Feb 2012 - Pathfinder - Conquest of Steel campaign

adventure 0

Dates: April 21-25
Locations: southern border of Brevoy
NPCs involved: angry hippogriff, feral gnome type fucker, Chief Perum
Important occurences:
fought an assassin vine
house sized crab from where??
hippogriff is killing wantonly
discovered the hippogriffs lair, which is littered with caracasses – fought hippogriff and chased it off.
recovered Chief Perum’s javelin (stuck into hippogriff) and also the corpse of a 3 year old tribesman.

Treasure: 5gp bottle of wine

Players present: Michael, Bobby

Quest status: hippogriff yet lives
Important notes:
You are not allowed to kill magical creatures and get in trouble with the Centaurs for that.
There is a weird upside down part of a boat out there now.
Chief Perum is not aware of the gnome’s existence, but knows the hippogriff is still alive. He’s a bit flippant about the Centaur’s authority, though this may be bluster.

The upside down boat appeared to come (along with the crab) out of nowhere. There was graffiti carved in the wood of the boat that read, “Littletown sucks” and “Vito gave me crabs”, written in a dialect that is native to Pitax. Plants are growing all over the boat (inside and out) and starting to grow around the boat. The boat and the giant crab both gave off a lingering aura of powerful fairie magic.

The bottle of wine found in the boat was at most 15 years old… which doesn’t indicate how long ago it was bought, just how long ago it was bottled (according to the GM’s poor understanding of wine.)

Screen shot 2012 03 22 at 2.13.01 pm

it's not a butt sex themed campaign, I promise
perverted goblin abominations get in the bag, please

Dates: April 26-30
Locations: Il’Halouk
NPCs involved: Dabashi, Mamdani and the Biflzar – also Chief Perum and some other Ohesaare
Important occurences:
Tasked by Chief Perum with killing the hippogriff
PCs enter Il’Halouk – the first humans allowed within the walls for decades.
Meet Mamdani who says he might be able to get them permission to hunt the hippogriff if they capture or kill the Biflzar.
Biflzar captured alive, delivered in captivity to Mamdani. Permission to destroy the renegade hippogriff is granted.

Players present: Michael, Bobby, Kris, Nathaniel
XP earned (per player):
725 each
Treasure looted:
Mastercrafted heavy crossbow (Halouk design) and 50 bolts (worth 350 gp)
1 adamantium arrow (worth 60gp)
Magic Stone Dog pendant (needs some way to wear on neck, or can be kept in pocket) value unknown, probably worth at least 1000-2000gp

Quest status: half complete – still need to find and destroy the hippogriff
Important notes:
Dabashi seems suspicious of and uncomfortable with the PCs interactions with Mamdani.
Mamdani seems like a shady character, like he’s not telling the PCs the whole story.
The PCs have a stone hex that is magically engraven that grants them permission from Mamdani to destroy the renegade hippogriff, enter/leave Il’Halouk at any hour to visit him on business.

Chief Perum’s women have been giving him a hard time about the hippogriff, screaming at him for hours about their murdered child and the potential of future murdered children and also how disgusting the crab meat is. To get them off his back, he blames the PCs for the hippogriff and threatens to bash their faces in if they don’t go kill it – preferably with the permission of the Halouk (centaur.)
The PCs travel to Il’Halouk and meet Dabashi, a young centaur scout they recognize. They explain their problem with the hippogriff, and Dabashi insists that the centaur will handle the problem themselves. The PCs set up camp outside Il’Halouk to wait for news of how the problem will be handled, and are surprised to find themselves summoned into the city themselves. None can recall an instance where humans were allowed into the city, even during the summer months in which it is mostly empty.
There they meet Mamdani, a craftsman with a workshop in the northeastern portion of the city. Mamdani dismisses Dabashi, which seems to bother Dabashi, but Mamdani is firm and sends him away before speaking with the PCs.
He tells the PCs how difficult it would be to grant them permission to hunt such a majestic beast as a hippogriff, and that he would be potentially bringing shame to himself to even ask the other Halouk for such a waiver. However, he has a favor he needs of them: there is a part goblin, part centipede abomination living in the toilet/dump/marsh outside of the city. He wants it alive or dead, brought back to him in the night. He gives the PCs a sack and tells them the whole affair must be completely secret from the other Halouk. This, unsurprisingly, strikes the PCs are somewhat suspicious, but he gives them a stone hexagon tablet that gives them permission to leave and enter the city, so at least they have some written evidence that Mamdani put them to the task.
The PCs enter the marsh during the day, using their tracking skills to scout the area. With great rolling, they discover, in the denser portion of the marsh, an entrance into an underground lair. Detect magic reveals a magical presence and magic item not far underneath the ground. The PCs set up an ambush, assuming that the Biflzar is in the cave (he is.)
As night comes down, a goblin stumbles upon Jurik and flees, screaming for help. A group of goblins loudly assemble out of sight in the tall grass and make their plan for a “sneaky ambush to buttfuck the lone human.” They attack Jurik, who defends himself. Then more goblins arrive, joining with their battle cry of “sneaky ambush!” The other PCs are drawn in, and more goblins arrive from all directions. Sicc’ing the dog on them seems to work well, visibly shaking the goblins that are starting to lose the fight anyways.
The Biflzar shows his face and attempts to use magic abilities on the PCs, but repeatedly fails. The goblins start to feel like the fight isn’t going to be so easy and flee. Only one goblin does not flee, because he is staggered after being hit with sleep and then stabbed with a sword.
Jurik intimidates the goblin with the translation help of Setyiel, and they then tie the goblin to a tree, hoping the presence of a nearby goblin to torture will lure Biflzar out. The ploy works! Biflzar comes out of the cave, notices Desari and turns her to stone using magic. Kor leaps down, blocking Bifzlar’s entrance to the cave, and all the PCs mob up no the Biflzar and pound it. After 1 round Desari is no longer stone and begins grappling the monster, who screams, “I am protected! I am magic! You are breaking the law!” but also keeps trying to break free. Dogpiled on, he is forced to the ground and tied up with the rope that previously was securing the goblin. Now that the staggered goblin is free, his attention turns to revenge, and he drops his pants in an attempt to rape the half goblin/half centipede monster that is on the ground. A large sack is drawn over both goblin and Biflzar for both decency and privacy. When the PCs pull Biflzar out of the sack, the goblin is dead (stung to death) and the Biflzar has fully healed all of his wounds.
The PCs beat Biflzar into unconsciousness, throw him into the sack, and take him back to Il’Halouk around 10pm at night. They are confronted by Dabashi at the gate, but he is cowed by the PCs insistence that they are doing business only with Mamdani, and he allows them to pass. They delivery Biflzar to Mamdani and receive a magical sack (bag of holding) that can carry a hippogriff corpse as well as revision of their stone hexagon that says they now have permission to destroy the renegade beast.
Mamdani suspicious over-emphasizes the need to keep the destruction of the hippogriff secret from the other Halouk, both during and after the kill. He emphasizes the nobility of the beast and the filthiness of the Kargi, and demands that they bring the body of it back to him. All this stuff would be standard for Halouk, except for the fact that he keeps repeating stuff they all already know.

That is where the adventure is at – the PCs have a permission slip from Mamdani to destroy the hippogriff and a magical way to secretly transport it back to them. Setyiel and Jurik both know roughly where it had it’s lair earlier in the week.

"It's raining hippogriff"
Gnome: it's what's for dinner

Dates: May 1-14
Locations: Il’Halouk, Hippogriff Hill
NPCs involved: Dabashi, Mamdani and Carabryn, a now deceased gnome ranger – also Chief Perum and Manavgat and a few other Ohesaare
Important occurences: Humans allowed into Il’Halouk…again! Hippogriff slain, Carabryn eaten, PCs blackmailed by Mamdani
Players present: Michael, Bobby, Kris, Nathaniel
XP earned (per player):
750 each
Treasure looted:
small light crossbow, small buckler, small leather armor, small spear, 2 lvl 3 cure moderate wounds potions

Items gained:
Magic stone hexagon that Mamdani can communicate through.
12×6×6 case containing alchemical agents for delivery to Faaz Ibroli of the Irovetti family at Hungerdark with the phrase “Mamdani delivers Batzetti today, Bondanin later” (this phrase is etched into the hexagon in common.)

