Ye Gilde

Scholar from Katheer and the Centaurs

Greetings Adventurers!

Venture-Captain Alak would like to direct your attention to a set of bulletin boards with various jobs postings. The puddlians chose from any of the postings labeled as “Green Jobs”. As you advance in rank you may begin to chose jobs of greater risk, with (hopefully) greater payoff. There are currently 2 job listings you qualify for and you may chose which one interests you the most.

1) A scholar from the Capital City of Katheer in Qadir has arrived in Absalom, and is requesting a group to help her explore the Kortos Mountain and make contact with a tribe of centaurs living there. The note specifies that this scholar is requesting a party ready for a “challenge”.

2) A young man claiming that he is the son of a noble who’s home was located in the abandoned (and undead occupied) Precipice Quarter. The this man claims he has discovered the location of valuable family relics by way of his fathers will. The party will be required to enter the Precipice Quarter and retrieve the family relics. In return the party will be given a $$$ reward based on the amount of of valuables returned.

Precipice I

A young man claiming that he is the son of a noble who’s home was located in the abandoned (and undead occupied) Precipice Quarter. The this man claims he has discovered the location of valuable family relics by way of his fathers will. The party will be required to enter the Precipice Quarter and retrieve the family relics. In return the party will be given a $$$ reward based on the amount of of valuables returned.

New Recruits
Day of Demons

Part 1: (non-humans)

The band of non-humans had come together for one reason or another under the banner of “Misfits”, a team gathered by Bhaga, the former gladiator turned manager and trainer. With only two weeks in training their teams cohesion seemed a bit shaky. But, Bhaga was working them hard to get them into the shape he expected out of them. When perspective sponsors arrived to view them, Szorden the drow ranger and Weise the kitsune ninja were chosen to face off against one another. Though Szorden showed great skill, he missed the mark by not prolonging the battle for their viewers. Showmanship is a big part of the arena. There was a badly thrown shuriken from Weise but other than that only two hits – when Szorden hit her and she hit the floor. The merchants left insisting that these misfits needed more training. After that they entered their first team battle in the Irorium against a visiting team of human warriors known as the Abolishers. The showing seemed to start slow at first with Holmes the condescending ratfolk investigator as the point and the bigheaded goblin necromancer, Than, as relief, but they fell into a good stride. Calling his team into play one by one (Magnus the duergar barbarian, Szorden, Courage the 1/2 orc fighter, Afarrah the suli cleric, Jalal the vishkanya whirling dervish and eventually Weise), Holmes managed to survive and lead his team to victory. It was even better than that since the win was complete and without the loss of a single member of the Misfits! From Szorden’s amazing accuracy with his blades, to Courage’s well-placed axe, and Magnus’ enlarged raging rock crushing to Jalal’s spinning dances of death and Afarrah’s flaming scimitar they made an impressive showing. The win earned them praise from Bhaga and more importantly a nice spot of gold, too. After a short-lived bout of recognition from their grouchy manager they were let go for a time before returning for even more training. A few of them spent their newly earned coin while exploring the city at the center of the world. And Courage managed to increase his funds with a little side gambling. Training is what they needed and training is what they would get as Bhaga led them outside the city gates into the Cairnlands to practice in his secret training spot. The trek was interrupted by a blast of red light followed by a rolling wave of purple light that carried moans and screams with it. Than called it strong magic! A strange winged figure was also spotted by a few racing into the night sky. Deciding to investigate further, they were harried by 3 wild dogs with some sort of fiendish taint and then discovered the sight of the lights through their scouts, Holmes and Szorden. The others waited for a report, leaving the scouting to their more stealthy members. But they soon caught the lights and sounds of others come to investigate. Than Bighead was able to make out some of the discussion from these distant newcomers and it did not sound good – something about cleaning up all signs, claiming the chest and no non-humans leaving the area alive. When their scouts returned with sightings of a battle ground, bodies, a large chest, and groggy tieflings a debate ensued. Did they flee, investigate further, try to engage the newcomers, or return to help the tieflings who strangely enough carried symbols of good and neutral gods? The later idea won out and the Misfits plus Bhaga headed for the battle sight. The scene was as described with dozens of human bodies scattered about with signs of some horrible affliction (black bleeding eyes and prominent black veins). The large chest sat at the center of the battle sight and from it crawled two creatures identified by the dervish as Dretches, the least of demonkind. Holmes stayed as lookout while the others, including a reluctant Courage, joined the battle to rescue the tieflings and destroy the demons. The dretches went down but not without tearing into a few people. The chest which sounded to be filled with winds and screams was shut and Holmes alerted them to an arriving band of mercenaries he could not identify. Bhaga tried to claim anything that might have been left inside the chest, but died upon touching it. The others fled seeking a hiding place while helping the teiflings who remained nauseated and weak …

