Category Sulescu

Fancy a new handbag?

The party return to the lizard man lair without incident and the acolyte is welcomed warmly. They leave for the croc’s pool with warnings about the obvious madness of the reptile ringing in their ears.
During the march to the hill spur Rob and Amber discuss ways to lure the beast from its abode. Eventually they agree on Rob’s suggestion to use a sheep and take a detour to rustle one from the lowly shepherd previously met.

Morgan is appointed as bait setter and he leads the unfortunate even-toed ungulate towards the pool. It is tethered to a stake with enough rope so that it can approach the pool to drink. Just as Morgan finishes his round turn and two half hitches there is an explosion from the water’s edge. A LARGE (no, bigger than that!) a MASSIVE crocodile bursts from the water and snaps towards its prey. Morgan retreats and Amber, Bael and Minerva all loose arrows. Varys casts Magic Missile and then steps back, taking no further part in the action.

Isis casts ‘Invisibility to Animals’ on Morgan and Rob in the hope that they can creep closer to the behemoth and deal some extra damage. Precise details of the battle are hazy, fog of war and all that, but it seems that Bael’s playing must have been slightly off key as Morgan didn’t have such a successful combat encounter. Minerva, however, did a good job and soon the beast is down.

As everyone pauses to take a breath and consider bag, belt and shoe designs more trouble appears. A large, odd looking reptile appears from the pool. It has spiky sides and emanates heat… Isis throws javelins, Amber fires arrows, Morgan swings his sword (ineffectually again!). Minerva again does a decent job and scores a couple of hits. In one attack, Morgan’s sword slides across the beast’s scales and he stumbles into it’s flank. He jumps back, badly burnt. This beast seems to be too powerful for our plucky band of heroes and there are mutterings of retreat. However, Minerva strikes another blow and the monster looks shaken. Morgan charges in a do-or-die attempt to finish it and he strikes!!! The reptile is felled and everyone feels better.

Bael suspects this is a sub-species of dragon, and everyone knows that dragons have treasure. So, they go to search for a lair. Hidden in a glade of trees on the far side of the pool they find a stash of treasure. Coins, a necklace a potion, a sword, a staff and a scroll. They return to the lizardmen with the head of the croc and the dragon and are welcomed by Old Lizard. He recognises the dragon and says it is known that these can control other lizards and this must be why the crocodile had gone mad. Morgan offers the coins as a further peace offering, for which Old Lizard is truly grateful.

Our heroes spend a few days resting and recovering at the lair, and in doing so they find that they are all feeling stronger, tougher and able to cast more spells.

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Negotiations

Discussion with Old Lizard continues.

Bael and Amber make it clear that they wish to make amends for the battle in the cave earlier. They learn more of the Sarhaugin. The lizard men have been driven from their lair on an isle to the south west in the kingdom of Irendi. It’s a few days sail away and Bael questions if the Sarhaugin would attack the realms of man as well. Old Lizard nods, saying they revel in death and destruction. The lizardmen have been attempting to forge alliances with other undersea races. However, it seems that the emissaries from one race were the little blue goblin geezers – he doesn’t think an alliance will be forged there! Dolphin boy speaks with Old Lizard in a language no one else understands, but it seems he is willing to return to his tribe and garner support for the campaign.

Old Lizard mentions that the high priest, who hates humans anyway, is more angry than usual as his sacred snake and one of his acolytes have been slain. In a more immediate effort to forge friendship Bael and Amber suggest that the acolyte might not be dead and they might be able to return him. Old Lizard thinks this might help a bit. They also suggest that they might be able to supply some weapons, seeing as Snake Eyes bugged out on his deal. Lastly, Old Lizard mentions that a giant crocodile living nearby, normally worshipped by the lizardmen, seems to have gone mad and attacked a lizardman patrol. They cannot kill a sacred beast themselves, but the party could and should do it.

Before leaving for Sulescu, Old Lizard says that one party member must remain as security. Bael volunteers and the rest return to see Sir Marcus.