Quest status: complete! Hippogriff is slain and delivered to Mamdani without alerting the other Halouk. Bonus: Manavgat has her revenge on Carabryn for the hippogriff rampage “a child for a child.”
Important notes:
The PCs have slain the hippogriff that menaced the Ohesaare, completing a task for Perum and granting Manavgat the satisfaction of murdering a gnome. Glory to Chief Preum and respect for Jurik, Desari and Kor. Footnote of a nod to Setyiel, though who knows what motivates elves, anyways.
The PCs are being blackmailed! Mamdani says he will reveal their slaying of the Hippogriff to the other Halouk if they refuse or fail to deliver the case to Faaz in Hungerdark. The PCs grudgingly agree.
Mamdani can send messages to the PCs via the hexagon.
Mamdani cut off the poison tip of the Biflzar and has it in his workshop.
Dabashi has now escorted humans in and out of Il’Halouk three times, and on the last time through seemed slightly indignant at the situation Mamdani was putting him in.

The PCs, tasked by Mamdani, seek the renegade Hippogriff, heading back to the lair discovered in adventure 0. The lair is unoccupied, but tracking rolls reveal a recent hurried vacancy.

The PCs set up in ambush around the lair, hoping that either the mysterious gnome or the hippogriff will return. In the dead of night, the hippogriff returns.

Three times the hippogriff swoops down out of the darkness, and on the third time, the hunt-singer Jurik lulls the flying beast to sleep. It plummets 70 feet. Why anyone would ever consider a flying mount of less than 4 hit dice is suddenly very much in question.

The meaty thud of a horse-sized object stopping suddenly on grassland brings the other PCs to hunt-singer Jurik, who is weaving a song and dance about a sleeping beast – the beast who until moments ago was fleeing on four powerful legs and is now sleeping and snoring deeply.

Setyiel and Jurik rush to the beast to tie it up, with Desari in defense. Atop the hippogriffs carcass strewn nest, Kor bellows out a threat of death to the hippogriff unless the unseen gnome reveals herself.

Carabryn appears, though so slowly that the hippogriff is entirely bound in rope by the time she in in eyesight.

Kor and Jurik try a combination of threats, deal making and promises, but can get no more information about the hippogriff from Carabryn other than she will take it somewhere distant from them where it will no longer menace the tribe, and that she hopes to tame it, and that it once killed her companion animal. Oh, and she’s originally from Brevoy, the kingdom to the north of the Kargi hunting grounds. Carabryn seems somewhat feral and unsocialized.

Kor roars an ultimatum that inspires Carabryn to cast a spell, a spell that never leaves her lips, because an arrow from Desari silences it. In response, Kor ends the struggling Hippogriffs life.

Setyiel and Jurik pursue Carabryn, chasing her through the darkness, with Desari and Kor looping past them to cut off her escape route. Arrows and sword-work bloody Carabryn and she surrenders. Extensive interrogation reveals nothing new.

The party takes their hostage back to the tribe, encounter Geruff who is useless, and who makes it take days longer to find Chief Perum and deliver the news of their triumph over the Hippogriff and the hostage Carabryn.

On receiving word that Carabryn is responsible for Manavget murders her in cold blood, and the three tribeswomen present cook and eat the gnome. A small celebration and feast is called for.

The following morning the PCs travel back to Il’Halouk and once again are escorted into the city by Dabashi. They meet Mamdani in his workshop.

Mamdani orders Desari to watch the door while he inspects the bag and then speaks to the PCs. They have done well, but he refuses to rewards them other than to have granted permission to destroy the hippogriff. He then says that if they want a reward, they can take a metal case to Hungerdark and deliver it to Faaz Ibroli of the Irovetti family and he will give the party 100gp. Refusal or failure to deliver the case will mean Mamdani will reveal the PCs activities to the other Halouk, meaning a death sentence for them and possibly most of the Kargi people.

For now, the PCs resign themselves to obeying Mamdani – but they resent being blackmailed and paid so poorly for their services.

On the way out of Il’Halouk, a moment passes between Dabashi and Jurik – Dabashi expects to see the party again, and appears resigned to the fact that Mamdani will continue inviting humans into the centaur city to serve his purposes.

Links to wikis that give more detail on the events from the session

Dark holes, dark hearts

Dates: May 14-24
Locations: Foothills of Mt Branthlend, Azin territory
NPCs involved: Antelia Azini, Tatzylwyrm, hobgoblin patrol, Rennec, poachers
Important occurences:
Met Antelia and learned about human poaching on Azin lands.
Found traps and met/killed the Tatzylwyrm
Ambushed and killed a small hobgoblin patrol (no survivors, bodies not hidden)
Gave loot to Rennec to resell.
Angered the poachers with an offensive song and dance routine.

Players present: Michael, Bobby, Kris
XP: 800 (400 for Desari)
Loot: 5 studded leather armors, 1 scale mail, 6 light metal shields, 6 masterwork longswords, 5 heavy crossbows, 1 very fancy light metal shield with the House Pardo crest on it.

Quest status: incomplete, still have not delivered Mamdani’s package to Faaz

The party travels through Azin lands, meeting with the Azin in hopes of communicating some of the recent events in Ohesaare lands. True to form, all the Azin can do is complain about their own difficulties with human poachers, hobgoblin raiders and the recent re-appearance of Manticore attacks. The Azin huntsinger Antelia shares these tales of woe with the PCs.

In a bout of unparalleled generosity, the party decides to travel the more difficult route to Hungerdark in hopes of finding evidence of the poachers or their traps. They find three bear traps, but instead of poachers they learn an important camping trick when in dangerous territory: do not camp in dense underbrush, because 800 lb dragonsnakes will be able to sneak up on you and bite you. Jurik nearly dies, but in the end the PCs prevail. In a nearby cave, a masterwork light steel shield laden with precious metals and precious gems is discovered – it bears the family crest of the Pardos, a powerful Pitax family of the House Raffaldini.

A few days of hard slogging through steep foothills lands the PCs in trouble, yet again – while on watch, Jurik spots a hobgoblin patrol. The pendant dog starts barking his head off. Alerting the patrol and waking up the rest of the party. Jurik uses the magic of “sleep” to put the first few hobgoblins down, and from there on out it’s a mad rush to kill the hobgoblins. Unfortunately, the hobgoblins manage to gang up on Kor and stab him until he is unconscious and bleeding. Setyiel and Desari put arrows and blades into the hobgoblins until only two remain. The hobgoblins threaten to execute Kor if the party doesn’t back down. A standoff ensues until Setyiel boldly (for an elf) strides forward and executes the terrified hobgoblin before he can get a solidly murderous attack in on Kor. The remaining hobgoblin is chased into the woods, run down, and murdered. A skiff of sorts is created for all the hobgoblin weapons and armor, which is off high quality.

The party arrives in Hungerdark and is, as per custom, denied entrance beyond the “foreign corner”. Kor leads the party to the trading post of Rennec, a follower of Razmir and well known “madman”. Rennec offers to act as a middleman of the captured weapons and armor to procure the best price for a bundle of trade goods. The PCs accept and the following afternoon receive (divided evenly) 607 gold, 2 silver and 5 copper each from Rennec. He was able to package the weapons with a delivery from an smalltime arms trader from Daggermark.

In good spirits the party sets up a fire and their bedrolls outside of the walls of Hungerdark, opting to avoid the overpriced, cramped and probably disease infested cubbyholes that pass for “lodging” in the foreign quarter. The observe 7 humans, 1 dwarf and 7 dogs return to the tents outside of the town, with 3 dead deer carcasses and sacks of small game in tow/on sleds. The trapper/poacher gang is well armed and leery of the barbarian party members. The dogs are mostly massive and mean looking, so the party opts not to start anything. To smooth over the tensions, Jurik sings and a song and does a dance intended to suggest “we don’t really care about you, you aren’t interesting to us” to the four warriors that are watching (from a distance) the party’s camp. Unfortunately, the song and dance come across as “do don’t give a fuck about your wife’s opinion, you fish-raping savages” and seems to really provoke the dwarf. The dwarf appears to be in charge of three of the humans. One of the humans looks like a strong, leaderly type (he had a whole deer over his shoulder) and another looks like a ranger and dog-handler (how eccentric!)

Setyiel sends a letter on parchment via Rennec, to Mivon hoping that his old friend Farhis might be able to tell him a bit more about the Likul, a demon being that Setyiel suspects has something to do with the nocturnal disappearances and knocking-up of the Kargi women.

