Session 06

9th of Marponeth
Highsun
The Whispering Cairn
Clear Day with a chilly Breeze from the Southwest

Having just overcome a complex magical ‘Wind and Fall’ trap our Heroes find themselves in a precarious situation:

Deep within the Whispering Cairn, we find our Heroes standing all bunched up, squeezed on a 3’ beam made of petrified wood which extends across a 50' chasm which is filled with grapefruit sized iron spheres. Storn stumbles below through the difficult terrain; he is fine (for now) and ponders just how he will get back up to the others as he is too short to reach the beam from where he is (10’ below being 4’ tall + short little stubby dwarven arms = too short to reach).

The walls of this chamber are covered in a honeycomb of geometric patters. The featureless stone ceiling extends about 20’ up from the beam. Because Storn and Dolgun are Dwarves, have Darkvision, and have seen a thing or two, they notice and point out that the geometric patters on the walls actually have circular holes in them at the center, coincidently the same size of the grapefruit sized spheres. Somebody says,

“Don’t anybody move”.

Lets have a great session guys…See you all Tomorrow. FYI, Turns out we can start on time.

Session 05 - Post Session Report

9th of Marponeth, 1371DR
Highsun
The Whispering Cairn
Clear Day with a chilly Breeze from the Southwest

Jasper's Plan
After a hearty meal from Jasper the Heroes turn in for a much needed night of rest on the night of the 5th. Jasper discuses a plan he has for a device that can be used to bring down an attacking dragon and anchor him to the ground so he can be defeated, should he ever attack the compound. Dolgun sets in motion a logistics (S-4) plan to obtain the necessary materials and equipment. He enlists the help of Storn to craft some of the needed items. Jasper tells Hein what he should do as far as creating a plan and organizing training and creating a strategy for the use of the device (S-3 stuff) but Hein seems too distracted with other things and does not bother with any of it.

The Bounty for the Bandits
After taking care of some administrative matters and selling some items, the Heroes set out for the Whispering Cairn by midmorning on the 6th. They retrieve the bodies of the Bandits and return them to the Garrison where they meet the good Lieutenant Dobrun Trent and Sgt. Voss. Trent pays the Heroes a bounty of 590 gp for the Bandits. Mozar was worth 350gp and the others were 30gp each. He then tells the Heroes of the bounty of Nerjul the Balck (1,500gp dead, 2,000gp alive). Sgt Voss seems particularly intersted in Sparrow and flirts with her. Sgt Voss invites all the Heroes to an evening dinner in their honor at the Spinning Giant. The Heroes then purchase an old Ballista from the Garrison for 150 gp. The Heroes also learn that apparently their was another member of the gang named 'Smoke' that also was not killed by te Heroes during the fight with the gang of Bandits.

Hein goes to the Hungry Gar to find a seamstress. He is directed to a Calashite women in town that agrees to make a 4'x5' flag for 25gp for the Adventuring Company. The woman tells him the flag will be ready on the 10th. During the day Dolgun takes care of logistical duties and sells off equipment for the Bandits and other loot.

While moving about town Kamist and Sparrow come across a man hanging by his neck. Sparrow cuts him down and find the man to be an Illuskan miner named Corwyn Brightraven. Apparently he was late on his payments to Balabar Smenk and Kullen and his gang stung him up as a lesson to other miners who have not paid their debts.

Kamist and Sparrow went to see Allustan. Savick, Allustan's assistant told them to come back in the morning of the 7th. Dolgun and Carenthal come by later and have the same treatment, but they are told to come back in the afternoon of the 7th. Sparrow went to see her family for the first time in 46 years and was asked to come back in the evening for a dinner in her honor. Despite poor interpersonal skills by Sparrow she managed to honor her family and chose to attend the dinner in the evening with her family instead of the dinner at the Spinning Giant. In fact Jasper goes with Sparrow and the other Heroes go to the Spinning Giant. At the Spinning Giant good cheer is had by all and a special bond is established between the Three Hills Adventuring Company and the men of Sgt. Voss' unit. The Heroes learn that there is animosity between Sheriff Cubin's and his men and the men of the Garrison.

Allustan; "The Smartest Man in Town"
On the morning of the 7th all the Heroes return to see Allustan. Allustan remembered Kamist and spoke pleasantly with him . When Allustan learns that Kamist has been practicing arcane sorcery on his own he becomes curious and initiates a mage duel by proxy with Kamist, in which Kamist is pitted against a large spider. Kamist is victorious and Allustan discovers that Kamist is focused on the magic missile spell. Allustan points Kamist to a man in town named Thayin Westrin. Kamist then gives Allustan the sigil rubbings form the Whispering Cairn.