Part 1 (humans)

The small group of young humans were recently gathered and accepted into the folds of The Guild. Coming from an array of backgrounds each with their own reasons for joining, they spent their first night inside the great hall bunking with others in the same state of newness and awe. They awoke and gathered for a morning meal and listened as some of the other new recruits whispered about recent rumors involving The Guild. Rumors of many deaths and a shortage of members. That was interrupted when a young cleric of Sarenrae (Chad) arrived to collect them (or at least some of the human recruits) for an important mission. Surprised and excited they quickly followed and arrived at the door to Battle Captain Drussel (a prominent figure in The Guild and a paladin of Sarenrae). They watched as a few of The Guild’s senior and more famous members departed and then were ushered in as Vice Captain Dreasing (A high-priest of Sarenrae) departed. Some of them eavesdropped and heard an argument where Drussel thought it was important to include new members and Dreasing advised against such a dangerous task for those so green. After a rousing speech welcoming and then including them into The Guild and a personal mission, Captain Drussel excused them and ordered them to return to the hall at dusk to begin their first official mission!

XP Earned: Non-humans 800 each / humans 50 each

New Recruits part 2
Day of Demons

Part 2

Ratfink the warpriest to Pharasma (That’s what he called himself since his family are known to be traitors and he’s only here trying to redeem the family name), Chester the Archeologist (an odd one in his own right), Hawk the Hunter with Aegis his Falcon (a three time rejected 14 year old member who’s missing parents got him in), Adam the Arcanist (Sparkle’s long lost and privileged brother taken in on probation instead of going to the Brine for smuggling), Noah the Brawler (or Stinky as Ginger likes to call him because of his unpleasant odor), and Sampson the druid with LuLu (the 15 year old former prodigy turned failure and his volatile sheep companion) returned as commanded to the guild hall after some quick city exploration to find a massive undertaking in the works. They joined in the troop of over 3 dozen guild members (all notably human) that set out to the Cairnlands under the command of 4 more prominent members plus the guidance of an inquisitor of Abadar (Brother Dilitante). The journey out was cumbersome but uneventful. When they arrived at the designated clearing they still felt like they had come for naught since everyone else looked and acted prepared plus much more capable. After displays of magic by the commanders and the discovery of a large chest that seemed harmless, they were instructed to start unloading it’s contents onto a wagon. Just as the last bizarre item was removed from the chest the binding spell was broken and the chest (or more accurately the artifact that was a portable portal to the abyss) was activated. Purple goop rained down on the neophyte guild members and purple energy began to pulse from within the chest. Chanting in abyssal started and only Adam could decipher the foul words coming from within the chest. Something about “Souleater” returning for revenge. Numerous demons (vrocks and hezrou) surrounded the clearing engaging the guild members in a ferocious battle just as a swarm of dretches crawled from the chest. Most of them scattered to aid their abyssal companions but a couple of them paused to go for easier kills – the fledgling members. The new guild members worked together to destroy the pair of demons but not without losing several members to the retching caused by their stinking clouds. If only that were the worst of it. In a matter of moments the purple pulsing grew and released in a massive blast that spread beyond their line of sight. As it passed over them they felt it wash through their bones and fill their ears with screams and moans of agony. Somehow the purple goop on them protected them from what befell the rest of the guild members … they dropped dead on the spot with black bleeding eyes and black veins spreading across their pale flesh. The shock of it all was too much and the fledgling members passed out even as the demons and death surrounded them. They did see a large black, winged demon crawl from the chest and streak skyward with a triumphant cackle before losing consciousness.

