The Dark Carnival

Winter's end; new friends

Dahlia gives Burns a detailed account of White Plume Mt., including the Keraptis baby. He says how unfortunate it is that such power (the weapons) were destroyed; and he will “keep an eye on” the baby.

The barbarians, the Crimson Knights, and the rangers all arrive in Holst before the time that the carnival is moving on; all meet and fall in as pals.
All the other 3 groups felt a compulsion of sorts to end up in Holst.
Each group was greeted by Smithers and a few other carnival officials. Sgt. actually knows Mr. Burns, as well as Malenklo and Dahlia from years and years ago. They are offered a place to lodge and provisions for their stay. Offered job opportunities come spring.
The barbarians agree “nothing else to do”.
The rangers look to Sgt. who agrees.
The Knights are the only ones who really have to think about it. However, they are travelling from home seeking glory, a crusade for notoriety and prove themselves in the greater world and return better men. They have their entourage of groomers, servants and the like appropriate for each of them. They feel it seems odd, not able to really put their finger on it, what’s different recently. Everything since right before they reached Hazlet has just felt….off. In their whole perception of time and being. Hmmm. They ask Smithers, to see if Burns can explain anything. “Probably just being so far from home”. Burn does say that even this long after the Masters, there are still ‘mystical fields’ and such that they may have passed through. Bunch of mystical mumbo jumbo.

Dahlia, after seeing Drow for the first time, asks Burns about it. He confirms that she is indeed a dark elf, a Drow. She was not raised by them however but by the carnival, as she knows. He explains she will have a much longer life than man. He says she was ‘captured’ from a dark elf group by wandering barbarians. Burns purchased, protected and raised her. Other than that, he knows nothing else.

Winter ends w/o incident. Burns did have feelers and scout elsewhere, advertising and other things he is interested in. One of his runners checked in on Lupidides even (Burns really knows all) and reported he is well and still on the inside. Burns feels Bosmus may should probably indeed follow on his revenge. Lupidides has information for sure. Burns gives Bosmus his blesssing to take a group to settle things “as long as you realize once that job is over, you return here”.

Fall moves on, the carnival will move now. Burns wants to visit Imbrundia this year, sooner rather than later. There ill be a large celebration in the spring he wants the carnival to take advantage of.
Burns call a select group to a meeting about potential action coming up soon: Gar, Dareth, Tom, Yanath, Sgt, Malenko, Dahlia. He has lines on jobs with benefits.

  • A town off in ??: something unusual is going on at a mine nearby; no one is saying exactly what and not getting much attention from anyone else. Burns, however, wants to find out what it is before it gets the attention. It will have to be dungeon crawlers. He says that group can break off from the carnival at Ham.
  • South of the same mountain range, there is a petty warlord who was small time in scale. But in last 6 or 8 months, seems to have grown in power. His area has grown a little too fast. Suspiciously so. Has not drawn much attention from the closest King. His man in charge of that area has said not much; he has either not done anything or can’t.
  • In the forest to the west he has an ‘old friend’ there. She has lived there peacefully for many years minding her own business. She was able to contact him recently; having problems with monsters in the woods that were not problems before. Maybe a new force in the area. She asked him for assistance. That is personal, not carnival business so he would look very favorably upon solving it.
    Yanath "This is something you would want someone to look into asap, not just wait until we are moving up the north road to the capitol and break off. Go asap.

There are other smaller things, but he will get to those later.
He’s thinking maybe 8 guys or so to each place should suffice, but whatever we want, go for it.

Bosmus wants to leave within a day or 2.
There are obvious choices to make, but we want each group to be somewhat rounded.

To mine:
Haarkon, Gar, Garth, Ulfar, Dahlia, Malenko (plus dog and 2 undead), Elric (and dire wolf).

To Burns’ friend:
Yanath (plus dog) and Meanderwood Rangers, Ragnar, Iggy, Umgwana (plus Booty and Fingerbang)

Bosmus, Furnok, Lord Byron, Hunk, Nunu, Billy

To Warlord:
Cpt. Dareth, Evan, Grimson, Tom and Blue Crew 2, Sir John, Sir Damon.

The rest of the rangers and Vic and Ulek will lie in reserve. Vik is NOT happy, and almost thrashes her cousins to leave them behind bruised and bloody.

The Mountain Fort of the Slavers

On Day 50 we leave, following the map east and north. Afte 3 days we reach our destination and reconnoiter for a couple days, but not much activity but for guards on the walls.

Day 52, after dark

We enter walls of fort and fight our way through the first and second walls, making our way through the muddy courtyard where we are ambushed by an ankheg before continueing on. Then rest for a while into the next day before continuing on. We use the left wall to get to the roof of the main complex, where we are surprise attacked in the dark by archers, followed by orcs climbing from the inner courtyard below. We defeat them, finding the hole into the ‘kitchen’. We climb down into the courtyard and enter the forward doorway.
We fight our way through to the left first, before resting for the night in an abandoned section to the right side of the fort.

