Saturday, 9 October 2021

The Merchant of Shiboleth

11th of Planting

When last we left our heroes...

 “I suggest we try to find some place to buy supplies and magic items. We don’t know when we’ll back in civilization. Unfortunately though, I don’t have any money.” Faust suggests.

Vencer pats the few coins left in his measly coin purse and says " I am the same my friend. We will perhaps use the funds of our group and the money lent to us by our employer."

Rox looks about and sighs. “I wish I could help or come with you all.” She has one of the kobold’s shortswords polished to a shine and the the blade was jagged and worn it looks deadly sharp now. A shortbow and quiver of barbed arrows sits nearby repaired and ready.

Eldeth rests under Skrit’s medical care now, looking to be sleeping peacefully. 

"If things go bad we need someone to be able to return what information and funds we have gathered to our employers. We also need someone on the outside and this isn't a job we can't have filled." Vencer says and traces his fingers across the new spells in his spellbook.

Roxx sighs nodding in agreement.

Around 2 bells in the afternoon, Gruuulin the winged serpent was asleep wrapped around the chandelier chain then with a flash of blue light disappears. Vencer - and now Faust - know this is when a Master of the familiar unsummons or sends the creature back to its home plane..

Vencer does some research into the access/contact cards the Jade Sanctuary gives out to guests. A combination of illusion, divination and alteration magic is involved in the creation. Vencer determines that a laboratory and further extensive research and ingredients will be required to duplicate.

Faust is interested in getting some adventuring gear, magic and other. So they speak with Xirra whom advises that magic items are not readily available since the war started or previously. Other gear - related to wilderness or mountain survival is, a number of shops and stores sell this as it is a mining town. The topic of healing potions is raised or holy water. There were previously 2 temples in the town. A goddess of luck called Miss Fortune - Roxxberry raises her head at this, seems she is a worshipper of the goddess. Vencer have taken a course in lesser deities has heard of the demigod -

once a hero raised to divine status. Lady Luck, Queen of Cards, some - ill-informed think she may be the goddess of misfortune and bad luck... her temple - is close to the slums on the west part of Rastor. Skrit of course was not impressed by this goddess of fortune ill or good.

The other temple is a temple to Zuoken. physical and mental mastery, monks and other martial artists worship him and follow his monastic way.  It closed when the forces of IUZ were far away but heading towards this frontier. 

The party makes ready and Xirra summons a carriage for the group. The rain is pouring down at this point. A young male human driver pulls up and takes them into the slums. The area looks to have had a fire here, many if not all are charred shards and ruin. There is a single standing building unaffected by the fire. A sign showing 2 coins flipping into the air hangs on one corner. The building definitely does not look like a standard temple, more like a tavern or casino.

The driver is not required to wait and horses and carriage roll off into the pouring rain. After some surveillance and covert investigation - Mephisto the imp is very experienced in this area as well as Vencer's familiar - the party note some eyes following their movements from a 2 story building the majority burned and fallen away. Heading around back, the party uses Pyra's rogue skills and  more to gain entry to a 2nd floor window. The party all enter and start to explore. No one is encountered on the 2nd floor as the adventurers move through what appears to be a storage room and office. They move to a stair down that opens up into a large area with gaming tables, and sitting areas. A casino. They hear some movement in a bar area and encounter a worker - a dwarf.

Surprised but not afraid, the dwarf tells the party that all the priests, casino master, are out of town since the takeover by IUZ forces. He is a caretaker. Faust and Vencer inquire on purchasing potions and holy water. The dwarf declines.. but then suggests a wager. rolling dice. Vencer and Faust wager and bear the dwarf gaining minor healing potions in the wager.

Taking their leave - through the door this time - the party then walk up the other temple to Zuoken in a upper class area of town, more patrols walk these areas. This large building is multiple stories tall no windows until the 4th floor. The doors are firmly closed. 

A passing old man holding a piece of canvas over his head to keep some of the rain off yells at them the temple is closed and none are there.. the party discusses breaking in and other options. Vencer thinks back to his studies, the wizard did a project on this in his final year. The god is one of law, punishing law-breakers, monks and martial artists. Likely the party thinks the Zuoken priests departed much before IUZ's forces came close. AS the god diametrically opposes IUZ. At this, the party decide to return to the Jade Sanctuary. 

The Mission Starts

The party prepare. Vencer's familiar still in spider form in the mansion note a gnome - short and wizened - casting a spell on each statue or bust in all the rooms.  This causes some great concern..

Vencer approaches nearby and casts identify through his spider. It seems to be a magic mouth spell was placed on the busts and statues. This brings some relief to the wizard. Although they think it may be an alarm system..

Faust visits the library in the Jade Sanctuary on Githyanki. The warlock finds minimal information. Dwellers on the astral sea, they look to have  a primary enemy of the illithids.

Closing on 7 bells in the evening, Vencer and Irakul - now disguised as the Merchant of Shiboleth, a swarthy, greasy haired man - with Irakul at his side - no longer hooded but masked as a body guard and Mephisto the imp on the wizard's shoulder. His cover being a merchant formerly to Wayberry now looking for new ventures in iron for weapons and other works in the forges in Shiboelth. Vencer casts flock of familiars and has two more spiders in tow. 

The rest of the party - Faust, Skrit, Pyra and Roxxberry - will walk up to the mansion. 

Taking a fancy carriage to the mansion the merchant and bodyguard arrive and are ushered in after showing the invitation. The reception is going on a number of guests already there, local
merchants, town council and more. Vencer socializes, although most folks stay away from Irakul. There is a strange music (?) coming from all the busts and statues - the aforementioned magic mouth spells. (DM: think 80s instrumental). 

As the two with invisible Mephisto on a shoulder - mingle enjoying some appetizers and drinks, the outside party arrives at the Golden Bloom. There is a buzz of conversation and cheers and clapping is heard from the 2nd floor.

Vencer notes a robed drow that the spiders had noted before, it seems the male had cast a spell covertly but Irakul notes this and looks to be scanning all the guests as he weaves through the crowd.

Vencer and Irakul make their way upstairs. More guests occupy the 2nd floor and seem to be mainly gathered around a large model of an arena.


Arena battles. in the centre of the main landing is a miniature arena. Small figures  - humanoid and monstrous - battle each other. It seems there is magic but not illusion here, study it looks to be real. An attendee, moves dead bodies out of the way and 2 new combatants engage.

A manticore looks to be fighting three dwarves, throwing spikes from its spiked tail. Defeating and starts to eat one of the dwarves as an attendant picks up the manticore with a thick glove as it tries to bite him. Lifting the roof of a outer building to the arena, Puts the creature into a cage.

