The Return: Session #14
General Summary
The heroes found the Shadow Clock was a disheveled building in near ruins but their careful eyes picked out footprints in the dirt on the floor.
As they started to explore, a monstrous humanoid burst from the shadows while throwing a cart at Kurdan. The creature was huge and poorly disguised liked a gorilla. Was this the creature tormenting the Shingles?
The battle was ferocious and the heroes found that the creature was not quite a live--- its internal organs pickled and a strange alcohol like substance for blood. They quickly turned the tables on their foe, and when it attempted to flee into the rain... they chased it down and put an end to its terror.
They began to ascend the stairs in the clock tower, and they found the stairs were in bad shape. A loud crack sound from above, and to their horror-- a large bronze bell was plummeting straight towards them. It crashed into them, doing great damage, and knocking Tiny Tymm and Kurdan towards the floor. Tiny Tymm was able to quickly rattle off a spell that allowed him to cling to walls like a spider while Kurdan struck the ground. Bartuk was figuring out how he would get down to his friends when archers from above began to shoot at him.
Regrouping on the ground floor, the heroes patched up and Danalise joined them to offer some healing.
While they planned their ascent, Tiny Tymm sent Felicia to spy on the archers. When the bird relieved herself on one of the archers, they killed the bird.
The heroes braved their way up to the archers. Tiny Tymm walked on the ceiling while Bartuk provided support with his crossbow. Kurdan charged in to discover the archers were the same type of creatures they met in Foxglove's townhouse. The shape changer's poisonous touch didn't help them as the heroes found ways to throw them off the balconies to the ground well below.
They reached the top floor of the clock tower, and found the small attic had been turned into a comfortable living space. A beautiful woman welcomed them by name, and she offered the heroes wealth and power if they came to work for her. Bartuk quickly shut down all negotiations.
Xanesha disappeared and a gigantic demonic like creature appeared flying outside the clock tower. The heroes started throwing attacks at the creature, but began to suspect it might be an illusion when Bartuk was attacked from behind by the real Xanesha--- a woman that looked human from the waist up... and had a lion body from the waist down.
Xanesha proved to be a powerful spellcaster and combatant, but heroes growing might and new magical abilities proved too much for her battle plans. Much like her monstrous minion below, Xanesha attempted to flee--- but was struck down in her panic.
Making their way back to The Third Ostrich, Bartuk told Danalise about the spirit of the Crocodile that was turning him monstrous. She said it was likely the primal spirit of crocodiles, and a very powerful being. She didn't know how to exorcise the being, but would reach out to the primal spirits she knows to see if they might have an idea.
After some time for rest, the heroes picked up their new tailored clothing and went to the Playhouse to follow up on the salvage of the dwarven shipwreck. The Playhouse is a tavern dedicated to live performances, and the heroes were entertained by a pair of bagpipers playing. Bartuk was able to see the dwarf he was looking for, Nokobyrn, and approached her alone.
Noko proved to be even more suspicious than a typical dwarf when meeting a new dwarf, but Bartuk learned she was the victim of a mugging. The books he hoped to get from her had been stolen, and she was waiting for the muggers--- who had offered to sell the books back to her.
Bartuk offered to look over the handoff, and startled Noko with the offer to share the knowledge in the books as well as Hammerstein dragon dust recipe. Noko was clearly suspicious, but tentatively took the deal.
Eventually, a half orc and a wormy looking human came in and confronted Noko. She gave them the money, and they left without giving her anything in return.
Without wasting time, the heroes began to follow the two thugs into the city.
Rewards Granted
Cloak of Elvenkind
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Impale of Thorns
+1 spear Once per day, can cast Hail of Thorns (as if a second level spell)
Robe of Useful Items
As an action, you can tear off a badge sewn on the robe and get that item. Each badge can only be used once.
- Dagger
- Bullseye Lantern
- Steel Mirror
- 10-foot pole
- 50' hemp rope
- sack
- bag of 100 gp
- iron door (fits up to 10' by 10' space) --attaches hinged
- 24' wooden ladder
- riding zebra with saddle bags
- potion of healing (2d4+2)
- Rowboat (four people)
- Window (2' by 4') creates window (if possible) along vertical surface
- Portable Ram
5,000 worth of gold in coins
50 pearls, 3 diamonds, 4 rubies, 3 sapphires , 5 garnets, 10 amber (worth 4,000 gold in total)
An oddity: a glass case containing a butter knife made of wood.
Character(s) interacted with
Report Date
14 Mar 2021
Primary Location
Comments