Day 54

We get into more serious fighting and finally to the main confrontation in the kitchen.

Day 55

Into the dungeon, a major battle in the torture room after getting past the magnet hall and bypassing the oily hall by finding the secret door.
Several other large battles ensued, including one which forced the elf leader of the enemy to flee the room. This battle was particularly great, Gwana getting particularly wounded by the elf woman after charging her by himself.
A marathon day of action took us through the night and into the next day 56, including meeting some of the skilled labor of the slavers (a secret treasure room found nearby). We convince some to join us instead and return to civilization and the carnival with us. Upon leaving that area we encountered the enemy awaiting us outside the kitchen and were victorious.

Day 57

Bessel and the Slavers
Yanath, Black Tom and company get quickly into the meat of it.

Bessel is a walled port town. Being on the northern hinterland of civilization, with more primitive societies over the waters, well knows raiders and slavers.
On Day 41, Furnok enters the town first to reconoiter:

  • Surge in raiding lately
  • A known crew of slavers called the Raiders of the Yellow Sail has been active for the last few months. They strike the area periodically, actually. Previously used hit and run tactics with low casualties and would often ransom those whose families could pay. Often took bribes to not attack a town
  • Now, more deaths. Attempts to pay have resulted in money taken but no one returned. Bribes given and attacked anyway
  • Land forces and sea forces;merchants do deal with them and visit the town to the east on the coast that is there base: an abandoned town once called Highport. A temple in the center is there base. Much of the town is partially ruined or on its way there
  • Local militia forces not strong enough to deal with the problem
  • Hillmen from the east also visit the slavers at times
  • Town eader offering a reward for any heroes who can deal with the issue.

The next day, day 42, after getting all the info from Furnok, Tom enters town with Kell and Tanaron. Yanath, Hawkeye and Eagle Eye head for the slaver base to recon, and Uumgwana goes to join the slaver so we have a man on the inside.
Leader tells Tom a 5-man adventuring party volunteered early on in the process and never returned. The temple has a main gate, with a secret door in the rear of the temple compound. There is no information on #’s of slavers, but they have orcs as well as humans. It is a half day ride there. They sell their slaves in foreign lands over the sea.

Yanath’s Scouting (same day and next day, day 43):

  • small camps of nonhumans are dispersed throughout the old town, including orcs, halforcs nad some ogres
  • Half ruined temple is the only decent structure in town. Most of the camps are outside at least to some extent. The HQ is however quite large. Guards are not too diligent during day, though more so at night
  • 5 Ships lie at rest in the bay, mostly human crews but some half orcs. Many stay at the docks and/or on boats all the time
  • Pens of slaves at the docks
  • Outer and inner portcullis protects gateway
  • The temple once was a grand 3 stories, but at some point obviously burnt; now only 1 story

Umgwana arrived late and spent the night with an orc camp.

Day 44

A couple merchants with guards arrive by land, right up the road from Bessel; they are challenged at the temple gate prior to entry; then are allowed to enter in small groups

Also, a boatload of slaves departs in morning

Early in the morning, Uumgwana taken to temple seeking to join. Some orcs are within wall and a half orc looks Gwana over in the courtyard. Checks out his fangs an spear. Asks his accompanying orc a few questions and “Yoiu’re hired”. He spends that night with the orcs again.

Day 45

Couple more merchants arrive from the road, and from the east mounted hillfolk come. Grooves left by the wagons of the merchants are deeper when they leave than when they came.

Tom arrives with Kell and Tanaron, so after nightfall we find secret door and enter, exploring the rubble-strewn passages and rooms. We battle a ghast w/4 ghouls and flee from a Basilisk thanks to Malenko’s warning! Attack a camp of nonhumans and crush them utterly.
After making our way through the tunnels of large ants and a weavil-like insect, we reach a ladder going up. Pushing a stone off the top is Umgwanna, coming up into a temple room in the main complex finally. After he fakes being an orc merc who is simply lost, he makes his move after pretending to move to replace the stone cap. We start entering the room a couple at at time and battle ensues. The last enemy is the female, who is shot down by Yanath, Hawkeye and Eagle Eye as she runs down a long hallway outside of the room. Meanwhile at the bottom, Tanaron and Ulik are surprised by the rescued slave we have had with us, who turns out to be a doppleganger. The assassin succeeds in dousing the light for a brief time but it is lit again and the Ulik and Tanaron kil him.
After more exploration, we reach the main courtyard where they lie in wait for us and put up a difficult fight, leading off with volleys of crossbow fire and a primitive flamethrower. Uumgwana and Furnok make for the flamethrowing wagon at the outset and eliminate asap. It’s a fierce battle but we win.
After a good rest we find our way into the main prison area underground. Another battle, led by Ungwanna and Yanath, in a room of 2 long twin lines of cells, is won by us, Tanaron using his speed to reach their rear and block the escape of a visiting merchant. We secure the entire place and send Tanaron running to call upon the local authorities who arrive the next day. Evidence found on maps of slaver routes gives us a couple leads should we desire to track them further. The slaver fleet in the harbor flees. This has gone well into Day 46 and we are exhausted at this point. Most are down much if not all of their reserve, a few wounded beyond that even.