Allustan recognizes the rubbings.
“Where did you say you obtained those…exactly…interesting…I have not seen markings like these before in these parts…they are from ancient Calim I believe… I reviewed similar while on an expedition deep within Calimsham while researching ancient Djinn Society…I would like to examine them next to some notes I took during that journey…so many years ago…will take me a few days it will…here leave them with me and I will tell you what I discover say on the 10th”

Allustan talks about the Wind Dukes of Calim.
“Most interesting, surely this has to do with the markings you found in that Ancient Burial Cairn you discovered. I shall research the topic which most likely has to do with the Wind Dukes of Calim…they were Djinn who once fought a great battle here upon these very lands amongst these Cairn Hills…Lucky for us they were victorious, but I will know more to tell you about this after I do some research on these markings.”

Allustan recognizes the symbols on the rings.
“I have seen that before a while in Waterdeep many years ago…where did you get that”

“Interesting, as it turns out, I am aware of that symbol, it is the symbol of an Adventuring Company based in Waterdeep called The Seekers. They scour the lands in search of ancient lore. They seem particularly obsessed with the Nethril and Ancient Calim”. Have you run into any of them?”

“That is most unfortunate; you should make every effort to identify their remains and notify their next of kin…That would be the right thing to do.”

Thayin Westrin
Kamist seeks out Thayin Westrin and gets involved with a quest dealing with the illegal Kalamnthis root. All know that the trade of Kalamanthis root is considered a crime in these parts and Sheriff Cubin's men do everything they can to confiscate any they find. Kamist makes contact with Jabir a Calashite Kalamanthis Root dealer at the Emporium.

Carenthal and Dolgun used Allustan's Library and copy a book on the ancient language of Roushoun from far away to the east detailing some history and development of a pre-civilization that existed prior to the Tugian dominance of the Far East. Allustan agrees to let them use his library at a cost of 20gp a day (4 time periods) which is a discount.

On the 8th The Heroes talk to the Bandit held captive named 'Goat'. He is very agreeable and makes up a map of suspected camps of Nerjul the Black. He explains that he is a dead man now that he has helped the Heroes and pleads that he be released and promises what ever the Heroes ask him to promise. One can almost believe the words from his rotted mouth smile.

Storn's Work
By the evening of the 8th Storn and the Osgood Smithy workers finish the last of the items. Storn worked at a feverish pace calling in all his markers at the Osgood Smithy. From his efforts he created 4 weapons from the magical metal and 20 arrow heads. He used all his reserve craft points and in addition to the weapons, he crafted three large harpoon Ballista heads and 300 feet in magical chain strong as all can be. Manlin Osgood kept the scraps which will produce at least 3 more heavy weapons or 6 smaller weapons. These will be on sale soon in his shop. In all the metal stand was a very valuable find and Storn seems more experienced from the effort.

Back to the Whispering Cairn
At mid-morning on the 9th the Heroes set back out tot he Whispering Cairn to finish exploring it. Kamist is convinced there is a burial tomb which has yet to be discovered within. The Heroes explore ledge above the Blue Lantern and find a passage that leads to a wind trap that is overcome by the Heroes who now stand on a precarious 3' wide stone plank that leads across a chasm filled with grapefruit sized iron balls with honeycombed geometric pattern walls on either side. As Storn thrashes about something moves below his feat through the iron balls...Uh oh.

Session 05 - Back to the Base

5th of Marpenoth, 1371 DR
Evening
Three Hills Adventuring Company
Clearing, light winds from the Southwest

You approach the compound from the road and are greeted by a challenge by Jasper. There has been no password established by the new security chief so Jasper really has no alternative to beckon the returning Heroes to approach, well within a danger range, so he can recognize you. (Jasper will mention this to Kamist in passing with a grumble). After pleasantries and a quizzical look at Storn’s piece of large treasure, Jasper relives himself of his guard post and returns within to cook up some supper. Most of it has been prepared; Jasper was merely waiting for the Heroes to return.

