Tales of the Bloodstone Lands

The Band of Ankle-bitters, From the Journal of Tyengandrill
It Begins...

Ches 14, 1373 (Year of Rogue Dragons)

My name is Tai and I am an apprentice in the Magician’s Guild. I have been dispatched to meet with Mistress Vintra Marktunsel of the Chicane Guild, at the Adventure’s Rest Inn. It appears her spice shipments have been waylaid and the Magician’s Guild does not want its reagent supply interrupted.

The Adventure’s Rest Inn

Mistress Marktunsel is there along with the infamous Angus Silverblade and his paramour Talia. In the back lurks Bluto Fleetfoot. She greets me and introduces me to the gathering of small folk. Gazlowe Bonkwhistle, a deep gnome and his friend Ser Buckthorn BeyWinn an overly large forest gnome. Ulfgar Hammerfall, a dwarf of the Ironspur Clan and Halorin Poorleaf a Bardic Hin. There was also another boisterous hin, who I believe is a monk, likes his drink and claims he is named after his engorged phallus. Food and drink was enjoyed as we took the feel of each other and then Jinx joined the table, ambling in muttering excuses about being late and nibbling on a Wendy’s nasty Rat on a Stick.

Mistress Marktunsel brings us to the crux of the gathering, it appears some goblins ambushed a caravan of spice and made off with the wagon. She wishes to engage our services to go and retrieve these creates. This is the point where Angus steps in and speaks to also obtaining 2 magically sealed casks. Bluto also has him read some decree about his non-royal lineage. After some back and forth, it appears that the casks are wanted by the Tightpurses and they are killing anyone involved with the casks. Dickering and Details are negotiated and Angus will give us 150 gp for each cask and Mistress Marktunsel will pay 75 gp for each create recovered, there were 12 missing in all. Personally, I am more interested in what is inside the casks than the 300 gp being offered for them.

The next morning we gather together and head north. One thing I am pleased about is with this Band of Ankle-biters, I will always have a clear shot over them, even Jinx barely stands out. So we travel 3 days north to the point in the road where the caravan was ambushed. We then follow the obvious trail of the dragged wagon and after a day it was noticed that there where human footprints as well, but fresher. It seems someone is trying to beat us to the goblins.

The Hole…

So here is the wagon, empty in front of a shaft plunging into the earth and a knotted rope leading into the darkness. We descend down into the darkness for 80 feet and the shaft opens into a strange cavern with a smooth, unnatural stone floor. Two hobgoblins are guarding the back doors as three humans dangle from the ceiling like meat, being bleed out from throat cuts. The Hobgoblins are quickly dispatched and the next door opened upon some more hobgoblins. Here I must note, the damn small folk are easy to shoot over, yes, but they offer very little cover! This point was driven home by an arrow shaft appearing in my chest and a sword in the neck. Lucky for me Halorin is a healer and I will live to see another morning.

The rock floor is not natural; it is not from this plane of existence. There is also demon relief on the pillars and doors. What have the goblins uncovered here?

We regroup and prepare to decide how to proceed when Drunken Phallus throws the doors wide and yells out were here and starts bitching about the tunnel shaft at 5 stunned goblins playing cards. Melee ensues and they are dispatched and we find a room with many creates, three of the ones we seek and one of the casks. The other creates are filled with common goods. A tunnel leads north and south, with the southern one being some sort of latrine and Gazlowe reported movement in there. We decide to leave the feces critter alone and instead open an ornate door with the sign of ‘danger” in goblin written on it. Oh Joy, lots of deadly traps, in which Gazlowe is able to disable a few, but ultimately falls victim to one of the ceiling blades. Halorin to the rescue, again.

It is decided to make camp and rest before heading further in, as Halorin is out of spells and the Demon Tunnels will only get more pleasant? Right…

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Into the Breach!

Ches 19, 1373 (Year of Rogue Dragons)

As we break our rest and gird ourselves for the upcoming battles I wisper to Gazlowe to stay hidden in the back and guard the exit tunnel. I’m glad that scythe trap didn’t take his little head off!!