By Day 46

We are back in Beseel and rest a few days before following the slaver map into the mountains.

White Plume Mountain
Malenko and company reach the Mountain

Plume to north, Great Swamp north of it, Twisted Thicket to south and east with pass tween the Castle Mukos to west. Malenko says Keraptits here long before Mukos Castle, and likely during. Place called Dead Gnoll’s Eye Socket tween thicket and plume.
-Find area w/o difficulty, come up around twisted thicket into Plague Fields from SW. Yellow River flows from MT by town. Few animals and sparse vegitation along banks. Is a deadland where farms once grew. Town run down, decrepid buildings and abandoned for years. No one at all.
-To Ringland. 10’ tall palisade around village w/ stone towes, grazing animals outside, only few hundred people. Trails leading out to south, west, and north, plus one we rode in on. See tower guards and 5 at only gate to town. Say PF empty 15 years now. “Damn river, everything dies, animals and crops wither and die.” Say crazies all the time lookin for Plume. 90% never return. Knows of no specific successes himself. RL a town of trappers and hunters mostly, though some wishful miners. Few farms. None have gone to Plume recently through here. Faces in smoke seen recently, most assume the Keraptis of legend who lived there long ago. Story of great wizard ages ago. It always smokes though, nothing new. Mukos is about 200 years old. Says go to 3 other places in town for more info: Sebastian and the Ringland Inn, the Hunter’s Guild, and Monrik the local arcanist.
Malenko, Dahlia w/ wights and Haarkon see Monrik. He came here to get away from harassment for arcane power. Didn’t come here specifically, just where he ended up. In his 40’s or 50’s. Was here since befor PF abandoned. River flows into MT from north, then out of it again south. Inside something contaminates. This began about 15 years ago. Always smoked even prior. Faces only last couple years. His opinion is that it is K’s face. Mukos was a noble who moved into area to set up own lands. Build castle to west of swamp. Road from here goes part way to it. Soon after build, disappearances inside it, others endless nightmares of being chased. One day, Baron disappeared. Inhabitants left. Says Plume area was on border of lands of a few Masters. Tells of humanoid raiders attacking the town here and there, from MT. He helps defend and repair afterwards. Ask cpt. of guard for more info. Attacks less often now. See Hunters for info on Dead Gnoll’s ES. There’s a row of buttes. ES a strange formation on what looks like the head and shoulders of a supine hyena w/ 1 large cut in SE section (the ES). 13 miles east. 80 years ago last known time someone entered Plume and came out with success and $.
Iggy, Ziggy, Boz to Hunter’s Guild. Talk to Otis Hilltopper. 6’2" with alegut. Says nearest any get to Plume is Dead Gnoll’s ES. Nice big cave there. Safe camping spot. Mukos a nasty place. Always feel like being watched, dread inside there. Great Swamp is deadly, can traverse it but mighty slow. Knee deep much of way, nasty beasts and quicksand. Subhumans and, supposedly, even fouler things. To edge is a witch named Thingizzard. Stay away from there, does not like trespassers. Some have succeeded in bartering for potions and such. To north, far past great swamp, though none know for sure cause no survivors, supposed to be a dragon. Just a rumor, never seen it in these parts. Says he can guide to ES and stay with horses/supplies up to a month, for pay. 13 miles to it. Easiest approach to MT. Can get to base sooner, but much tougherr climb. There is a trail to an opening into MT from ES, but never been. Tells of wandering subhumans, incl. orcs, gnolls and bugbears, plus human brigands too. They do raid towns here and there, as south rim of foothills lined with villages and hamlets. Attacks vary from 20-100, usually top out at 40 though.
Pits to Inn. Patrons say “We stay clear of Plume, monsters always wander its slopes. Crazy wizard locked self inside long ago, since ‘for great grandad born. No one goes closer than Dead Gnoll’s ES.” Mention face. Sebastian says “my recommendation, go home.” Been here long time, 3 groups of treasure seekers, none came back. Does not know of story from 50yrs ago Burns told us about. Oldest in town only 50’s or 60’s anyway. Rumor of monsters in swamp, including Bog Mummies (malenko never heard of them).
All meet at Inn. Sleep there that night.

