Lamashan 28, 4711
Two days have passed since Fort Inevitable was attacked, and the town has slowly recuperated. The bodies of goblins, frogmen and the undead have been gathered and burned, and work has begun on fixing the collapsed part of the north wall.
The Coopers have been "invited" to the Chancellery by Lady Commander Drovust. Daryle brings small games, while Gerald brings a box of sweet treats. They are led to the Commander's office, where Drovust is waiting for them, many guards well armed and armored lining the walls.
Drovust tells the Coopers that during the assault the Chancellery's vault was broken into, and 431,567 crowns and gems and precious items worth roughly 200,000 crowns were stolen. This fact is not widely known throughout town at this point, but were this knowledge to spread it would cause chaos in the town as the bank could not make its financial obligations. And though she considered charging them with dereliction of duty, she has ultimately decided not to do this.
However, since in a very real way the Coopers have an obligation to the town, she tasks them to head to Mosswater, the ghost town, and recuperate the treasure that is rumored to still remain in the dead down. Each Cooper is provided with a small gem that contains some magical healing, and are then escorted to their residence before being guided to the Mosswater Gate. There they encounter their brother Thorne, returning to Fort Inevitable from a business trip.
Daryle berates Thorne for having skipped the battle, but then tells him he has to come with them to Mosswater. Grudgingly he agrees to follow them. Darelle and Daryle explain the reason for their trip to the ghost town, and Gerald provides background information on the events that took place over one hundred years ago.
On their way to Mosswater they stop by Shadowborn Manor for supplies. The property and the building have not suffered during the most recent green storm. They provision themselves and grab a few weapons and more gear.
Lamashan 29, 4711
The Coopers arrive in Mosswater late in the morning, after an uneven trek on a well-trodden path. The deserted town stretches in front of them. The buildings have been whitewashed by the relentless sun, and thousands of objects glitter in the streets. To the Coopers' dismay, these objects are the bones of the violently deceased about a hundred years ago. They look like they have been lovingly and patiently polished so that they glow under the sun's rays.
The Coopers enter the first large building their come upon. The building is abandoned, and there are bones scattered about. It looks like it has been ransacked several times over. Thorne searches the building but finds nothing of interest. It appears that years have passed since the last time someone was in here. Finding the location fairly decent, the Coopers decide to remove the furniture and bones and pile them in the house next door. Gerald's plan is to fill up empty buildings and burn them as they go along so that they don't search them again.
Next, the Coopers head to Mosswater's town hall. A three-story fortified structure, the building may have been architecturally interesting in its heyday, but damage done from generations of looters as well as the ravages of time have tarnished the structure. Access to the building is easy and shows that it could not be used as a safe base. The ground floor holds the reception area as well as several offices. The second floor holds more offices and the town archives and library, while the third floor is composed of the mayor's personal quarters.
Searching the building Daryle discovers a large bulky ledger indicating that on the day before the town's death there were roughly 300,000 crowns in the town's coffers. The town generated on average about 10,000 crowns of dye business a month. Gerald discovers that all books dealing with religion are missing from the library, but he also comes across A Very Detailed History of Dyemaking in Mosswater, written by Charles Ludwig.Though it does not contain the specific recipe for creating the famous Mosswater dye, Gerald believes the instructions are precise enough to derive a close process in a short time. He also gets his hands on two more books, A Philosophy of Magic and Orcish Erotica Poetry Part 2. Thorne, meanwhile, discovers the mayor's appointment book in a false bottom. Interestingly, two days before the town's destruction there is a cryptic entry. The name Baron Katkil is written and underlined twice. No other name in the appointment book has a similar treatment.
Gerald recalls reading something about Baron Katkil. He was an infamous pirate a century ago who would ransom towns and villages near rivers throughout the River Kingdoms. Those that did not pay were attacked and some of them were destroyed. The presence of the Baron's name in the appointment book a few days before Mosswater falls indicates a probable cause for its destruction.
Meanwhile, Darelle spots five soldiers and a priest from Razmir. Standing by the cathedral, they appear to be consulting a map. After several minutes, they head out towards the manufacturing district and the Coopers lose sight of them by the lighthouse in the middle of town.