Right Place, Right Time, Right? (Hired in Hungerdark)
Making Friends is like Making Dinner: It Involves Knives

Dates: May 25th into the wee hours
Locations: Lower Hungerdark

NPCs involved: Matosso Totte, Faaz Ibrioli, Dmitri Von Principe, “Good” Vito Paccara, Rennec, Antonini Guiseppe, 4 warriors from the poacher gang and, at a distance, Ra and Or of the Cyclops gang Skyk (prounced “Slike”)

Important occurences:
Critical success of diplomacy with Rennec – ribbons for the Thieves Guild procured for the party.
An entire shipment of goods, along with 35 soldiers and Matosso Totte disappears into Upper Hungerdark, siezed by the Hobgoblins after failed negotiations.
Mamdini’s package: delivered!
Faaz disappears into Upper Hungerdark along with his personal guard.
The PCs defend the House Irovetti Warehouse. 4 poachers killed, 1 woman from the Cattanei Family captured.

Players present: Bobby, Michael, Kris, Nathaniel
XP: 800 (and add a retroactive + 400 for completing Mamdani’s delivery for a total of 1200)
Mwk Dwarven War Axe
Scale mail
Heavy wooden shield
Mwk javelin
3x light steel shield
3x hide armor
3x mwk longsword
3x throwing axe
4x potion: cure light wounds +2
mwk longbow
mwk short sword
chain shirt
1x potion of cure light wounds +4
potion of cat’s grace CL 2
bloodied clothing and sash from House Cattenei
185 gp

Quest status:
Deliver Mamdani’s “Batzetti” to Faaz: COMPLETE
Guard the Warehouse: still need to get paid by Faaz, assuming he’s even alive.
Stop the poaching for the Azin: incomplete-
Return Parda Pardo’s lost shield to him: incomplete

Summary of session:
The PCs wake on their bedrolls just outside the walls of Lower Hungerdark, and perform their morning prayers, ablutions and meal while watching the poachers gut and hang two deer and four rabbit in their meat sheds.
Seeking Rennec’s advice, Jurik learns that Mamdani’s contact in Hungerdark (Faaz Ibrioli) is the chief negotiator and warehouse manager for House Irovetti’s warehouse. He’ll be a difficult man to get an audience with, especially for barbarian outsiders. However, Jurik makes a very good impression on Rennec, who agrees to both broker their goods to the Thieve’s Guild, seek a “Badge” for the party with Thieves Guild colors, and have a letter delivered to Faaz. Rennec also notes that the fancy shield found in the Tatzylwyrm cave is from Parda Pardo, who was in Hungerdark five years ago, when it was first founded. Parda was 15 or 16 at the time and lost the shield while “Exploring” the untamed wildnerness north of Hungerdark.

The party meets Antonini Guiseppe of the Thieves Guild, who is unimpressed. Rennec goes inside and successfully negotiates on their behalf – the party is “badged” (with simple 18 inch long black/gold ribbons).
At noon caravans beging pour into the trading post, wagon after wagon hauling felled trees, barrels of wine, jars of pickled meats and vegetables entering the city with attendant guards and porters. Most caravans go straight to the warehouse of their affiliated trading company, though some smaller foreign caravans park for a few hours in the various “Citadels” (rental warehouses) while the merchants attempt to barter with the larger trading houses or the Thieves Guild to bundle their goods with larger sales to the Hobgoblins.
Amidst this chaos, a cocky guard by the name of Vito (later nicknamed “Good Vito”) summons the PCs, telling them that if they run, they might be able to reach Faaz before he is too busy. The PCs hop to it, leaving Vito to stroll languidly behind them.

The PCs arrive at the House Irovetti warehouse in time to see two dozen carts stacked high with goods and 35 soldiers. They also observe a public argument between a large, bearded man in a breastplate bearing the House Irovetti crest and colors in gems and filigree (Matosso) and a large, heavily scarred man in a chain shirt (Faaz). Matosso insists that he will “negotiate from strength” with the Hobgoblin, in contrast to Faaz’s “weak negotiation”. A better rate of exchange will be extracted from the hobgoblin monster. Faaz attempts to retain some of the trading goods or soldiers, but Matosso insist forcefully, apparently outranking Faaz in this argument.
Matosso takes the guards and the goods to negotiate. The PCs observe the cyclops, Ra and Or shackled to the mountain, 150 feet up. They know these Cyclops as members of gang Slyk, which they’ve repelled during Cyclops season. There are three other cyclops members of that gang, as well as a winter wolf that normally accompanies them. Ra and Or are enslaved by the hobgoblins. The PCs observe the (currently) inactive arena.
Faaz accepts Mamdani’s shipment, still angry that Matosso has taken all the goods and nearly all his guards. He brushes the PCs off, then reconsiders and hires the PCs to bolster his skeleton crew of guards.
The guards Vito, Corti and Dmitri act superior to the PCs, bullying them and sneering at their feral ways. Especially Vito.
After a few hours, a hobgoblin patrol of 15 approaches Lower Hungerdark’s gate and call for Faaz. Matosso, the soldiers and the goods are lost into Upper Hungerdark, Neff summons Faaz to negotiate for the goods.
Faaz and his personal guard leave Vito in charge of guarding the warehouse with the PCs and head to Upper Hungerdark.
He does not return that evening. It’s unclear if that is normal, but most other trader caravans and their negotiators are not going into Upper Hungerdark – so either negotiations in Upper Hungerdark take a long time, or else Faaz is dead.
Vito, Corti and Dmitri laze about, gamble and bark orders at the PCs. They cook a meal, drink some wine and go to sleep, leaving the PCs as guards. Jurik takes this moment to break into Faaz’s office, but balks at the lock and trap on his bedroom door.
After their rest, the NPC guards wake and tell the PCs to sleep while they guard. They decide to gamble – Jurik joins them in an attempt to ingratiate the party to their co-workers. He winds up winning more of the pot than anyone else, demonstrating decent gambling skills but it doesn’t win him many points with the guards.
As Jurik departs the dice game, an attack begins – strangely emanating from Faaz’s office, which had no obvious entry points. Later attempts to detect magic fail – either no magic was used, or the magic was concealed, or the traces of the spell had faded by the time Setyiel could examine the room.

The attackers are four of the poachers, the very same crew that had hairy eyeballs for the barbarian PCs the night before: the Dwarf and his three warriors. The are backed up by a female bard who is later found to wear a fancy House Cattanei sash under her armor.

Vito goes down. Dmitri panics and flees the battle, screaming. Jurik uses his bardic magic to put some of his foes to sleep, just as Kor, Desi and Setyiel are waking up. The magic also puts Corti to sleep. Bad Vito kneels and jabs his sword deep into Corti’s neck, killing him instantly. Kor and Setyiel begin their charge from the other end of the long warehouse, the doppler effect of their battle cries and Dmitri’s screams of terror creating a cartoonish moment – neither Setyiel nor Kor opt to take attacks of opportunity on the cowardly Taldorian.

As the warriors and dwarf advance, Desi peppers them with arrows, downing them and slowing their assault. The female bard sings inspiring songs to bolster her companions, even as she makes a break for the exit door. Dmitri, hundreds of feet away, disappears in the blink of an eye.

Kor reaches the poachers and, enraged, begins hacking them brutally with his greatsword. Spittle, oaths and blood spray everywhere. Setyiel and Jurik share a psychic moment and bolt past Kor’s enraged melee and charge the female bard.
Kor brutally battles three enemies at once with Desi’s arrows winging past him into their bodies, but they are too much for him. He drops to the ground, bloodied and bleeding and suddenly silent. The warriors and dwarf advance on Desi even as the female bard’s voice screeches as Setyiel’s magic-empowered rapier stabs her.

Setyiel and Jurik charge forward to rescue Desi and the unconscious, bleeding Kor. They engage the dwarf and the remaining warrior, and at the last second Dmitri reappears in a formal duelling stance and slashes out with his longsword, gutting the final opponent and ending the fight.

Kor is revived. “Good” Vito is stabilized. Corti is beyond help, off to meet Pharasma at her boneyard.

The PCs put Corti in a respectable burial position, strip and loot the corpses of the attackers and shame Dmitri brutally. The front teeth and incisors of all four poachers and torn loose and distributed among the party, pocketed to dry and later become glory beads. The woman is stabilized and tied up.