Day 38

In morning go to Mukos. Road goes 3 miles, then 3 more overland. Central tower mainly intact, but overall little more than rubble. Iggy says no recent traffic, but surely looters and vagrants here in past. Search whole place and nothing of interest. Dahlia, at one point near end, continues to insist she sees movement out of corner of eye. Take her out of walls, leaving Mal w/wights and dog inside. She still sees them, starting to unnerve her. Malenko attacked by small hairy creatures! Fights them off just as we get there. They have a paralyzing poison in their claws. Dahlia continues to see them on way back, Malenko can do nothing to help. At inn, smokes a drug w/ her and she sleeps, guarded by pitfighters and wights. They are attacked by a gang of the creatures, who ‘dimension door’ in (as Malenko calls it). Dahlia down 3 in all abilities from the paranoia. Fight off attackers, who try to DD out with paralyzed victims. One or 2 escape, get 4 bodies. Dahlia gets better fast now, Malenko sees Monrik and trades a body for cask and preservative for his. Maybe can trade other 2 to Thingizzard for stuff.

Day 39

Head for Thingizzards. We avoid most of swamp. During the trip, attacked by a gang of gnolls, who we handily defeat. Then Hunk and Ziggy hit patch of quicksand, which we pull them out of with much effort.

Day 40

Arrive at Thingizzards after dark. 4 bog mummies watching us at a distance, look like small creatures. Malenko knocks on her door and she answers. “My swamp, no one comes in or out w/o me knowing. Those who dare harm it or my children (bog mummies) face my wrath.” We tell her we are not here to do any such thing. Explain who we are and why we are in area, seeking information. She has been here a very long time but claims to know nothing more than the rumors we already heard. About Plume says "seem someone trying to make it look like K is back. Malenko asks how she knows it isn’t K. Answers “if K were back, everyone would know he is back”. Even she is not sure about her age, but she lived here since K showed up. They left each other alone. Mukos left swamp alone as well, but it was a bad idea where he put his castle, cause of the meanlocks. When we say we were there, she cackles finding it quite humorous. When asked about the gnolls, laughs and points at another bog mummy that was a gnoll. Has no idea why they are more active lately. She says she has had no visitors, but Malenko doesn’t believe her so presses her, diplomatically. Admits that just a gang of gnomes who had the audacity to kill one of her children. Malenko and Haarkon notice she is fingering a 3 bladed dagger while talking. We try to reassure her we mean no danger to her. Some of us buy some potions with gems. Malenko tries to deal with her for teaching dark secrets to him, but she is uninterested in sex and says it would take too long to teach things he would want. Recalls long ago hearing of the Attercops and a cult but not in this area. We get out of swamp and camp at river finally around 2AM. Sleep til 10AM and back to ES for mules and gear. Get there around dinner time 2 days later. Move til dark, which gets us to base of Plume. Camp, attacked by gang of ogres overnight and defeat them.

Day 41

Cave mouth 600’ below summit. A trail leads directly to it. Get to entrance, which emits a steam and vapor eruption every several minutes, which we are hit with once inside the room. Takes a bit to find the whole, which is a spiral stairway heading down 100’ into a chamber. Nearly dry here. Southwall full of murder holes. We give wrong password but insist we are here to join Keraptis’ forces. Gnome guard leader Kabyle comes out to meet us. Says there are 4 factions here, all led by a false K, “only ours is the true K”. Current password is good for 24hrs = ‘gnome’. Shows location of pit traps in room so we can avoid. Gives us a magic scroll, a lvl 5 magic missile 3/day. Anyone can use it. Wears armband with K intertwined with snakes, which he gives us all. Must kill all w/o it. Gives us direction to K. Cross a lake on boat, told to spread the red dye as we go to keep the Kelp Devils away. All gnomes but for 4 ogres. See GK, says his magic trident stolen by thieves who came through a secret door along one side of the lake. Wants us to get it for him. Tells us the other FK are an ogre, human, and moldworm. Also an evil band of creatures, humans-gnomes…, who are the ones who stole Wave.
We go through secret door, come upon woman named Kuhlefaran. Tell her we are falsely working for the false GK, and we are here to eliminate all the FK. Says they are the resistance against them. She takes us to see the leader, through pyramid room where we are attacked by an invisible giant crab. It is a bloody fight even with a glitterdust part way through, which we eventually retreat from. Kuhlefaran has no idea where it came from, saying it has never been here before.
Resistance made up of 12 gnomes, 3 humans (Marthea, Hammond, Kuhlefaran), Ogre named Garcon and one meanlock, Henri, who left Castle Mukos to be on his own. There is a tunnel from the main room, a secret exit being an old lava tunnel. Leads to outside at base of Mt.
Leader is a large gold-skin man named Nix. We meet him in private. Tells how he was here prior to FKs. The gnomes inhabited the Mt. already, the original K had mainly gnomes. Garcon used to follow one of the FK. The humans were all adventurers who decided to stay and fight the FKs. He himself once worked for the true, original K! Says how K had insights of the time of the end of the masters coming. To protect himself, spent years researching a solution. He opened a doorway into the shadowplane, to go through and come back when right things happened here. 4 weapons of power helped him open gate, Wave-Whelm-Blackrazor-Frostrazor. Nix wants them all to reopen gate to bring real K back.
Recently, 4 FK. Gnome named Nightfrear, Ogre named Spatterdock has warhammer Whelm, Killjoy the human has the sword blackrazor, and Mossmutter the moldworm has the sword frostrazor. Nix stole Wave from Nightfear. All the FK have personae, memory and powers of the real K. Use of our scroll turns you into a drone of sorts to it’s FK. Some have partial power, some complete imprint. The 4 FK read scrolls with the complete imprint. The more people read the partials the more powerful the FK gets. Each FK has multiple drones. These will fight even past the death of their FK. If you kill an FK, he will transfer to a drone.
He will give temp sanctuary to us and send Henri with us. Wants us to find Wave, a trident, and bring it back. He had sent a group of his gnolls to hide it at Mukos, the swamp or , w/o telling him. They never returned.
-other lava pit goes deeper, but they have run into dangerous creatures w/in it. It can lead you to Spatterdock’s area.
-Mossmutter is an intelligent moldworm, made so by accident of magic when he ate a FK. Very large. Real K created the scrolls as an attempt to keep self around but avoid Master’s fall. Thought someone else reading them would bring him back, but didn’t work. FKs can make more.
-He wishes to use all the weapons for a ritual in the Fane deep in the volcano, bringing real K back. If he does, all FK will die.
So, obvious to us Wave rests with Thingizzard. We stay that night, rest whole next day and night, and leave through lava tube the next morning.