We make our way north as stealthy as possible but luckily for us the noise of a mail clad dwarf is drowned out by the noise of goblins being goblins. A ferocious combat starts with surprise charge by me into the goblins. I lose myself in a battle rage and bury my axe into goblin after goblin. The loud Hin backs up his bragging and levels several goblins while the dwarf warrior cautiously wades into the fray protecting his allies at every turn. Tai and Jynx support the melee combat with bow shots from cover. Rather quickly the goblins are all slaughtered. We find a few more crates for the Guild Mistress, cha ching $

Following the goblins trail deeper into the complex we are caught by surprise in a constrained position on a tight ledge by a rat swarm. The surprise attack leaves Jynx fighting off death and hopefully not filth fever from the rat bites… We fall back and recover.

Once again we try to take another band of goblins by surprise but the jangle of mailed dwarf prevents our ambush from happening but Tai’s timely sleep incantation quickly subdues the goblin squad. After a few axe chops to sleeping goblin skulls we get introduced to Pentadrone- 5-146d. Thankfully for us he senses our noble nature and might be curiously amused by our comedian Shortleaf and acts friendly. This glorious dimensional being of gears and metal tells a wild tale of demonic intrusion and repulsion. He also gives us vital Intel on the remaining goblin menace.

While we try to sneak up on the goblin Boss and his shaman we stumbled into carrion crawler’s den and both Jynx and I are filled by bad luck. Luckily our companions defeat the beast and find healing potions on a partially devoured corpse.

Finally we spring the attack on the Goblin Boss. Our surprise attacks bloody his pet dire wolf. The unexpectedly Jynx abandons the plan and dashes into the room to keep all the glory for himself. Goodbarrel abandons the plan as well and charges into the room as well. Well both receive a lion’s share of glory if glory is measured in wounds received and dealt! By the time we finished off the dire wolf and enter the room. Goodbarrel was standing of the broken body of the goblin boss while Jynx lie battered and cut on the floor. Shortleaf rushed over and administered first aid to save Jynx. We rest up in this library turned lair. Now with a but more strength in us we prepare to finish of the last of this goblin band, this goblin shaman and his “Dark Ones”

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From the Journal of Tyengandrill

Ches 19, 1373 (Year of Rogue Dragons)

The ‘what smells worse’ game! I will tell you that dead dire wolf smells worse than live dire wolf. Dead goblin smells way better than a snarling, spitting and heavy breathing one; the blood masks their stick believe it or not! Carrion Crawler? I just held my breath. All these we fought in the goblin warren. This was not what I was thinking about when I imagined a ‘fun adventure’; nor is the combat at all like my service with the Knights of the Tel’Quessir, this was a chaotic ebb and surge of death. On an intellectual note, I almost feel bad for the poor Carrion Crawler; here it is munching on its human corpse, sitting in its pile of refuse and in burst a mob of snarling and screaming small folk who chop it to bits.

Lots of Answers

I’ll start with the Human Question. Here are some orders we found on one of the human corpses.
“Someone is on our trail, and we needed the goblins to intercept the delivery for the goods to disappear. Trace the goblins back to their lair and wipe them out – no loose ends. The two casks need to be delivered to the stall of Zarkos Dourstone in the Ironspur Trade Center. Middle of the night – no witnesses. Do not bring any spice containers you recover to the trade center – we can’t afford to have anyone making that connection. Once you’ve delivered the goods, use any proceeds from the spices to pay the boys – no tithe – completing the delivery is the guild’s cut. If you fuck up – you better be dead – if not, you will be.”

In another hand scrawled on the bottom:
“Oh – casks are magically sealed – directive Do Not Open – penalty DEATH”

That explains all the human corpses here at least.

The Demon Tunnels Question.

This one is incredibly interesting and made the whole crawling threw a goblin warren worth it! We found a large room/ area with three summoning circles and power binding runes. Pacing in through that area is a Pentadrone! A creature of absolute order. Here is a rough sketch:

modrpent.gif

It was completely alien, but didn’t consider us a threat. It engaged us in conversation and shared a lot of information. I’ll paraphrase, it is called Pentadrone 1298 and it has been guarding this summoning area and imprisoned Howler in the powered runes. Specifically, 186 years ago the Demon Lord Mu-Tahn Laa was plane shifting his keep, Slaughtergarde, into the material plane. The point of incursion was in Vaasa and there were no local forces to oppose this incursion. Deals were struck with the Modrons and Celestials to oppose this incursion. Slaughtergarde exploded and pieces of it were scattered. This place is one of those pieces. There are still two Shadow Folk and a Hobgoblin Cleric of Maglubiyet, who sought out this place remaining. It asked us to collapse the tunnel when we are done to re-secure this fragment of Slaughtergarde.