When they awoke they were all nauseous and something felt wrong. They could see in the darkness clear as day. What was happening? Dretches crawled from the chest again but the battle was long done. A group of inhuman figures approached to rescue them from the minor demons and then escort them away from the clearing before a band of mercenaries (Cross Steel) could arrive to dispatch them. Ratfink found his skin shifting colors constantly and he bled from his pores, Hawk was green-skinned and covered in red spots while he could not suppress a constant twitching, his falcon looked like something out of a nightmare twisted into a fiendish beast, Chester’s head was malformed and metal spikes jutted from it, Adam had a left arm that was twice the size of his right and massive dragon horns sprouting from his head while spikes covered his skin, Noah showed nipples growing from places where they should not be and his eyes glowed with an inner fire, lastly LuLu was also a fiendish beast and Sampson walked on legs that bent the wrong way and sported fan-like ears. They were somehow infected or transformed. Adam and Ratfink agreed that is must be a curse or cursed disease. They most certainly were still transforming. Their thoughts came more chaotic to them and left Chester lacking any basic morality. The non-humans escorted the teiflings (for that’s what they had become) back to the city in hopes of finding a cure. What they found was that the gates were on lockdown and inquisitors waited to examine any who entered. They chose to try a different door, using Weise’s shape shifting and bluffing skills to lead the way in gaining access. Szorden and Than Bighead wanted to wash their hands of the ordeal … they parted only to later be arrested for treason against the city. The others headed to the Guild Hall first but it was likewise on lockdown with inquisitors waiting. They then went to the temple of Sarenrae to seek out Dreasing. There they were examined and their fears confirmed. In 72 hours from the time the goop splashed them, they would become chaos based evil teiflings. To stop the transformation and clear their names as traitors the priest requested two things – the chest to study and the true traitor to convict and relieve blame for the guild massacre.

Exhausted, they all found a place in the Puddles District, led by Noah, where they could rest. Courage and Adam tried to split away this time but found that all of both groups were being sought by the authorities. (Szorden and Than were likely already caught) The morning brought with it new issues. The process was still growing in the former humans. Ratfink’s voice turned to something that hailed from the abyss, Chester’s belly button began to whistle, Hawk grew a hunched back, Adam’s skin covered in mottled feathers, Noah shifted from male to androgynous, and Sampson grew a canine muzzle and mammalian tail. Time was growing short before they would be lost forever!

They split into two groups, the Misfits stuck together loaning only Afarrah to the teiflings so they would have a diplomatic member and taking Sampson and Lulu in exchange. Their goal was to find the traitor and clear their names since they had been added to the list of culprits after returning through the gates that night under falsehoods. The neophyte guild members went searching for the chest and put Afarrah’s charms to good use tracking down a lead and surmising that the mercenaries must have dropped the chest off at a ship in the harbor (Midnight Runner). They quickly boarded with Hawk leading a charge to attack the two shipwrights left as watch on deck. From there they followed the stairs down until Noah located the abyssal chest in its hull and the fight was on to contain more dretches that crawled forth. The crew of the ship woke but fled when they learned of the pulsing purple energy of death. The party of former humans managed to defeat the demons, get the chest closed, and called the temple of Sarenrae for help in its recovery.

Meanwhile, the Misfits plus Sampson tracked down Cross Steel’s headquarters with Courage, Magnus and Weise working their way in to speak with the leader about where the chest might have gone and who was behind the betrayal. It took all the coin she had plus the purse she stole from Courage and a lot of sweet talking to bribe the mercenary leader out of his information but she got it – the inquisitor Brother Dilitante was the man behind it all. They hurriedly located him and decided to rush him. That tactic left several of them injured and Jalal bleeding on the ground but they managed to bring the man down with a few well-placed double axe blows and a critical overhand crush from a large slab of rock!

With the traitor captured and the chest recovered the humans were cured of their terrible affliction and all involved were freed of the title of traitor (including those already apprehended) and invited to join the now severely reduced guild, boasting a new title of Lieutenant with a silver badge to match (a purely ornamental title), and a 50gp reward.

XP Earned: Non-Humans 700 each / Humans 950 each

Basement of Churo the Too-Curious
An Impromptu Adventure

Numerous new guildies were in the southern part of the Foreign Quarter going about their business when they came upon a somewhat strange scene. There was an obvious dip in the road like it was sinking and ahead two city workers and a guardsman were examining an open sewer drain. To the left stood a severely dilapidated single story structure with sounds of construction or destruction inside. A plaque is set into the stucco on the nearest corner of the building. It read:

Here stood House Churo, a home to a foreign scholar and magic worker known as Churo the Too-Curious. He was a professor and lecturer of magic theory and a magic experimenter who discovered many amazing things while probing the unknown. Strange lights and noises were often heard coming from within the building. On the night of the big earthquake, catastrophe struck and the building exploded. His body was never found. Only the basement remained but it was so marred by the release of intense magics that rooms had lingering magical properties. It was covered over and this structure built over top.

