Little 'n' Large

The Scarred One
Session 07

Day 13:

We rest for the night and then return to the mine. We continue to the second level again, back to the second bridged chasm. We face one last corridor, from which we can sense necrotic energy emanating. We send Pavel‘s glowing skull down the corridor to scout. A large dark figure with a glowing miner’s pick crushes Pavel’s skull and attacks us (Encounter 1).

After the fight we rest for 5 minutes, then exit the mine. At the bottom of the 200ft shaft Napoleon hears noises. Suspecting an ambush by paladins we speed up the shaft. At the exit of the mine there are some paladins, including Knight Commander Dergan. “The Scarred One” tells us he’s looking for Smax O’Desperation and something has told him that Smax’s soul still walks in this mine. We debate a little but he isn’t convinced and he attacks us (Encounter 2). We spare some of the paladins, as we’re not trying to antagonise them, but take Knight Commander Dergan’s body for rituals to make sure that can’t be raised again.

We return to town after the fight. Caitlin runs off but December sends Pavel the Familiar to chase her down. December threatens Caitlin and she faints. We talk to Eskerry and explain we’ve cleared everything we could find but that there was a blocked tunnel. Eskerry expresses concerns over the activities of The Order of the Hammer and asks if our business with them is concluded. She mentions in passing that our actions are well worth the 2,000gp fee (we’re only getting paid 500gp!). We then head back towards Ravensburgh for our payment, resting for the night in Bayard.

Day 14:

We arrive back in Ravensburgh an hour before sundown and check in to The Temple for rooms. Napoleon negotiates a discount to 4gp per night (including breakfast). December goes to see Pastor Waverley while the rest of us head out to collect payment from Cezar. Pastor Waverley offers to perform appropriate rituals to bury Knight Commander Dergan for a fee. He also asks for assistance with a problem, which turns out to be that he doesn’t see a need for separate temples when his covers all gods. He has a particular problem with Ferro, halfing priest to Avandra. December offers to be the Knight Commander of the United Church of Ravensburgh, under Pastor Waverley.

Napoleon, Théorn and Pennyworth go to The Orc’s Head to collect payment. Cezar is playing cards, etc. we overhear a tiefling woman, Brysias, at the next table, with two goliath brothers (Obb and Pob), is discussing the purchase and sale of magical items. Cezar gives us our bag of 500gp. We negotiate with him over future jobs. He wants a commission on items found that we find unacceptable and we say we’ll consider things. Moving on to other matters, Cezar knows of Malificent Blacktree and says he finds him amusing. He also says that he used to hire Bathshezella (mentioned in Lehane‘s letter) and The Band of Five, but they left without paying him commission so he doesn’t expect them back.

Pennyworth requests an introduction to Brysias as a gesture of good faith, which Cezar grants. We go to talk to her. She asks if we’re signed up with Cezar yet. We say no, and she says we can perhaps do business she doesn’t wish him to know about and asks us to meet her tomorrow evening in a village to the north-east called Trenton.

Meanwhile December talks to Thena about the nameless dwarf he summoned with the scroll. She talks about a Jeremiah. Who is Jeremiah? Thena refuses to talk of him. She asks December for help. She asks if we know Mayhew. He was an apprentice to one of The Nine. He had a study, two nights’ ride to the north, which she says was looted by The Band of Five but is currently occupied. She wants us to clear it so she can study the contents, and gives us a map.

Day 15:

Those of us that need to sleep for the night. Pennyworth goes shopping for healing potions and buys 5 more (1 each). December buys spell components. We then ride north-east to Trenton. After an hour’s travel we spot some gnolls to the right, about half a mile away, but they don’t bother us. Arriving in Trenton we see Obb (or Pob) waiting outside a tavern. We enter.

Brysias offers a scroll of raise dead and the weapon Théorn was interested in in return for a job. Giving us some background, she has acquired The Spear of the Endless Winter, an item originally crafted by Jakiri, one of the fair-folk, for his master in the Land of the Endless Winter. It’s been in this realm for 100 years and at least two heroes used it. For example, Denea, the First Spear of Anterea is known to have carried it. Brysias bought the spear without knowing it had recently been taken from the hoard of Korax, a green dragon. It is unusual for a dragon to make his lair this far north. She knows of him through worshippers of Tiamat.