We just finished off a goblin beast tamer and his dire wolf. The little green bastard was stabling in the Slaughtergarde Library! So many ruined books and so many missing, where are the rest? I did find an apprentice’s spell book with some first order spells in it at least.

So it must be decided, do we continue on and try to defeat the hobgoblin cleric and the two shadow folk, plus whatever else or do we retreat and recuperate? We are nearly spent, but the thought of the goblin cleric getting away or jumping us in our sleep propels us to push onward after short break. That and the two healing potions that are consumed by our injured warriors adds some confidence as well.

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Letters to Caelcormac

Grandfather,
I hope this missive finds you and the rest of Clan Meldarin well. My adventures in the city of Helioabulous have been enlightening It has taken time but I believe I have come to understand the nature of the city and its role in the order of things. Still much more to discover but for now I am putting that aside.
I’m I have been conscripted to aid some local merchants in the recovery of some lost shipments. Supposedly taken by some goblins. Together with a band of locals who also have ties to the spice guild that has posted the reward for the recovery of shipments. I have taken to the road. Don’t be surprised if I drop in. Our path brings us close to the Earthspurs and my companions are good folk. Even the dwarf we travel with seems a good fellow..
Keep a weathered eye out for our passage. If I foresee danger to the clan I will send word and mark the path in the ways of our people.

Ever your faithful kin,
Tel-Jornix

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From the Journal of Tyengandrill

Ches 19th, 1373 (Year of Rogue Dragons)

We set off to find the two Shadow Folk and Hobgoblin Cleric and run into them quickly enough. The Cleric has set up some kind of temple and raised undead skeletons to assist him. It was challenging, but we slew him and dispatched his undead minions. There was an interesting set of bronze doors which I decided to open and I found the Shadowfolk hunkered down in a midsize room with a small burrow leading outside. I called out to my companions and one of the little buggers darts into a shadow across the room and instantly appears behind me. I knew this from the dagger protruding from my back as everything went black…

I awoke on a bedroll in the same room; my companions had dispatched the Shadow Folk, stabilized me and let me rest until I came around. Next time I will be opening doors with Mage Hand from a safe distance, lesson learned.

The Shadow Folk where carrying a scrap of paper with some notes on it. It seems they found a trap door switch in an old hearth from the Surinak Hunting Lodge. I remember the Surinak’s were a noble family from the Duchy of Arcata and they were granted control of a town called Ostrav. The family was lynched by the common folk for their demon worshiping practices and sacrificing of same said folks. This switch is noted to lead to stairs going to Temple Slaghtergarde. Also scribed is “Mu-Tahn Laa destroyed, complex survives in pieces throughout Vaasa”. On the reverse side is a drawing of a collapsed arch with “Ruined! No salvageable Sigils”

Rested and ready to explore further we find the collapsed arch from the note. I believe it was a portal, possibly a portal that traversed planes of existence. Indeed the sigils have all been destroyed in the collapse and I quail to think of what would happen if they are trying to open a portal to a Dread Plane.

We start to hear a muffled Howling the further we penetrate this complex. We encounter more goblins and hobgoblins and dispatch them. We locate the last magic cask and some treasures. Amongst the crates of goods, hanging on the wall, were multiple tools of torture dripping fresh blood. I determine they are magical in nature and they constantly ooze blood on all the sharp bits. The nasty evil things are also sharp and pointy in really weird places; we decide to remove them as they may be feeding the entrapped Howler Demon.

The Howler is trapped in magical runes just as the Pentadrone 1298 described. What is really interesting is the pattern allows the Howler movement to different areas and the ability to interact with beings in those areas. A permanently trapped guardian that can move about in a limited capacity is intriguing containment system. I cannot study it long as the Howler’s howls start to eat at the edges of your sanity the longer you are directly exposed to it. We beat a hasty retreat from the area, with the howls ringing through our entire being.

Ches 20th – Ches 27th, 1373 (Year of Rogue Dragons)

It is decide it is time to go. We load up as many good as we can in the wagon and on our way out, we honor Pentadrone 1298’s request and collapse both tunnels. We agree that we never mention the casks and will not enter the city with them. No need to have our names on anyone’s “needs to be silenced” list. We arrive outside Heliogabalus and make camp off the road, under cover. Jinx and I will enter South End and make contact with Angus. Since we are party of the city, we shouldn’t make too much of a stir. We speak with Bluto and arrange the transfer of the casks outside at the camp. Once that is done we head into town. I take the more arcane and rare items to sell, while everyone else help offload the more common goods. We then make arrangements to deliver the eight creates of spice to Mistress Marktunsel and collect from Angus Silverblade.