Then more noises of splintering lumber and shifting stones erupted from inside the building. The door burst open and a dusty worker leaves running. He heads to the lone guard. From within you hear screams of “Help! Help! Oh Abadar, the humanity!”.

Reluctantly Afarrah, Adam, Gidget, Noah, Ratfink Bellum and Weisse decided to get involved. The landlord had abandoned the property and the city had sent laborers to tear down the dangerous structure. The floor had collapsed beneath them and disturbed a huge nest of ravenous centipedes some of which were as large as a man. It was a disturbing sight. All of the man and halfling sized centipedes turned out to be easily killed and a few healing channels sustained the workers a little longer. Much more challenging was the ten foot swarm of diminutive centipedes in the basement. They couldn’t be effectively fought and killed the two injured workers below before nearly killing Adam a couple times. Afarrah had started the fight with a fan of fire but it hardly affected anything. The guildies were reduced to throwing the worker’s lanterns and lamp oil. Then they had to tear down a merchant’s canopy and take his oil (only half of which was paid for) to cover the swarm in a flaming blanket. The swarm briefly covered Noah and the remaining worker on the ground floor before it retreated to the basement and was finally wiped out.

Those that were in the Churo’s old basement saw 3 rotten doors and a newly constructed barrier opposite each other. By this time Than and Magnus had arrived. Noah and Gidget remained above to keep people away and the rest of the group descended into the hexagonal room below. The basement was dank and muddy. Clearly it must get flooded. People began examining the four exits to the room. The northern door blocked a room of whispers, the eastern a 40 ft passage with 3 doors, the southern passage was blocked by a newly constructed barricade, and the western door was pushed aside by Adam who advanced down the 20 ft hall.

Adam slid the next door to the side and was ambushed by two crossbow bolts. His scream was cut short by unconsciousness. The group ran to his aid as a tiefling in studded leather came out and took Adam’s Lighted scimitar. Only the invisible kitsune ninja had gotten into the room to see that there were also two ratfolk in leather inside. Strangely she noticed that she was Slowed while the ratfolk were Hasted. Nobody wanted to purchase Adam back from the tiefling and the situation looked dire. Before the tiefling killed him with his own sword though, Weisse snuck over and sneak attacked him. Weisse also tried to take out one of the ratfolk with a ninja star but it was Than’s magic that put them both to sleep. The unconscious tiefling was tied up for questioning later but the the ratfolk were killed.

The room was discovered to have multiple spots where people were either Slowed or Hasted and even one spot with a stasis field. The north wall had a secret door that took them a short distance to another door that they forced open. That lead into a rectangular room with a broken down fountain in the center. A cascade of dim multicolored light from the fountain illuminated the room. The dribble of water was magic but also appeared to have been tainted and unsanitary. They decided to leave it be.

Meanwhile Magnus checked out the room of whispers. As soon as he entered he was able to discern, through the magic, statues in each corner and numerous carved faces on the walls. The magic voices elevated in volumne but spoke only nonesense. He left.

The group headed to the remaining door which broke apart when moved. The slick hallway was badly water eroded and while Magnus stomped along, Weise slipped and slid downslope taking out the lower portion of a rotten door and continuing into a steeply sloped room with some sort of acid pool or open stomach. She was able to throw a rope up to the others and get rescued before being too badly digested though.

Adam and Weisse used presidigitation to clean a narrow path through the hallway to the far door. The room beyond was pleasantly appointed with furniture and a convenient pile of treasure in the center. The opposite wall had a steel door behind which wind and banging could be heard. The room was as they expected, a trap.

Weisse entered invisibly but the entire room was a magical creature that could sense her movement. The treasure spilled to the side as a mouth revealed itself, then it used a carpet-tentacle to push her into it’s mouth. Chomp. The ninja was held in place. Magnus threw his big rock and others tried stabbing the floor or touching it with spells. It wasn’t enough to stop Weisse from being swallowed. The kitsune bit the throat on the way down but wasn’t spit back out. The rescuers redoubled their efforts and Magnus destroyed the magic living room with the next blow from his rock and the other cut Weisse out. The treasure was all real and happily scooped up.

The metal door was picked open and revealed a room filled with a dusty magical whirlwind and a battered head-sized metal chest. Magnus roped up and grabbed the chest in giant form. It was badly crumpled but he and Ratfink figured that they could pry it open with a crowbar. And they did but electricity arced from the chest to their bodies. Ratfink was electrocuted and Magnus seriously injured. Ratfink was briefly mourned. The chest only contained some magical notes – no doubt very important to Churo but a disappointment to the group. Than tucked them away thinking they’d be valuable. Undeterred by the deadly trap, Magnus was back in the whirlwind with Weisse working at the wall where a secret door had been spotted. After removing the impacted dust from the lock, Weisse tried and failed to pick it causing more arcs of electricity to burn them. This time nobody died. They kept at it and got inside the door.