Sir Marcus is interested to hear the tale, and is pleased with the negotiations of Bael and Amber. He is happy to release the acolyte and the weapons stash that was impounded. They were poor quality blades anyway. He has heard of the Sarhaugin and is not happy to think of them establishing so close to Karameikos. He also agrees that trade links could and should be forged with the lizard men to help cement peace.

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So *this* is the main entrance..

The next morning the party are summoned to see Sir Marcus. It seems that he has found someone who speaks the lizard tongue. However, it seems that the priest doesn’t want to say much beyond hurling curses.
It is decided that they will head back out and this time explore the sea-cave.

Following an uneventful journey, anchor is dropped and the jolly boat rowed toward the cave. Isis’ lizardy friends are following. The cave entrance is very low but within it opens out into a wide circular cave, similar to the big muddy one.
Our heroes make landfall at a ledge on the backwall and Amber and Rob sneak down a short passage from which a faint light source is seen. It seems that the lizardmen are alert to the arrival of their ‘guests’ and soon a pitched battle is raging on the ledge. Morgan and Minerva are facing lizardmen coming down the corridor, while Dolphinboy and Amber handle some odd blue goblin-type creatures who attempt to flank the party from the rear. Varys makes his contribution by casting Sleep at the blue goblins and then ponders on cave formations and other geological oddities.
Battle rages, and it takes a turn for the worse when some kind of giant eel with some sub-species of lizardman riding it’s back. They hurl javelins and Varys is grabbed by the ankle and dragged underwater.
Isis manages to bring one of the lizards to bear on teh blue goblins but they are not really fighting lizards and do little damage.
The party is gradually worn down and Morgan falls in battle. Amber is enraged and fires off two arrows at the lizardman leader. He takes heavy damage and the remaining lizardmen flee back into the room they emerged from.
The blue goblins have been defeated, however more lizardmen have appeared behind them. And Isis has gone down too. The other lizard stands over the body of it’s fallen friend to defend her body and there seems to be something of a stalemate.
Those still standing elect to exit the cave ledge down the corridor. Some passage exploring is done but nothing of much interest is found although Rob manages to break his lock picks on one stubborn door.
Turning one last corner the party spy another group of lizardmen, this one containing an old, stooping lizardman. It speaks in common asking the party to lay down their weapons and come to talk. With little option everyone sheathes and walks with the old geezer.
He asks Bael and Amber why they attacked his people at the side door and the mud cave. Bael explains that they were chasing a renowned smuggler and on his ship was a chart of the area west of Sulescu with a big ‘X’ marking this area. When they came to investigate and entered the cave system they were attacked. The old lizard asks after Snake Eyes and Amber says he seemed to have abandoned his boat. Bael asks what they were expecting, and then asks why they were buying weapons. Old Lizard says the lizardmen are waging war against their mortal enemies, the Sahaugin, who have driven them from their former home and forced them to take refuge in this old, long since abandoned cave system, Bael points out that when rumours start of lizardmen tooling up for war so near to the realm of men they should expect interest. Old Lizard shrugs…
Bael ponders on when and how to use his Persuade powers. Some healing wouldn’t go amiss…

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Detect Wand of Detect Magic

The party make it back to Isis and the lizards. As everyone wades through the mud to the bright light of freedom several lizardmen appear on the other side of the cave and lob a couple of javelins. None of them hit, but one squeaks as it is hit by returning fire.
Another lizard man starts some sort of chanting and the third giant lizard leaves its ledge and advances menacingly. Bael does a poor job of fighting it, luckily Morgan is able to step in and swing his big macho sword.
Once the party make it outside they are able to gain firmer ground and escape to their hidden rowboat. Isis’ friendly lizards don’t want to be left behind and swim out to the boat. They climb the anchor line and are bedded down in the hold.