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From the Journal of Tyengandrill

Ches 27, 1373 (Year of Rogue Dragons)

So we meet and delivered the goods and did a little celebrating at The Adventurers Rest Inn. Jinx invited everyone to stay at his place. We were all feeling pretty good from the upgrade in beverages we could now afford and we headed out at the closing of the tap room. I guess it was wishful thinking that the Tightpurses wouldn’t put together the returning creates and casks, because everyone was told to be careful and we were not back long enough for anyone to spill the beans.

A figure slinks out of the darkness and introduces himself as Benny and tries to engage in a witty repertoire with Jinx. During this exchange there is a tingling in our heads and a voice from the darkness says something about us and the casks and “make it look like a mugging, kill them all”… Yep, we made the freaking List.

It was dark and there was many figures coming out of the shadows. Nasty thieves, but lucky for us they didn’t bring enough people frothing with bloodlust. However, we did, I am still a little taken aback at the joy the Hin and Gnome show when drawing blood. Actually when things started going bad, some of them tried to cut and run. Most of them didn’t make it and there was some street justice employed that evening. In retrospect, it is most likely they were just hired thugs and killers.

Well Benny, as he ran started yelling for the City Watch and sure enough the whistles started blowing. It was time to go, but everyone started discussing what they should do or who would tell the story. This didn’t look like it would end well, I told Reed I would see them at Jinx’s the next morning and slipped back to the Magician’s Guild.

When I arrived at the Guild Hall, I requested an audience with Guild Mistress Avondal. I reported our success in regards to the aid supplied to the Chicane Guild. I also present her the torturing implements of Slaughtergarde. She informs me that it is Abyssal Steel and it will prove useful after melted down and gave me 500 gold for the metal. She also explains how dangerous it will be in Heliogabalus for me now. As always I will be safe at the tower and most likely during the day, but don’t go out at night unless it is in a group. She also suggests it could be a good time for travel.

I head to Jinx’s place in the morning and meet up with everyone. It seems that they were put to the question under a Zone of Truth and let go. I share with my companions the information about the Abyssal Steel, that I traded the religious spell scrolls for two potions of healing and the advice that an excursion out of Heliogabalus might be in order. Buckthorn mentions his desire to go to the Vaasan Gates in Bloodstone Pass to seek Fame and Fortune. Everyone is for it and you can’t get farther from Heliogabalus without leaving Damara. I think about the Surinak Hunting Lodge that leads to the Slaughtergarde Temple, but that can wait a bit since we don’t know exactly where it is and I have heard that the folk in Ostrav don’t cozy up to strangers and we are a strange group indeed.

Ches 28th – Tarsakh 3rd, 1373 (Year of Rogue Dragons)

It is a six-day journey to the Vaasan Gates through pleasant picturesque farm land where people seemed happy to just be back outside after the long winter. The Vaasan Gates are massively impressive; this place could truly house a city’s worth of people. We find ourselves at the Muddy Boots and Bloody Blades and talking to Telmuth the bartender. He enlightens us to how things are done here and tells us about some of the Inns other adventuring parties.
Auric’s Warband
Snow Leopards – Wearing snowcat cloaks and look like rangers
Gutruggers – Mountain Men
Chuklo’s Ravens
Unhuman’s – Two half-orcs and two halfelves. Hate orcs and elves and none to friendly to anyone else
Varmint Patrol – A group of Hin sewer workers from Heliogabalus
Arcane Auriga – Group of elves supposedly exiles from Aglarond

There is also a bounty on the ears of gobliniod and giant-kin, specifically the right ears.
• Goblins (2gp)
• Orcs (3gp)
• Gnolls (4gp)
• Hobgoblins (4gp)
• Bugbears (7gp)
• Ogres (10gp)
• Giants (50+gp per type)

We are then informed that we need to put our name of The Board to get jobs. So we need an official company name. Ser Buckthorn puts forth ‘Crossbows and Roses’ and I counter with ‘Anklebiters’. Neither seems to excite anyone. I rather like the Anklebiters, Ser Buckthorn thinks it’s insulting, I guess he can’t see it from my perspective. (Ha, I do make myself chuckle.) Reed, with the pure exuberance he shows in everything he does shouts out ‘Magnificent Seven!’ and everyone starts to nod. So on the Board it goes, we are The Magnificent Seven.

