Fantasy Masks

Will Travel for Food
Getting Ready for Winter

As the month of Mokthres runs its course and autumn draws near a close, the Syr summons Rook and the crew to the Tower to discuss winter plans. The new Guildmaster is still susceptible to corruption if dealing with the old Guildmaster’s contacts, so the Syr asks Rook and her crew to take 500 sina to the port city and secure winter supplies with the assistance of the guardsman Danwig, who has made the run before.

They take 500 sina, some peasants and carts and hogs, and their weapons to make the trip. On the way they put down some animated constructs. When they arrive in town, Rothchilde uses his magic to arrange for better deals from merchants, and the crew visit the Tracer Guild ship (the Medusa) in port as well as the wizard tower for various supplies and intelligence. Aggro hires a monster trainer, Sexton, to help train his dangerous lizard mount.

They end up with massive amounts of flour, salt fish, and iron rations, as well as a supply of medicine. Rothchilde buys some spells, and Euclid gets a pair of invisibility potions.

On the way back they battle undead constructs; Aggro takes the cursed blade from the leader of the undead, and it merges with the bones in his forearm.

Upon their return, they are greeted by gangers and townsfolk alike, heralded as heroes. Sexton starts training Terrence, the poison lizard mount.

Scouts see another party on the road the next day, and the crew rides out in the morning to meet them. Turns out it is dwarves, fighting off constructs, then traveling back to town with the crew. Their clanhome was wrecked, and this faction is headed to reclaim the glory of Dweredell from before when the dwarves were forced to abandon it.

Pending 5
Pending 4
Pending 3
Pending 2
Pending 1
Endless Death in the Dark
Dumped in an eternal grave

Rothchilde worked on identifying a few more magic items, and as they settled further into the dwarfhold, they received a visitor one evening. A portly messenger named Kendrik invited them to Master Thell’s home for a banquet in their honor, for their efforts on behalf of the city. They were suspicious, so he explained further that Master Thell dealt in alcohol on every side of the law, and could use some allies in the business.

The next evening Kendrick picked them up and escorted them to Thell’s home, backed up to the Inner Wall on the inside. They passed the fence and the hungry war-boars that guarded the place, then inside and down into a banquet chamber. They were feasted, and Thell invited them to join his business and help with its various concerns. Then he stepped out so they could discuss it.

While they were discussing the proposition, the stairs folded into the walls and the chairs and table dropped, and a hole opened in the middle of the banquet hall. Crossbowmen at arrow slits aimed at them. Thell’s voice boomed at them that their only way out was through the hole, and to say hello to Vellis for him. They were drugged; only Rothchilde succumbed, but the others were woozy. They climbed down a chain into the stinking dark. As a final act of defiance, Euclid left a glowing sigil of St. Midrian on the wall. To remind them what they’d done.

The adventurers found many corpses. Lots of them had red tunics, and no skull (though the rest of the head was there.) They crept through the weird maze where all the doors had been wrenched aside by supernatural strength, trying to evade some strange sing-songy insane voice. They found a dark magic tree, and avoided that. Eventually they wandered to what might be a way out, far above. They continued exploring, and fought the strange man with no skull in his head, several times. They kept killing him, and he kept re-spawning. They found the pool of blood he was climbing out of. They also found a statue of a tree with a skull under it, in a pool of blood.

While Agro suppressed the re-spawning wizard, the others managed to topple the tree and freeze the centipedes below and break the skull under the tree. So ended the wizard. Apparently he was a “survivor” from the wizard war with the dwarves, driven mad by his magics and endless centuries of depraved slaying in the dark.

They returned to the exit point, and Rothchilde levitated them all out. They found themselves in an abandoned dwarven temple to Khorus outside the Inner Wall.

They returned home to the dwarfhold to regroup, and then stealthed to Thell’s house. Rook snuck in, found him, and slit his throat. She was only seen by one guard as she crossed the wall, leaving. They were satisfied, and they returned home.

The next day, Kendrik made the rounds in the marketplace announcing he was now in charge of alcohol distribution, and no one made a fuss. Kendrik also sent a massive feast to the dwarfhold in carts, so the Silec ate well that night. It was his way of suggesting everyone let bygones be bygones. The characters sent him a thank-you note, tacitly agreeing.

Good Neighbors
Making friends and influencing people

They decided to stay in the Syr’s tower instead of going back to the Guardhouse. They rested, and in the morning gave a full report to the Syr. Meanwhile, Euclid rode a hog along the dwarf road and caught up to them, escorted in to the rest of the crew as rumors spread.

Euclid made short work of healing the injured, then they left their loot at the tower under Captain Celadon’s protection and went back to their new home.

They were met by Tyreese, one of the influential people among the Silec. He said that the Silec would be good neighbors to the adventurers, if they would do something for the Silec. The Guildmaster trades pomegranate seeds (a necessary component of refining silec to be a potent drug) in exchange for harvests of the bluish wheat, and… other things. However, they have gotten fewer and fewer seeds for more and more work. They suspect his connection is drying up, and he’s making the most of his remaining supply.

They feel they’ve already earned his reserve. However, they can’t steal it; they tried, and he had two big guards that stopped them violently. The Guildmaster threatened awful retribution, horrible things, if they tried again. They won’t; the adventurers never smoked silec and aren’t members of the commune at this point.

