The story far...

History is made, one small decision at a time...

These notes were made as quickly as possible during the game, please forgive any mistakes or spelling errors.

Page # Summary
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36
  • There is a breakwater and a beach. We put down the anchor in the bay and have a look at the construction.
  • We see a range of races working on rebuilding.
  • Benny is promoted to "Admirals Boatswain, for his outstanding actions on the
  • Tobias is promoted to "Flag Lieutenant" for killing the Captain and retrieving maps from the sinking ship.
35
  • Our first two days of travel on the Ganymede go smoothly.
  • 'arry is a capable cook, the bread comes with bonus weevils.
  • Larry is our helmsman, Benny is promoted to Boson.
  • On the third day the weather turns unpleasant and we head south to avoid the worst of it.
  • The wind calms down to nothing. Fog starts rolling in.
  • We hear the sound of oars, the Ganymede is rammed by another boat.
  • A battle begins between our ship and theirs. Tobias is promoted to Captain after killing the Captain of the other ship.
  • Tobias attempts to search their now sinking ship for anything of use and nearly is taken down with it.
  • Angwn uses the dust of dryness to remove water from our ship to help those pumping.
  • Our ship is repaired as best that is possible with Iska's telekinesis and octopus hole plugging power.
  • The Eastgaard crew tell us that with the level of damage to the ship we won't make it to the Dread Isles.
  • The charts show an island called "Zurk" to the Southwest, about half a day of travel. There was once a monastery there.
  • With a favorable wind we make for Zurk. About midday we hear the cry of Land-ho!
  • As we approach it is quite bare but we see a large construction.
  • We spy a large blocky building with figures scurrying around.
34
  • Once the Hag and Imps are killed Avery begins breathing normally.
  • Father Grun breaks from his prayers once he feels the evil has passed.
  • Avery recovers over a few days.
  • Mayor Callum and Yanus have heard word the Ganymede is ready and urge us to make haste to Eastgaard.
  • Our travel to Eastgaard safely and find the ship provisioned and crewed. We also find Oceaneas meets us and offers to travel with us.
  • The Ganymede is launched.
33
  • We enter the lab and find some sort of strange alchemy apparatus set up by Avery. It is the source of necromantic magic.
  • Tobias hides outside the door and drops some of Gwen's holy water into the apparatus.
  • Avery is unchanged and still unwell.
  • We find out the presence that was over Avery was ethereal not invisible. Chris has a recipe for oil of etherealness.
  • After some impressive alchemy work enough oil is produced for the whole party.
  • Tobias suggests moving Avery to the Church of Helm for protection. Avery is calmer on hallowed ground.
  • Father Grun sets a circle of protection around Avery.
  • When Avery stirs and starts mumbling things Gwen shifts to the ethereal plane.
  • We fight a Hag of Nightmares and 4 Imps.
32
  • The Thain is greatful for dealing with this issue for him and grants us each a ring with his symbol on it.
  • We enquire about fine weaponry and are escorted to the smiths district. We meet Master Thorak.
  • New equipment is purchased, and Tobias offers Master Thorak assistance should he need it.
  • Another messenger finds us and brings further news of the Mage Avery, there are now suspicions of foul magic.
  • We head for Shillingford to provide assistance. Our ride with an iron ore wagon is quiet.
  • Chris meets us and we investigate his tower, finding him sick in bed.
  • Studies of Avery and the in the direction of his lab show necromantic magic.
31
  • We are given lodging in the barracks in town.
  • The group talks about news from Shillingford with the dwarves in the barracks, including a few things about the Death Cult.
  • We head to the "The Blunt Anvil" tavern for a drink. Gwen buys the whole tavern a round of drinks.
  • The small members of the party end up drunk off strong dwarven ale.
  • Awaking in the barracks we have dwarven porridge for breakfast and we learn about Peryton's on "Hill 17"
  • We make for "Hill 17" to deal with the foul beasts then return to the Thain.
30
  • Tobias attempts to steal from the Guard Captains purse due to his attitude on the way to meet the Thain.