Are we Highwaymen or Lowwaymen?
Banditry, Betrayal and Bard all start with "B"

Dates: May 26-June 2nd
Locations: Hungerdark, the Hungerdark Highway
NPCs involved: Faaz Ibrolio, Dmitri Von Principe, “Good” Vito Paccara, Rennec, Enzo Ibrolio, Abelie Cazzala (House Cattanei employee, captured), Biro Estempro (House Irovetti trader)
Important occurences:
Relentless mocking of Dmitri
Change in “Good” Vito’s treatment of the PCs
Rennec requests that the PCs allow the poachers (The Markenvalt Gang) to continue their operations
Faaz returns to the warehouse
PCs, hired by Rennec as guards, are instructed by Enzo to make sure the traders they’re guarding never make it to Littletown.
PCs betray the traders they’re guarding, murdering and robbing them under the watchful eye of the full moon.

Players present:
XP: 2400
~14k in gold, platinum and gems
Mwk dwarven war axe x2
dwarven war axe
Throwing axe
Chain shirt
2x Potion of cure moderate wounds (Cl recorded by Michael)
4x Portion of cure light wounds
2x Potion of fly
Scale mail
Light crossbow
30 bolts
Potion of eagles splendor
Mwk Greatsword
Mwk Composite Longbow +1
50 arrows
Breastplate x2
Light steel shield
Mwk Light Crossbow
Mwk Longsword
Potion of barkskin +2

Quest status:
Stop the poaching for the Azin: incomplete
Return Parda Pardo’s lost shield to him: incomplete
Banditize the dwarven traders: complete
Guard the dwarven traders for Rennec: incomplete
Find the location of the Cyclop+wolf: incomplete
Loose ends regarding Abelie’s attack on the Irovetti warehouse: incomplete

Rough summary (to be fleshed out tomorrow):

The PCs, having defended the House Irovetti warehouse from attack, find themselves in limbo, waiting for the boss to return to the warehouse and pay them, or for some other boss to come and pay them. Investigating the warehouse, they can find no obvious way for the bard Abelie Cazalla to have infiltrated Faaz’s office with her four mercenaries. The roof of the warehouse is accessible, though no holes or entrances were discovered during the PCs search.

When the guard “Good” Vito Paccarra recovers enough to regain consciousness, he turns to the other “regular” guard, Dmitri Von Principe, and asks him what happened. Dmitri concocts an easy lie that he fought bravely, even administering the killing blow, but raucous objection and derision from the PCs contradicts him. Vito doesn’t react strongly to this squabble, but begins treating the PCs with considerably more respect – when he calls them shit eating barbarians, it seems to be with affection instead of true scorn. Dmitri, however, is getting huffier every day and won’t even speak to Kor, Desi or Jurik. He will speak to Setyiel, though only in very formal, over-elaborate speech.

After a day of waiting, Faaz is a no-show. Dozens of carts and wagons have passed through the muddy cobblestone streets of Hungerdark, selling their goods (and something caravan vehicles) to the Kerrekk’Adarr hobgoblins and leaving the city as quickly. A few celebrating foreign traders opt to stay in town and drink their profits. A few celebrating caravan guards opt to stay the night and spend some of their profit at the Temple of Cayden or with the prostitutes of the Sylvan Glade.
The PCs meet and speak with Rennec to sell off the looted gear, learning that the poachers along with the woman were warriors/porters for “The Markenvalt Gang”, led by Patrost von Markenvalt. Rennec asks the PCs to lay off the poachers and let them continue to hunt north of Hungerdark (in the lands of the Azin.) The poachers, according to Rennec, provide meat for the tavern. Later in the day, Rennec sends an ugly/rough looking elf woman with his goat-cart to pick up the bodies of the poacher attackers – these will be sold to the Hobgoblin Beast as meat.

Day 2: Faaz is still a no-show and the warehouse is damp and chilly, though definitely warmer and dryer than sleeping in the wilderness. Rennec has still failed to sell off the loot from the attackers, though he says it’ll happen “soon, soon.”
Mid day, an Irovetti trade caravan arrives from Pitax, led by Biro Estrempo. He wonders where Faaz or Matosso are, and Vito tells him (a little untruthfully) that Faaz is with Matosso negotiating with the Kerrekk’Adarr in Upper Hungerdark. Biro stays most of the day, but close to night takes horses and armed guards and departs for Littletown, promising to return the next day.

Day 3:
Just after breakfast, Faaz returns, along with his guard, Enzo. His other guard, Nunzio, does not return with them. Faaz and Enzo and barely walking. Each are gore-smeared, mud smeared and have dozens of fresh wounds on their necks, arms, hands and faces. Faaz speaks to Vito, quietly wondering where Biro is, since his goods are parked in the warehouse. Since Biro is not there, Faaz tasks Enzo with making an early-morning delivery of the goods to the Kerrekk’Adarr. The PCs
help the wagons depart and follow through to the trading grounds, where they once again observe the captive Cyclops Ra and Orr on the side of the mountain, as well as noting the steep, difficult cliffs all around the entrance to Upper Hungerdark. To reach the mouth of the cave, either great rock climbing skills, ropes or magical means would be needed.

After a few hours of watching goods loaded into baskets and sleds and dragged up the mountain via hundreds of feet of scuffed, muddy mithral chain, the trading group leaves the wagons and horses to be taken up the mountain and returns to the Irovetti Warehouse.

Biro has arrived at the warehouse in the absence of the caravan, and has acquired a bloody nose. He takes his guards and departs for Littletown. The hostage bard, Abelie Cazzala (of the Cattanei family) is nowhere to be seen in the warehouse. Faaz looks a lot less shaky, though Enzo is near-collapse when they return, and Faaz sends him to rest.

Faaz thanks the PCs for their assistance and insists the party stay to guard the warehouse for a few days until reinforcement guards can arrive – either Biro wouldn’t lend him the escort guards, or Faaz didn’t trust Biro’s guards to watch the warehouse. The PCs counter-insist that they want an evening off at the tavern and Faaz reluctantly agress. The party has been in Hungerdark for a week and still hasn’t heard from Mamdani about returning to Il’Halouk, so what else is there to do?

That evening in the tavern, the PCs observe angry interactions between a dwarven foreigner and Antonini of the Thieves Guild, regarding delays and delays and delays. They’ve been encountering a few delays themselves – why is Rennec taking so long to package and sell the spoils from the poacher’s fight? There are no rumors circulating regarding the disappearance of Abelie Cazzala.

Day 4:
Reinforcements arrive for the warehouse from Pitax.

The PCs learn, from Enzo, about a troublemaker of House Cattanei, “Umberto” who is probably the source of the attack on the warehouse. Purposeless harassment is his m.o., making him the most likely culprit.
In the afternoon, Enzo sends the PCs to talk to Rennec, saying that he should have some work for them as guards/escorts. He insists that they leave their bedrolls and traveling gear at the Irovetti warehouse while they go to see Faaz. He also tells the PCs to tell Rennec that a giant wolf in the company of a cyclops are rumored to be active on the northeast side of Mt Branthlend, and to request information regarding the location of their lair – a reward will be given for this.

Rennec greets the PCs warmly, as ever, wishing them the favor and kindness from Razmiran. He is interested in the request for information about the cyclops and the wolf, and will pass that along to the Markenvalt gang, as that is roughly where they hunt. He also has work for the PCs – a small group of traders from the Kingdom of Druma will be making the very risky decision to travel to Littletown by night, and they need extra guards to make sure they make it alive. Pay will be 10GP/day with 50GP if there is an attack, with 50% of all that pay going to Rennec and “other brokers”. The deep gouging of percentage seems very unfair to the PCs, but what choice do they have other than to simply turn the work down?

The PCs follow Rennec across to the street to one of the rental warehouses for foreign traders, “Citadel Bruno”. Inside is a cramped scene, with horses, carts, cargo and traders and their two guards packed in. There is barely any space to sleep and the whole room stinks of anger, horse shit and dwarf B.O. Your choice as to which smells the worst.

The leader of the dwarven traders, Kaylan Untrellis, informs Rennec that the services of the guards he has hired (the PCs) will not be needed tonight, as he has opted to spend one more night in Hungerdark in the hopes of the Thieves Guild getting a better price for his wares. Rennec informs Kaylan that he is still on the hook for the hiring of the guards, whether or not he uses them. An argument ensues, with bitter, loud denouncing of Rennec, Hungerdark, the Thieves Guild and the entire kingdom of Pitax by Kaylan. Rennec stays firm, and Kaylan agrees to pay the fee, but wants the PCs to stand guard that night. Much grumbling ensues from the dwarves.