Korax knows of Brysias and wishes her dead and beyond resurrection. She thus wants us to slay Korax. She offers us 500gp of store credit in addition to the earlier items to do so. Korax is a green dragon, with a lair somewhere to the south. It is probably several days’ journey and in a forest, but she doesn’t know the exact location. Hollan asks about defences and she says Korax probably also has kobold servants and dragonborn worshippers, amongst others. We agree provisionally to the mission as long as we can do the errand for Thena first. She agrees, albeit reluctantly as she feels time is of the essence.

To help with the time constraints we ride through the night, north towards Mayhew’s study. We follow Thena’s directions and find the entrance seemingly hidden as a cave. Théorn notices tracks that he identifies as owlbears. Entering the cave we see two magical runes, one on each side of the cave, that have been disfigured. One of these is with an axe slash and one with complex chalk marks. Further on into the cave we find a spiral staircase heading down and descend.

There are two statues in the entrance to the laboratory, which appear to be members of The Nine. There are broken statue in the middle of the room, a shabby carpet, a massive chair facing a fireplace and a couple of doors. There is also a painting behind curtains that has been defaced.

We open the double-doors to the left of the entrance and find a corridor with guest beds. We hear the noises of skittering feet and at least one with heavier footfalls. Théorn recognises it’s not owlbears after all, but ankhegs. Turning the corner at the end of the corridor we are attacked by a group of ankhegs (Encounter 3).

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
December???2,696 (3)
Hollan???3,367 (3)
Napoleon???3,713 (3)
Pennyworth???3,397 (3)
Smax???2,249 (3)
Théorn???3,008 (3)
The Return of Smax?
Session 06

Day 12:

December decides to attempt to summon a zombie, using one of the scrolls found in the mine the day before. During the process, she inadvertently summons an unknown revenant assassin, who believes she is the Raven Queen and acts upon her whim. She also summons the zombie she was aiming for.

We read the documents from the necromancer’s study in more detail. It contains a letter from Lehane to his friend Zintar.

We then return to the mine. Descending into the first chamber again, we head along the partly blocked path. The ground is unstable and the nameless assassin slips. Théorn notices a skull shape in the rock wall we’re passing, but when checking for a second look we can’t locate it. December recalls information about stone-spawn skeletons, naturally occurring undead that can pass through rocks. Théorn lights a torch and a gas pocket explodes, damaging us all.

We follow the rail tracks further, and it opens into a larger section that still contains broken sections. Théorn spots a skeletal hand passing through wall, and then hears a cry (like a bird) from further in the cavern. It sounds like a bird local to the area, but has an unnatural tone to it as well. We move towards the noise cautiously, the passage opens up into a large cavern covered with large broken boulders. We see a boulder with a bird perched on top. The bird has skeletal head with glowing eyes and the boulder is squashing several body parts. The bird screeches and we’re attacked by the skeletal bird and two stone-spawn skeletons (Encounter 1). We can’t get any further along this way.

We then return to the chamber with the collapsed tunnel and continue along the rails through this tunnel. The corridor continues 50 yards into a cavern with two shafts with working pulleys to descend. We use the shafts to descend another 60 feet in the left shaft. At the bottom there are a set of tracks leading down one corridor and an ore crusher just to the left of the entrance.

We head down corridor. 100 yards in it enters a larger chamber where the tracks go across a 20ft wooden bridge spanning the cavern (60ft width). We secure a rope around Hollan and he crosses safely (just). Théorn then takes his turn, trips and falls. Hollan just barely stops him from falling. Théorn climbs up and Hollan helps pull him up, before securing a rope to help the rest of us pass.

We continue further down the passageway. Napoleon faintly hears footsteps, rasping, groaning and perhaps the squeaking of rats. We send the assassin ahead to scout. He spots a blue glow ahead. The corridor curves round to the left into a cavern. The cavern is split across the middle by a 50ft chasm. The tracks curve to the left on this side of the chasm, leading towards a rickety bridge at the end of the chasm. The assassin spots two shambling corpses on the other side of the chasm but can only identify them as zombies. They seem to be making the noises we heard. The assassin moves a little further and sees two more zombies and a swarm of undead rats. The rats spot him and attack (Encounter 2).