  • The Thain tells the prisoners what to expect for their time there.
  • Benny responds with a counter proposal so serve the Shillingford Company.
  • The Thain is not against the idea and leaves it to the party to decide.
  • A oath is made on the "Axe of Grimhold", "To serve the Shillingford Company, to show loyalty, courage and truthfulness till this noble company releases you."
  • A dwarf bursts into the room and informs us that the Mage Avery has taken ill, and the council is concerned.
  • Boson Jones goes over what we have been facing with the Death Cult with the Thain. The Thain has seen it before.
  • The Thain tells us the story of a priest who wanted to bring his sect to Grimhold.
29
  • Tobias stealthily cuts the ropes holding Marra. She holds her ground waiting for a moment to escape.
  • Tobias also manages to set Chris on fire with an attempt at a flaming arrow.
  • One Hag is brought down, the other has the foul cauldron poured on to her and dies.
  • The two Awakened Trees are slowly brought down, three Harpies escape.
  • We find a small treasure horde in a nearby cave, including 4 uses of dust of dryness and a broom of flying.
  • We return to the Mossvale Inn and prepare to finish our journey to Grimhold when we are approached by two gnomes.
  • We meet Iska and Angwn from Shoalhaven who have been looking for our group.
  • Our borrowed wagons arrive at Grimhold without any issues on the road, and we are lead to thee the Thain.
28
  • Gwen shouts that the girl is evil and throws a javelin at her.
  • We begin fighting 1 Hag, 6 Harpies and a Tree creature.
  • Chris turns one of the Harpie's skin blue with the wand.
  • Master Brio and several Satyrs appear during the battle to assist us.
  • We manage to kill the Hag, 6 Harpies and the Awakened Tree.
  • Master Brio is concerned, as he believes Hags come in threes.
  • We return to the Mossvale Inn and discover that Marra has been taken. We start to track her.
  • In a glen we spot two Hags around a cauldron with Marra tied up near by.
27
  • Chris announces during dinner that Harpies torture their victims. Marra panics and runs to Father Jones for comfort.
  • Everyone sleeps in the common room of the Inn, with a watch set.
  • A few hours in to the first watch, the Harpies try their tricks, we resist. The rest of the night is peaceful.
  • Chris names his kitten familiar Nimmicshq
  • Looking out of the window Chris spots a badly bleeding Dwarf stumbling from the forrest.
  • The Dwarf begs us to help the captives and describes the direction we would need to go.
  • The inn is locked and webbed as securely as we can. We head off in the direction we were given.
  • We find a clearing with 4 Dwarves in cages, a broken empty cage, 3 humans in quicksand and a girl tied to a large rock.
  • Obvious trap is obvious!
26
  • Goose panics but Gwen manages to calm him down.
  • Tobias uses Minor Illusion and the creature attacks it, Chris identifies the creature as a Harpy.
  • We arrive at the Mossvale Inn.
  • We meet Bursk the Innkeeper and his "stunning brunette" barmaid Marra.
  • Bursk asks if we have seen the creatures on the road and tells us his inn was full two days ago.
  • His story matches attacks from Harpies.
  • Sylver sends a message to the Druids to warn them of the Harpies.
  • Tobias uses the immoveable rod to assist barring the door.
25
  • Lenny, Benny, 'arry, Larry and Goose are taken south towards Grimhold.
  • We aim for the Mossvale Inn which is a days travel away (half a day further to Grimhold.)
  • Around 4pm we hear music and singing from the forrest.
  • Gwen and 'arry are charmed by the singing and walk off into the forrest.
  • Gwen and Tobias notice there is now a screeching to the singing.
  • We form a polygon around the prisoner so we can slowly continue forward.
24
  • The Archdruid tells us that the road south may still have Dark Fae nearby.
  • Hammerhand discusses his vision with the Archdruid.
  • We rest for the evening in Shillingford before heading south towards Grimhold.
23
  • We arrive at Shillingford and are greeted by Callum, Yanus, Father Grun and an Archdruid.