More disappointment. The small closet initially looked to contain nothing but tattered clothes and decomposed papers. A quick search revealed several interesting items including a small ivory box they decided not to open, a future fantasy roleplaying game “Accounts and Laywers”, a spell book, some jewelry and strange jeweled coins.

After clearing out the closet the group decided that they were spell depleted and had pressed their luck enough and dragged themselves out onto the street again not caring about the blocked passage and forgetting the tied up tiefling.

400 Noah and Gidget
770 Than and Magnus
1,170 Everyone else

Tengu Mission
Magic Poop Adventure

XP: 2,589

Essentially when the guild gets your news they will launch an investigation. You guys represent the guild and innocent people died (Meric, the coachmen, and the whores). The guild is going to “ask” you all to go to the victims families and split the money equally between them. Also explain what happen. The guild wants a good reputation. A few representatives from the Zethis trade guild want you to put you all under a gease to tell the truth.

Elder Wing will heal everyone to full if you tell him the absolute truth. It turns out he is an incredibly powerful druid. He let’s you know he was watching the battle. (My DM safety card)! He tells the party that wand was repudiated. He will give you guys the jewels. He tells you guys he doesn’t want them. Combined they are worth 3,000 gold. The guild is going to take 300 gold. You guys get to split the rest. 540 gold per person.

You guys are directed not to leave Absalom until this whole thing gets figured out.

The result- The son planned it all. He convinced his father to go which was no easy task. His son would never had killed him in the city walls without suspension. The researched relocation information was falsified by the son. Deshard and Menas Vor thought that the hired band of mecanaries would kill you. Deshard tried to kill you all with summoning the Yurthak, the huge magical beast. He simply could not control it. Then they were going to go kill the Tengu. Deshard and the hired mecanaries watched you all in the arena. They knew how to prepare. Deshard told them he was going to help. Menas Vor wanted the family power for himself. He also wanted the Mountain Bloom. He also planned to enslave a few Tengu to sell in the Coins. The son is set for trial, Deshard no one can find.

Thus you all are clear of involvement!

A Minor Request
Mapping the Swamp aka Swamp Pirates

The day began with Holmes, the ratfolk investigator, spotting a request for The Guild posted to a message board outside the guildhouse bunking area. It seemed simple enough, 150gp to loosely map a swampy area for a local cartographer. The week journey outside of Absalom would take him to the north and east at the edge of the mountains. He gathered Jalal, the bardic dancer, and the pair agreed to take Sampson and his mean sheep LuLu to help with the wilderness exploration and mapping. They met with the cartographer, Filligo Mahd, to collect supplies he offered, a camel (Castro) as a pack animal and to iron out the details of the request. They quickly learned why the request seemed to be almost discarded and posted outside the bunking area. The man was difficult to deal with and tight of purse. He had definitely come to The Guild before. Jalal bargained them into extra rations supplied to cover the journey but not a coin more in payment. With nothing better to do, they set out to start some mapping!

The journey to reach the swamp, known as the Damphrat, led them through a rocky, cliff-like pass affectionately referred to as the Shatten Enscarpment. The ledges and crumbling walkways were unsafe but they managed. Unfortunately, none of them seemed to know anything about the pass or the swamp and they didn’t bother to gather information before heading out of the city. During their night, Holmes was surprised by the stealth of a large saber-toothed tiger that sneaked in and grabbed the sleeping Jalal, ready to slink away for a quick meal. If not for the appearance of an equally disturbing sight, the bard would have been dinner. A two-foot tall child’s doll, complete with white dress, bonnet, pigtails and tiny red shoes, sprang from the darkness and stabbed the great cat with its katana. The surprise attack startled the animal, drawing a swat that nearly tore the wooden doll’s face off, but also succeeded in getting it to drop Jalal. Holmes added a couple of crossbow bolts to the fray and Sampson roused with Lulu charging in with a loud BAAAA! The sudden arrival of numbers scared the cat away. The doll introduced itself as Jerro, a protector searching for the girl it was set to guard. Jerro explained that she was kidnapped by bandits who were working with slaving pirates and goblins. Holmes, still freaked out by the talking wooden doll with a katana, dismissed this random rescue mission in favor of the payment assured by a map of the area. Jalal and Sampson seemed slightly more inclined towards helping but also agreed that they had accepted a mission for The Guild first. Jerro the doll decided to join them, hoping to get their aid as they finished with their mapping task. The doll spoke with a husky whisper and though it carried the painted face of a smile, held little to no emotion. It told them the girl, Evanna, was being held in a dilapidated tower a day’s journey deeper into the swamp.