The attendant then bring out two new combatants. An elf female carrying a short spear and buckler versus a insectoid creature, 4 arms and 2 legged. Carrying a glaive as well as what looks like multiple throwing 3 bladed star like weapon. 

A number of guests laugh and point some making bets on the winner. A fat merchant pokes Vencer in the ribs and wagers 50 gold on the insectoid. Vencer agrees.


They square off, the elf does well at first scoring 2 hits on the insectoid. It then blurs and is missed. She is hit multiple times, her spear knocked out of her grasp. The insectoid disappears and the girl twisting around with buckler in both hands, exhausted. At this point, Vencer intervenes getting his spider familiar to enter the battlefield. This creates an up roar as it crawls through the outer arena and then through the miniature halls into the arena. It attacks the insectoid killing it and the spider disappears. The insectoid - a thri-keen - is dead.

The guests are in an up roar, some think this addition to be part of the entertainment. Others cry


out calling this to be a farce or rigged event. Some happy some sad at losing bets wander away. The attendee - a drow male picks up the dead insectoid and puts it in a case. He then delicately grabs the female elf avoiding the glaive as it struggles and a small outside building of the arena is noted. The drow lifts the roof and places the winner in a cell amongst a variety of other creatures.. a firegiant, a demon or devil covered in chains, a group of humanoid fish like creatures. Another building on opposite side of the arena perhaps holds more combatants.

Vencer confronts the losing merchant and agrees that the contest was rigged and takes no winnings. The merchant passes his card to Vencer: Frant Werks. Purveyor of the wondrous and unique.

At this point the drow wizard with spell still going - they assume - is now walking the 2nd floor intently looking at all. The magic mouths on the statues stop the strange music and announce 'Dinner is served." Tables are brought out and a large sumptuous buffet is served to all.

Vencer and Irakul continue to avoid the drow wizard and then the wizard is able to get his familiar to crawl under the door into the commander's room.

Vencer then summons another spider planning to distract the attendants and guards, Vencer and Irakul move down to the large statue to cast misty step. A wave of pain crashes into Vencer now with a splitting headache. He steps back from the strange statue looks around, gets his other spider familiar to appear in the arena - shouts of screams are heard to distract all. and the wizard misty steps into the commander's room. The spider crawls under the one door and notes a bathroom. A number of magical items are scanned in the room: a large ax, a statue of a demonic creature as well as a room to the South, the chest at the bottom of the bed, the door to the hall, a flask on the side table. 

Vencer moves over to the fireplace and looks about the axe. Vencer steps on a board in front of the fireplace and hears a click.. a flight of darts shoot out from cracks in the fireplace, hitting both heroes. The wizard is feeling woozy and exhausted. Irakul is fine. 

Mephisto is sent back to his home plane and then flies invisibly to the outer window to the commander's chamber. Vencer opens the window allowing Mephisto to enter the room. 

Irakul steps up to cast identify on the axe, and the small demonic creature animates and twists its head to look at the goliath. "I wouldn't do that.." in a screechy voice.

Irakul stops casting, and loses his single spell. The party can hear some announcements happening in the main part of the house but cannot hear details. Mephisto looks out into the alley, but does not see the guards, then flies out. Rain continues to pour down, the guard at the side door huddled out of the rain.

The outside crew continue to enjoy some drinks and food at the Golden Bloom watching the rain
come down in sheets, then while Pyra walks around and sneaks to the base of the mansion and is able to scale the wall without issue.

The party look at the options, the chest the wardrobe the strange demonic statue, the flask on the side table, the fireplace, the axe. But where is the amulet..? How much time do they have?

Saturday, 25 September 2021

Mission Impossible - Familiars!

 

10th of Planting

The Beta team relax, study and prepare at the Jade Sanctuary. Studying new spells, discussing tactics, preparing gear and relaxing in the baths, pool and sauna.

Division of gained magic items takes place..

Queue the Mission Impossible music..

Aerial View


The party arrives in the area by carriage, and go into the Golden Bloom Tavern. An older pub beams and interior are covered in soot and smoke. Cozy. The party acquires a booth that is partially outside and in. Allowing a perfect view of the mansion. A rotund dwarf approaches and the party orders the Monastery Crescent wine as well as some water for some.

Vencer has summoned his flock of familiars (2 spiders and a seagull to carry them) and Faust sends off his invisible imp familiar to do the recon.



2nd Floor


1st Floor


Having done some excellent recon and scouting, as well as having a number of glasses of wine at the tavern, the party has an excellent map now of the building.

The party then returns to the Jade Sanctuary. Discussing and getting some supplies and clothing on the way and other needs for the upcoming event. Vencer will be attending as a disguised merchant with an invitation, supplied by V. As well as a poison and sleeping potions.

Faust visits the library at the Jade Sanctuary and has some philosophical and physiological conversation with a drow - Saran -  also staying at the Sanctuary. Faust tries to acquire knowledge for using poison and magic against the drow.. he gleans some minimal knowledge.

The party hears of a hanging coming up at midnight - 3 young Black Runes - at this, Irakul recalls back to his fortune being told (Blog entry). The party takes a carriage  - with a large bribe to get out the gates to the event. The party is surprised to see Eldeth - the 1/2ling they had rescued and was going to meet with them once they leave again. Heavily bruised and standing with the young men, the rest in ill-fitting Black Rune armour.

The party uses some persuasion with a Githyanki and drow watching the event as well as bartering to be able 'acquire' Eldeth as a slave. Vencer uses his persuasive skills and deception to good effect to seal the deal.
While this is going on, Irakul feels similar to have transported to be the executioner and takes the role. He tightens the ropes around the necks of the two older boys and then does the hanging.

After the execution.. the party returns in the carriage, the goliath is near comatose but does come back to his senses part way back on the ride. Irakul thinks back again to the fortune being told to him. He feels now though able to bring forth some magic in the form of a noose..
[Echo Noose - spectral misty noose goes around a creature's neck.  Mute another creature/ once per day. DC:??]
It is close to 2 bells in the morn.. and the party rests.. 

The next morn, a rainy day in Rastor and final preparations for the heist.

Friday, 24 September 2021

The Heist - Map

The Commander's Abode


Vencer's owl and Fausts' 'raven' do some aerial recon.
 

Saturday, 4 September 2021

The Jade Sanctuary


8th of Planting

The party now much smaller, can all fit in the wagon - also with the large keg hidden a day’s travel outside of the town. As the warhorse clops along the street, the group see  bustling and busy streets, folks - primarily dwarves with full beards on both males and some females, but as well a large variety of races and more present - going about their business. It seems the war is a far off discussion or memory.. except for the combined patrols of Rastor city guards accompanied by 2-3 drow and rarely - a githyanki.

