The Return: Session #3
General Summary
Having accepted the job from the historian, Brodert Quink, to find and bring home his apprentice and niece, Lucendir, from a missing expedition.
After buying some supplies, the heroes followed the directions of Brodert and found the ruins. A worn statue was surrounded by recent scaffolding, and a camp lay below... a camp in tatters as goblins lounged about. The goblins were unusual in that they were wearing clothing made from snake skin.
The heroes ambushed the goblins--- Bartuk and Grubbyfug shooting from a hilltop while Kurdon and Tiny Tim charged into battle. The surprised goblins were overcome with terror and fled into an opening near the statue.
In a tent, they found a tied up man. Herk Bosil had been hired by the leaders of the expedition, Mersoolian Threce and Lucendir, to help lug items to and from the ruins. After opening the long sealed ruins, they had been ambushed by the goblins. Most of the workers were killed, but he did see Mersoolian and Lucendir flee into the ruins before he fell in battle. The heroes freed Herk, and he fled the area.
The heroes entered the ruins and found an ancient room that appeared to be a place for some kind of transactions-- as numerous alcoves with standing desks were around the room. In the center, near a glowing circles of runes on the floor, was a gigantic snake with a goblin head and the goblins from the camp. The snake creature cast a spell that filled the air with patterns of glowing light. Everyone except Grubbyfug were enchanted by the spell, they stood there in a stupor as the goblins charged in.
Grubbyfug took a moment to slap Kordon in hopes it would free him, and it did just in time to meet the goblins with his axe. The other heroes slowly escaped the enchantment as the goblins began to fall. Seeing itself in danger, the snake goblin summoned a cloud of fog and fled. The rest of the goblins easily fell to blades, arrows, and spells.
Searching the room, they studied the arcane circle. They figured it was like some kind of teleportation circle, but it seemed to have something odd about it--- a second circle hidden under it. Near it was a trail of fresh blood leading to a barely hidden door in the wall.
The room on the other side of the door was ancient as the alcove room, but clearly created by different hands. They came upon a room with a large statue of an incredibly obese man leering at them with a gluttonous look--- its mouth hanging open. A large pit made up most of the room with a small walkway along the left wall.
A trap was unleashed as they made their way around the room. Hooks on ropes shot out of the statue's mouth and latched onto Tiny Tim and Grubbyfug. They were yanked off their feet--- left hanging from the statue's mouth while giant maggots with human faces started crawling out of the put towards them. Tiny Tim escaped the hook while Grubbyfug maneuvered herself to be able to shoot arrows down on the maggot swarm. Kurdon moved to help the two out while Bartuk covered them with his crossbow. They escaped the trap as the last of maggots made it to the top...only to be cut down.
The heroes found an ancient library that was trapped with a horrid creature of fat that charged at the party. It was a short battle that left them with a few books written in a long forgotten language.
They found Lucendir and what remained of Mersoolian in the final room--- a large altar dedicated to the fat man of the statues. A set of skeletons were attempting to devour the recently killed Mersoolian, but turned on the heroes as they met in battle. The skeletons were dispatched and the heroes rescued
Returning the woman to her uncle, the heroes got their payment and sold the books to the historian as well.
Brodert shared he believed that the well space they had found in the Tickwood was likely a prison of some sort, but he would have to take a closer look at it.
After some rest, the heroes were invited to a meeting with the mayor and the sheriff. There they met a half-elf ranger with a raccoon tail, Thalina Androsana. She is a local woman that has dedicated her life to trying to keep the local peoples safe and is an expert on the local goblin tribes. She explained that she had just come to Barrowmista to warn the city about an increase in goblin raids in the area and that the tribes were collaborating--- something very unnatural to the gobs. She was sorry she did not arrive in time to warn before the goblins raided, but was happy to meet the heroes who helped defend the city.
The sheriff announced he was heading to Harcourt to request reinforcements, and he asked the heroes to stay around the city to help ease the minds of the citizens.
A couple of days later, the heroes were woken early by the waitress of the Rusty Dragon, Berthana. She was deeply concerned because Ameiko wasn't there starting the meals for the day, and it looks as if she hadn't slept in her bed that night. More troubling, Berthana found a letter from Ameiko's brother in her room:
Hello, sis!
I hope this letter finds you well, and with some free time on your hands, because we’ve got something of a problem. It’s to do with father.
Seems that he might have had something to do with Barrowmista’s recent troubles with the goblins, and I didn’t want to bring the matter to the authorities because we both know he’d just weasel his way out of it.
You’ve got some pull here in town, though.
If you can meet me at the Glassworks at midnight tonight, maybe we can figure out how to make sure he faces the punishment he deserves.
Knock twice and then three times more and then once more at the delivery entrance and I’ll let you in.
In any case, I don’ t have to impress upon you the delicate nature of this request. If news got out, you know these local rubes would assume that you and I were in on the whole thing too, don’t you?
They’ve got no honor at all around these parts.
I still don’t understand how you can stand to stay here.
Anyway, don’t tell anyone about this. There are other complications as well, ones I’d rather talk to you in person about tonight. Don’t be late.
Tsuto
Rewards Granted
A glass heart (4 doses of healing every day, 1d4 healing) +1 to saving throws (requires attunement)
Assassins mask: Add proficiency dmg to damage rolls, but only against unaware enemies (requires attunement)
Girdle of bones: As an action, can purge all poison or disease you are suffering (requires attunement)
Once per day, may have advantage on saving throw.
Created Content
Report Date
24 Oct 2020
Primary Location
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