Carefully, the Coopers creep out of the town hall and head towards the cathedral. Dedicated to Abadar, the building's spires stretch to the sky, but, like the town hall, its majesty has been severely diminished due to battle damage and years of weather. Inside, all religious symbols that could be carried have been removed, but those carved in the stone remain, glaring down at the visitors. There are dead bodies everywhere, and clearly many of the town's original inhabitants took refuge in vain here.
Searching the vestry, Thorne comes upon a series of letters exchanged between the head chaplain and the town's mayor regarding the ransom demanded by Baron Katkil. Dated four days before the town's demise, the exchange indicate that the chaplain strongly urged the mayor to resist the pirate and make a stand against corruption in the name of Abadar and the inhabitants of Mosswater.
Noticing that the sun was slowly drifting towards the west, the Coopers decide to head out of town and find refuge for the night. However, they are attracted to a building next to the cathedral which has a restaurant on its ground floor. Called Food to Dye For, it appears well fortified, with an exterior that hasn't been breached. Thorne successfully picks the lock, and inside the Coopers find a nicely decorated main area. Furniture and dishes have been pushed to the side and piled against the windows, but otherwise the room looks undisturbed. It is clear, however, that many people have used this place as shelter.
Gerald is attracted to several cookbooks inside the kitchen, but he falls in a trap. Daryle almost become the trap's victim, but Darelle joins her brother down the pit. With Thorne's help Daryle is eventually able to rescue her siblings.
Exploring the rest of the building the Coopers come upon the wine cellar. All bottles but one have been smashed. The surviving bottle, buried under a pile of broken glass, is a fine vintage from Zelnaux Winery in Dimsdale, indicating some trading between the halfling village and Mosswater over one hundred years ago. Behind the walls Thorne discovers a secret passage leading to the real wine cellar. Inside they find a large collection of fine wines, many from Zelnaux, as well as thirty crates of dye and an elevator to another building behind the restaurant. These crates do not sport the town's tax seal, meaning that they are contraband crates. Someone here was involved in smuggling. In total, the cellar's contents are worth an estimated 30,000 crowns.
Given that no one has found this place in the last century, the Coopers feel reasonably safe in spending the night here.
Lamashan 30, 4711
In the morning, having survived the whining and the steps outside throughout the night, the Coopers head back to Fort Inevitable with two jugs of dye and a few wine bottles. Their plan? Returning to Mosswater with a wagon and begin hauling the merchandise out of the cellar.
Friday, October 23, 2015
Friday, October 16, 2015
Assault on Fort Inevitable! - NOT DONE
Lamashan 24, 4711
Following the Coopers' revelations of the previous day, the Hellknights, led by the Lady Commander Drovust, ride out of Fort Inevitable an hour before sunrise. Heavily armed and riding hard, they expect to arrive at the Spire mid-morning. Meanwhile, Roscoe is commanding the remaining garrison. He is not impressed by the quality of the personnel left behind. He immediately makes several decisions.
First, of the remaining 120 soldiers in the Fort, 10 Hellknights are sent to shore up the defenses of Dimsdale, the small halfling village a half day's away and Greenhide's likeliest first target. Roscoe then dispatches 20 more Hellknights to reach the other villagers and bring them in to Fort Inevitable. He assigns 80 soldiers to defend the walls, and 5 to stand by the tunnels. Finally, one Hellknight is stationed by each sewer hole with oil, horn, and straw. Feeling well prepared, Roscoe is sure he has covered every eventuality.
Darelle decides to talk to Dr. Mordel. He tells he has a feeling that a catastrophe is about to occur, but he can't or won't be more specific. He also tells her to keep an eye on the graveyard. Darelle walks by on her way to the command center, but the graveyard appears undisturbed.
Gerald vows to talk to Abernard Royst to get a few scrolls to protect his house. Daryle, meanwhile, positions herself by the Mosswater Gate to help the defense.
Despite a desperate plea to the inhabitants of Fort Inevitable, no one seems willing to come out and help in the defense of the town. The hatred for the Hellknights runs deep among the populace.
So, the Coopers spend the rest of the day preparing the defenses of Fort Inevitable for a possible assault.