Notably Eldeth was no longer with the group. The female hobbit had slipped away off the wagon in the throngs at the gate. Not entering the town or being confronted by the guards. Irakul found a hastily scrawled note that she would meet the group on the road back through the mountains.


Faust looks around the town, fascinated by the many people and sites, his eyes swiveling and scoping. “There seems to be many interesting people and creatures here, each with their own life and story to tell.”

It is evening and the wagon passes through a town square market still doing a busy trade, traders and stall folks calling out to passerby of their variety of wares for sale at extremely low prices.

Heste comments, “Interesting, I had heard tales of the forces of IUZ wreaking havoc, pillaging, razing whole cities and putting the people into slavery.. or worse.. ” shaking his head he looks about. “Mayhap this mercenary crew is different.”

Clucking and slapping the reins lightly on George - Heste’s name for the warhorse - the wagon moves off towards the Jade Sanctuary. The bustling noise drifting into a murmur behind..

Arriving at the Jade Sanctuary, Heste advises he can take the wagon and horse for now, he knows a stables. Planning to meet around noon tomorrow. The party agrees and the old man clucks at George and they trundle off. Vencer summons his owl to follow the wagon into the night.

From the outside it looks to be a large stone block building, well maintained. Intricate details and patterns cover most of the building's outer structure. There are 2 statues flanking the double door entrance. Both sitting, one female and the other male. Probably 10’ tall, weathered and faded runes on a stone plaque at each figure’s feet. The Made of a greenish blue jade. 

An old man works in the street down the way.

After some scrutinization and all they determine the plaque notes in the Kettish language, “The Sister and The Brother”. Once a dual deity worshipped in the lands of Ket and deserts to the West. 

As the weary adventurers enter the sanctuary through the thick, stone doors, they are welcomed by amazing, but unknown scents and a very noticeable calm and restful peace.

A foyer filled a variety of blossoming flowers and bushes flank a large fountain, the water tumbling and gurgling gently. A woman, close to seven feet tall stands to one side waiting expectantly it seems for them with a welcoming smile. She wears a fitted robe of red over dark blue skin in contrast  with long black curly hair. A look to Pyra and the rogue knows she has infernal blood as well, even as small horns can be seen through the perfectly styled hair.

With an undetermined accent, “Our pleasure to welcome you to the Jade Sanctuary. We will look


forward to your stay with us, We are  Xirraa, your host...” she trails off at seeing Ara, the tall woman cries out in joy and scoops the dwarven girl up amongst a long series of complaints mixed in with some swearing from the dwarven girl.

Xirra calls out and from behind the fountain 2 attendants dressed in blue and green fitted clothing come at her call.

Ara looks back to the party quickly and with a resigned sigh, shrugs her shoulders. “My thanks again and see you later. Xirra will take care of all your needs.” Smiling she walks with the 2 attendants out of sight.

Xirra smiles and arms wide, “Welcome.. To the Jade Sanctuary!”

Walking through a central garden area, there are the same 2 staff that bustled Ara the dwarf off, they are in the garden, working - the female pruning a  plant and the male doing some maintenance on a walkway

A perceptive Pyra notes a small number of black and red furred monkeys in the trees watching the


group curiously. They do not approach. Xirra just smiles when asked. “They are our long time guests. Have always been here as long as I have.”

The infernal woman walks on explaining, “We are not open yet for our normal season, but with the.. “ she pauses and the with a side glance at armoured and armed adventurers “change in leadership of Rastor, we are now open for a select few guests. “

Leading the group through the calm and peaceful place, the infernal woman smiles as she sees the affect on the party, the smells and beauty wipe away the weary travel of the past days and weeks.


She guides the group to a suite where advising they can rest or leave equipment, “Securely and privately,” Xirra says. She passes each of a bronze card that will allow the holder access to that room as well as all the areas of the Sanctuary.

All feel a vibration from the card as they take it. A pattern draws on the one side engraving an exact picture of the holder. On the opposite side is a likeness of the dual statues outside, but one statue, left side being the male and right being the female.

Vencer rolls an arcana check, he has heard of these, they are a kind of life key card. Once assigned to a guest it links to the person similar to attuned magic items.

Xirra, after some persuading advise that there are 3 other groups of guests, 2 githyanki soldiers (Ziglartin and Pkalla), a single drow( did not give a name, male) all as far as she knows are part of the mercenary force, and a Noble from the North west. He has a retinue of 4 whom look to be guards\attendants, none of the Jade Sanctuary staff are allowed to serve him. She recalls they called him Villion she was not sure if that was a name or title.. Possibly another language.

Xirra does not seem that concerned about the political changes, as long as the Jade Sanctuary continues to thrive.

Multiple platters of fruits, meats, cheese, sweets, and more are brought in by the same 2 attendants - a man and woman   - whom do not speak.


“The baths are open as well as the pool for your use and at your leisure. Note.. There are fish in the pool, they are harmless.. but playful.” The infernal smile showing sharp teeth but in a friendly way. “If you need anything in the J.S. just hold up your bronze pass and either say ’Xirra’ for we,“ motioning to herself, “to assist, or say ‘Jade’ and we“ she motions to the 2 attendants standing nearby, “will be there to assist.”

Bowing all 3 make their leave after any further questions or requests.

The party makes note of the strange way that Xirra refers to herself as we. Vencer is able to connect with his familiar and the little owl is riding in the cart unbeknownst - it seems - to Heste. He approaches a large round stone building - a merchant's hall -  that has a ramp going down. Into the gloom the wagon. A large unground stables is attended by a young man. Heste leaves the wagon and George with the young man and head's off through double doors.

Back at the Sanctuary, the griffon rider is finally awake. Her name is Roxberry or Rox for short.
After finding out more about what happened, to her and her griffon as well as the Controller and her magically sealed scroll tube, Roxberry seems eager to help once she learns the party's intentions and goals.

After delectable food and excellent drinks or many types, the party relax on cushions in their suite.

Faust ventures out into the pool area and communes with his patron. Summoning his familiar. At the floor in front of the warforge starts to bubble, the flagstone rips apart like flesh, and an infernal creature comes out as a wave of brimstone and heat hits Faust. For a moment, a view of a massive gate and a winding river and then it closes with a pop. An imp. The infernal creature looks with glee at its new Master - Faust. The warlock hears within his mind an extremely DEEP voice.. "How may I serve you?"
Another spirit or soul for the true Masters below.. Faust yearns to find out about his master and the imp promises infernal help.. Faust decides to name the creature, Mephesto.

Vencer assists Rox and ensures she rests and eats. Skrit uses his medical skills to ensure she recovers as well.