Jasper has created a hearty, hunter’s meal complete with fresh pork sausage cooked in wine with fresh peppers from the garden. A Bread Vendor came by earlier in the day so Jasper paid 2gp to load up on a healthy supply of bread that should last at least 10 days. He serves the Fresh bread with sausage and peppers seasoned with a stone ground mustard paste from plants he also grows in the garden. Jasper notifies Dolgun that he needs 2gp to reimburse himself for the Bread, 4 gp for the meat and will need an additional 75gp for a re-supply of Dwarven Ale, as the Dwarven Ale cask is currently below 25%. Jasper’s Supplier from the Spinning Giant is scheduled to be by in the morning and does not take credit. In total, Jasper needs 81gp in unscheduled supply costs.

Jasper mentions that the Heroes need to plan some training for the end of the week on the 10th. Jasper wants to begin training the Heroes in "The Art of Battling Dragons" as soon as possible. Jasper wants to see Hein later tonight to plan the training and work with him on a curriculum. Jasper will need Dolgun and Storn to assist him in crafting some training materials. He anticipates this will only take an afternoon or so to complete what needs to be constructed.

Jasper has also reported hearing a large lone wolf howling earlier at sunset, lurking about in the small forest just north of the compound. Jasper describes the howl as sounding sorrowful.

Session 04 - Post Session Report

5th of Marpenoth, 1371 DR
Downtime (Decided by PCs)
Evening
The Three Hills Adventuring Company Compound
Light Rain but clearing, chilly, moderate winds form southwest

Valcrist returned to the Three Hills Adventuring Company and from directions from Jasper made his way out to find the Heroes in the Whispering Cairn. Valcrist was unknowingly followed by a band of Bandits who picked up his trail just outside Diamond Lake.

The Band of Young Heroes ventured deeper into the Ancient Burial Cairn, taking the Elevator under the Yellow Lantern. Below, they found an ancient room with androgynous 7 to 8 feet tall statues lining the walls. Entering the Room Sparrow discovered a large stone blocking the western exit. The PCs Encountered an Air Elemental, which only appeared after Storn repeatedly pushed the Elevator button. Due to Sparrow’s almost miraculous ability to speak the Elemental language of Air, known as Aurun, the Heroes were able to parley and calm the beast before it killed someone.

Valcrits and Storn then discovered a pressure plate beneath the stone block but figured it was a trigger to release the crushing block, this later proved not to be the case. Valcrist then removed his armor and squeezed through the opening between and archway and the stone block only to be attacked by a Lurking Strangler. After defeating the creature the Heroes discovered alcoves with similar androgynous figures with cupped hands. The hands had a magical aura to them and were able to hold small objects placed on them suspended above wisps of air currents.

The Heroes then pushed the stone block over allowing easier passage back the way they came. When they did this a gas trap was set off. Even funnier was Sparrow setting off the trap a second time. The Heroes then explored three large chambers. Dolgun successfully defeated a brown Mold. In this chamber they found another trap that Valcrist successfully disabled and located two magical wands, a set of magical goggles, and a crushed former victim who was wearing a magical suit of silver chainmail.

Hein wandered off and Storn followed him where they encountered Ogremoch, an ancient jet black Earth Elemental. Hein withdrew with the Elemental in hot pursuit. Hein discovered that the Creature could not leave the room, but Storn was directly in the creatures path. Storn took quite a beating before he and the rest of the Heroes fell the ancient creature, which when talking to Dolgun indicated it only wanted to be free of its prison until Dolgun inadvertently used the wrong inflection in an ancient dead language and caused the creature to misunderstand him and continued to attack.

Storn found a huge 215 lb mysterious metal stand made from a sparking red metal material. Storn decided to take this stand for himself and ruggedly yet awkwardly was able to drag it down the hallway toward the elevator. It just barely fit within.

The Heroes then encountered a large band of Bandits from Nerjul the Black’s Gang. They must have followed Valcrist to the Cairn. They attempted to rob the PCs but failed and all but one was killed. The rogue known as “Pest” was captured. During the battle one of the Thugs called out to Valcrist by name.

After looting the bodies of all treasure, gold, and weapons, the Heroes headed back to the Three Hills Compound. The Hereos left the bodies and their armor due to already being fully encumbered by other treasure equipment and that huge 215 lb metal stand. Due to the awkwardness of the large 4’diameter object it took untill evening to make it back. Jasper was waiting with a hearty meal and mug of ale for each of the Heroes.

PC Quest

Send me a soliloquy your character uses by Wednesday evening via email and you will have an extra bonus PC quest for Session 05:

Use this sililoquy at least once effectively in Session 05 to be rewarded an XP reward. XP Award 50 XP.