After very narrowly defeating them we return to town to lick our wounds. On the way out we check the body at the bottom of the mine shaft we found earlier.

Back in camp Eskerry asks for a meeting to hear how we’re getting on. We report good progress but further work needed. Théorn notices one of Eskerry’s attendants, a young woman, leaving camp hurriedly back towards the main road after our meeting. Théorn and Hollan chase after her while December and Napoleon ask Eskerry about her. Hollan catches the woman and asks why she’s fleeing. She claims she has chores to do and isn’t fleeing but she is obviously not being honest. Hollan says we’re supposed to be protecting the villagers. She says “So are they.” and further questions reveal that the Paladins of Bahamut have told her we were thieves and murderers, and wanted to be told when we finished clearing the mine. Hollan and Théorn apologise for scaring her, and say they have no problem with the Paladins.

While this is going on December questions Eskerry as to whether she is being honest with us, given the suspicious nature of the woman’s actions. The woman is called Caitlin, and has lost her husband and family to the zombies. December suggests to Eskerry that she would get very angry if we were betrayed. Eskerry shows no response to this threat.

Théorn comes back and reports Caitlin’s excuse. We dispute things a bit, but decide to deal with the Paladins when they arrive. Pennyworth returns with his new chainmail welded on.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
December???1,856 (2)
Hollan???2,527 (3)
Napoleon???2,873 (3)
Pennyworth???2,557 (3)
Smax???1,316 (2)
Théorn???2,168 (2)
Session 05

Day 11:

We returned to the village, cautiously, but did not face any further resistance, so we entered the mine. The entrance was a short corridor ending by a pulley operated lift heading down about 200ft. We took the lift down and arrived in a large chamber with three sets of train tracks heading off, two into separate corridors on our left and one into a corridor on our right. The first corridor to the left showed signs of fallen debris disrupting the tracks, though it might still have been passable. From the second corridor to the left we could hear sobbing, sounds of anguish and loss.

We decided to head down the corridor towards the sounds of the sobbing. After 100ft the corridor turned to the left slightly and opened up a little into a cavern. There were more signs of rocks falling here, along with a ghostly apparition of a man on his knees in the centre, sobbing. As we entered the cavern he stopped sobbing and turned to us, before screaming loudly as 3 skeletons appeared at the sides of the cavern to join him in attacking us (Encounter 1).

After a difficult fight (though two natural 20s on Théorn’s death saves) we investigated the shaft at the back of the cavern. It seemed to be about 40ft deep and we could see a body buried in the rubble at the bottom of it. Rather than continue further down though, we decided to explore the rest of this level first to ensure we weren’t attacked from behind anywhere.

Returning to the original large cavern we explored the corridor to the right. About 200ft along it opened up a bit and we could hear low moaning and shuffling some distance further down. There was also a creaking noise coming from somewhere closer and to the right, perhaps through some sort of opening in the wall.

Further on we found a side-tunnel to the right, leading into an area that appeared to be hewn a bit more carefully. The tracks continued along the main tunnel, but we decided to explore this side passage first to avoid being flanked further on in case there was anything dangerous down there. This area looked more like a storage and administrative section. We found mining equipment, cases full of rotting food and a makeshift shower. There were also a few rudimentary medical items and we were able to fashion two wound patches. At the end of the passage there was a door, and the creaking sound was coming from behind it. It sounded like an unstable chair.

Hollan and Théorn kicked open the door and we came across a necromancer and some zombies (Encounter 2). We found the necromancer’s initial contract (1,000gp per month) and some letters of correspondence. It seems he had a bit of a chip on his shoulder and was getting tired of summoning zombies. He was researching how to summon a wight.

We burned the bodies to prevent reanimation and headed further on down the corridor to investigate the moaning sounds. Napoleon snuck up to the edge quietly, but the zombies spotted him (natural 20!) and attacked. We formed a line, used powers to set it up as difficult terrain to enemies and mowed down 16 of the walking dead with little difficulty (Encounter 3).