  • They were on their way to visit us in Eastgaard as they see the great task which is upon us.
  • We are given items to assist us with our quest.
22
  • Word has spread around town, rumors it is a curse. Portmaster Derek asks us to take the remaining sailors to Grimhold.
  • Sylver sends a message to the druids to update them on events.
  • We bargain for crew and supplies for the voyage if we take the prisoners to Grimhold.
  • Est 3 weeks in game so far.
  • We head for Grimhold via Shillingford, spending the night at the Shrine a days travel from Eastgaard.
  • 5 Ghouls and a Ghast attack the party. All are killed.
  • Wand of Acceptable Causalities makes the grass grow ten times normal height which nearly catches fire.
  • Foreheads of the ghouls are branded with the symbol of the Death Cult.
21
  • Hammerhand's vision.
  • Tobias's vision.
  • Gwen's vision.
  • Sylver's vision.
  • Portmaster visits us during breakfast to inform us the Captain was garotted in the cells overnight.
  • We learn some sort of shadow creature killed him. Our investigations run into a dead end.
20
  • Ocanias tells us the cultists wanted to know about his peoples strengths and weaknesses.
  • We return to Eastgaard, our prisoners are taken in to custody. They are destined to work in the mines in the south.
  • Members of the party have disturbing visions one night.
  • We negotiate a 15% fee at Eastgaard with the Portmaster.
  • Repair work is underway on our boat.
  • Azarath leaves as her quest for vengeance has gained urgency.
  • Father Jone's vision.
19
  • We attempt to coerce the Captain into spilling secrets about the cult.
  • We get some general information about the island and how to approach.
  • Gwen questions the Captain about others being paid by the cult and finds out about the town of Shoalhaven.
  • Captain has ferried a few passengers, some bearing the cult symbol.
  • The Captain talks about Orcs and Goblins in the service of the cult, doing manual labour.
  • We find out that "they" wanted to keep Ocanias disoriented and out of the way. "They" had questioned him.
18
  • We find footprints in the cave, someone has looked around after we set fire to the building and left.
  • Will and Tom hold the rowboat just out of the cave while we search it.
  • The boat signals and Sylver (in Spider form) and Tobias make the signal as instructed. We row out to meet the ship.
  • After failed attempts from the ship to attack us, we manage to board it.
  • Battle ensues against the ~13 smugglers, wizard, captain and boson. Gwen uses Command to force the captain to surrender.
  • The ship is ours, Tobias begins searching the ship while invisible and finds Ned, Tynum and Sanbelet onboard.
  • Ned and Tynum are killed, Salbalet attempts to escape with the fly spell which is countered by Tobais with Sleep.
  • Behind a secret door, we find "Ocanias" a sea elf in a cell. He was sent to investigate attacks on his people.
17
  • Father Jones finds the "Cloak of Poisoning" has become the "Backpack of Poisoning" and donates it to Avery for research.
  • Tobias attempts to get on Avery's good side and have a magic detection and identification item created.
  • Chris heads off to attempt a business deal with the local halflings and is found tacked to Avery's door in the morning.
  • We receive a message from Portmaster Derek informing us "That ship" is coming in. We head for Eastgaard.
  • The portmaster has local lads watching the coast but they have seen nothing.
  • The lads have heard rumors in the local pub "Sea Shanty" of the ship coming in.
  • Father Jones thinks it may be a trap, that the talk was too bold to have in a local pub.
  • We attempt to start a rumor that we will investigate by traveling over land but go by sea instead.
  • In the rowboat (with Will and Tom) we head towards the mansion sea entrance once the ship leaves port heading north.
16
  • Before leaving town, Gwen visits the man who was last at the house, and lets him know it has been burnt.
  • Gwen receives a jar of mustard for letting him and his daughter know the evil has been dealt with.
  • We take some downtime in Shillingford to recover from the last day or two.
  • Sylver meets with the druids to find out more about recent events and informs them of what we have seen.
  • Tobias secretly meets with the Shillingford Thieves Guild and lets them know of Tynums unprovoked actions.