Tarsakh 4th, 1373 (Year of Rogue Dragons)

The next morning we see how this all works. The groups that are here the longest have their names placed on the top of the list. Telmuth then calls out missions and they are accepted or passed on by the groups on the list, simple, fast, and efficient. We get the left-over mission of clearing out hobgoblins from some tower ruins 12 miles N/NW of the Gate.

We head out after breaking our fast and after some travel sure enough there are some hobgoblins occupying tower ruins. There is also some stairs descending into the dark belly of the ruined tower. We clear the ruined tower and the first room of the basement and our bag has five ears in it with a closed door beckoning us to open it and travel deeper.

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Dear Grandma!

Greetings from Heliogabalus, I hope this missive finds you hardy and merry! I have just returned from a successful adventure into the wilds of the Galena‘s on behalf of Sheriff Sporf’s acquaintance Master Silverblade‘s and the Chicane Guild. I have represented Rosebriar proudly with honor and in glory! What I am shocked to find out however is that this city is a hive of villainy… A guild of thieves called Tightpurse seems to operate brazenly and beyond the ability of the authorities to be stopped… Sad state of affairs… A small gang of thugs and thieves assaulted my companions and I in the city’s alleys. Those villains were hewn and hacked and laid low. I faithfully co-operated and testified to the Magistrates. It was then recommend that my company to get out of town. So now we head north to the Vaasan Gate to test our mettle against the worst Vaasa has to offer!! Give my love and affection to the rest of the clan!! Excelsior!!

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"Cheers to a successful first mission"

Tarsakh, 5th 1373 (Year of Rogue Dragons)

“So ”/characters/orbash" class=“wiki-content-link”>Orbash, there we were. We just got done fighting a few hobgoblins guarding the entrance to the lower ruins," gleefully exclaimed the large gnome warrior as he stomped his mug on the table. One long table in The Muddy Boots and Bloody Blades tavern was filled with the adventuring group the Magnificent Seven and their new friends the rageborn Orbash and Hathor the dwarf priest of Moradin. The adventuring company, new to the Vaasan Gate, were eating and celebrating in the aftermath of their first successful adventure into the wilds of Vaasa.

“So we move deeper into the ruin’s dungeon. ”/characters/ulfgar-hammerfall" class=“wiki-content-link”>Ulfgar was taking the lead but missed a pressure plate and the dart trap fires a salvo into our group. Luckily nobody is hurt too bad so we come to a barred door. We hear goblinoid voices from the other side and prepare an ambush. Prepare being the optimum word," says the gnomish warrior with a sideways look at the hin monk staring into the bubbles in his beer mug.

“So get this, while we are setting up the sneak attack, ”/characters/reed-goodbarrel" class=“wiki-content-link”>Hung Lo over there walks right up to the door and shouts out in goblin to open up the door. Well there goes surprise and the door opens and the battle was joined. A bunch of us were able to fire into the hobs from the hallway but the cover really ruined those volleys. And the hobs got cute too, they lob a few javelins into us then shut the damn door on us! We eventually fought our way into the room and overpowered them," the gnome said as he refilled his mug from the tankard.

“After that bloody business we delved deeper, deeper into the dungeon. A hallway leads us to the chamber of the bugbear leader of this warband and his hobgoblin sargents. This is where it gets a little blurry. We burst into the room with ”/characters/ulfgar-hammerfall" class=“wiki-content-link”>Ulfgar setting the shield wall. The bugbear goes into a rage and he and the hobgoblins beat down poor Jinx despite Ulfgar’s best intentions. Seeing him go down lets loose the rage I normally keep in check. I sorta loose some time and when I come back to my senses the bugbear and his goons are dead and we stand victorious," gleefully chirps the gnome as the adventurers clink their cups in good cheers.

“So with all the danger gone we search the rest of the ruin’s finding a little left over treasure from the ruin’s original builders. Lucky us, we hunker down barricade the ruins and spend the night out there. Luckily nothing bothered us and before dawn we high tail it back to here. Mission accomplished!”

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"What the frack do you mean by DEMON BILE?!?"