Lamashan 25, 4711
In the middle of the night, the skies darken, and by the dawn it is clear that the day will be stormy. The clouds have a tint of green to them, and the population remains locked inside their dwellings. It's another of the freak storms that periodically afflicts the area. So far the Coopers experienced one of them earlier in the year, but Roscoe had been away from the area during that time. Daryle fills him up on the details of the monsters coming out and the gigantic shepherds that haunt the countryside. The Coopers are now nervous. Most of the Hellknight army is out in this weather!
Roscoe orders the inhabitants of all surrounding areas to immediately take shelter in Fort Inevitable. Runners are sent out to alert other communities.
Hours go by, and the storm continues unabated. The grounds become saturated with water, and
Darelle leaves with the potion of invisibility
Messengers sent to the Emerald Spire and to the port.
Assault on the town
Lamashan 26, 4711
1
Where did the money go?
Second level of the Eagle?
Following the Coopers' revelations of the previous day, the Hellknights, led by the Lady Commander Drovust, ride out of Fort Inevitable an hour before sunrise. Heavily armed and riding hard, they expect to arrive at the Spire mid-morning. Meanwhile, Roscoe is commanding the remaining garrison. He is not impressed by the quality of the personnel left behind. He immediately makes several decisions.
First, of the remaining 120 soldiers in the Fort, 10 Hellknights are sent to shore up the defenses of Dimsdale, the small halfling village a half day's away and Greenhide's likeliest first target. Roscoe then dispatches 20 more Hellknights to reach the other villagers and bring them in to Fort Inevitable. He assigns 80 soldiers to defend the walls, and 5 to stand by the tunnels. Finally, one Hellknight is stationed by each sewer hole with oil, horn, and straw. Feeling well prepared, Roscoe is sure he has covered every eventuality.
Darelle decides to talk to Dr. Mordel. He tells he has a feeling that a catastrophe is about to occur, but he can't or won't be more specific. He also tells her to keep an eye on the graveyard. Darelle walks by on her way to the command center, but the graveyard appears undisturbed.
Gerald vows to talk to Abernard Royst to get a few scrolls to protect his house. Daryle, meanwhile, positions herself by the Mosswater Gate to help the defense.
Despite a desperate plea to the inhabitants of Fort Inevitable, no one seems willing to come out and help in the defense of the town. The hatred for the Hellknights runs deep among the populace.
So, the Coopers spend the rest of the day preparing the defenses of Fort Inevitable for a possible assault.
Lamashan 25, 4711
In the middle of the night, the skies darken, and by the dawn it is clear that the day will be stormy. The clouds have a tint of green to them, and the population remains locked inside their dwellings. It's another of the freak storms that periodically afflicts the area. So far the Coopers experienced one of them earlier in the year, but Roscoe had been away from the area during that time. Daryle fills him up on the details of the monsters coming out and the gigantic shepherds that haunt the countryside. The Coopers are now nervous. Most of the Hellknight army is out in this weather!
Roscoe orders the inhabitants of all surrounding areas to immediately take shelter in Fort Inevitable. Runners are sent out to alert other communities.
Hours go by, and the storm continues unabated. The grounds become saturated with water, and
Darelle leaves with the potion of invisibility
Messengers sent to the Emerald Spire and to the port.
Assault on the town
Lamashan 26, 4711
1
Where did the money go?
Second level of the Eagle?
Friday, October 2, 2015
A secret mine
Lamashan 22, 4711
On a beautiful fall day, Gerald decides to visit Shadowborn Manor and his sister Daryle, whom he has not seen for a while. This will give him the opportunity to take a good look at his sister's new property.
The Cooper twins explore the ruined manor and do some minor work on the kitchen. In the evening, they partake of a quick meal. That's when Daryle notices two goblins lurking at the edge of her property. The twins track them to an old stone well located among the ruins of a farm house about a mile and a half south of the manor. The first goblin climbs the wall around the well and disappears inside. Daryle quickly draws an arrow and slays the second goblin, but unfortunately he drops down into the well as well. Daryle pears down the well, and notices that there are sturdy iron rings leading downwards.
Daryle decides to climb down, and after a long hundred feet she reaches the bottom. She immediately moves over and tells Gerald to come down. The bottom of the well does not have any water and is filled with debris and the dead body of a goblin. Gerald casts light on Daryle's bow, and then lights his own lantern.