This post is to verify the usage of the website and will be awarded to those players bothering to check the website during the week. This quest will not be awarded on the day of the Session.

Talk Like a Pirate

Here are some Talk Like a Pirate videos. Hope they help, but just remember these are males playing male pirates; not males playing female Pirates in case there is any confusion because I sure as hell am being confused by Sparrow.




and

Session 04 – Teamwork

5th of Marpenoth, 1371 DR
No Downtime
Highsun
The Domed Chamber of Lanterns, The Whispering Cairn
Light Rain but clearing, chilly, moderate winds form southwest

Having explored down the hole into a series of chambers below our Heroes find themselves back in the domed Chamber of the Lanterns. The winds have picked up and the whispering from the entrance corridor can just be heard if one steps outside the circular chamber. Almost as if this place has been designed to be quiet and shielded from the echoing chorus of creepy sounds.

The Heroes have learned that the sarcophagus is the trigger to open an elevator mechanism with two possible locations; one a chamber 80’ below where the mechanism malfunctioned and the other to an unknown location. Throughout the Cairn, the Heroes have found evidence of a previous Adventuring Company that apparently met their match in some of the traps below; lucky for the Heroes some of these traps have already been triggered.

Hein and others have found a possible additional exit from the Chamber. From the bones on the ground in the corridor with the Blue Lantern, Hein has noticed a ledge about 50' up from the ground. From examination of the bones the Heroes have surmised that the poor soul fell to his death right here.

Step carefully should you continue to explore this ancient burial Cairn.

Great Advice - The Musical

Take it for what it is worth. Just plain good advice even if it is in 'Lego Musical' format.

Three Hills Adventuring Company Rules

1. Decisions by the Leader are Final. (Kamist is the leader)
2. Everyone takes their turn at Standing Watch
3. When treasure is split 2 additional parts are added in and they are for the Company Vault. So if there are 9 members of the group then monetary treasure is split 11 ways with 2 going to the vault.
4. We don’t break the law when at all possible,
5. No steeling from the poor people of Diamond Lake, or from fellow adventuring companions.
6. No hostility towards members of the Three Hills Adventuring company.
7. Jasper sits at the place of honor at the table.
8. We do good when possible.
9. We wash before meals.
10. New members stay in the barracks, later they can move to the upstairs rooms. Punishments for breaking these rules still to be determined

Session 03 - Post Session Report

5th of Marpenoth, 1371 DR
Highsun
The Domed Chamber of the Lanterns, The Whispering Cairn
Light Rain but clearing, chilly, moderate winds form southwest

With heavy hearts Kamist, Dolgun, and Hein return (Morning, 4th Marpenoth) and relate the story of what happened to the others. It was tragic, but the companions decide to act heroically and carry on the traditions of the Adventuring Company. After deciding who will assume leadership over the Adventuring Company (Kamist, New Leader), Kamist and the others decide the staff positions within the Adventuring Company, and the new rules, the Heroes let Jasper know and he agrees to stay on with the Heroes and continue to serve as S-1.

Welcome Sparrow
A feisty sea faring Moon Elf who just showed up with Hein. She immediately took over the duties of cook for the group, but alas began the same crazy behavior as Nora and within a short period of just meeting the Heroes for the first time, launched into a bizarre tirade for no apparent reason. Kamist assigned her the duties of S-2 Intelligence Officer. Sparrow seemed to take to this duty well and following up on information developed by Dolgun located Igor Bersk at the Veiled Corridor and bribed him to lead the other Adventures from Waterdeep away form the Whispering Cairn the following morning.

S-2 (Sparrow)
Sparrow was assigned as the S-2 Intelligence Officer. Typically S-2 Intelligence Officers are responsible for the following:

The S2 is primarily concerned with directing and coordinating the collection, reporting, and dissemination of information and targeting data. The S-2 plans, conducts, and supervises information gathering, and (under the direction of the S3) reconnaissance and surveillance as needed.

Researching adversaries, monsters, and other villains and preparing reports for the Leader in advance that can be used to give the Company the best chance of a positive outcome when faced with danger from these particular targets.

Researching traps, poisons, and other ailments and developing methods to avoid or neutralize their effects.

Responsible for scouting danger areas, routes of march, and known adversaries in order to develop information for the Leader.

Responsible for skulduggery as needed that may include dissemination of misinformation, targeted bribery, and the employment of non-official members of the Company that may be needed for missions morally and ethically not fitting for personnel of the company.