“Tai! Hey Tai! Tai, what is this? It burns, it’s angry, I’m angry. My skin, it’s bruising. Poorleaf! I need healing, come here,” shouts the gnomish warrior Ser Buckthorn Beywinn as the Magnificent Seven catch their collective breaths amid the ruined remains of several waves of goblin marauders. Ulfgar the dwarven warrior was dragging the goblin bodies into a pile to be burn while Gazlowe the svirfneblin carefully searched the remains for Intel and treasure. Adept Tai the elven bladesinger and Halorin our hin bard studied the weird putreance on the goblins and Ser Buckthorn. Our hin monk stands guard buy sitting in a lotus position staring into the bubbles of a fresh cup of ale and pondering the omens within them.

“Demon bile, clearly it’s demon bile,” states Adept Tai. “What the frack do you mean by DEMON BILE,” says Ser Buckthorn. Tai proceeds to explain that when a demon is summoned a certain way a ritual sacrifice can also be done to create a pool of Abyssal taint that can corrupt beings. Ulfgar pipes up, “Ya know Tai, when your pretty wizard lady friend asked us back at the Gate to come here to Ostrav to help the Lord Mayor with a goblin problem I didn’t hear either one mention half demon gobo’s in the job description.” Ignoring the dwarf like a professor Tai informs the party, “luckily the demonic slime needs a sufficiently long enough exposure that what gets on you during combat with these infected goblinoids shouldn’t cause long term problems.” The party sets fire to the pile of bodies.

After a few minutes it’s clear that while the goblin bodies burn the demonic ichor resists the blaze and forms a gooey puddle. “I was afraid of that,” sighs Tai, “it’s going to require radiant energies to destroy the bile.” The elf pulls out a parchment and scribe’s a quick note, ""Lord Mayor, By Karlowe’s farm we have defeated some infected goblinoids. We require holy water or an accolyte able smite with radiant energy to truly destroy the infection upon the remains. My owl will carry a return missive with your intentions. Adept Tai"" Tai binds it to his familiar and sends it off to Ostrav. Moments after the owl takes flight, Hung Lo’s head snaps up from his mug, somersaults to his feet, and hisses, “Danger comes, Wolves.”

Three Goblin wolf riders bear down on the heroes from around one of the small hillocks and the snarling wolves howl in relish of the anticipated meal. The Magnificent Seven doesn’t go down so easily. The gnome Knight, dwarven warrior, and hin monk form a block of martial fortitude and hack into the riders and mounts while Tai, Gazlowe, and Halorin harass them from range. After a brief battle the new corpses are added to the pryre. Seeking a short rest the group heads to Karlowe’s farmstead.

As the farmstead comes into view the Magnificent Seven see several hobgoblins menacing the farmstead and to make matters worse the raiders are lead by a boss on a dire wolf. Luckily Gazlowe leads off the combat by firing a crossbow bolt that strikes the leader in the throat. Hobbled by the critical wound the leader falls fairly quickly and dire wolf flees and the remaining hobgoblins are quickly dealt with. With the safety of the farmstead our heroes are optimistic they can take a brief respite to prepare for the next move of this suddenly more complex mission.

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From the Journal of Tyengandrill

Tarsakh 5 – 11, Year of Rogue Dragons
Days pass with easy work and our band, the Magnificent Seven, start to settle in at Muddy Boots and Bloody Blades.

Tarsakh 11, Year of Rogue Dragons
One afternoon I find myself being formally and properly addressed by Lady Sheila Heidmarch, Mistress of the Bloodstone City Chapter House of the Magician’s Guild. After inquiring if she can speak in front of my rowdy and a bit randy companions, she delivers me my badge which formally recognizes me as an Adept of the Magician’s Guild and she informs me her personal manor has a wing set aside as the Chapter House.

Lady Heidmarch then offers me the opportunity of continuing the investigation into the fragments of Slaughtergarde and the next step of that investigation leads to Ostrav in the Duchy of Arcata, the Surinak Family and their hunting lodge. Lady Heidmarch indicates that an opportunity has arisen that would allow the Magnificent Seven to be tolerated in Ostrav and open the door continued investigations. Ostrav is having a surge of Goblinoid troubles and has indicated to the Magician’s Guild that if they receive assistance in removing the threat, they would allow access to the Surinak’s Estate. Once again an adventure is presented that all my companions are excited about and we leave immediately for the Town of Ostrav. Fame, Fortune and Goblinoids to slaughter bring such smiles to their wee little faces. Personally, I want to know more about who and what is trying to use Slaughtergarde’s old magic to reopen a portal and to what realm plus the gold is always nice.