The PCs are tasked with overnight guarding of Citadel Bruno, with Jurik returning to the Irovetti Warehouse to retrieve a bedroll.
Once again, Enzo insists that they leave some bedrolls/traveling gear behind. Perplexing!

Day 5:
The PCs attempt to sleep comfortably in a crowded warehouse with horses and farting dwarves. Late in the afternoon they are awakened by the hitching of the horses to the wagons and departure of the carts and goods. The PCs are instructed to prepare for departure for Littletown soon.

The party returns to the Irovetti warehouse to gather their belongings, and when they do, Enzo takes them aside and explains the following:
The dwarves will have the PCs traveling with them in the evening. The PCs will wait until the sun goes down and traffic disappears, and they’ll “make sure the dwarves never reach Littletown”. Half of the money found on the traders goes to the party, the other half goes back to Enzo.

The walk from House Irovetti to Citadel Bruno is full of argument and counter argument by the PCs. Kor and Jurik feel the whole endeavor is highly dishonorable and strongly rebel against being forced or intimidated into doing anything, much less banditry/betrayal. Desi’s opinion is “They aren’t even Kargi” and she is pro-banditry and murder. The elf, Setyiel is enigmatic, using the standard elf tactic of saying nothing and hoping gullible humans will mistake it for ancient wisdom. When he does finally speaks, his wisdom is that the party is still being blackmailed by Mamdani to errand-boy back and forth to the Irovetti Warehouse and Faaz, so crossing the Irovettis this early would be dangerous. When the party is drawing close to Citadel Bruno, they put it to a vote: betray these dwarves and murder them by the full moon, or refuse to obey their employer and possibly find themselves on the wrong side of one of Pitax’s most powerful political and trade entities. Banditry and betrayal win the day, and the PCs decide to go with Enzo’s plan.

A few hours and miles outside of Pitax, the sun is almost entirely down and a giant full moon looms overhead. The murmured song of the Hunt-singer Jurik calms the party and dims the senses of the traders. His song is so powerful that the leader of the traders falls to the ground with a thud, suddenly asleep. This is the sign the party is waiting for. With a roar and a baring of his teeth, Kor charges the point man, a dwarf named Gotrek, hacking him brutally with a greatsword. Desi whirls and begins pumping arrows into one of the Pitaxian guards the dwarves had hired on. Setyiel charges his weapons, casts defensive spells and prepares for violence.

Gotrek and Kor engage in a brief and violent struggle, with Gotrek quickly dispatched by the giant barbarian’s scything blade.

The Pitaxian guards engage Desi, with one dropping to his knee and firing arrows at her and the other charging forward and slashing the young woman with his sword. This forceful attack threatens the party’s dominance of the situation, until the magus Setyiel, in a dancing, whirling and flourish-filled attack, delivers quick series of deep slashes to the larger human fighter. his blade hack deep cuts through the seams of the fighter’s breastplate, leaving magical energy searing the gaping wounds created by the scimitar. Blood pours forth from the incredible wounds, though the fighter is, incredibly, still standing.

The only dwarf still standing, having missed his crossbow shot while waking the Kaylan, kneels and attempts to wrestle something from the prone Kaylan’s belt. A struggle ensues, into which Jurik charges to attack. As Desi and Setyiel fell the human fighters, Kor charges past them and into the dwarf smuggler, Urist. He is hacked down brutally, his body falls onto the cobblestones, the full moon reflecting in the blood pooling around his corpse.

The prone dwarf, Kaylan pulls a potion from his belt and drinks it, instantly disappearing. Invisibility! That is so annoying! Kor hacks with his greatsword at the ground where the dwarf was a moment ago, but cannot find the body. Setyiel dances, leaps and whirls, slashing his sword and his magical hands around on the ground, finding purchase in the dwarf’s tough flesh. A dwarven war axe falls to the ground, blood spattered. Jurik joins the fray, also hacking downwards. Kor joins in and after chopping at cobblestones for a minute, Kaylan’s body reappears, brutally chopped, stabbed and not quite dismembered. The fight is over, and the PCs have successfully betrayed and murdered the men they were employed to guard. Hidden in the dwarf’s bedroll are stones, beautiful stones, worth tens of thousands of gold.

After brief deliberation about the practicality of digging graves alongside the road, the party opts to dump the corpses into the river. A curious deer, half submerged, watches them with big black eyes, but before arrows can be notched and let fly, the deep flips, revealing a lower body of a squid – it is a common predator of these rivers, the curious omnivore known as the deersquid. That’s a good omen, right?

Late in the night, the PCs return to the House Irovetti warehouse to find the door closed. When they knock, Dmitri stands at the door and refuses to allow them entry, until the PCs threaten his life and honor, at which point he consults with Vito who tells him to let them in. Enzo meets them near the cooking area, congratulates them on their success, and splits their share of the diamonds, emeralds and gold they’ve banditized from the dwarven Druman traders.

PCs are still technically employed via Rennec as guards, and at some point will need to give Rennec (or not) his share of the gold they were to be paid by the traders.

It's Fun To Get Away From Camp, Even if it's Only for an Hour
Party's first visit to Pitax

Dates: June 2-18
Locations: Hungerdark, Pitax, Il’Halouk
NPCs involved: Enzo, Rennec, Mamdani, Dabashi, Captain Salvatore Raffaldini, Mario Tasso of House Raffaldini, Cesare Pavese
Important occurences:
PCs attacked at night by shadow from the Plane of Shadow
PCs travel to Pitax and back
Info about the various factions/families of Pitax can be viewed at the Pitax wiki page.
PC’s return to Il’Halouk and make delivery to Mamdani, obtain Bondanin to be delivered to Faaz – as well as some magic items to assist their travels.

Players present: Michael, Bobby, Kris, Nathaniel
XP: 338 each
12 CL 6 potions of Expeditious Retreat
+2 Greataxe of Halouk design on loan from Mamdani

Quest status:
Stop the poaching for the Azin: incomplete
Delivery Bondini to Faaz: incomplete
Return Parda Pardo’s lost shield to him: complete/sold to Mario Tasso in Pitax
Find the location of the Cyclop+wolf: incomplete
Loose ends regarding Abelie’s attack on the Irovetti warehouse: incomplete
Guard the dwarven traders for Rennec: complete
Return to Mamdani with delivery from Faaz: complete

It’s summer!
Travel by night to Hungerdark Crossing intent on Littletown, but bypass to Pitax.
Meet Captain Salvatore Raffaldini of the Raffaldini Family and Grand Council of Fasci Navy, establish rapport.
Spot Tower of Bone a few miles in the distance. Tower of Bone is a catastrophic tarot card in Pitaxian lore, one of the 12 Towers of Pitax.
GCF station is located in the far western tower of Pitax, near a large, older theater.
A page is sent to House Pardo, on returning he takes Jurik+party to Mario Tasso. Mario is very engaged by the novelty of barbarians from the north holding a Pardo family shield. He knows Parda Pardo, maybe personally, and will return the shield to him. He pays a very fair price for the shield. He sells the PCs arms+armor, and sends word with a caravan to seek “a high quality scimitar” in Mivon for Setyiel (this order was placed on June 5th).
Travel back upriver with Captain Salvatore, return to Hungerdark as the sun is setting.
Faaz is angry at the PCs for disappearing for days and not being around to deliver to Mamdani. He insists they depart at night for Il’Halouk. The PCs are generally unimpressed, but are willing to leave town and set up camp in the wild.
Stop at the tavern on the way out to pay off Rennec – there’s collusion by Rennec with House Irovetti, he insists on his cut of the “hazard pay” for the “trouble on the road”.
Charity by the PCs via Rennec to Cesare Pavese (level 2 rogue). Kor makes an impression with the kid by yelling at him.
PCs camp not far outside of Hungerdark and are attacked by a Shadow, one very clearly created/originated in the Plane of Shadow and not Golarion. They drive the Shadow off with some badass magic on the part of Setyiel.
Dabashi is obviously suspicious, irritated by the human presence – in argument with Mamdani
Il’Halouk has a magical effect on it that distorts distance
Mamdani clearly has suspicions or information about the shadow attack, but doesn’t share info.
He does share magic potions and a “shopping list” of various components for magic items.
Magical Greataxe of Halouk design on loan to the party
Party walks out of Mamdani’s as adventure ends.