The other goblin is nowhere to be seen, but a hole in the well wall indicates that there is a path beyond. This path has been carved by water over eons, and, if the area wasn't in a dry spell there most likely would be water here. The Coopers track the surviving goblin through the natural caves and after a few hundred feet reach a junction between the natural cave and a man-made tunnel. The water that sweats over the walls is orange and bubbly, indicating that the area is rich in iron, and in fact the hallway itself is part of a mine, with timber supports. Daryle examines the wood and notices that it is about 75 to 150 years old. The tunnel plainly followed a vein here, then ended before the miners pierced into the natural cave.
Exploration of the tunnel reveals several glyphs in the timber. Evidently carved by goblins, they seem to provide crude directions. The footprints on the wet grounds indicate that there are at least a dozen goblins regularly threading here.
Gerald almost falls victim to a gelatinous cube, but is saved through quick thinking and a magical ring. They come upon a large cave where eleven goblins are chain-ganged and mine the iron ore while two bugbears oversee the work while cruelly abusing the goblins. The Coopers quickly dispatch the two slave drivers and tell the goblins to keep mining. There are large wagon tracks on the ground leading away from the cave.
The Coopers follow the tracks. They cross several lateral tunnels where other chain gangs are operating, as well as several dead ends. Then they come upon a large room with a set of chains leading a chain of buckets upwards through the ceiling. In the room are several goblins in chains, as well as their two bugbear overseers. But there are also six other goblins wearing weapons and armors. Daryle notices that the chief goblin has two crescent moons carved on his cheeks. A member of the Dark Blood tribe!
The iron ore mined by the goblins is loaded in containers that are linked to a rotating chain. The containers lift up through a hole in the ceiling, while other containers come down from the other side and are then replenished. Daryle and Gerald attack the group, but the battle turns south and first Gerald then Daryle succumb to the assault....
Lamashan 23, 4711
Gerald is the first to wake up, and he finds himself completely hogtied in a dark room with light barely coming in from the crack under the door. Next to him is Daryle, currently unconscious and also completely immobilized. There are two heavily armed bugbears in the room near the door, keeping an eye on the prisoners. When they notice Gerald is awake, one of them knocks on the door. A few moments later, a goblin taller than the others steps in. It's Greenhide!
Greenhide appears pleased to see Gerald. The goblin chief reveals to him that he and his sister will be "guests" for a week, until after the assault on Fort Inevitable he plans to lead in seven days. He further gloats to Gerald that he will first attack all of the villages around the town, then lay the town to waste afterwards. He tells Gerald to enjoy their goblin hospitality, and that he would be freed in seven days. Laughing evilly, Greenhide walks out, leaving the two guards behind.
Daryle wakes up, and after she takes stock of the situation she notices Gerald sweet talking the guards, trying to convince them to rise against the goblins. While he does so, she also spots a loose stone in the wall. Struggling, she manages to shake her ropes off, then she crawls over to the wall and begins removing the stones. Behind them is a small tunnel. She enters the tunnel then relays the stones again, blocking the path.
Meanwhile, Gerald keeps talking to the guard, and eventually they appear to be convinced, and they walk out the door, leaving the sorcerer alone. Gerald notices that he's now by himself, his sister having disappeared.
Daryle comes out on a ledge about twenty feet from the floor of the cave. It is a large space with fourteen wagons fully loaded with iron ore. Greehide comes down a set of stairs, then boards one of the wagons. The convoy, also accompanied by about fifty goblins, heads out. Daryle decides to follow them and comes out of the underground about four miles from her house. Following the trail, she arrives at an intersection. Right will take her to Fort Inevitable. Left, to Shadowborn Manor. And straight leads to the Emerald Spire. She decides to turn right to go warn the Hellknights.
Gerald manages to escape from the prison cell. After dispatching a few goblins, he searches the office for his gear but does not find it. He climbs the stairs down and spots twelve more empty wagons. He entertains the idea of hiding in one of them, but then decides that he is likely to be crushed by the ire as the wagon is loaded. He manages to escape the mine as well.
At the crossroads he takes a right and returns to Shadowborn Manor and raids his sister's supply of healing potions before racing back to Fort Inevitable.