We then burned the bodies and headed back to Eskerry to report the first level mostly cleared and to take another extended rest.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???1,540 (2)
Hollan???2,211 (2)
Napoleon???2,557 (3)
Pennyworth???2,557 (3)
Smax O’Doom???1,000 (2)
Théorn???1,852 (2)
A new job
Session 04

Day 7:

We discuss the possibilities of using the underground lair as a base or storage area, but when we exit the lair Théorn destroys the ladder behind us.

Heading back west towards Ravensburgh, after an hour’s travel Théorn finds tracks of an injured shifter.

Asmodeus Cultists
Session 03

Day 6:

Deal with prisoner by handing him over to Pastor Waverley after his mother, Ma Fledwin, tries to buy his freedom from us. We then travel east, tracking the Asmodeus worshippers. We spot gnolls on the horizon watching us, but they don’t attack. We are ambushed en route by Kadira and her Raven Wings (Encounter 1), a group of kenku lead by a swordmage. Take an extended rest after the fight and then carry on.

Late that evening we find the shack hiding the entrance to the Asmodeus worshippers. We burn the shack down and move the stone slab covering the entrance to the underground lair. Descending, we fight our way through some guards (Encounter 2) but are eventually blocked by some magic fog. Defacing the demonic symbols clears the fog and we attack Pavel, the leader of the Asmodeus worshippers, and his guards (Encounter 3). We take an extended rest in the lair.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???1,304 (2)
Hollan???1,358 (2)
Napoleon???1,704 (2)
Pennyworth???1,754 (2)
Théorn???999 (1)
Down the Kobold-hole
Session 02

Day 5, continued:

The girl guides us down through corridor to remaining prisoners, along the way the party is joined by two further adventurers, a longtooth shifter called Théorn Deodhoran and a dragonborn called Hollan Darkwing. Fighting through kobolds (Encounter 1) guarding the entrance, we enter a cavern with kobold chieftain and prisoners. Hollan challenges the kobold chieftain to single combat to try avoid unnecessary bloodshed, but a melee ensues after the leader is defeated and the rest attack us anyway (Encounter 2).

We then travel back to Ravensburgh with the Wheelwright family safe and prisoner in tow (Quest completion).

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???806 (1)
Hollan???860 (1)
Napoleon???1,206 (2)
Pennyworth???1,206 (2)
Théorn???310 (1)
The Beginning
Session 01

Day 1:

Meet Merrick and Lady Rosalinda Bashir in The Temple inn, in Ravensburgh. They hire us on behalf of Duke Erron Banster to go out adventuring and make a name for ourselves. Once we’re well known enough they expect us to be approached by Duke Zekiel Andrashar for employment, and they want us to accept and to work as undercover agents until such time as we’re needed. We’re to be paid a monthly retainer of 100gp per party member per month. As a first lead for adventuring, we’re informed of a family of wheelwrights going missing on the way from Ravensburgh to Gosfair.

Day 2:

We buy supplies and take the south-east path to Gosfair after a warning from a local resident of kobold attacks on south-west path. We are confronted en route by 3 racist Paladins of Bahamut from Stralen, whom Smax O’Desperation picks a fight with (Encounter 1). Spend the night in an inn in a town called Bridge.

Day 3:

Continue on the way to Gosfair. Find it semi-occupied by a group of Paladins of Bahamut from Stralen called The Order of the Hammer. No sign of the Wheelwright family. Spend the night here (where?).

Day 4:

Travel back towards Ravensburgh by the route not taken previously. No encounters on the first day’s travel. Camp for the night by the path.

Day 5:

Along the rest of the way we find the Wheelwright family’s cart overturned, with kobold corpses around and tracks leading into the forest. We follow the tracks and find the entrance to the kobold caves. Battle sentries (Encounter 2) here, outside the caves and chasing them into the entrance cavern. Searching the cavern afterwards we find a secret entrance into a chamber where a young human girl is about to be sacrificed to Tiamat, and several prisoners in a cage. We interrupt the ritual (Encounter 3) but unfortunately Smax dies in the ensuing battle.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???496 (1)
Napoleon???896 (1)
Pennyworth.???896 (1)

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