Good Germans
We had no choice in the matter!

Dates: June 18-25 (summer solstice is upon us!)
Locations: Il’Halouk, Azin lands, Mt Branthlend foothills
NPCs involved: Mamdani, Dabashi, Antelia Azini, unknown cyclops+wolf

Important occurences:
Dabashi+PCs discuss Mamdani’s blackmail, make vague alliance
PCs battle various forms of terrifying nature and kill it all
PCs spot cyclops+wolf leaving a cave shaped like a petrified purple worm

Players present:
XP: 2800 each
2000 gp worth of magic materials (from the giant beetles)
5000 gp worth of magic materials (from the owlbears – claws, eyes, spleen)

and hopefully the following detail

Quest status:
Investigate the missing Azin scouts: incomplete
Stop the poaching for the Azin: incomplete
Delivery Bondini to Faaz: incomplete
Return Parda Pardo’s lost shield to him: complete/sold to Mario Tasso in Pitax
Find the location of the Cyclop+wolf: incomplete (is that their lair of a temporary stop?)
Loose ends regarding Abelie’s attack on the Irovetti warehouse: incomplete


As the party exits Mamdani’s Dabashi angrily challenges Kor, accusing him of stealing a Halouk heirloom (the newly received axe from Mamdani) and then threatens Mamdani with “action by the council at the next convocation.” Mamdani, in his typically diplomatic way, tells Dabashi that his junior status means he is totally out of line in challenging him and that he will do as he pleases.
Dabashi angrily escorts the PCs out of Il’Halouk, and at a distance from the city pauses to explain to the PCs that they should not do business with Mamdani, that he is breaking traditions and possibly laws that they don’t understand. The PCs decide to tell Dabashi some of their secret dealings with Mamdani – he is blackmailing them, using them as errand boys. The party keeps the specific details of the blackmail secret from Dabashi, however. Dabashi tells them that until he has more specific understanding of Mamdani’s greater goals, and evidence of his lawbreaking, he will abstain from confronting him at the council.
The PCs travel through Azin lands towards Hungerdark. At night Jurik has a recurring dream where he stands on a hill on the edge of a forest, looking down at terrain that closely resembles the Hippogriff’s hill. On the other side of the hill, Jurik sees a wandering greenwood, one of the menacing, traveling stands of trees that drift through the Uplands. In the greenwood is a 5 or 6 hexagonal story tower, made entirely of bone. It is not tall enough to be the tower the observed a few days back at a distance.

In the Azin lands, the PCs encounter the huntsinger Antellia Azini and briefly chat with her. She confirms evidence of a cyclops and a very large wolf in the Mt Branthlend foothills, near the last location poacher’s traps. The PCs report that they killed some, but not all of the poachers and Antellia confirms that most of the traps are no longer in evidence. However, a week ago she sent two Azin scouts, Robiya and Fazul further the foothills to make sure the poachers hadn’t simply moved their operations, and neither scout has been heard from since. The PCs tell her they’ll keep an eye open, but that they must hurry along.
The party opts to make another trip into the poacher’s operating area, adding a few days to their trip back to Hungerdark.

As the foothills begin, Desi spots a number of felled trees, in what appears to be the beginning of a structure. The party takes up defensive positions as Desi searches around the ground for tracks, eventually finding plenty of evidence of some gigantic beetle, numbers uncertain. The number of beetles becomes more certain when, over the course of a few seconds, the party is rushed by four 800 lb, flying slicer beetles. Kor is, at one point, downed by the gigantic beasts, but judicious application of Jurik’s healing wand keeps him in the fight and in the hands of the fierce barbarian, the Halouk axe inflicts terrible wounds. The party snips and takes the mandibles from the beetles, as they are on Mamdani’s list of ingredients for magic weapons+armor, etc.

While watching the camp that night, Desi spots the eyes of a lynx in the darkness of the woods and moves to approach, but the eyes disappear. The following morning she decides to lead the party along the tracks of the cat, with the murmured justification of “kitty!” Luckily, the tracks seem to be headed in the direction of the poacher’s operating grounds, so it’s not a big deal.

What is a big deal is as the party travels, they encounter some petrified animals, with the scratched tracks of a large chicken around – sure signs of at least one cockatrice. Opting to not get turned into stone, the party detours, first southeast, and then back towards the northwest, moving up into the steeper foothills and lower edges of Mt Branthlend. As the party moves up a particularly difficult portion of the hills, Jurik spots an fearsome, 10 foot tall Owlbear a few hundred feet behind the party.

Moving as quickly as stealth will allow, the party attempts to get into cover and up the hill they’re climbing. The owlbears appear to be moving towards them, though. Setyiel and Kor spot a cave opening with large feathers around it, and correctly assume that the owlbears go in there. They decide it would probably be unsafe to go in, and keep moving up the hill.
As the owlbears speed up their charge towards the PCs, two juvenile owlbears burst from the cave and chase after Setyiel and Kor.
A debate erupts at this moment, about whether or not it is legal or right to destroy magical beasts such as the owlbear. A spirited debate erupts, with Kor strongly objecting and saying the party should flee rather than break the laws of Al’Halouk, and the rest of the party’s generally chaotic nature and solid argument that they are probably not on Halouk land and anyways, who is gonna ever know about it? finally winning the day.
The party fights the owlbears with great spirit and courage. The GM is genuinely afraid that he has made a mistake and that at least one PC is going to die, but the PCs are both aggressive and lucky once the fight begins. The owlbears claws miss time and time again, and Kor is able to singlehandedly stall the two mature owlbears long enough for Setyiel and Desi to kill the juveniles. Near the end of the fight, Jurik, inspired by Kor’s courage, remembers to inspire courage.
The owlbears are defeated and their lair is investigated. Near a dead end with a small (too small for any but tiny humanoids) watery tunnel, Setyiel hears distant voices echoeing through the tunnel. Jurik moves up and recognizes the language- giant.
He overhears two voices, presumably both Cyclops (later revealed to be a cyclops and a winter wolf) discussing their predicament. They have a few simple goals in life: find a way to free Ra and Orr (the Cyclops enslaved by the Kerrekk’Adarr at Hungerdark), then wreak havoc on the Kerrekk’Adarr in revenge, and also take some revenge on a few specific Manticore “betrayers”. They don’t know how they’ll accomplish the task, though the more dominant voice says that if they hadn’t killed and eaten all the spriggans, maybe they could have got those tricky fellows to free them. Or perhaps they could find some other spriggans and pay them with “spriggan stuff”. But they don’t trust spriggans, or the Azin, for that matter.
The PCs exit the owlbear lair and do some tracking, eventually spotting a curious sight:
out of the side of Mt Branthlend, concealed by years of vegetation, is the petrified front 20 feet of a gigantic worm (a purple worm, to be precise). The cyclops and the wolf are spotted, at about 1/2 mile (and upwind of the party), exiting the mouth of the worm. As the party watches the two of them, the giant duo heads into the woods as the sun begins to set. The wolf ranges ahead, moving stealthily. The cyclops clomps along behind at a short distance, massive crossbow at the ready and axe on his back.
The party returns to the owlbear’s cave, hauling the corpses inside and hacking off the valuable portions of the beasts and relying on the remaining smell of the owlbear to prevent monsters from wandering into the cave.

Aren't you hot in that fur coat? Let me help you out of it.
APL4 party crushes CR9 foes

Dates: June 26-28
Locations: petrified worm cave
NPCs involved: Bre, Fel’a’Nil
Important occurences:
Spriggan’s hold discovered
Party now has two hiding places within 1/2 mile of one another in the foothills of Mt Branthlend.

