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.