Irakul tries to take the devil's head out of his bag of holding. It seems the head advises it cannot survive without a body. It asks to bring a recently dead body. It seems there is a section to the bag of holding is blocked by the head of the infernal creature. 

Pyra practices with her crossbow in the gardens. Sees the monkeys flitting between and as one seems to keep an eye on the rogue.

The party relax.. none perhaps except Vencer may have enjoyed this level of luxury. Vencer writes a letter to his school.

The party sleeps and then late at night, around 1 bell after midnight a strange creature enters the room. Faust, finished his recharging, notes a breeze. The party are able to react but it is not an enemy. It is a messenger.

A dragon-like snake-like creature without legs is coiled around the post of the double windows. As it uncoils it flies into the centre of the room and with its tail drops a pouch and then moves back to the window again. Bearing its teeth, a smile or a sneer?

All have weapons ready.. it tilts its head curiously at all then looks back at Faust. the Warlock opens the pouch and there is a squared piece of paper with a wax seal - of Overlord Romack.

Breaking the seal, the warlock reads out loud:

Greetings, RedWater Fellowship. I have need of you in the City of Rastor. I hope you can meet tomorrow at High Noon. There is a certain sewer - 3 palm trees hang over in the slums area. If you can meet me there, I hope you can do something to support Overlord Romack. 

A stylized V finishes the note.

At that point, the dragon flyer flies off into the air. The party discusses late into the night, deciding to meet with this 'V'. The party realizes after Rox points it out that they are fairly unique and stand out in a crowd: a kobold, a tiefling, a goliath, a warforged, and a human plus another with Rox..

The next morning, the party encounters a drow in the gardens. The tall lithe elf is very interested in


Faust - warforged. Faust proudly stating he is unique. This perks the drow's interest even more. The drow offers to meet later with Faust. "Perhaps we can talk by the pool later." The elf advises his name is Zerann.

A library in the Jade Sanctuary is explored where a number of books are found as well as history of the Sanctuary.

Vencer confirms the location of the slums in the city. Faust asks his imp to transform into a raven to scout. Changing form the imp looks to be in pain and with bones cracking and flesh pulling and stretching it changes into a raven. 


This is very beneficial. As the raven floats around, Faust - looking through the eyes, sees a former town square and imprinted into the flagstones are three large stylized palm trees. This would have been hard to notice walking. Taking wheeled cabs, the party heads out to the square of the three palms. It seems it was originally four palms but one was destroyed or the flagstones removed.

In the centre of the square they note a trader with a variety of clothing, boots, shoes and more. The party barters and buys a variety of clothes. The trader motions, and then moves a chest out of the way to a sewer entrance. Yelling out to some other folks in the square, he looks to be distracting all..

Taking this opportunity, It is locked, but this does not deter Pyra whom is able to pick it quickly.  Lifting the square grate - like a trapdoor - the heroes head down into the dark, dank and fetid


sewers.  Seeing nothing moving, the heroes form up on a walkway. Mephesto scans the area as well as Pyra but after about 50 feet the dank mist obscures all vision.

Vencer momentarily feels something touch his shoe or boot. Then the party hears the click-clack of booted feet coming near. Possibly more thna 2 feet. Then a tall figure appears out of the mist. About 5' tall, portly with ruddy cheeks, and greying hair with mutton chops. Carrying a walk stick. 

"Ahh the RedWater Fellowship. A pleasure to meet you all!" He beams.


V
talks to the group and advises of a RESCUE mission.. not a person.. but an item. This is to help save Lord Royce whom is trapped in the Abyss. [DM see blog post] The item an amulet will allow the wearer to create a gate portal to the plane where Royce is held. Creating a portal to a specific place/person in the Abyss or Hell is nigh impossible. Except with an amulet like this. An artifact.

V continues, "The Commander of the town - a Githyanki - holds this item. There will be a reception in two nights. This would be the most opportune time while the guards and the commander are busy with this event.."


At that moment, a tentacle slings out to stealthily wrap out to Vencer, Pyra notices this, and fires. 

Battle ensues with a giant carrion crawler.

Back and forth with the monstrous creature which paralyzes multiple creatures.

In the end the massive creature dies. 

V is impressed and advises he will bring supplies and a map of the location..

Saturday, 21 August 2021

A Fallen Hero


6th of Planting

 The crackle and snap of the campfire is soothing to the party's ears. Akran, Eldeth, Ara although tired huddle near the warmth of the small smokeless fire - Skrit's knowledge of outdoor craft although primarily book-learned is exceptional - and eat the mixed stew of vegetables ol'Greeta had given the group as well as rabbit and pheasant mixed in, courtesy of Pyra's crossbow to make a very filling and tasty late dinner.

Vencer's spell - Leomund's Tiny Hut keeps the group safe as the night air cools down up in the mountains.

Peren - the old firbolg - declined to enter the magical hut, preferring to lean back against a tree in the small clearing. His form seemingly to blend in with the tree and undergrowth.

Eldeth - the 1/2ling - tells of her time in the jungle coasts far south and east, she seems to know the seas well. She seems to be interested in staying with the adventurers, if they will have her as an ally. She seemed familiar with some weapons gathered from the fallen kobolds, shortbow, and a spear and a dirk.  Whereas both Akran and Ara will be grateful for an escort to the large town of Rastor.

After the hectic battle in the early evening, it is a comfort for all to relax and rest for a little..


Vencer relays some stories of petty noble squabbles and how one of them ended up with the mayor of a town being bucked off into a river. Just trying to pass the time. Corrin will be sitting there thinking to himself. He seems to be having some kind of internal struggle as he twirls the Luck Stone around his fingers. Irakul and Pyra take watches with Peren who's alert senses are helpful.

The night passes without event except for a screech from a passing flying kobold flight. It is cool in the mountains, a cloudless sky promising a warm day later in the afternoon.

The griffon rider is still unconscious, but doing better every day, Skrit advises. The party makes good time sticking to the road, but staying alert for kobold patrols. The majority of the rescued prisoners are able to ride the wagon. The merchant Akran and dwarf Ara both raise an eyebrow at the sight of the keg - from the Monastery of the Three Crescent Moon. Vencer and Corrin discuss options privately on what to do with the valuable cargo. 