Day 43

Leave for Thingizzard, accompanied by Henri. Arrive after dark. Mal flanked by Boz and Dahlia knocks on the door. Rest of party 30-40’ back. She claims no knowledge of Wave. Malenko sure she is hiding something. Boz sees her fingering her dagger. Malenko suggests a temporary trade, Wave for Malenko’s soul-in-a-jar until we return Wave to her, once we have defeated the forces of Plume. nce late.
We tell Henri on the way back about Nix’s plans to bring back the real K, but he cares little. Just glad to know he no longer lives at Mukos.
Back to resistance late. Nix comes in and we show him Wave, but he says for us tokeep it for now, and use it to do battle with the other forces in the Mt.

Day 45

Go for the crab, hoping it is still damaged. If it is healed, that means someone with necromantic power is behind it. IT IS HEALED! AAARRG! Ziggy wields Wave. After an easier fight than last time, with Malenko eliminating the invisibility for a longer period of time, we kill it. Ziggy gets kill shot with Wave.
Next, into the dangerous deep lava tunnels to explore. Nix says so far as he knows Spatterdock knows of tunnel also but also does not use it.
We explore a maze of tunnels, finding copious amounts of fungus, including some that explodes it’s poisonous spore; a room with mushrooms as large as a man, covered in translucent sacs that explode with an acid; encounter and kill a Mossworm in a room with an obsidian cairn. Continue east into another mushroom room, with the sacks bursting spontaneously as we skirt the wall past them. Find a steep downward sloping tunnel, but ignore it and continue.
Come to a large room and search around. Find 3 dead gnomes, killed via mouth and lung fungal infection. Relatively recent. At a fork beyond, see a dim glow from NW passage.
At Y-intersection, attacked by 3 bloodwights and fight to a stalemate. Flee past them to a 50′×50′ room with a large pool taking up most of it. A sloped ledge goes around it but is very dangerous. It is a 20’ drop into the pool. Much of the rock covered by a slick silvery substance. Malenko says likely an arcane energy byproduct of whatever was once in the pool/what pool once used for. We run back past slugs to the mold-worm room, then to dead gnome room. Has 2 more passages out. Take north hall to another room with a moldworm. Backtrack to 2nd hall, irregular shaped room with phosphorescent lichen. Around a giant boulder stand 4 human sized/shape creatures. They are Fungus Hulks. A boulder fills an entryway behind them, blocking it. Likely an entrance to Mossmutter’s territory. Malenko insists on seeing K. One leaves and returns w/ a gnome acting like he is wearing a brand new Edgar Suit. It may be a subsumed mind. Talks with them but they won’t let us in unless we submit to becoming moldy. We withdraw.
Take the downward tunnel, which after a few hours Haarkon insists must continue to the infamous Underdark. Most of us have never heard of that. Back to Nix’s area to rest. Says pool was originally a K experiment to manufacture a pool of pure ‘life principle’. Found it to be very volatile. Diffucult to control what it would to to a bather. Some good, some bad.