The party continued their mapping , with Sampson doing a surprisingly good job. But the days passed slowly as they went. Jerro grew restless, gently guiding the shepherd’s mapping towards the location of the tower. They scoped out a hot water geyser and met with a tribe of red-skinned kobalds during the process. Later, the leader of the kobalds arrived at their camp showing Jalal a bag of blue kobald heads and offering a large bag of coins in exchange (they pieced together that he wanted them to kill the blue kobalds for the money – the best translation they could get since no one spoke draconic). Eventually, they came upon the tower Jerro told them about. The 60 foot structure was old and falling apart with a poorly fenced compound surrounding it plus two tents and an old well. They watched and waited until the human and orc bandits plus the human pirates and a handful of goblins left the area. They then devised a hasty plan to slip inside and find the missing girl. They left Sampson to watch the animals at camp and Holmes, Jalal, and Jerro slipped through a hole in the wall and killed one goblin on guard. Jalal waited outside while the small members searched inside. They slipped up the tower avoiding several floors where multiple goblins slept on pallets. They found the prisoner’s, including Evanna, a goblin merchant, and a horribly mutilated old man that screamed and babbled randomly. Trying to lead the others out while Jerro put the crazed and blinded old man out of his misery, they made a ruckus and roused the goblins. From that point on, it was total chaos as nearly 20 goblins poured forth firing arrows from the roof or swarming over them. The shaman and the mutated goblin leader came for them as well and it was a bloodbath! Everyone took a serious beating, with Sampson arriving later in a rescue charge that was less than impressive. Sampson was bloody and crying, LuLu went down, Jerro was very nearly destroyed, Holmes balanced miraculously on the edge of death through most of the fight keeping the leaders and archers occupied, and Jalal used more healing than the rest of the party combined. But somehow they managed to kill the goblin horde, rescue the girl and return with a proper map of the swamp! If they hadn’t lost the pack camel in the confusion they would have actually gotten paid for the mission, too.

They managed to get a reward for the girl’s return, a nice sum of coins for the equipment and magical sword they confiscated and then sold, and made a new friend, vouching for Jerro the disturbing little doll ninja to join The Guild.

Each character involved gained: 1,440 xp

Another Minor Request
Retrieve a Simple Trinket

Felligo Mahd Returns with a new request for The Guild: Chad, the monotone priest of Sarenrae, spotted Noah (aka Stinky) walking by and basically dropped the mission in his hands since there were more important things going on around the temple and no one likes working with the cartographer anyway. Noah grabbed Hawk with Aegis and Holmes and headed for Mahd’s Maps to get the details. It was simple enough, take a map, some supplies and a camel to the Precipice District and retrieve a feather quill pen of special sentimental value left behind in the death of a noble family in their mansion. Holmes, having dealt with Felligo before adamantly declined using the camel and questioned the cartographer’s right to claim this item. According to local rumors, a young noble (Artigo Sanclese) had arrived in town a while back with proof that he was the proper heir to the Mantiere property and fortune. With little resistance, they went ahead and accepted the mission from Felligo for 150gp plus a possible reward for bringing back other items of import.

After stopping to grab some holy water and a pack mule, they made their way to the Precipice District and followed the map under Hawk’s expert guidance. They were intercepted by a trio of zombies, but Hawk and Aegis made short work of them. After reaching the mansion, Holmes was surprised by another zombie that knocked young Hawk senseless before being destroyed. They found little in the ruins of the mansion, now overgrown with masses of trees and vines, besides a lone animated skeleton and a piece of a tapestry dedicated to Urgathoa that Holmes swears is super valuable! They found a secret passage leading below the mansion hidden inside a statue-fountain and made their way down. After wading through putrid water and sludge, locating treasure guarded by a magical trap they couldn’t bypass, Watching Noah attempt to climb a barbed chandelier only to crash onto his back and be trapped beneath it, disturbing a nest of rats that swarmed them, and nearly losing Hawk to creeping vines that tried to drag him under the water and drown him, they are ready to continue their search for the pen …. to be continued


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