The group travel for the day, and nearing the end of the day come to a fork in the path where they note three large carts moved up towards one of the mines in the area. Traveling on, there is no encounters, and then after a long day walking and riding in the wagon, the party finds a good spot to hide and camp


for the night. A small cave near a waterfall - big enough though to take the wagon and warhorse in with a sandy floor. There is a small pool - seems to connect to the waterfall - but no other exits or danger seem to be there. Setting watches and having a small covered campfire the group bed down for the night. The night passes peacefully, the two moons cross the sky in a starfield twinkling. Irakul sits near the entrance with a dozing Peren, the firbolg still not fully recovered. The warrior looks about and then hears the faint tramping of feet and a twinkle of a torch or lantern through the trees. A late night group is travelling the road.
Irakul, takes a careful peek and sees a troop of kobolds with three or four prisoners in tow. a swoop and call from one of the elite flying kobolds makes the goliath duck. He cannot see well in the dark.. the kobolds can. Waking the party, they are resolute. More prisoners to be freed! Confidant in their course of action, Corrin, Vencer, Irakul and Pyra will take on the ambush. Leaving Skrit to look over his former prisoners, the griffon rider with Heste.

The four adventurers skirt along the road as the band of kobolds head on the road South. Finding a
likely spot for the ambush, Corrin requests to try his plan that he had wanted to use at the last kobold encounter
The group agree and prepare, spells and weapons. Rounding a bend in the path, the group of kobolds walk on, whispering softly, prisoners looking to be three to four in the middle of the group. Vencer sees what looks to be a larger figure. Possibly an ogre.
AMBUSH

Corrin and Vencer prepare spells, Irakul has his echo out and Pyra cranks her crossbow. Corrin casts the

Phantasmal Force at the ogre of the Shadow Mephit Boss. As the spell finishes, the ogre slows and looks about shaking his head hard, the spell.. has no effect. [DM needed a 15 to save, rolled 18-2] While this happens, the assassin - Pyra - fires a bolt into a robed kobold at the rear. The bolt flies true and kills the kobold gurgling as it falls to the ground. A kobold carrying a lantern cries out "Kragin has been hit!" The other kobolds react quickly and combat is engaged before the other party members can react with surprise.
Pyra, fast as always, fires at the ogre, her hit dealing extensive damage (DM: sneak attack again) as the bolt catches the large brute in the side. Corrin whispers in the ogres ear - casting Dissonant Whispers - the ogre fails this save and cries out running off into the darkness.
A massive worg - about the size of a small pony - leaps up and onto Corrin knocking him over and

ripping into the bard with jaws locked. The second worg not seeing any others nearby, attack Corrin as well! Both mauling him close to death. Kobolds then attacked some fanning out into the dark while a few guarding the prisoners. 
Irakul invokes his echo close to one one kobold whom held his action and in surprise attacks and destroys the echo. Irakul swings the Giant's Hand Ax slicing through the kobold sergeant. Vencer perched in a tree looks down aghast at the worg's attacking Corrin. Launches an orb of fire from his wand into the smaller worg which yelps in pain. A kobold holding his crossbow ready fires and hits the wizard. The wizard then crouches near the trunk in cover. The ogre, shaking off the effects of Corrin's spell returns to the battle.
Pyra looses another bolt at the ogre hitting the large brute in the shoulder it bawls out in a gurgling cry not dead but injured.
Corrin looks down at the 2 worgs, one trying to snap at his chest stomach and arm, the larger with jaws locked ripping at the bard's leg. Blood flying everywhere, Corrin casts reduce on himself and with his size reduced tries to retreat. The worgs attack again, even though a kobold tries to call one off to attack Irakul. But both worgs are in a blood frenzy and continue to rip into the changeling bard, killing him.
The battle continues. A smaller kobold moves up to the executioner - Irakul and slices the goliath in one leg. Irakul becomes a true killing machine. He slices down kobold after kobold. One with his head removed, a second gets a blade down into his chest. The goliath slams three attacks into the already
injured ogre. Irakul, slashes off one arm, takes off his other hand at the wrist and then buries his ax into the ogre's chest. The ogre falls forward gurgling blood, as Irakul deftly jumps out of the way.
Pyra fires her crossbow again and a bolt catches the larger worg in the flank injuring it.
The worgs finally turn after repeated calls from their handler to attack Irakul and his echo. With the ogre falling the remaining kobolds retreat into the night keening and screeching. The two monstrous animals are finished and the party gathers around Corrin. Seeing the strange grey featureless face of the bard, both Vencer and Pyra seem to not be too surprised at this - the bard having shown his true nature once before.
The three heroes try vainly to save Corrin but in the end they are not able to. Skrit is too far away and his healing skills do not raise the dead.
Gathering the prisoners, and treasure from the fallen enemies, the group return victorious, but sad at the loss of a comrade.
The prisoners a family, grandfather - Victor, father - Brom and Lionna - Mother and young daughter - Aubrey. whom advise they were travelling  West of Rastor and were raided by the kobolds.

All - especially the former prisoners are surprised at the visage of the dead Corrin. Skrit starts a ceremony to Istus and speaks with dead to the spirit of Corrin. It seems he did not have any formal
faith. The spirit wished to be cremated but have his visage drawn in the notebook Corrin carried. 
Doing a quick sketch, Eldeth passes on the notebook to Vencer. The pyre is made at the entrance to the cave, and then Vencer takes a ball of bat guano in wax and rubs in Sulphur, a little bead of fire launches and a perfect sphere of flame blossoms in the tinder and explodes in a fireball.
A moment of silence for the party as they each take some time to think about the bard's contributions, his music, his artistic skills.. [DM: Corrin will be remembered in the Hall of Heroes. RIP]

The party moves on, resolute in their quest.

An Amulet of the  that has three finger bones. The device allows a wearer to have proficiency in a skill the owner of the finger if they were specialized in that skill. So gives the wearer proficiency in a skill (if the wearer already has prof. they get +2 on the roll) A Ring of Protection is found as well.

Skrit assists the family as Brom advises the town of Rastor - where the group are heading towards has been overrun and taken by the forces of IUZ. It seems the town at the approaching army opened the gate and welcomed the army which now bivouacs to the North, most likely heading East after the

retreating forces of the Overlord Romack. It seems though the town is still open for business, a mercenary crew - The Darkelnaarr - a group of black-skinned elves - drow and a leadership of the group are the githyanki. Irakul, Pyra and Vencer all heave heard of these creatures - none met one. Raiders and or travelers of the Astral plane and sea, githyanki are known to be fierce and tough opponents whom know magic, mind magic and weapons all.
With this news, the various members of the former prisoners decide to continue onwards. Heste is adamant that he must reach Rastor for some reason.. the other former prisoners all wish to travel on as
well with the town being peaceful. Travelling on the next day, they reach a wayfarer's lodge. [DM #2 on map]. It looks to be after careful scouting by Vencer's owl familiar. The group decide it may be a good idea to hide the keg from the monastery so take this off into the woods. As they are returning, they hear a girl screaming. Vencer sighs. Seems the party may be getting tired of saving folks..
A strange humanoid has come out of the lodge. is it alive.. or a golem.. or..
Wary at first of this new creature, the party learns this humanoid - a warforged - had been dormant - or asleep? for 25 years. Further discussions and the party agree to take this warforged by the name of Faust - a collector of souls it seems. This brought a look between Vencer, Irakul and Pyra. [the primary quest for this party is spirits or soul energy to power the flying tower - DM blog entry]

The party travels and meets a patrol of dark elves led by a githyanki outside Rastor. An interaction nearly had the new Faust being attacked by the githyanki. With the soothing words of Vencer, the situation was turned to a benefit, learning some information of the town.