  • Father Grun removes the curse for Tobias, and is surprised that the orb simply disappears.
15
  • Delving further into the cave system we come across an exit to the sea guarded by a Half Ogre and 5 smugglers.
  • We take one smuggler prisoner and kill the rest.
  • The Wand of Wonder blinds then Faerie Fires the enemies so a disco ball is added via Tobias's Minor Illusion spell.
  • Crates of supplies lie around the edge of the room, we also recover the mages spellbook.
  • After searching the house we decide to set it on fire, to give the town some hope that the evil there is gone.
  • We return to Eastgaard with our loot on a longboat used by the smugglers.
  • Portmaster Derek offers us the smugglers ship if we go after them.
  • With some help from the prisoners we discover find out the code is a signal for the smugglers ship.
  • Callum (Mayor of Shillingford) sends word that he would like to see us back in Shillingford.
  • Our trip back to Shillingford is uneventful.
  • Chris speaks with Avery about the creatures and asks about a Ring of Comprehend Languages.
14
  • 12 Skeletons burst through a door we had yet to open in the basement which was labeled "Danger". All killed.
  • Searching the room we find a secret door leading into the laboratory of the alchemist.
  • We find various artifacts of life and death as well as several books.
  • Tobias picks up a cursed orb which negates his luck and imposes disadvantage on his saving throws.
  • While regrouping in the barracks Father Jones notices the scent of sea air coming from a corner of the room.
  • We find a secret root leading to a set of stairs leading down into some caves.
  • We fight two Half Ogers and the Mage Salbalet again. Salbalet escapes during the battle using an invisibility spell.
13
  • The Wand of Wonder disappears from Chris's inventory. Tobias is of course blamed for this
  • We descend from the attic and head for the basement to continue our search of the mansion.
  • In the middle of the floor we find a body wearing full plate. From it 9 Rot Grubs attack. All killed.
  • During the battle Ned tries and fails to attack the party. Once he is captured we find Tynum is behind the attack.
  • Ned is tied up and we continue investigating the basement.
  • While the rest of the house was dusty and unused, we find a recently used barracks.
  • A strange piece of parchment with some sort of code on it and some sort of translation guide is found.
12
  • Now that the ground floor is clear we head upstairs to search that level.
  • We find and kill two further giant spiders.
  • In one of the rooms we find "Lucky Ned". He tells us of his travel and how he took shelter in the house.
  • We arm Ned to keep him safe as we continue our search.
  • We locate the deed to the house and a cloak covered in yellow mold. (aka the Cloak of Molding)
  • The next level we investigate is the attic. Where we are met with 10 Stirges which we successfully kill.
  • In the Stirge nest we find a Wand of Wonder (aka the Wand of Acceptable Causalities)
  • As night has fallen and we have a defensible position, we rest for the night.
  • During the night Father Jones and Hammerhand are visited by a glowing apparition telling us to "Flee this place".
11
  • We visit Portmaster Derek and inform him of our plan to investigate the alchemists mansion.
  • Gwen and Hammerhand do a performance at the tavern.
  • We travel south towards the mansion. It is strangely still and quiet on the journey.
  • While investigating the house a strange voice is heard followed by laughter.
  • We begin to search the house room by room beginning with the ground floor.
  • We fight centipedes in a kitchen and Chris is pulled partly up a chimney by a giant spider.
  • The DM agrees the safe word is PINEAPPLE!
10
  • Sylver is visited by a fellow druid from the Old Forest with news of the Dark Fae.
  • Tobias secretly visits "Tynum's Antiquities" and is given a good deal on supplies.
  • Father Jones reviews the maps with local sailors to try and get more information.
  • Chris and Gwen find more information around the alchemist and his tinkering with necromancy.
  • The last person who had visited the manor house is too traumatized to talk about it.
9
  • Father Jones studies the maps recovered from "The Red Dawn" which appear to show a previously unknown island.
  • The map includes instructions on the correct time and direction to approach the island.
  • The townsfolk are overheard speculating about the cause of the attack. Sea elves or the work of a local alchemist.