On returning to Sulescu Varys says he will stay aboard and search for the spellbook of the dead mage. The others take the captive lizardman to see Sir Marcus.
No progress is made in communicating with the lizardman. Lord Thingy is interested to hear the report from Bael but doesn’t really offer any more help or instructions. After some discussion all agree to go back to the caves and kill more lizardmen.
Meanwhile, Varys has has little success in searching the ship and has even hired a shipwright to help search for hidden compartments. No joy. In despair he nervously goes to see his old mentor, Alyotic Greystaff, to seek help.
She agrees, for a fee, to accompany him on-board as cast Detect Magic to see if anything can be found.
They scoot around the ship and eventually she notices some glowing coming from the broken remains of the chest that are now in the galley – seems there was a secret compartment in the chest lid. Within, Varys finds a spellbook and a scroll tube. Alyotic is pleased and will take copies of spells as payment for her work.

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Isis has sent you a Friend Request

The scouting party decides there are no look outs and return to the ship. Anchor is dropped in the same place and this time Will and Tom are left to guard the ship. The rowboat is hidden in the reeds as before.
This time the party taken a northerly fork on the path through the marsh. In time it leads between two spurs of the hill. Large animal footprints are seen in the mud. Eventually the path leads to a cave entrance in the hillside.
Our heroes decide to sit and watch for a while and thus strike out for higher ground. Hidden behind a few bushes they watch and see a giant lizard eventually emerge and disappear into the marsh. 20 mins later it returns with a frog leg dangling from its mouth.
Rob is lowered on a rope in order to view the inside of the cave. unfortunately it is too dark compared to the bright outside and he cannot see much. Meanwhile, Isis is considering whether she can add the lizard as a Friend on DruidBook. She takes Minerva and DolphinBoy and they hunt for a giant frog.
Shortly she returns with the frog and approaches the cave entrance. The lizard spots her and she starts to chant. Within seconds it is transfixed, the chanting continues and ends when Isis gives the frog as a gift. It seems the lizard has accepted the friend request!
The rest of the party descend and enter the cave – two more lizards are resting there and don’t appreciate the interruption. More frogs are caught and Isis makes another friend.
Within the cave are two passages. The party head towards the north one. The lizards are too large to enter so Isis sits with them while the others explore.

Amber and Rob lead the way, they find a door slightly ajar. On the other side is the sound of clinking armour and lizardy voices. Amber thinks that there is a large party of foes so the party elect to move on. Several rooms/cells are found, each with a bed and a chest. Each chest contains a statuette, a few electrum pieces and there are one or two vials of oil. Another room contains a metal chest and has wooden masks of crocodile and snake heads hanging on the wall. Again, the party moves on. Eventually a door is found where chanting is heard. It seems that one voice is leading others in prayer. The party return to the mask room as it had another exit. A short passage ends at a curtain which covers one side of a large room. Through a slit in the curtain Amber can see an altar with a single lizardman praying.

Varys steps up to the curtain and casts Sleep – the figure slumps. Rob and Amber dart in to retrieve the prisoner – it will be taken back to Sulescu for questioning. However, as they drag the figure back towards the curtain a giant snake emerges from the altar. It bites Amber and she falls to the floor. Morgan, followed by Bael, rush out to help. Bael strikes a chord and Morgan swings his sword. They rock out! Rob is distracted by the power of the twiddly bits in Bael’s riffs and is bitten by the snake. Morgan is digging the groove and swings for MASSIVE DAMAGE! In three strikes the snake is dead! The sleeping lizardman (plus staff) and the two poisoned thieves are dragged behind the curtain. The lizardman is bound and gagged and the party attempt to return to Isis and outside.

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Lizard Genocide

From the clearing a path is found that leads to a door in the side of the hill. The party enter and in a sideroom they meet some lizardmen. Battle ensues and many lizardmen are slain (about 10). However there are clearly more, inluding a big guy, so the party retreat.
Back in Sulescu, Marcus asks them to investigate further and attempt to ascertain how many lizardmen there are. While in town several party members feel stronger and Bael feels that his inspiring songs are more inspiring.
On returning to the seas it is felt that there might be watchers on the headland, so a scouting party is dropped. They scour the hillside but only encounter sheep and a shepherd who knows little of the local reptillian fauna.