Travelling on, they finally make it to the town where after paying a toll, the party enters the town of Rastor. Some take their leave, and the party moves off led by Ara to the Jade Sanctuary inn.


Monday, 26 July 2021

Kobold Surprise


5th of Planting

“We should make try causing a distraction somehow. Get them confused and out of order then attack them from behind.”  Corrin whispers to the party

A day earlier.. As the party moved away from the fallen griffon rider in the 3 moss covered trees at the standing stone, Skrit had an epiphany with his goddess - Istus. The source of power on the other side of the Astral portal was a beacon of life possibly a holy place and he felt he could tap into this to bring the young woman back to life. Discussing quickly with the party, They agree that this is a good plan.

Turning the wagon the reach the standing stone and body of the young woman. Skrit, kneels and begins a ceremony of life. Each of the party step forward and contribute some power or assistance to the life


ceremony.

60' high and 30' wide gate. A sphere - elongated - three dimensional gate to the Astral plane and sea. Irakul with his echo being tied to the more death side of the astral plane, is even so able to have his Echo assist Skrit in tapping into the life source. Pyra attuned to the planes as well, brings her infernal energy to assist the kobold priest in his life giving magic. Corrin urges Skrit on inspiring him as well. Vencer infuses his magic into opening the gate allowing the energy to flow directly to Skrit.


Skrit feels the power. He basks in in, he feels it infuse every nerve and fibre of his being. He is somewhat less than a demigod but perhaps equal to an angel or deva to Istus. He looks down at the young woman, her face still cold and pale and reaches out a clawed hand to touch

The ballista bolt, probably caught the rider as well as the griffon. Skrit focuses his power as his reaches out. He can feel the spirit of the young woman. 


At that moment, Skrit looks up to see the gate there and a vast limitless sea of swirling colours. A small island can be made out and on it is a large cross but on its side. The ancient cross looks to be massive, an ancient area to a forgotten god of life. 

At that moment, the girl's eyes open and she gasps, Skrit looks down and the gate snaps shut.

The girl is unconscious. Skrit is able with his extensive medical skills determine she bled out with the now scarred side. Fully healed. (DM: 3-4 levels of exhaustion)

Skrit continues to monitor her health as they then head off again in the wagon..



Back to the kobold camp.

It is dusk, the heroes decide on a bold plan from Corrin on surprise stealth and more...

Tapping back into a fearful creature the party met in the mines, Corrin moves forward. "Stay back until I message it is time to attack," He uses the message spell to each member..

Corrin moves much closer nearly tripping on a root of a tree, he can barely see the outline of the head of the kobold in the dusk, the sun nearly set now. Vencer uses his owl familiar to distract the kobold. Casting Phantasmal force, he invades the kobolds mind with a horror beyond its knowledge.. Thinking back to a creature which had attacked the party in the first mine the party explored. (DM: BLOG post )

The young and bored kobold, on his second shift of guard duty was barely looking around. He had secretly - he thought - taken an extra helping of golden ale when the cook was not looking.. and had


been caught. Forced to cough it up, then given a beating AND double shifts of guard duty. Now a tentacled and multi-eyed creature was upon him..

The kobold sees the cave monstrosity and screeches out and screaming. The whole camp wakes up at this racket.

"Monster!"

The party engages the kobolds. The party assumes the scream is the signal and they attack. Corrin seems frustrated at this but at this point can do nothing about it.

Irakul's Echo appears in the edge of the camp and looks to be ready to attack. Skrit moves forward and sees another kobold which sees him AND the Irakul's echo. The 2nd kobold fires his bow, and takes down Irakul's echo (DM: 26 echoes taken down). As it disappears, the kobold yips in glee at taking the big hulking humanoid and axe down.

Corrin yells [in Dwarven], "Fall back, this wasn't the plan!"

Pyra, not understanding dwarven moves forward stealthily

She scans.. the first kobold has fallen to the ground and screaming a monster has him as he seems to be strangling himself - the affect of the phantasmal force.


Seeing more of the camp due to her dark vision. the rogue cranks the finely made dwarven crossbow, ratcheting up tension and takes aim at a kobold. Timing it perfectly, the bolt takes the kobold in the eye as it peeks around with a screech and gurgle the creature falls lifeless to the ground. Pyra smiles and hides in the knee-deep water.

Vencer moves up, holding his wand of orbs at the ready for any enemy to appear.

Irakul summons his 17th echo and moves forward as well.


Skrit moves up to deceive the kobolds which actually works and causes some confusion. The one side of the camp is not engaging. A successful deception so far. The one kobold motions him forward to "Go talk to the Sergeant!"

The self strangling kobold finally dies. Corrin then casts enlarge on Irakul. Now.. a giant with an axe is attacking the kobolds. Then the kobold fires at the giant echo. The kobold again kills the echo and yips again, but is unsure now.. as the echo keeps coming back.

Skrit and the Sergeant have a dialogue and it looks to be going well at first but then.. (Deception roll Natural 1), the Sergeant attacks. Then Skrit cast blindness on the Sergeant. 

A kobold from near the fire moves forward and sees Pyra and slings a clay pot at the rogue. The throw was bad and hits a wall instead. Other kobolds move forward as she ducks back and then the kobold takes a bolt from the infernal in the chest.

Vencer frustrated at the limited vision casts light on a rock and tosses it forward.


The battle rages back and forth until a trolls lumbers forward. The massive creature wearing piecemeal armour and a belt of heads, carries a jagged spear. slams into echo. Another one bites the dust

'A clay pot comes out of the darkness. Irakul is covered in the slime and in the slime, rotgrubs burrow into his skin.. [DM: rotgrubs]

Skrit has been attacked by a scaled hound tearing into the kobold priest with jagged fangs and holding on to him.

Vencer using his teleport ability slings a fireball on the battlefield doing extensive damage to the troll and killing a few kobolds as well. The blast of fire and smoke lights up the area allowing the party to see more.


Skrit breaks free from the scaled hound and retreats. Corrin casts Dissonant whispers on the troll which [DM: fails save - miserably] yelps and runs away. The kobolds morale breaks and one yells "Fall back!"