Players present: Bobby, Michael, Nathaniel, Kris
XP: 13400
Mining pick
Adamantine Crowbar
Ring of: Jumping, improved
Large mastercrafted Greataxe
Large Heavy Crossbow
Large Hide armor
Pelt of a Winter Wolf (enough to make 5 cloaks)
10k worth of magical materials harvested from the wolf
Cyclops skull
Jellied cyclops eye
Ring of Counterspells
Stone of Alarm
Scroll – arcane
CL7 – Phantasmal Killer
Wand of rage – 33 charges
1 wand of rage – 50 charges
1 Arcane scroll – CL 7 Phantasmal Killer
CL 7 Charm Monster
1 Arcane scroll – CL 1 Expeditious Retreat x 3
2000gp of gems
magic materials to make wands/scrolls worth 3000 gp
Vest of escape – size small
Horn of fog
Gnome Hand of glory – wearing an emerald ring
3 masterwork light crossbows, size small
3 masterwork morningstars, size small
Mwk Longspear, small x4
Mwk Heavy Crossbow, small x4
Keg of whiskey
Dagger, adamantine
Spellbook – spriggan’s hold (see the Item’s tab for a list of the spells contained therein)

and hopefully the following detail

Quest status:
Find the location of the Cyclop+wolf: incomplete, sorta
Investigate the missing Azin scouts: incomplete
Stop the poaching for the Azin: incomplete
Delivery Bondini to Faaz: incomplete
Return Parda Pardo’s lost shield to him: complete/sold to Mario Tasso in Pitax
Loose ends regarding Abelie’s attack on the Irovetti warehouse: incomplete

After feasting on the greasy white flesh of the owlbear’s breast meat, the party plots and plans their approach to the ancient enemies of the Kargi, the Cyclops Federation. As the group plans during the day, they can hear the snoring of the Cyclops “Bre” echoing up through their listening hole.

A plan is hatched! The party will lure the cyclops+wolf out of the Purple Worm Cave using the illusory sounds of an injured game animal. As the giant beasts stand in the steep lip of the cave exit, Jurik will cast “Grease” on their footing, causing them to fall down onto numerous spikes that the party has placed underneath the exit.

The party spends a few hours hacking trees and sharpening long stakes, then hustles the half mile to the worm’s cave. Sneaking with barbarian grace, they find themselves just out of line of sight of the exit, and ont he signal… they pounce! While Jurik watches the cave for signs of activity, Desi, Kor and Setyiel furiously plant spikes in the ground, twisting them into the dirt and preparing a dastardly trap for the Cyclops+wolf while Scrabble prowls around them for small rodents and butterflies.

The trap is set. The party takes up positions of ambush. Jurik crouches behind a boulder and sings a song conjuring the long-lost memory of a fallen elk calf, it’s mournful cry echoing up and down the hills.

The party tenses, ready for confrontation… and… waits…





hours pass. The sun begins to set. Jurik changes the sound of the injured calf to that of humans setting up camp and roasting food.

Darkness begins to fall, the time of the cyclops+wolf’s normal departure from the cave. The party watches the summer sunset with renewed tension as Jurik’s magic continues his invisible puppet show of human hunters setting up camp.

The sun sets. Midnight arrives and the cyclops+wolf have not left their cave. Desi digs a campfire up and the whole party sets out their bedrolls around it in view of the cave entrace. Watches are set and the party rests.

The following day is more of the tedium of war – waiting and waiting for something horrible to happen. The party keeps their limbs loose by chopping down more tree limbs and sharpening more stakes, creating a densely packed field of stakes underneath the worm’s mouth. The day passes, even the bobcat that observed the party the day before has lost interest.

Sun sets, another watch is set – Kor is restless – he knows that Cyclops has got to be starving, but why didn’t it come out? Did it go out a second exit? Is the party being watched by the cyclops and the wolf right now? Troubling…

The night slips down again and watches are set. But as the sky lightens to a deep purple and the morning birds begin to chirp, Jurik spots something in the cave – the yellow eyes of a gigantic wolf, deep inside the cave, coming forwards. Jurik opts to feign ignorance and vulnerability, chomping on meat and ignoring the doom that approaches. Seyiel and Kor tighten their grip on their weapons as they hear the heavy thud of padded feet on the stone of the worm cave. Above, Desi and Scrabble watch the ground below, ready to unleash a hell of arrows into their foes.

Clomping along behind the wolf is the cyclops, Bre, a ten foot tall hulk hauling a massive two bladed axe. As the wolf reaches the lip of the cave, Jurik flings a fistful of owlbear fat towards the cave, singing a song of the hunt and causes the cavemouth to become slick and slippery. The wolf leaps, acrobatically missing most of the spikes but taking one of the improvised spears deep in a leg.

The fight begins.

The wolf huffs and puffs and opens its toothy maw wide, breathign a freezing blast of snow, sleet and ice into Kor and Jurik, leaving a centimeter thick shell on their armor and hair.
Kor bellows his battle ragey cry and closes through shattered boulders and swings the Halouk axe mightily into the thick fur of the Winter wolf, while Desi sends arrow after arrow down into the huge beasts neck and shoulders.
Setyiel readies his battle magics as the Cyclops “Bre” lunges out of the worm tunnel, clipping a spear on the way down. He charges forwards towards the dandy elf, his gigantic axe held high above his single, angry eye. The axe slashes downwards, missing the agile, improbably slender warrior.
Jurik sings a song of battle, bravery and adventure. The Kargi clan warriors are totally amped by their personal soundtrack.

The wolf lashes out, returning a rage-filled bellow to match Kor’s and trading giant claws for Kor’s axe blow and leaving inch wide slashes in Kor’s arms and face. The barbarian’s blood splatters the rocks and earth.

Setyiel’s blade crackles with electricity and the full fury of the dancing warrior’s magic, and he swings and twirls in an elaborate series of movements. And misses completely.

Kor, Jurik, Desi and the giant wolf battle, with arrows raining down, axes flashing and healing wands poking. But the claws of the immense monster send gobbets of Kor’s flesh and rivers of his blood spraying this way and that, and the barbarian falls unconscious, leaving the wolf free to bound up the mountainside towards Desi and her animal companian, the lynx “Scrabble”.

On the other side, the towering hulk of the Cyclops swings two handed with his giant axe, first slashing a huge wound in the elf and then swinging back with the blade flat, only to miss. The elf’s movement become more elaborate, his magics more furious, as he single-handedly battles against his massive foe. But again, his attacks completely miss the giant, hulking target.

As Desi and Scrabble face the oncoming, immense force of the wolf with tiny, precious defiance, Jurik’s magic wand returns Kor to a conscious, but fatigued state. The barbarian takes a minute to rest on the ground, downing a powerful healing potion and feeling his strength improve.

The cyclops roars and swings his axe again, flattening Setyiel and dashing him to the ground. Up atop the petrified purple worm, Scrabble’s furious biting and clawing have failed to slow the wolf, who slashes Desi and Scrabble with claws and freezes them with her breath weapon. Desi collapses in pain and Scrabble falls shortly thereafter. The wolf’s gravely voice calls down to Jurik, demanding an immediate surrender.

Kor responds with a challenge to the cyclops, while Jurik sends a handful of owlbear fat and magic towards the giant humanoid, slowing it’s approach while Kor clambers over boulders to get carve a giant piece off the monster. The cyclops carefully stomps towards Kor, then swings his axe again, Setyiel’s blood streaming through the air on the way in and mixing with Kor’s blood on the way out. The wolf lopes down the mountain as Kor falls with Jurik just behind him.

“Surrender!” demands the wolf. And Jurik nods, “Ok, we surrender” as he kneels and healing wands Kor once again and steps back. The wolf continues downwards, rushing up to Jurik. The cyclops, in an overexcited moment, rushes to step out of the grease and over the fallen body of Kor, and slips – he falls to the ground with a terrible thud and an ancient curse, next to the secretly conscious Kor.

Jurik steels himself, sings a high note in his song and immediately betrays his promise of surrender, ducking the wolf’s vicious bite to flee a short distance back. He looses an arrow into the wolf’s pelt and shouts “Kor!” which is all the prone barbarian needs: an excuse to go absolutely fucking berserk.

He lurches to his feet and uses the momentum to bring his Halouk axe down in a set of vicious blows that sever both of the Cyclop’s giant legs at the thighs. His follow-through swing carries the axe blade deep into the haunches of the wolf, severing both legs in a single blow.

Standing soaked in his own blood and the blood of his enemies, Kor looks around and sees Desi, Scrabble and Setyiel fallen on the ground while the dead cyclops bleeds next to the dying wolf.

Magic revives the fallen party members and Setyiel celebrates the moment by brutally carving out the wolf’s eye and a portion of its brain with his scimitar.

The party is victorious! Jurik begins composing the battle-dance of “Three Eyes and a Worm”. The rest of the party directs their attentions to the mouth of the cave as they settle in for a night of victory camping and the carving up of their foes.

The skulls of the wolf and the cyclops are preserved, at least temporarily – Desi’s jealous eyes spend the whole night darting towards the gigantic teeth of the fallen monsters.