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What’s this X on the map?

It was decided not to chase Sigurd. Instead they bashed down the barricaded door and found an empty cabin with a porthole swinging. Whoever was in here escaped with the captain.

The party sail back to Sulescu to report back to the big bossman. He is pleased with progress and the fact that the vast majority of the contraband has been confiscated.

On one of the maps is a X near a promontory a few miles west of Sulescu. This could be the destination of the weapons that Sigurd was smuggling. Marcus despatches the party to investigate.

They sail up an estuary and drop anchor. Bael is left aboard to compose sea shanties and the others make landfall. They explore a bit and find a path through the marshes. It leads to a clearing…

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Always have at least two guards

Following the battle Bael attempts to sweet talk some info out of the big fighter guy using his bardic abilities.  He tells them that he is the captain of the ship, Sea Ghost and his name is Sigurd Snake Eyes, and they are transporting cloth and brandy. He gives a few more facts but won’t expand on whether anyone else is on board.

Rob takes Will and Tom off to investigate the foc’sle. They discover a galley and the general chandlery store. They also find a barred door. Rob uses Isis’ iron spikes to jam both doors to this room closed – he’ll come back and check them out later.

Rob, Will and Tom then turn their attention to the rear of the ship. Meanwhile Bael, Varys and Isis check the dead bodies, and loot Sigurd’s pockets. They find some coins and gems, and two keys on Sigurd.  The dead sailor also has some coins and a key, as does one of the other sleeping sailors.  The other sailors just have a smattering of small change.

In what would almost certainly appear to be Sigurd’s cabin Rob finds a pile of letters from various women who claim to be his wife – seems he is sowing his seed widely, also there’s a letter hinting at complicity in some level of smuggling operation with someone whose grasp of language is not high – humanoids, or some savage tribe…?? Also, there’s an interesting journal of a voyage away to the far south, on the Sea of Dread! It seems there’s an island with cannibal savages, terrifying giant lizards and friendly natives. All topped off with the promise of lashings of treasure. After Rob finishes reading it out there is a consensus that a ship should be chartered to sail out to the Sea of Dread to make a fortune. The name is surely just poor marketing.

However, back to the job in hand. A chest is also found but it only contained clothes. A metal box is found under the bed. Rob manages to detect a trap so no further action is taken.

They explore the other cabin, it looks like it was occupied by the mage that Amber used for target practice.  A small chest is found and is dragged out on deck.  Rob fails to pick the lock so someone (history fails to record who) forces the lock with their sword.  A cloud of green gas billows over the deck and Rob, Amber and Isis are overcome.  They fall to the floor and cannot be roused, although they continue to breathe.

Based on one of the letters found in Sigurd’s cabin Bael is convinced that other persons are on board and is worried about a surprise attack. Because of this, all able party members (minus Varys) descend the companionway to explore the lower deck. Down there they find the crew quarters with little of interest. The hold itself contains barrels (presumably brandy) and rolls of cloth. The bilges contain the usual rats and filthy water. There is a glint of something in the distance, but no one wants to check at this time. There are two rear cabins. There is a chest in the port cabin which contains clothes, a broken metal crossbow and a metal box.  The box is locked but a key found on the dead sailor matches the keyhole.  It contains 200 sp and a dagger made from a strange grey metal.  The crossbow is made from a similar metal.