Responsible for preparing intelligence reports assessing the current situation, threats, and enemy activity.

Responsible for preparing specific dossiers on key figures within Diamond Lake and possible other cities, military units, and other organizations as needed and directed by the Leader.

S-3 (Hein)
Hein was assigned as the S-3 Operations Officer. Typically S-3 Operations Officers are responsible for the following:

The S3 is the Leader’s principal staff officer for matters concerning operations, plans, organization, and training. He is the Leader’s main assistant in coordinating and planning missions, adventuring, travel, and quests. The nature of the Operations officer's responsibilities requires a high degree of organization and coordination with other staff members. The S3 is aided by the S3-A (Storn) and the S3-B (Trogdor).

Recommending task organization and assigning tasks to other members of the Company based on command form the overall Leader (Kamist).

Maintaining a current operations estimate of the current situation in
coordination with other staff officers to advise the Leader during routine briefings.

Preparing, authenticating, and publishing the overall tactical SOP (Standard Operating Procedures) with contributions from other Heroes.

Preparing, coordinating, authenticating and publishing operation plans and orders; and reviewing plans and orders of subordinates.

Recommending priorities for allocating critical resources of the Company, including time, personnel, supplies, recruiting, and equipment, such as: weapons and armor, gold, gems and valuables, and magical items .

Coordinate overall Recruiting efforts for replacement and expansion purposes.

Verbal, written, and magical communication methods to include challenges and passwords, written notes, and letters.

Using Company resources to accomplish both maneuver and support, including resources used for deception purposes.

Coordinating all aspects of movements both overland and within the local area.

Recommending integrated schemes of tactical maneuver (orders of March) and planning the best scheme of advance or attack on an enemy or enemy position.

Training; to include regular planned training of personnel of the Adventuring Company, the development of new tactical maneuvers to be used in various terrains and situations, and prompting others to train in the best areas that will support the Company overall (i.e. not wasting valuable training opportunities by Heroes duplicating skills and feats when possible) . Maintaining records of training.

Recommending boundaries and other control measures.

Recommending the general locations of command posts, camp sites, and staging areas for the Company.

Preparing operational records and reports.

Exercising staff supervision over S3-A and S-4B.

Standing in as the 2nd in Command when called upon by the Leader.

Deception activities, and rear guard protection

S-4 (Dolgun)
Dolgun was assigned as the S-4 Logistics Officer. Typically S-4 Logistics Officers are responsible for the following:

The S-4 is the Leader's staff officer responsible for supply, logistics, and the Treasury. The S-4 coordinates with the S-1 to ensure the Company has the resources it needs to keep functioning and profiting.

Managing the support service for the Adventuring Company

Working closely with the Operations Officer (S-3, Hein) to plan what equipment, resources, and other supplies will be needed at any one time or for any mission, adventure, or travel.

Managing the overall resources of the Adventuring Company to include, equipment, weapons, ammunition, healing supplies, food, water, Ale, and valuables.

Acting as the overall treasurer. Maintaining the Vault, bank accounts, and other treasure and supply stashes as needed.

Preparing a weekly report for the Leader as to resources available and needed.

Working closely with Jasper to requisition needed supplies to keep the Adventuring Company Compound running on a day-to day basis.

Inspecting equipment on a regular basis to ensure proper preventative maintenance, cleaning, and repairs are being conducted.

Verifying animals are being properly cared for and have the food, water, and shelter they need.

Arranging for supply support as needed in advance. Arranging wagon trains as needed to transport goods obtained by the Adventuring Company. Coordinating with the Security Officer to ensure the supply and transport wagon trains are protected as needed.

Creation of an evacuation plan for wounded and deceased. Coordination with the Cult of Final Passage as needed.

Creation of an operational budget and weekly reports to advise the Leader.

S-5 Security (Eldron)
Eldron was assigned as the S-5 Security Officer. Typically S-5 Security Officers are responsible for the following:

Overall Security at all times for the Adventuring Company Compound, its personnel, and its belongings. Review, inspect, and supervise the overall security plan for the Adventuring Company.

Provide recommendations, plans, and reports regarding the security of the Adventuring Company to the Leader.

Create a security plan for the Adventuring Company Compound. Address how the compound will be secured when the Heroes are away adventuring.

