bones of a male human that is missing the ring finger and pinky from its left hand, and maybe the previous owner of the finger that is now mummified and dangling from the chain. The cast detect magic on the bones and discover that they do have trace elements of magic lingering in them. The magic has the same signature as the gem and the glowing green pit back at the dig site. Most of the magic signature is concentrated in the skull and only trace amounts remain in the rest of the bones.
Akronos casts the spell rope trick to create an extra dimensional space so the party can bring the gem out of its protective shielding box but not have it in this dimension in case the black soccer is searching for it. The party climbs into the extra dimensional space and Lutheo brings the gem out. He notices that when he has it out of the box he feels warm and as if an uneasiness that he hadn't been able to put his finger on before was lifted. There is a reassurance to having the gem out of the box.
They experiment with the gem and the bones, touching the gem to the bones, the mummified finger on the chain to the bones and several other experiments that yield no noticeable results. They take the finger out of the rope trick and check to see where it points. It now points to the west no matter where they stand in the ruins. Back into the rope trick they touch the gem to the map and the area of Lands End flickers with light briefly before winking out and coming back into existence at Aridorn, which happens to lie north by north east of where they currently are.
Once again while having the stone out Lutheo feels more at peace than he has in recent days. Somehow having the gem out of the box makes him feel much better than when it is locked away.
Some of the party finds this curious and while a few encourage him to use his innate paladin powers to sense good and evil, others advise agains it. Lutheo decides that it is better to know that his powerful, magical gem with the symbol of Ynthar, his religion roughly etched into it is a great force of good instead of a force of evil. He concentrates and focus his energies and works to detect good and evil around him.
He senses in the gem great evil, darkness, the soul of all demons, the depths of hell and demonic hatred all wanting to crush his happy little paladin soul! He then falls into the black abyss, loosing conciseness.
The party sees him concentrate on the gem, his eyes roll back, he collapses to the ground and he starts thrashing about. The thrashing quickly passes.
When he comes to, he is covered in a sheen of sweat and feels terribly nauseous.
He can sense it, the gem wants to influence him, to use him, to consume him.
The party decides that Lutheo shall no longer carry the gem or the box that it is locked in. Otep will carry gem locked in the box and Ceress will carry the key to its lock.
That evening they check the magical communication scroll and found the following in Boazmans flowing script:
"I skipped ahead and deciphered the last page. They were trying to work out The Problem when Duthelm attacked, earlier than they thought they would.
"It's not finished. They haven't worked it out."
Oh gods, what did you five find in those ruins?!?".
Apparently the party has stumbled into something greater than any of them could have imagined.
When they go to leave the ruins the next day they find that there is a line in the grass a ways out from the ruined fort, straight and dead. It runs north and south. It eventually intersects another line. That line comes to a point at a curved line. The curved line forms a circle about 1,000 feet across with the center being where they were when Lutheo case the detect evil (while in the rope trick). The lines for the edges of a 1,000 foot diameter symbol of Ynthar.
This is where session #5 ends. The party now realizes that they probably have the remains of one of the six original members of the Conclave of Freedom. It might be that persons finger on the chain and it is now pointing to the west while the map is highlighting a new location in Aridorn which might be another Conclave member or an intricate demon laid trap. If only they had planned their mapping waypoints better they could have started with Aridorn and then come down here instead of now having to backtrack.
Next session: Will they travel back to Aridorn to find what awaits them and take the opportunity to personally thank Captain Obvious/Boazman for his detailed research into the book of banishment or will they all leap into the pounding surf to join the bodies of the dead in what would probably just be hastening their destined fate?