We are given a letter of introduction to Mayor Sandra Trinelli and we journey three days south and arrive at the Town of Ostrav. What a joyless place, though considering what has happened within two short human generations, it is understandable. The township still maintains multiple gallows in its square, ready for use and it makes quiet the first impression on a new visitor, dreary. Seeing two inns we decide to approach the newer one called the Witches End Tavern. We are greeted rudely by the proprietress Alice, a giantess of a human female with the disposition of a freshly shaved dwarf. Drawing deeply upon my inner calm, I remind myself she is only human and proceed to request lodgings and directions to Mayor Sandra Trinelli, brandishing the letter of Introduction, before Alice gave any thought to Gnome or Hin tossing.

Tarsakh 14, Year of Rogue Dragons
We settle ourselves into the Witch’s End and my companions go about being their colorful selves. Ser Buckthorn seemed a bit taken with Alice; you can see it clear on his face that he wishes to scale the peaks of that mountainous woman. I have never seen a half-gnome before they would have to exists as it appears human can interbreed with almost anything…fascinating.

The meeting with Mayor Sandra Trinelli goes as expected, with a twist. There is always a twist, but that is what makes existence interesting. They are experiencing a Gobliniod problem and the gobliniods are covered in filth and purple blotches. My mind immediately starts thinking of the Rotting Man and his Blightlords, but no, from what she describes this is different. She further explains that she will pay 5 gold for each Gobliniod killed, 10 g for every goblin wolf and 100 g for locating and wiping out their camp. Interestingly enough for a people so gun-ho for hangings, my inquiry to which ear she wishes us to collect turn her face a funny color. Seems she is willing to take us at our word and if it sounds too crazy, she will call in the priest to verify our statements.

Once the Gobliniod threat is over, she will give us a key to the Surinak Estate and while we are there she wish us to gather any documents regarding the human sacrifices, as the Surinak Family kept records of who they sacrificed. She stated these documents can put the town-folk’s minds to rest regarding missing family members. This reason does not make much sense to me, considering humans brief life span it has been 50 to 60 years since the people of Ostrav rose up against the Surinaks, the missing people most likely would be dead by natural causes by now and the current generation would only know the missing from stories, not personally. I will have to examine these records prior us surrendering them; I wonder what she truly wants with them.

Mayor Trinelli indicates we can begin our search at the Escoro Fields. Gobliniod where spotted in that area. I request an official Writ to assist us in dealing with the people of Ostrav, considering we have no human members and the nature of her people. She provides this to me and we are off to the fields.

We arrive at the fields and sure enough, goblins were hiding in a sheep herd, trying to sneak up on us. Seriously? If you are going to roll around in mud, be covered in purple splotches you are not going to pass for a sheep.

Stupid goblins.

The goblins and goblin wolf riders come at us in waves; The Magnificent Seven, well, performed magnificently! Close by was a farmhouse that serviced the field and it was under assault by some hobgoblins lead by a hobgoblin mounted on a dire wolf. We are getting much better at killing Gobliniods, the teamwork is starting to shine through. That…or the absence of Jinx through all of this. I told him not to eat that “meat” on a stick, but did he listen, noooo. Honestly though, the noises his bowls were making made me wince in sympathy.

A hobgoblin and the dire wolf got away, but not before I gave the wolf a proper feathering. It should leave a nice blood trail for us to follow right back to the gobbie encampment.

Upon examination I determine the purple goo on the gobliniods and splattered on most of my companions, is Demon Bile, really nasty stuff. I suggest they wash it off of their skin before it grows into them permanently. Once the anxiety attacks were over, I further explain they have to roll around in it, sleep in it, eat it or get it into a gaping wound before it merges with them. It wasn’t until the purple stains started to fade that they calmed down.

I send my familiar off to the mayor with a note requesting a priest who can channel divine energies to destroy the Demon Bile before it spreads and infects the field.

I foresee another foray into a fragment of Slaughtergarde in our future. It has to be the source of the purple goo, a Bile Pit! I am glad I stocked up on the coal and paper for proper glyph rubbings. This is so exciting!
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