There is also a chest in the starboard cabin, which contains clothes and a pair of old boots.  There is also a brass chest, which is locked.  Bael decides to carry it back up on deck before opening, in case of more gas traps.
When the party emerge on desk they notice a couple of changes – Varys is lying down and Sigurd is missing. Oooops. Seems that no one thought to count how many sleeping crew there were compared to the number of hammocks in the crew quarters. Varys was jumped from behind and then Sigurd and crewman escaped in the rowing boat. The rest of the crew and our incapacitated heroes were left alone though.
We leave our heroic, but tactically naive party, considering what to do next – chase the rowboat or smash down the final door then head back to port.
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The Supposedly Sinister Secret of Sulescu

7Jul2014
Picture the scene – a tavern in Sulescu, The Woolpack. Something of a dive.. The noise starts to rise on one corner and there is the sound of breaking bottles. A fight breaks out. After a few minutes the town guard arrive and in true police state style they arrest everyone in the joint.
The scene changes to a lock-up. In one cell we see the heroes of our story – Rob Anybody (T1), Isis (Elf Dr1), Minerva (Elf F1), Bael the Bard (Ba1), Varys the Nervous (MU1), Amber Goldapple (T1) and Morgan (F1). It seems that they are picked out for special attention as they are taken to see the Governor of the town, Sir Marcus Palathetos.

He tells them of trouble with smugglers and that he can’t trust anyone in the town so he is turning to strangers. In return for their help he will free them. Other mercenaries went to investigate an old manor house on the cliffs. They returned with evidence that it was the base of the smuggling operation and then went out to explore further but never returned. It is expected that a boat will arrive tomorrow night. It must be captured and the leaders brought in for questioning. In support he offers an excise cutter and two sailors/guardsmen (Tom and Will). He will also provide other kit where possible.

Bael speaks on behalf of the others and accepts the task. He asks about taverns that the local sailors frequent – it may be possible to pick up gossip. Amber also thinks she can use her charms to get info.

The party decamps to The Dolphin. However, Bael’s attempts to engage the local fishermen in chat result in a tirade of anti-Ducal and anti-Thyatian invective. He manages to calm the situation by singing a song of the old Traladaran heroes and their battles with the Gnollish invaders. Amber has little success either and they both call it a night.

The next morning they go to investigate the burnt out ruins of the manor – there is little of real interest those. A cave system from the cellars leads to an isolated beach/cove which must be where the loot is landed. A brass ring in the ceiling of the sea cave suggests a signal lantern would be hung. But no other clues (or treasure!) are found.

On the walk back to Sulescu they ponder on their options and Isis visits a stone circle to pray to Tamra. Eventually, Bael suggests that they take the excise cutter and wait in the shadow of the cliffs. When they either see a ship or see lamp signals they should approach the ship and board it. Everyone agrees in principle so they return to Sir Marcus to report in.

He isn’t surprised to hear of the anti-Thyatian sentiment and is happy with the proposed plan. They ask for lanterns and grappling hooks – they will be on the boat.

After sunset our intrepid smuggler-busters depart. The boat rows out around the headland and waits about 50m offshore. All are alert for sounds or flashes of light. Eventually a clanking sound is heard – probably an anchor chain. Bael suddenly realises that the smugglers will be loading a small rowboat so the party need to head out and board before the booty leaves for shore. Isis sits in the bow and uses her superior night vision to scan the horizon. She sees some lantern flashes so flashes back. Further flashes respond and then nothing. Eventually Isis is able to pick out the shape of a masted boat. Visrys joins her in the bow – the plan is to cast a Sleep spell at the boat and then board. Isis announces that she can see figures moving on deck, they are probably loading the row boat.

Once they are close enough to hear the voices of the sailors Viserys casts his Sleep spell. Within a minute a cry goes up about sleeping on the job. By this point the cutter is around the other side of the ship and the two thieves attempt to throw the grappling lines. As Morgan and Rob start to climb a head appears over the side a cries out that they are being boarded. Morgan engages with one figure and Rob with the other. The rest of the party scramble up the lines to join the fun.

The battle is somewhat hairy. Morgan and Minerva slam down a lot of hurt on one guy but he seems to be really tough, however he is un-nerved by the attack and fails to land any serious blows. A mage on the poop deck casts a magic missile but is unable to do more as he is cut down by Tom and Will following an arrow or two from Amber.

The battle ends when the tough guy surrenders having seen the mage and his companion fighter both go down. Morgan and Minerva have both taken heavy damage…

 

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