Day 46

We ask Nix some ?‘s. Subsumed minds would likely not flee or hide if we attacked a given K’s forces. If you kill a false K, they can take over a nearby drone. We decide to make an attack on Nightfear. We will pass back the way we came, cross the lake, make our way into his chambers with Wave then attack. The resistance will hold the forces in the complex of rooms connected to the mountains main entrance.
4 gnomes, 2 fore and 2 aft, accompany us so as to deactivate traps on the door to Nightfear. it is a large room but much taken up by his dais, which is fronted by 4 Ogre bodyguards. Only 4 of us make it into room when Bozmus backstabs him from the shadows, seemingly killing Nfear.. Hunk, Haarkon, Malenko and Dahlia also in the room. 2 Ogres quickly eliminated mostly by Dahlia and Hunk. Nunu is just outside the doorway at the T-section with Mal’s dog, followed by Iggy/Ziggy, Billy and the undead at our rear. We are accosted from hidden murder holes on the walls of the entryhall, and by gnome warriors on our flanks then gnoll mercs from our rear. A great melee ensues as the back door in the chamber opens and the real Nfear arrives. He delays us with mirror image, then tries to slay Mal, Boz and Hunk with Circle of Death but fails. Meanwhile, Nunu faces the Gnome champ and is almost defeated. Dahlia, after eliminating a few mirror images, moves back to the hall to stop Malenko’s undead from creating more, while also taking down enemy warriors. She succeeds on 3 but can’t make it to a 4th (gnome) who rises as a Wight in 1 round. Nunu is heavily damaged, as is Hunk by the end via 2 Cones of Cold from Nfear before he, Mal and Boz take him down for good. Hunk, Dahlia and Iggy clear out the archer rooms to end it all. The resistance pulls gets control of the planks, trapping Kabyle and any other soldiers in their section. Mal’s bird says no one has left the mountain by the main entrance so they are all certainly still there. It’s still a ? whether Nfear had another drone to inhabit back with Kabyle. We search and loot the chambers, and by his arcane writings Mal says Nfear pretty much sucked at all he was trying to do.
We attempt a truce with Kabyle, trying to bluff him to join us against the false K’s but he magic missiles first Mal then Haarkon through the door’s peephole. We leave him covered by Nix’s men and rest for the day.
h4. Day 47

Back into unexplored tunnels, staying on this level. Find a hitherto unknown to all secret door from cave into hall near Nix’s guards. Encounter a super tough ghoul that escapes us after giving us a beating. Mal, Haarkon and Zig all paralyzed.

Day 48

Mal, Haarkon, and Zig do not come out of it until this morning. Haarkon and Zig come down with Ghoulfever.
The resistance cleric aids Ziggy and Haarkon, while we all go to meet Spatterdock with Nightfear’s head. Nunu, Hunk, Dahlia, Iggy, Malenko and Boz are all forced to read the imprint from Spatter’s scrolls or the jig would be up.
Back to resist. with the vampire.
On the way back, we get the drop on the vamp and defeat him in the hall. We then try to race back and beat him to Spatterdock:
We first eliminate 9 drones by expending some of our fireballs from the imprint scrolls after killing all the guards in the entryroom with the murderholes.
Then we battle a flesh golem, which Malenko quickly outwits by getting it buried in a pit full of mud. Across the chasm, we see Spatter standing there, awaiting us. After some talk, we decide that it is far too dangerous to cross via Nix 2 or 3 at at time. Spatter could easily get us all killed while in midflight.
Nix says that by the # of drones we killed, there may be 1 or 2 that must be with him.
We retreat and explore last area: appx a 30′×30′ room w/ 9 hanging cages. Nix goes back to his folks. We rescue Snarla, who mistakes Bozmus for some fellow named Burkette who is her lost lover. For now, Bozmus goes with it. We meet and speak to the Gynosphinx inquisitor, and Malenko successfully answeres his riddle. He will leave us be and tell no one we are here.

Last direction: fungus room.
Return to resist. We rest entire next day and night, so..

Day 50

Back into the caves to tackle the advanced Ghoul, and this time we are victorious. We explore the 4 other fissures afterward.

On day we leave Plume, Slaver group deciding which tunnel to take. Plume group spends 1 day in village, 1 1/2 days to Ferd, stay all next day. 1 day ride to carnival.