Improve defensive positions at all times when possible. Improve the security of the Adventuring Compound to include fixing the gaping hole in the compound wall in the front. Improve defensive positions of camp sights to include a watch schedule, possible traps and alarms or even defensive improvised walls of sticks or stones. Conduct inspections to verify watch personnel are not sleeping or fooling around while they are supposed to be on watch.

Conduct internal investigations when so directed by the Leader.

Conduct Background investigations, interviews, and spot inspections of new personnel hired by the Adventuring Company.

Serve as a Sgt at Arms during meetings and quell disruptive personnel when called upon.


J-1 Jack of All trades (Carenthal)
The Jack of All trades position was created by Kamist and has been created to allow Carenthal to assist each of the staff officers of the Adventuring company as needed. The J-1 does a little bit of everything.

Kamist, Dolgun, Hein, and Jasper Return

4th Marpenoth, 1371 DR
Highsun
Three Hills Adventuring Company Compound
Cold, gray, moderate winds from the SW

With heavy hearts and tragic news Kamist, Dolgun, and Hein arrive accompanying Jasper back at the base. The chill of the early winter billows in as they arrive. The look on their faces tell a tale of grim news. Jasper quietly removes his kit and walks back into his apartment. Something terrible indeed has happened and it does not appear Jasper is willing to talk about it nor will he be preparing the mid day meal. Each of the wounded has utilized the full day of rest to their benefit and it appears from their lack of presence that Nora has slipped away in the night, having had a healthy taste of near death, the she has shown her true colors and has fled back to a life of dishonor and crime. Maybe for the best. Valcrist on the other hand, it is learned, has been locked up by Sheriff Cubin over some past violation. Hopefully Valcrist will be released from the penal work colony he has been transported to in distant Lancastdale.

Thus, it rests upon Kamist, Dolgun, and Hien to explain to the remaining Heroes what has happened. You had better sit down for this as they tell the somber tale.

Session 03 - New Leadership

4th Marpenoth, 1371 DR
Full Day Downtime, all except Kamist, Dolgun, and Hein
Highsun
Three Hills Adventuring Company
Cold, grey, moderate wind from SW

Despite being tired from the morning’s adventure in the Whispering Cairn and the struggle of lugging back 6 of the 7 (15 lb) large lanterns, the three wolf pups, all the extra rope, and the PCs equipment, Kamist, Dolgun, and Hine without hesitation heroically accompany Jasper by foot out toward the Bronzewood Lodge to the NW along the Cairn Road. Surprisingly Jasper moves swiftly and comfortably with his armor, weapons, and equipment. Jasper stoically says very little and more than one PC notice that he is often biting his lip until it bleeds. Jasper pushes himself to near limits as he moves in the direction of what he believes to be the location of his master, Morgan, and the other members of the Three Hill Adventuring Company. Jasper soon is following a trail and points out how Elgan was dragging the lance along the ground from time to time. Jasper points out that Elgan ran almost the entire way.

A feeling of dread creeps over the three companions following as best they can behind Jasper…Dolgun has the hardest time keeping up and for naught his rugged conditioning he would have fallen behind beyond sight; But Jasper does not slow down nor does he pay attention to the complaints (though few) of the three companions. Jasper is determined to get to his master.

By evening Jasper breaks off the road and begins heading due west into the Carin Hills. Here the terrain is rough, rocky, and hazardous. Jasper does not seem to be affected and moves almost equally as fast as he did on the open road. Here Dolgun begins to gain ground and Kamist and Hine start to fall behind. As night falls, Jasper strikes a sunrod and breaks into a run along an old mining trail. He suddenly stops and crouches over a pile of melted armor, bone, and flesh covered in a smoking green substance that turns the very earth black. He stoically says,

“This is what is left of Jerrin…There was a struggle and he fell here…Something attacked from above and felled our noble comrade right here…I fear we may be too late…steady your hands boys and prepare for battle most grim and evil most foul…”

When questioned, Jasper just grunts and moves up along the trail. He comes to a small cave a short distance away and all hear him let out an audible mix between a grunt and scream and the words “NOOO”…he walks out of the cave and simply says,

“Bogar, Tarrin, and Sarin fell there…they must have retreated into the cave and been blasted with no where to run by the beast’s acid…It is as I feared, a big Black…a big Black Dragon…Judging form the spray of the acid the beast is at least an Adult of many years… We can do no more for these three…leave them…hurry we may still not be too late…”

A short while later Jasper stops in a small clearing and points at a black splattering on a rock and a pool of a black substance, all recognize the broken shaft of Morgan’s Lance…