Vencer throws another light stone to so another area is lit.

Pyra fires to take out a wounded kobold and misses. Irakul continues to cut and dig the rot grubs out of his body as they burrow towards his vital organs. Doing a searing smite with his rings it burns the grub ni his lower abdomen.

Skrit calls upon his goddess and is healed. Corrin moves up as a crossbow bolt shoots out of the dark. Corrin casts vicious mockery on a hiding kobold but the scaled creature ignores the insults. Then.. the troll came back. With one swing he takes down Irakul's echo and then chomps and slashes into Corrin.

Pyra standing in the pond water hears the roar of the troll coming back, and the slashing and gurgling


of Corrin being hit hard. Stepping out, the assassin takes aim with her crossbow - cranked for extra damage - and shoots the troll in the neck piercing deep.

Vencer launches off a fiery orb and it smashes into the troll. Irakul, summons his echo while continuing to kill the rotgrubs burrowing into him. These one look larger than the original ones that infected Corrin.

Irakul continues his attacks and using his echo attacks the troll. Enlarged he deals more damage - the troll does not regenerate this round.

Skrit Casts a powerful on Corrin to heal him up. Corrin then slings a spell at the troll and it takes some more damage. One of the kobold sergeants misses Skrit and the troll decides to flee.. But three of the heroes  attack and Skrit is able to hit the troll killing the monster. The kobold runs at seeing their great troll ally fall.

The party then quickly burn the body of the troll with fire and acid. The kobolds are defeated some fleeing into the night. The party rescue four chained up prisoners.

○ Akran - 1 human male - merchant originally from East side of the NyrDyv lake. Advises to  pay 100gp if escorted to Rastor
○ Eldeth - 1 hobbit female - young very dark skin, from the jungles to the south
○ Ara - Dwarf (non BR) female. Hill dwarf. From Rastor. If returned there, her family whom run an inn - the Jade Sanctuary (has hot springs with a large natural jade formation - much now carved by artisan dwares). Will provide free rooms for a week
○Peren. Very Old firbolg. Male. Blind. But has enhanced hearing to allow him to function somewhat normally.  

Pyra notices a kobold spying on the heroes and stalks it into the trees. With perfect skill, she slits its throat and it is unable to run.

Vencer talks to Heste as he brings up the cart, his large crossbow ready. The wizard asks how she is, and the rider seemed to be having a feverish dream or nightmare about a "commander" or "controller". This brings a troubled looks to all the party [DM: blog update on Controller]


The cook has a sealed clay pot - similar to the pot that had the rot grubs in it.

A tent from Graxusas' circus was recovered, being used by kobolds. Irakul looks happy to return that to his boss. A double locked case holds a magic sword - a sentient - named Milanel - longsword of dancing.

Corrin takes up the sword and has a mental conversation with the blade.

The party comes across a number of treasure items, magic and wealth. They decide to roll for items:

Corrin chooses first and then the rest of the party. The changeling tries to barter with Pyra on the Dancing sentient longsword, but the rogue declines his offers to trade as the offers were not even close to the value of the priceless sword. The wizard is able to talk to the sword and  allows Vencer is able [Identify] to determine a few of the abilities of the sword - Milanel seems to allow the spell to work partially. [After 2 rounds of melee combat can be thrown into battle similar to a spiritual weapon spell]
Corrin tries to recover a few rot grubs, but searches for a way to capture/carry them.

Heste offers to sell Corrin a bottle or pot - at a very exorbitant price - [DM: party seems to think Heste is Link from some strange video game where things get smashed] - 5 gold. The debate goes on about what the grubs would be used for - price went down to 4 gold. In the end, the bartering falls through.

The party moves off a few hours and makes camp with their newly freed prisoners in tow. Hiding tracks - once again great rolls by Skrit with help by Corrin.

The party rests enjoying a campfire. Vencer casts Leomund's Tiny Hut  which allows many of the party to rest easily and they rest for the night with alert guards..


Sunday, 18 July 2021

Stealthy Wagon Ride & Ol'Greeta


4th of Planting

 As the wagon trundles down the path North towards Drekarr village [DM: RED X], Heste looks at the party.  In his high pitched voice he murmurs to all, "Interesting discussion on options to get my destination and very much appreciated! You seem to have a dilemma but.." and he stops to look at Skrit and then Corrin here, "but don't realize you may have the tools to navigate North." With a shrug the merchant dozes off again.. 


Vencer notes these glances to the 2 party members and gets the wizard thinking to a previous task he had just after finishing his training where deception and guile worked over strength and force in working an event he was involved in..

As they heroes travel North, they have met an old woman. Ol' Greeta.

The old woman carefully sorts the vegetables, roots, herbs and fruits back into her large pack/bag. A muttered, "thank ye.." to Corrin as he helps. 

With a sideways glance at the party as the group's wagon rolls up.

"Friends of yers maybe?" She looks at Corrin squinting. Clamping a pipe in her mouth she snaps 2 fingers and a flame ignites on her index finger to light it and a very pleasant tobacco smell emanates as she puffs blowing out a stream of smoke.

Corrin looks back and then at the woman, “Yes they are. Like I said earlier, it’s considered dangerous to travel alone. Where did you come from?”

She finishes putting the remaining fruits carefully in the large bag/backpack. Corrin notices there are a variety of compartments built in made of thin wood slats and thick canvas to create a support structure so the various fruits and vegetables don't get crushed. "Heehee.. I live here Boyo.." Nodding towards the Eastern hills slightly south she points with the stem of her pipe. "Lived here all m'life."

Clamping the pipe in her teeth, which you find surprisingly white and even, in contrast with her wrinkled and weathered skin, she looks back at Corrin. "Now where do ye come from?"

 The old lady looks at Corrin then at the wagon of adventurers pulled by the war horse.

"Speak up sonny, ol' Greeta's ears are not like they used to be.." She reaches for the straps on the bag to close it.

“We came from down south. Just a group of adventurers helping out this merchant here get to where he needs to go.”


The old crone nods and takes a long pull on the pipe, blowing out a small puff of smoke. "Well.. if yer headin' North.. I'd be mighty obliged for a ride.. and the company.. as you say it IS dangerous." She grins at them, her pearly white teeth flashing in the setting sun..

"I would be interested to hear how you survived out here. If there is one thing I learned from my master it is that if you live this long-" Vencer gently gestures towards her with a sly smile "Than you must be either very lucky... or very crafty."

Ol' Greeta gazes up at Vencer in the wagon. "Ahh.. crafty.. and? Lucky." She puffs on the pipe.