8
  • We find the town in chaos with more zombies attacking and Hammerhand facing a mysterious stranger.
  • A battle ensues against zombies, Sahuagin and a Sahuagin priest. Hammerhand is downed but saved by a local.
  • We find a holy symbol for the death cult on the body.
  • Upon investigating the lighthouse we find one of the two keepers dead from a trident wound.
  • Further investigation reveals the crashed ship is "The Red Dawn"
7
  • While in the tavern, a local lad bursts in yelling about a ship wreck. The lighthouse is not lit!
  • Following other townsfolk heading in that direction we find a merchant boat crashed into the rocks, sail broken.
  • Aboard we fight eleven zombies, some flee by jumping overboard.
  • Shouts from a long boat that approaches tell us the town is under attack, we learn the wreck was a diversion.
  • Before we rush back to town Tobias investigates the Captain's quarters and obtains maps and a jewelry box
6
  • We join the caravan to Eastgaard, leaving early in the morning in three wagons.
  • Korvio, purveyor of dried meats and cheeses, Pavel with his pots and Aeron the alchemist.
  • Even with terrible weather and spooked horses we manage to make it to the Lathanders Shrine to camp for the night.
  • Goblin bandits lay a trap for carts on the road and attack. 11 Goblins and a Goblin Boss. We defeat them all.
  • The goblin boss also says "Death will take you". We find more signs of the death god.
  • We free the wagons and complete our journey to Eastgaard.
  • We meet Portmaster Derek a portly middle aged man and report the trouble we had on the road.
  • We inquire about the Shelled Oyster, it was last in 3 months ago and has left.
  • We are rewarded with food and lodgings at the tavern where we meet Barrald and his elvish wife that likes cats
5
  • Randy the random pesant's wife rewards Gwen with a loaf of sourdough bread
  • The gold from the golden idol is sold
4
  • During market day Tobias investigates some unusual crates and from them appears two Grey Oozes and a Gelatinous Cube.
  • We defeat the monsters but unfortunately cause a commotion during market day.
  • Randy the random peasant who was lasoed from inside the cube is taken to the Church of Helm to recover
  • Lathlan Hopsfoot demands an explanation, Yanus helps defuse the situation
  • Tobias and Hammerhand decide its best to avoid the confrontation and disappear back in to town.
  • Suspicion falls on the gypsies who owned the crates.
  • We find a letter from "K" requesting the creatures to be delivered to a ship (Shelled Oyster) in Eastgaard
3
  • Exploring the cave we entered through we fight 4 piercers and moving forward into a battle with 8 zombies.
  • We run into a black robed magic using man we would later find out is called Sanbalet. He escapes.
  • We return to down in the early morning with just enough time to sleep before Market Day.
  • We take the tongue we took from the road bandit captive to The Mage Avery to see what he can discover from it.
  • We take a gold idol we recovered to Yanus Redsmith to melt down.
  • We meet the pushy pot salesman Parvel.
2
  • We fight a total of 7 bandits and manage to capture one.
  • While attempting to talk to the bandit his tongue turns black, eyes bulge and skin blisters.
  • Gwen has a dark vision while trying to save the bandits life, ending in a voice saying "Death".
  • We find skull tattoos on the captured bandit and on several of the others and a silver holy symbol with a red fang.
  • We spot smoke from some old stone ruins in the saddle of a pair of hills in the distance and head to investigate.
  • Tobias sneaks to the ruins and fails to convince the person inside that he is part of the scout group we defeated.
  • We find an alternative way in to the ruins and begin searching.
1
  • The party forms to investigate Old Man Featherston's missing son at the request of the Mayor Callum Forthill.
  • We find something is strange about the wolves we encounter, druids assist in finding the wolves were the target of magic.
  • For saving his son, we are rewarded with a Great Wheel of Cheese
  • Given the options of a caravan to Eastgaard or Dunvrath we plan to follow up on wolves and be back for market day.
  • After visiting Old Man Featherston's for lunch we find humanoid tracks and are ambushed.