Daryle is the first one to arrive in Fort Inevitable. She is taken immediately to see the Lady Commander and begins telling her her recent tale of woes. Greenhide is preparing an army, she tells the Lady Commander. He will attack the town soon. He's got goblins and bugbears. "I'm not a weak warrior and they took me down," she says, adding "The town needs to be prepared for this, they are coming." When questioned as to how many goblins Greenhide might have, Daryle tells her she saw about 100 or so, as well as ten or twelve wagons, with more that weren't done loading, four left, filled with iron ore to forge weapons.
Gerald is reunited with his sister in the Lady Commander's office, and he fills in some of the holes in the story. He reports that Greenhide is massing a force of goblins and bugbears as well as other monsters, possibly including demons. Greehide told Gerald that he would hit Dimsdale in seven days. "They know the strategic weaknesses of each outlying town, so they plan on hitting there before they come here to settle a score with the Hellknights and the Lady Commander herself," says Gerald. He quickly adds that Greenhide has his familiar at the moment and he planned to eat her for dinner. The sorcerer wants a small contingent of Hellknights as well as Coopers to retrieve the turtle, with the possibility of causing a rebellion and dealing with Greenhide once and for all.
The Lady Commander is not interested in a turtle rescue mission, however. Gerald tries to sweeten the pot by telling her about the secret mining site with dozens of enslaved goblins who could, given the right motivation, rise up and fight on the Coopers' side. She decides to take no action against the mine at this time, but she sends out messengers to all outlying farms and villages, and she immediately dispatches squads to reinforce each village's garrison. The Lady Commander and 900 of her best troops will rush out in the morning to assault the Emerald Spire. She appoints Roscoe local commander to take control of Fort Inevitable when the Hellknight army heads out in the morning.
On a beautiful fall day, Gerald decides to visit Shadowborn Manor and his sister Daryle, whom he has not seen for a while. This will give him the opportunity to take a good look at his sister's new property.
The Cooper twins explore the ruined manor and do some minor work on the kitchen. In the evening, they partake of a quick meal. That's when Daryle notices two goblins lurking at the edge of her property. The twins track them to an old stone well located among the ruins of a farm house about a mile and a half south of the manor. The first goblin climbs the wall around the well and disappears inside. Daryle quickly draws an arrow and slays the second goblin, but unfortunately he drops down into the well as well. Daryle pears down the well, and notices that there are sturdy iron rings leading downwards.
Daryle decides to climb down, and after a long hundred feet she reaches the bottom. She immediately moves over and tells Gerald to come down. The bottom of the well does not have any water and is filled with debris and the dead body of a goblin. Gerald casts light on Daryle's bow, and then lights his own lantern.
The other goblin is nowhere to be seen, but a hole in the well wall indicates that there is a path beyond. This path has been carved by water over eons, and, if the area wasn't in a dry spell there most likely would be water here. The Coopers track the surviving goblin through the natural caves and after a few hundred feet reach a junction between the natural cave and a man-made tunnel. The water that sweats over the walls is orange and bubbly, indicating that the area is rich in iron, and in fact the hallway itself is part of a mine, with timber supports. Daryle examines the wood and notices that it is about 75 to 150 years old. The tunnel plainly followed a vein here, then ended before the miners pierced into the natural cave.
Exploration of the tunnel reveals several glyphs in the timber. Evidently carved by goblins, they seem to provide crude directions. The footprints on the wet grounds indicate that there are at least a dozen goblins regularly threading here.
Gerald almost falls victim to a gelatinous cube, but is saved through quick thinking and a magical ring. They come upon a large cave where eleven goblins are chain-ganged and mine the iron ore while two bugbears oversee the work while cruelly abusing the goblins. The Coopers quickly dispatch the two slave drivers and tell the goblins to keep mining. There are large wagon tracks on the ground leading away from the cave.
The Coopers follow the tracks. They cross several lateral tunnels where other chain gangs are operating, as well as several dead ends. Then they come upon a large room with a set of chains leading a chain of buckets upwards through the ceiling. In the room are several goblins in chains, as well as their two bugbear overseers. But there are also six other goblins wearing weapons and armors. Daryle notices that the chief goblin has two crescent moons carved on his cheeks. A member of the Dark Blood tribe!