"Well kobolds enjoy a certain fruit, it's like.." she pauses and looks out to the mountains, "it's like catnip for a cat. The commander.. he's no kobold, something bigger like a dragon man. He LOVES it. Addicted." She opens the flap to her backpack. Holds up a bunch of red  berries they have a white sparkle to them. "Tulsanri". 

She looks at Skrit, "Want to try?" A twinkle in her eye.

Skrit gulps a bit as she describes it, and he glances at the berries nervously. As much as he is curious his better judgement is convincing him not to.

“N-no thank you. Maybe another time.” Eager to try and ease a bit of his nervousness he takes out one of his notebooks and a makeshift charcoal pencil from a satchel, and sketches a quick diagram of the berries, studying them he makes a few notes. Skrit has heard and seen these berries before. To his people, they are called 'Doocassa' in Draconian. Rare and difficult to grown or acquire.

The group can see why Ol'Greeta may be popular with the kobolds.. Skrit has also heard rumours these have similar affect on infernal and demonic creatures.

The berries if eaten give kobolds an alertness or extreme level of awareness, as well as increased speed. Lasts for about 20 rounds for a berry or so.

Can be addictive..

There is a sudden lethargic reaction after where the eater is tired and slow.. lasting around 5-10 rounds. 

The party discusses much with the old woman, she seems to be a scavenger whom lived here before the kobolds took over the area. She was once a mid-wife healer. whom had a mate a woman who was the leader of the town guard, now passed.

Ol' Greeta seemed to sense that the kobold Skrit was not the leader which was interesting to her. There was discussion of payment for a ride to the village, then the party decided to change that - not wanting to confront the kobolds yet, but take Heste to the town of Rastor first.

They spend a night camping and talk late into the night. They discussed more on payment, and agreed upon a price. The adventurers were able to gain some good knowledge of the mining village of Drekarr:

• Over 50 kobolds she knows of maybe more.

• Worship some goddess, “cursed they say..”

• Supposed to be slaves working in the mines - 100s rumour has it

• Digging up something..

• The Marshal - “Marshall Dosgarr - leads the forces, a dragonman (Draconian) they say.” She sits up proudly, he is the one who like my fruities and veggies!” She shows a small basket of bright red and white, “these are the Marshal’s favourites.”

• The town has been fortified, makeshift walls across streets

• The clutch nest is in or under the townhall

• The Marshal lives in a central tower 1/2 knocked down near the hall.

  • kobold guards roam the streets “.. and the flying ones.. they’re amazing the..” she thinks for a moment, “Kratcheek, they are called in their tongue.” Anyone whom can speak draconian knows this means ‘elite’

They ask why she sells to the kobolds, she shrugs and says, “ahh it’s not the little ones faults they don’t know any better, the cursed goddess seems to drive them to this, her and the Marshal.. “ trailing off she stares out and then “he’s a bad one.. She shivers, then with a toothy grin, “but he loves m’berries, that he does!”

An uneventful night and they travel on. When a three or four hours ride to the village, then they drop off the old woman and head East off the path next to the river. The travel was slow and difficult, but with the excellent survival skills of Skrit [Natural 20 on skill roll], they made fairly good time moving along the river, carefully bypassing large logs and boulders and small pools off the river even bypassing a waterfall. [DM off topic, a discussion on Blitzkrieg took place which could have taken the rest of the session]

The day was warm, a clear sunny Spring day. Ahead a patrol is noted coming down the road, which is higher along a ridge. The wagon is down below, where Skrit and Corrin are hiding. They hide the wagon. A group of kobolds eight or more as well as four of the flying elite - Kratcheek. Using a variety of spells, they are able to avoid the patrol. Vencer uses his multi familiars, Corrin uses his message spell to keep the party in contact, and Pyra uses her minor illusion to camouflaged the wagon.

Without event, the patrol moves on. Later in the afternoon..

The party has no further contact with kobold patrols but passing along a  barren slope they note something strange. [DM: Blue X on map]There at the base of a small hill are the remains of a griffon -


ballista bolt still lodged in chest at the bottom. Skrit's medical/nature check or show it has been dead for at least a few-3 weeks - scavenger animals have been at it. The bolt as well as burns along the wings.. Ol'Greeta's words come back about the kobolds using bots of flaming oil thrown with a staff-sling.

Survival checks show someone dragged their self away. Vencer sends his owl to scout and notes the tracks lead to the top of a small hill, where a young human woman is leaning against a standing stone Between 3 moss covered trees. She wears the armour and tabard of Overlord Romack’s army.

Skrit's further medical skills show surprisingly no scavengers have been at the young woman. The body does not look to be that long passed, investigating further, she has been up here for same time period 2-3 weeks but for some reason not decaying - seemingly only dead less than a day.

Nature/Arcana skilled - both Vencer and Skrit feel there is some sort of.. presence, or feeling of an energy or power.. of life, here. 

Further investigation by Vencer with discussion with Skrit and Corrin makes them realize this is an ancient leyline that connects to the astral plane. A source of life/nature is just beyond the portal or connection to the line that has kept the young woman's body.

Has a satchel, dagger, belt pouch. A long lance - well made - are found

Ruined leather armour

Dagger looks to be well balanced (+1 to hit when thrown)

Satchel, Contents: 

• canteen h2o - 1/2 empty

• cloth wrapped sandwiches (moldy)

• 1 scrollcase wax seal of Romack (Vencer recognizes the Controller’s seal)

• Small leather journal and charcoal pencil - reading this looks to be the personal journal of the young woman. She joined the Griffon riders about 3 months back, and did a number of courier runs. Before that, it speaks of time at a small college west of Greyhawk. Before that, she talks of a troubled  and bored young life growing up at a mill just outside of Greyhawk city - Sendall's Crossing. From the writings, it appears she has 2 sisters and 1 brother whom all were younger. There is no indication of the rider's name. But does list the Uncle's 1st name (Jantz), and 3 siblings (Sera, Teelie and Bork-head (not sure if the name for the boy is correct or more of a nickname)

• A small tin

• A chipped fragment of Elven pottery - shows tall white tree - with 2 elves standing below - possibly a ceremony - Elvish/1/2 elvish will know this shows  "heart-twine" (elvish - Liassa' tlar - wedding ceremony)

She also has a small pendant on a silver chain around her neck. Inlaid with a ceramics and bone, of a flying horse - Pegasus. Worth 25gp

Belt pouch contents: 4 Greyhawk minted gold, 15 cop and 21 silver

Corrin takes most of the gear and all, making notes and a good sketch of the young woman - for his changeling skill.

Travelling on until in the later evening, the adventurers see a campfire twinkling in the distance. Vencer
sends out his familiar and scouts. He finds a patrol of kobolds, that seem to have made camp AND have at least four prisoners. The party makes ready for a fight..