Guttenberg II
After Gerber break-in

Day 27

-Letters carefully written, lots of talk of ‘Ferd business’ but vague. Also talk of getting expedition to White Plume going in near furure anf for FG to begin logistics. Nothing about why.
-Ask Burns about the construct guarding FG. Could be many things, but most sounds like a Shield Guardian. Created by magic usually to guard the magic user. Not free thinking thing. Always an amulet which is the controlling device. Wearer is the master of it. If destroyed ceases function until a new one made. If stolen, new user has control.
-Get Horgis listening for what’s going on at FG’s. At night, says he’s real nervous and may leave city for Ferd if anymore trouble! HA!
Go over maps and key, which is to the Ferd map.
Ferd: Initials FG, AS, B and T mark 10 places in the town. Assumption is T=Tregoss, B=Boltz, FG=Fritz Gerber, AS=Adolphus Stein who is the other man behind the fall of Boz’s uncle along with Gerber. Some sort of takeover or partners?
AS= one merchant; council building
FG= one merchant; Hall of Records
B= sheriff; building that was Boz’s uncle’s house; an apothecary
T= Thieves’ Guild; Blacksmith shop; armor/wpn smith
Bessel: Port to north, on fringe of civilization. Rowdy town. Trades a lot with northern lands. Word of problems recently, violence and disappearances. 3 symbols on map, but not on key.
White Plume: old fortress of a Master. Map geography very good, Yanath says could definately find it to NW in hills. Malenko and Dahlia ask Burns, says the Master’s name was Keraptis. “I wouldn’t go there”. Rumors it is well defended by creatures and magic, but high potential rewards. Rumor that some 50 yrs ago, some adventurers went there and returned with fabulous riches and magic. Made them very powerful and famous for a short time, but all met untimely demise. Most don’t return, or return crazy.
Cavern: Dan needs to refresh memory
Guttenberg Countryside: no symbols, just topo. Some cave entrances and homes. Yanath, Iggy and rangers make circuit around city to explore region. Return late on night of Day 29.
To north: Find entrance to an old mine, long abandoned. Come across 3 room cavern, with a recent camp inside. Using tracking, see that a group came from town direction and stayed probaby night before, then went west. To south: come across small house, farm of Bartholomew which is marked on map. Says lived here all live, lives alone. Says mine was silver. Ask him of any interesting places, says cave to west of here. Eagle Eye and Hawkeye notice partially hidden trapdoor in the ground near the animal pens. We small-talk and head for cave. Leave Tanaron and Hawkeye at distance w/spyglass to spy. See him go into hole for about an hour once.
The cave is larger than other, with stream through it running from an even larger one. Has evidence of regular animal presence. At the rear is a fissure we shimmy through, opening into a room w/ small stream. Follow several passages, including the large stream which leads us all the way to the sewers under the poor district of Guttenberg.
To east, come across old delapitated 3 story tower. Evidence or ransacking long ago. 1st floor had decayed furniture and evidence of fire. 2nd is sitting area with couple side rooms. Skeleton in corner with blade marks on bones. Must have been deeply cut. Also a dining room with 2 skeletons in servant’s clothes. In bedroom is a woman’s skeleton next to another wearing studs w/broken sword. 3rd is master bedroom with 1 soldier skeleton, lab/study with skeleton wearing fine clothes, and a storage room. On roof, another fine-clothed skeleton and a soldier. Good bird’s eye view of area. Can see, by terrain and growth, once inhabited with farming fields. Tower likely from when entire region was the frontier before civ. pushed to Meanderwoods. Meet back with Hawkeye and Tanaron. Approach house overnight, can hear some sort of insectoid sound from below trapdoor. Remain cautious and head back to Guttenberg.

Day 28

-Carnival leaves for Ferd. Burns will give Dahlia and Malenko early leave for off season in order to travel to Bessel and White Plume. It will winter south in Holst.
Furnok, Boz, Percy and Dahlia ride ahead of carnival to Ferd to investigate leads on map. They arrive in Ferd late this same evening.

Day 29

Carnival arrives in Ferd late.
Our 3 find all labeled places. Couple guys Boz knows from guild say new guy coming to town talking to head of guild several times last few months. General uneasiness about him though. Guild and sheriff always had ‘understanding’, but lately unexpected crackdowns on thieves, crackin skulls. They are too low to know of any specifics. Boz uncle’s house now a general store. FG’s Ferd house is outside of town, walled estate with guards/servants even when he’s away. Guarded better than Guttenberg house.
Furnok and Bozmus attend underground pitfghting event. See Nunu win a match.
Guttenberg: Make a false attack on FG to force him to flee into Boz hands at Ferd. Malenko leads undead through sewer, with Haarkon and ?, break through gate but all men hit with some sort of symbol of sleep. Barry leads undead up unlocked trapdoor (treasure gone) and attacks first floor then sets fire to house. Leaves, pulling out our men. Thugs hired by us then hit-and-run-attack one of man-doors at wall.

Day 30

-Carnival sets up in Ferd.
-Dahlia introduces Boz to Lupidides in the carnival. Talk at length about Boz’s history w/ Adolphus and Gerber. Lupidides agrees to attempt long term infiltration as a spy as a soon as he can get inside after carnival heads south.
-Back to pitfights at night. Furnok makes good friends with a halfling manager named Billy, who introduces us to his talent: Nunu and Hunk. Hang out with them next couple days and they decide to meet rest of party.
-In Guttenberg, hear that FG leaving in evening for Ferd after our attack last night. Send Malenko’s raven to Ferd to find Furnok/Boz, with note alerting them of his movement right into Boz hands. 3 covered wagons, 2 carriages, and 10 armed/mounted guards.

Day 31

Carnival opens for 2 days. FG in Aldon. Raven arrives and finds the thieves.

Day 32

FG arrives in Ferd

Day 33

Carnival packs up, leaves w/ our wagon train the next morning. Dahlia et al with pitfighters leave for Guttenberg, arrive late this night.