The iron ore mined by the goblins is loaded in containers that are linked to a rotating chain. The containers lift up through a hole in the ceiling, while other containers come down from the other side and are then replenished. Daryle and Gerald attack the group, but the battle turns south and first Gerald then Daryle succumb to the assault....
Lamashan 23, 4711
Gerald is the first to wake up, and he finds himself completely hogtied in a dark room with light barely coming in from the crack under the door. Next to him is Daryle, currently unconscious and also completely immobilized. There are two heavily armed bugbears in the room near the door, keeping an eye on the prisoners. When they notice Gerald is awake, one of them knocks on the door. A few moments later, a goblin taller than the others steps in. It's Greenhide!
Greenhide appears pleased to see Gerald. The goblin chief reveals to him that he and his sister will be "guests" for a week, until after the assault on Fort Inevitable he plans to lead in seven days. He further gloats to Gerald that he will first attack all of the villages around the town, then lay the town to waste afterwards. He tells Gerald to enjoy their goblin hospitality, and that he would be freed in seven days. Laughing evilly, Greenhide walks out, leaving the two guards behind.
Daryle wakes up, and after she takes stock of the situation she notices Gerald sweet talking the guards, trying to convince them to rise against the goblins. While he does so, she also spots a loose stone in the wall. Struggling, she manages to shake her ropes off, then she crawls over to the wall and begins removing the stones. Behind them is a small tunnel. She enters the tunnel then relays the stones again, blocking the path.
Meanwhile, Gerald keeps talking to the guard, and eventually they appear to be convinced, and they walk out the door, leaving the sorcerer alone. Gerald notices that he's now by himself, his sister having disappeared.
Daryle comes out on a ledge about twenty feet from the floor of the cave. It is a large space with fourteen wagons fully loaded with iron ore. Greehide comes down a set of stairs, then boards one of the wagons. The convoy, also accompanied by about fifty goblins, heads out. Daryle decides to follow them and comes out of the underground about four miles from her house. Following the trail, she arrives at an intersection. Right will take her to Fort Inevitable. Left, to Shadowborn Manor. And straight leads to the Emerald Spire. She decides to turn right to go warn the Hellknights.
Gerald manages to escape from the prison cell. After dispatching a few goblins, he searches the office for his gear but does not find it. He climbs the stairs down and spots twelve more empty wagons. He entertains the idea of hiding in one of them, but then decides that he is likely to be crushed by the ire as the wagon is loaded. He manages to escape the mine as well.
At the crossroads he takes a right and returns to Shadowborn Manor and raids his sister's supply of healing potions before racing back to Fort Inevitable.
Daryle is the first one to arrive in Fort Inevitable. She is taken immediately to see the Lady Commander and begins telling her her recent tale of woes. Greenhide is preparing an army, she tells the Lady Commander. He will attack the town soon. He's got goblins and bugbears. "I'm not a weak warrior and they took me down," she says, adding "The town needs to be prepared for this, they are coming." When questioned as to how many goblins Greenhide might have, Daryle tells her she saw about 100 or so, as well as ten or twelve wagons, with more that weren't done loading, four left, filled with iron ore to forge weapons.
Gerald is reunited with his sister in the Lady Commander's office, and he fills in some of the holes in the story. He reports that Greenhide is massing a force of goblins and bugbears as well as other monsters, possibly including demons. Greehide told Gerald that he would hit Dimsdale in seven days. "They know the strategic weaknesses of each outlying town, so they plan on hitting there before they come here to settle a score with the Hellknights and the Lady Commander herself," says Gerald. He quickly adds that Greenhide has his familiar at the moment and he planned to eat her for dinner. The sorcerer wants a small contingent of Hellknights as well as Coopers to retrieve the turtle, with the possibility of causing a rebellion and dealing with Greenhide once and for all.
The Lady Commander is not interested in a turtle rescue mission, however. Gerald tries to sweeten the pot by telling her about the secret mining site with dozens of enslaved goblins who could, given the right motivation, rise up and fight on the Coopers' side. She decides to take no action against the mine at this time, but she sends out messengers to all outlying farms and villages, and she immediately dispatches squads to reinforce each village's garrison. The Lady Commander and 900 of her best troops will rush out in the morning to assault the Emerald Spire. She appoints Roscoe local commander to take control of Fort Inevitable when the Hellknight army heads out in the morning.
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