The crew liked the idea of hurting the Guildmaster’s power, so they went with a guide around to the sewers behind the Guardhouse. Then they went in, finding two brute flesh golems. Euclid peppered them with arrows, Rothchilde blasted one, and it was down to Rook and Agro to finish them off. Then Euclid cast magical silence so Agro could batter down the store room door in peace, and they robbed the Guildmaster of the box of seeds and some fine beverages, leaving him the rest of his treasures.

They gave the box of seeds to the Silec, who had an expert find and remove poison needles and defeat the live snake in the box as a trap. They celebrated independence, a supply of seeds to last a good long while.

The crew explored the rest of their new dwarven monastary/fort/greathouse. Then they headed to the market, and met with some brutes that brought sheep down from the mountains, for trade.

As they mingled in the town celebration, the brutes confided in Agro that there was a dragon in the mountains raiding the dwarven ruins for loot; could be a lucrative kill for them.

They spent the night in the dwarfhold, with gifts the Silec gave them to be more comfortable (like straw mats, cheeses, and the like.) The next morning they went to the marketplace and invited Rothchilde’s mercenary swordsman to join them at the fort, and he agreed. The guard at the gate told them the guildmaster wanted to see them, so they went to his office. He offered them reward to go kill the dragon, and they all flatly refused and left. They swung by the Syr’s tower and got their magical objects.

Over the next week, 15 Silec chose to call the dwarfhold home and live with the adventurers, cooking and cleaning and such. The adventurers got to know the Silec better, toured the area, worked on restoring the fort, and so on. Rothchilde focused on identifying some of the rich magical objects they previously liberated.

The adventurers started seeing the dwarf hold as home.

Welcome To My Parlor
Spider Busting in Dweredell

Date: Slithres 16, 1231

The crew returns to the towers, and meets with the Syr and Captain Celadon. The Syr expresses appreciation for their efforts, and gives them a letter granting them housing in the South Annex of the Guardhouse.

As they leave, they meet up with some of the crew from the ship that brought them here. A problem back at port, one that needs an elf and a boggie to resolve. So Tori and Pansy agree to go, overnighting in the Red Hand and leaving in the morning.

The rest of the crew settles into their odd quarters in the Guardhouse, then goes back to the Syr’s Tower all the way up to the top of the lookout, mapping the city in rough terms and also writing notes on what they discovered to date. They leave these notes with the emissaries of the Tracer’s Guild and collect their riding boars, taking them over to the guardhouse.

Guildmaster Dorian wants to meet with them. They immediately dislike his cunning and smarm, but hear him out. He wants to build the city as a sort of a shady haven for criminals, if you read between the lines, and the Syr doesn’t have a clear vision of what it should be but doesn’t like that one. Dorian has tried to work with the Travelers Guild, who have not been responsive.

Dorian suggests if they want to help the city and get better quarters, there is a dwarfhold (Sezaran’s Dwarfhold) that is overrun with psychic spiders. He has arranged for the guide they used before to guide them again, past the Silecs and into the dwarven quarter. They agree to check it out. (Agro is very impressed with the Guildmaster’s bacon flavored bourbon, and the Guildmaster suggests he gets such things for those who are his trusted employees.)

They go to investigate the dwarfhold after meditating to regain health and energy. In the meantime, Agro’s silec-addicted friend scores some, and demonstrates fresh calm and tremendous strength and toughness.

They get to the dwarfhold, seeing how the spiders are flaunting some corpses to warn others off. There seems to be only one way in (though they don’t believe that.) They go in and clash with spiders, knocking down the ones in the entryway. They find a tavern-looking space, and are jumped by more spiders. The venom of the spiders makes the victims feign death, and both Rothchilde and Rook are dropped; Agro barely manages to grab them and escape. He is allowed to go. Unfortunately, Rook and Rothchilde drop their weapons and wand!

Agro convinces the guards to send a doctor to check out his friends, and the doctor determines that they appear dead but are just drugged, and will wake the next day. Agro guards them overnight.

The next day they drink what healing potions they have left after they wake, and they spend the day resting and recovering.

That night a big spider comes to the window and psychically communicates as a conduit, they speak to the mind behind the spiders. It turns out the spiders followed adventurer dwarf thieves back here to reclaim what the dwarves took from them, and they have it, and they will eat the whole town. The crew does not agree to help, so big spiders move in to finish them off.

One belches stomach acid on the door, eating through it; Rothchilde, no longer swarmed by spiders, pulls off a knockout spell that takes the spider out. Rook opens the door and Agro rushes out, fighting two while Rook keeps one from getting to Rothchilde. He casts knockout again, and they were victorious, stabbing the dead spiders and dragging them to a massive pile.

They report this to Captain Celadon, get some municipal healing potions, and hire a bodyguard for Rothchilde (named Merton, a drunk at the market who demands 5 sina.)

The next morning they go in again, battling through the spiders with heavy use of knockout magic, and getting to a big chapel-looking area full of webs. There they find the queen spider, with magical objects studding her legs and torso as she drools over and fondles their stolen equipment.

They are attacked by a swarm of spiders, but they valiantly weather the attack and charge the queen herself as Rothchilde counterspells her magical attacks. They hew her down, and the resulting shock disorients and demoralizes what spiders are left. Rothchilde’s ability to see magic allows them to loot the queen thoroughly.

Rothchilde pulls off 5 rings, 4 shortswords, 2 wands, 2 longswords, 1 great mace, 6 magic coins, and 3 armbands! Also, he realizes her lungs used to be spellbooks; not sure if they are worth anything now, he cuts them out and takes them along.

They briefly report to Captain Celadon, then wearily retreat to the South Annex. Job well done!


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