“Here…look…they wounded the beast here and there…look it landed there…Morgan must have struck the beast deeply to produce this amount of blood…here…look Morgan and the others retreated past those rocks there…”

As all dart around the corner…a horrific scene unfolds…in a small clearing, what is left of Morgan can be seen amidst the remains of Elgan. A pile of melted flesh and equipment… Morgan’s half burned away face holds a terrible grimace as if he died in the most excruciating pain imaginable. Elgan has no face and really no head to speak of either. Jasper drops his weapon and simply drops to his knees…he does not make a sound, he just stairs motionless with his hands in a fist…so tight they begin to bleed. After what seems like an eternity, all hear the gasp and moan of a woman’s voice from behind a nearby rock…

A quick investigation finds Suzanna…she is bitten nearly in half…her legs are missing and from the blood trail it appears as if she dragged herself behind the rock to avoid another acid breath of the beast…she has lost too much blood… It is obviously she will not make it much longer…She gasps and says in the softest voice,

“Give this to them...they will need it more than us now…Jasper…Jasper…I loved him too…Jasper…I loved him…goodbye General…you owe him nothing n-n-no-now”

As she passes she holds a scrap of paper with a hand drawn map and a charcoal rubbing…Jasper sits motionless holding her…he sits this way till morning…

At dawn he gathers the remains and builds a funeral pyre…He says prayers for their souls that they may settle peacefully in the Dweomer Heart to serve along side the Hidden One (later, Carenthal will tell all you that was referring to Mystra, and that the Hidden One is what the Rashemi call Mystra). As he burns the pyre a single tear can be seen falling along Jasper’s face…it almost moves in slow motion.

Jasper then gathers up a few pieces of equipment strewn about, placing them into a bag and begins the long walk home…he says nothing and if questioned he just grunts and walks faster. He arrives back by Highsun on the 4th of Marponeth…he says nothing and goes to his apartment…nothing can be heard from within.

Now what?

Latest Update

New updates at Kamist's Notes Page. Looks like we are on for Friday. Look for a Session 03 Introduction later this week. Also be prepared to level your PC during the 'Upkeep' Phase of the next session. Email me with any crazy feats that I need to approve ahead of time.

Fear not the Wolves.



Session 02 Post Session Notes

3rd of Marpenoth, 1371 DR
Late Afternoon
The Three Hills Adventuring Company
Clear, chilly, moderate winds from the Southwest

Welcome Hein
In the morning (3rd Marpenoth) Jasper brought the Heroes down to the cellar to see what he had caught lurking about on the backside of the compound. It was Hein, that wily Teifling rogue that grew up in Diamond Lake, glowing eyes and all. After the misunderstanding was sorted out. Hein was released and Jasper apologized for clunking him on the head. Jasper then served the Heroes an excellent breakfast, and the dwarves began drinking in celebration of Moradin's Day of Honor. Eldron and Dolgun imbibed the most and seemed to revel in the festivities while most everyone else looked on in shock that they could consume so much alcohol so early in the day.

Igor
Igor Bersk, a Damaran teenager arrived and led the Heroes up, past the Boneyard, to the a cyclopean tunnel which he identified as the "Whispering Cairn". On the way the Heroes ran into Sarin and Tarin arguing about The Stirgenest Cairn coming down the trail. They said they were heading back to the Company and wished the Heroes luck.



The Whispering Cairn
The Heroes entered into the darkness and soon discovered that the Cairn was inhabited by a large pack of wolves. After the Heroes killed all the adult wolves, Eldron picked up three wolf pups and shoved them in a bag. He stubbornly would not part with them. The party then found an alcove with a fresco that was painted in a such a way that an optical illusion resulted in it looking as if they stood in a grand chamber with corridors leading off in seven directions. At the end of each corridor hung a lantern and colored in the order; red, orange, yellow, green, blue, indigo, violent. Nora experimented and tried to make something happen by lighting the lantern she found in the wolves lair and then waiving it around, but ended up only looking silly.

After exploring around, more than one of the Heroes recognized some of the markings and suggested that perhaps this place was an ancient burial tomb of Djinns from ancient Calim who once fought epic battles here far from their homes in the South. The markings and geometry of the walls suggested that these Djinns were somehow associated with the legendary Wind Dukes of Calim. The Heroes found what appeared to be a broken heavy mirror of some sort in an alcove with indiscernible markings. Shards of a strange black glass or semi-precious stone were found by Carenthal lying about the floor.