The next day:
The party uses ropes to climb up into the mouth of the cave, creeping through the petrified body of a 100 foot long, monstrous worm. The stone teeth of the worm extend ten feet into the body, though they are broken off and worn down by time. The internal organs, stomach and intestine of the worm are roughly hewn out, opening into a long, dark cavern behind the worm’s tail. Setyiel’s magic lights up Kor’s axe and the party proceeds, passing out of the worm’s tail and into a winding, rough tunnel that curves slowly upwards and to the left.

Kor’s barbarian instincts startle the party with a sudden stop. He peers at the wall and the floor, then grunts and kneels with his axe held forward. He gently presses the axe down to the ground, triggering a pressure plate. Suddenly two dozen spears on the left and two dozen broken spear-shafts on the right burst forward – the half broken trap would impale the left side of any unwary traveler.

The party slips past the trap and continues until another obstacle stops them – a wide pit with a curious bit of detritus at the bottom and a flattened log across the way. The smell of stale toilet is overwhelming. Upon closer examination, Desi’s suspicions are confirmed – the hole contains a Gray Ooze and is likely used as the cave dweller’s toilet. Kor dons Jurik’s jumping ring and leaps easily over the gap, dragging the log into place while Desi and Setyiel murder the toilet with a barrage of arrows. They decide to return later when Setyiel can use Mage Hand to levitate the adamantine crowbar that lays at the bottom of the pit.

Further exploration reveals a small trickle of water near a large, rough-hewn alcove. The trickle comes from a long, small underground hole about a foot wide – most likely the hole leads, eventually, to the Owlbear’s cave. Interesting! More interesting: the rough-hewn alcove has bedding, evidence of the wolf+cyclops’s living situation and… LOOT. Lots of loot, actually – apparently Bre and Fel’A’Nil killed a number of small humanoids and took their belongings, including a variety of magical items, armor and some scrolls. Most bizarre, among the piled gear is a mummified hand of a gnome, like a child’s hand with pink fingernails, to be worn as a necklace.

Up around a bend, as the tunnel continues to ascend, the party finds the cave blocked off with boulders and rubble – the previous inhabitants have used the rocky choppings of the petrified worm to block this part of the cave off, either for safety or to prevent the unwary from continuing any further. This is all interesting to the party, but more interesting is the hidden, 3 foot tall door that Jurik discovers in the wall of the tunnel. After some rogue-monkeying, Jurik is able to open the door, revealing a stone passage. Dancing lights are sent down the passage, revealing a dining room of some sort, with ceilings of ten feet high. Jurik crouches down and starts down the passage, stopping only ten feet in- “it’s a trap!” he curses, and begins tinkering with his rogue’s kit. Behind him, Setyiel casts “detect magic” and detects numerous magic auras within the hidden area, the first being the trap that Jurik is working on disabling.

“Aaaaaaaiieeeeeeeeeeaaa!” screams Jurik and, wild with terror, he scrambles back out of the cave, fleeing an unseen assailant. The entire party readies their weapons and magic, but no opponent is found. Jurik flees down the tunnel, only to return a ten seconds later with an angry, embarassed look on his face. “Magical fear trap,” he mutters, and then, crouching, he re-enters the cave.

OHKARGSTAADNOOOOO!!!!!!” screams Jurik, bolting from the cave in terror once more. This time Kor siezes the cowardly bard in a bear hug and prevents him from fleeing with an angry grunt. Once Jurik has composed himself, he shakes off Kor and enters the cave again.


are but three of the screams that Jurik cries during the following fifteen minutes of his attempts to bypass the trap. The party begins to speculate that Jurik’s ability to “inspire courage” may be diminished in the future. Eventually, however, Jurik is able to turn the trap to the “off” position and proceed.

Ten feet further into the cave, Jurik discovers, with a curse, another trap. This trap is different, however, set to summon a powerful monster. He calls Kor into the cave to assist with the fight, should the trap be triggered. Kor stares at the bard in a silent accusation, but crouches, ready to defend the weaker barbarian should it come to that.

It doesn’t come to that, though – the shock therapy of intense fear inspires Jurik to new levels of competence and he deftly disables the monster-summoning device and bravely shuffles into the dining area. The rest of the party joins him and they begin exploring the hidden home, opening door after door until they find a door that holds a powerful magical trap.

Another trap! And even worse: this one doesn’t summon monsters to fight or scare you off, it triggers the spell “Phantasmal Killer”, capable of killing the unlucky victim on the spot. Kor scowls at another fear trap.

“I can handle this,” he says, and the magic users of the party look skeptical. “Phantasmal Killer” is a powerful spell, capable of summoning fears out of the darkest, hidden parts of the victim’s mind. The loss of the party’s alpha barbarian would be a real blow. Kor’s plan for getting through the door also seems to involve a pickaxe, a simple-mindedly brutal approach to such a cunning magical trap. The elf, Setyiel, wonders for a moment, if he should ever have joined the primitive tribe of the Ohesaare.

Kor’s took a strong grip on the pickaxe, hauled it back, and crashed the tool forward into stone – specifically the stone of the wall around the corner from the trapped door. He shoved the kitchen’ table and stove off to the side and began hacking at the stone wall, digging into the brick and morter until he has broken through.

The magically trapped door is never disturbed, but Kor’s plan of breaking through the wall allows the party to break into the chamber.

In the chamber, the Spriggan wizard’s wand and potion making room is revealed. Setyiel is delighted to loot a the wizard’s study, finding scrolls, wands and most notably, the dead Spriggan’s spellbook.

Kor’s interest lay back in the kitchen – an entire cask of whiskey! Everyone decides the most prudent course of action is to camp inside the Spriggan’s Hold, for at least a day. A celebration is called for!

The Great Escape
You don't mind if I say "No" to the torture, do you?

Dates: June 29-July 3
Locations: Spriggan’s Hold, Purple Worm Tunnels, Lower Hungerdark, Upper Hungerdark
NPCs involved: Rennec, Enzo, Faaz, Kol Kolkonner, Hieu Li Leph, Dommi Michele, Neff, unnamed hobgoblin torturer, The Enslaved Cyclops
Important occurences:
Explored a section of the worm tunnels
Bondini delivered to Faaz
Setyiel receives correspondence from Mivon, trades his scimitar to Kol Kolkonner
Summoned to Upper Hungerdark and imprisoned
Torture at the hands of Neff’s soldiers
Bold escape from the Upper Hungerdark
Freeing of the enslaved Cyclops! Anarchy!

Players present: Michael G, Bobby, Nathaniel, Kris
XP: 1700
None, though Setyiel has a magical headband of unidentified properties (strong magical aura)

Quest status:
Find the location of the Cyclop+wolf: complete
Investigate the missing Azin scouts: incomplete
Stop the poaching for the Azin: incomplete
Delivery Bondini to Faaz: complete
Loose ends regarding Abelie’s attack on the Irovetti warehouse: incomplete

Off time projects: learning spells, digging up boulders, hunting for materials
travel to Hungerdark
drop materials with Rennec
deliver Bondini, inform Faaz of the Cylops+Wolf battle
wait to hear about their “reward”
tavernizing: Jurik meets Hieu and Dommi, gambles with em. Rennec disapproves of gambling
sleep in Citadel Bruno
Setyiel trades cheese+scimitar for a headband of unknown properties with a strong magical aura
Desi fails at poison making
Party summoned to Upper Hungerdark by Neff – the hobgoblin that previously killed Matosso and all of his men, then tortured Faaz, Enzo and one other of Faaz’s men nearly to death (actually to death for the third.) Enzo recommends leaving all items of value to the hobgoblins behind, armor and weapons especially.
Gear left with Rennec for safekeeping.
Party ascends into Upper H.D.
slaves everywhere of all races – predominantly Fetchlings, a race descended of humans trapped on the Plane of Shadow.
hundreds of hobgoblin warriors around.
Party brought to cells, locked in.
Drow poison darts fired at party, but all are avoided by the PCs’ quick reflexes.
Jurik taken in the night to be tortured.
Desi taken in the night to be tortured.
Fight and then invisible escape from Hungerdark! Lots of traps disabled, locks picked – one door bashed down.
Flight potion used by Kor to free the two enslaved cyclops
Party flees towards the Irovetti warehouse + Rennec, certain that they must escape before Neff’s warriors destroy all of Hungerdark out of anger.


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