Day 34

Carnival leaves Ferd.
In Guttenberg, party meets over breakfast and we leave after lunch. All north to and along river to foothills of white plume.

Day 36

Camp at edge of hills

Day 37

To Bessel = Yanath + rangers, Tom and Blues, Furnok, Uumgwana, Booty, They will arrive in Bessel on day after dinner, day 41. They run into no trouble on way.
To Plume = Iggy, Malenko, Dahlia, Bozmus, Hunk, Nunu, Billy, Haarkon.

Still in Guttenberg
Day 26 on 1st log timeline

Tom and his boys take duty on the poor quarter streets all day. No trouble. Dahlia, Malenko + dog, Percy and Barry follow sewer map and find gated section under estate. 4 gates. Magic way through and find drainage grate in courtyard of estate, another just inside wall, and a ladder going up. They count paces from courtyard drain to ladder.

Furnok(as Lias) and Bozmus research merchant and estate layout in morning, disguised as architects. Then get Dahlia/Malenko’s paces at lunch, disguise themselves as delivery men and forge delivery documents to the estate. Successfully get in. Guard post on roof of house. Club the 2 big guys in storehouse and store bodies on wagon in empty barrels, use Dust of Illusion to look like them and make their way into house. First they count paces as cross courtyard and into house, find a storeroom downstairs with several chests and the trapdoor to sewer. Unlock it for later. Then Bozmus searches 2nd floor Furnonk the 3rd.

Furnok finds a large meeting room for business, a small secondary office, and most interesting a room with a collection of maps with symbols on them marking things, but none have a legend. Recognizes one as White Plume Mt. area, another as Ferd, and another as Guttenberg countryside. Another is a partial of an unknown but apparently large cave system.

Bozmus finds nothing of importance, but doesn’t make it far before he’s seen by a maid. Clubs her down, then runs into the butler and a guard, then more guards called after he bluffs that he thought he saw someone upstairs he didn’t know. Clubs the butler down and hits himself, saying they were accosted by intruder. Furnok shows up bluffing he heard the talking and was only looking for Bozmus. Told to carry injured butler downstairs to a sitting room. KO maid left w/ them. Boz puts butler’s clothes on and Furnok the maids, head to back storehouse. Put clothes into barrels, illusion cancels. Club each other. Guards get there a few minutes later and they bluff they were drubbed by the 2 big guys when they first arrived. Told to go ahead and leave so they can deal w/ emergency. Back to meet party at dinner.

Yanath and Iggy et al arrive around dinner time, w/ Dahlia’s armor. Rest and take night duty in poor quarter. Dahlia, Furnok and Boz, Eagle Eye, Malenko + dog and Barry into sewers. Leave Barry and dog and enter house. Find lots of loot in chests, attacked by mimic. Malenko makes deal for it to join us if we feed it gold and food. Give gold from one of chests, Dahlia/Barry get Rodan One-Eye from jail and feed him to mimic. Lets us go. Sneak upstairs.

Furnok takes Eagle Eye and Malenko to maps to memorize and copy. Malenko memorizes Gutt. environs and cavern, EE copies just enough of Bessel and Ferd to find marked places. Malenko takes map of White Plume. IK another as partial of town of Bessel. Nothing on 2nd floor, so up to 3rd. Find a few guards gambling, including one that Boz followed here to begin with, talking that they think was us responsible for break in ealier. In another section, find the main office down hall from door Boz can’t pick. Search it and find letters from Tregoss and Boltz to thiss guy as well as the key to the map symbols (Malenko memorizes). Boz heads back down to locked room. Hear guards from other room +2 others coming and they rush through door, Boz tripped alarm we couldn’t hear here. Take them out quick, Furnok to check on Boz. See him heading back. Says merchant in other room guarded by some sort of gold and wood construct. General alarm raises, we take letters after Boz and Dahlia coup de grace sleeping guards and we rush to mimic room. Malenko shrinks mimic enough to get into sewer and Barry carries it back. We all escape.

Sequence up to start of website

May 1st: campaign begins. Meander campaign lasts about 4 months.

Starting about Sept 8:
1)All arrive in Axenbough from final trip to old ruined fort to go into rune-locked area of caves and transporting treasure back. Furnok is just on the next map, having already left to set up carnival’s next deal in Guttenburg. Banquet with Madigan!
2)Furnok arrives in Guttenburg. In Axenbough: divide loot.
3)Most of party, and carnival, leave Axenbough for Brighton. Iggy, Yanath and rangers stay behind for final stay with family and friends.
8)Party and Carnival arrive in Brighton
9)Leave Brighton
15)Rangers leave Axenbough
17)Rangers arrive Brighton
19)Party and Carnival arrive Guttenburg
22)Rangers leave Brighton
25)In Guttenburg: raid poor quarter cop shop; Tom=special constable;question dead bodies;Fend off night attack at cop shop.
26)Rangers arrive Guttenburg. Final day carnival is open.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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