The Heroes then pulled down the cobwebs covering the passage down to the north, ignoring the small spiders, and descended a steep staircase about 60' down to a large domed chamber complete with 7 dead end corridors just as in the fresco above. The green lantern in the north was lit with an eerie light and flickering. The walls of this room were infused with small reflective pieces of rock and mosaic that threw the light about the room in millions of little reflections casting a scene on the domed ceiling as if one was looking into the starry night sky. At the end of each of the corridors was a chain with a lantern at the end, except for where the red lantern should be and the indigo lantern should be, because they were missing. The indigo one was in Nora's hand.

The Party then investigated a stone sarcophagus in the center of the room. Nora soon discovered that the ancient bas-reliefed tomb was trapped with magical fire as she lifted off the lid before checking for traps, engulfing half the Heroes in a huge blast of fire that burned at least five of the nine heroes. When pushing open the lid, Nora discovered that the arrow shaped sarcophagus rotated clockwise and came to rest on the yellow lantern corridor. When this happened a low rumbling sound was heard followed by a cylindrical stone 5' diameter column that lifted out of the floor directly in front of the yellow lantern. Two sliding doors then magically opened revealing a small thin chamber. No one entered the chamber then Storn and Nora decided to push the sarcophagus again to the next clockwise position. They first tried pushing it back but it seemed to only move in a clockwise direction. This time it moved to the green lantern position and when it did all heard a terrible sound of stone giving way and under immense stress. The cylindrical column in the yellow corridor closed and went down and then a similar cylindrical column appeared in front of the green lantern.

About 18 seconds later, something mechanical gave way and the whole cylinder made a stressful groaning sound, followed by a cracking sound, followed by the crash of stone scratching against stone as it gave way and plummented down the tube...Followed by an immense crashing sound as it slammed into something below. Nora then walked up to the hole and looked down into the darkness below. She heard the sound of skittering bugs and when she thought about it, she decided to run away but it was too late; She only got about 30' away when a geyser of beetles poured out of the hole and made straight for her. And to make it worse a large spidery-thing with a single eyeball came clattering up after the beetles.

The combat nearly killed Storn and Nora(again) but the Heroes prevailed. After a short discussion all decided to return to the Three Hills compound and rest and recover before continuing. The Heroes made it back to the compound without incident.

Back at the base
Upon arriving Jasper told the Heroes that Elgan had returned and fetched Tarin and Sarin and Morgan's great big lance. He mentioned something about hunting something big...When one of the Heroes (most likely Nora) said that it was a dragon, Jasper became alarmed and went into his apartment, donned armor, gathered a few weapons and items, and headed out. He was bent on reaching his charges before ill befell them. Kamist, Hein, and Dolgun tagged along, struggling to keep up as Jasper headed in the direction of the Bronzewood Lodge to the Northwest.

Resting
With more than one of the Heroes wounded and the priests out of divine magical powers for the day, the others decided to rest up and heal. Tune in later in the week to learn what has happened to Jasper, Kamist, Dolgun, and Hine...

Session 02 - The Whispering Cairn

3rd of Marpenoth, 1371DR
Downtime (afternoon 2nd to morning 3rd)
Morning
Three Hills Adventuring Company
Clear, cold, and windy, with moderate winds from Southwest

The Heroes have learned that a group of Adventurers form Waterdeep are in town to explore the Stirgenest Cairn. Because some in the party have been to the Stirgenest before, the Heroes know that this location is most likely empty; but it won't take long for these skilled Heroes to move on to more lucrative targets.

When the Heroes met with Dietrik he talked to the Heroes about a Whispering Cairn and promised to pay the Heroes if they could locate it and report back to him its location. He neglected to forbid the Heroes from exploring the Cairn, so technically, Jasper has pointed out, that the Heroes have "Official concurrence by omission" from the Garrison to explore the Cairn and extract any riches with full rights. Jasper recommends the Heroes take advantage of this little snafu on Dietrik's part before he realizes his mistake.

Kamist has also met a young Damaran teenager named Igor who has agreed to lead the Heroes a few miles out of town to the second hill past the Boneyard where the Whispering Cairn lies. Apparently, this Cairn gets its name from the noises emanating from within. Local teens like to gather at the entrance and disappear into its cyclopean depths as a test of bravery. In any event, Morgan and the others are still away, but Adventure is at hand. "Get some...!"