Monday, September 19, 2016

Session 18: Damsels in various forms of distress

Date: 18th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T
Bryseis - Cheryl K
Dundee - Johnny L
Gray - Omar K


After Allen, Anaris and Azool went to pursue their own agendas, Dundee lead the black cattle to Rordon Gamsay while Vilroy returned to the Horny Goat to rest.   The deal was settled and Rordon promised Dundee that he would be reunited with his friend soon while asking if Dundee is still keen to help him procure other rare cooking ingredients.   Dundee satisfied with Rordon's answer decided to head off and stroll the city.

Along the way, he encountered Gray, a halfling who combines magic with sleight of hand to perform parlour tricks.  It drew a crowd of people who watched Gray's performance, who cheered at his performance.   Impressed with the halfling, Dundee asked if Gray is interested in a business venture to go exploring in the City's sewers.   At first Gray appeared to be reluctant but when Dundee mention that there are fortune to be found dredging through the sludge itself.  Gray's eyes shone with enthusiasm and agreed to join Dundee on his mission to explore the sewers.   But first they must find the trio.

Azool and Anaris approached the light flashing in the alleyway cautiously.  As they get closer, they see Dundee at a distance with a halfling following behind.   

Allen having purchased his new items decide to return to the Horny Goat to rest.   While traveling towards the Horny Goat, he catches sight of his companions, all appearing to converge onto an alleyway.  Curious he decides to chase after them.

The party now reunited witnesses several thugs surrounding the elf woman Anaris bumped into earlier.  The elf maiden stood there defiantly blasting at the thugs that dared to approach her, some fell onto the ground writhing in pain.  Just as she was about to complete her incantation, she finds herself deafened.   Seconds later, the party witness two figures dropping in from behind her and knocking her out.   They then drag her deeper into the alleyways. 

The party rushed forward to rescue her from her assailants.  The thugs that were converging upon the elf maiden turned around to face the party.  Azool barrelled into them, greatsword drawn and was soon cleaving into them while the rest rain magic and arrows at the thugs.  When the elf maiden was dragged out of sight behind a building, Azool decided to pursue and let his companions deal with the rest of the thugs.  He rushes over and felt his shoulders bruised.  Turning around, he sees a big burly bearded man swinging his maul at him.   Azool not wanting to let the other figure get away with the maiden, disarms the big burly warrior and ran after the other figure.

The rest of the party having dispatched the thugs, closed in and tries to take out the burly warrior that Azool was previously dealing with.  Azool lunged forward and grabbed hold of the hooded figure forcing the kidnapper to drop the elf maiden on the ground   The hooded figure was slippery and escaped Azool's grapple.   The hooded figure ran and Azool swung.  His greatsword tore into the back of the hooded figure and the man yelled out in pain but continuing running.   Azool gave chase but could not catch up to the hooded figure.

Behind the rest of the party rushed onto the scene, Gray came to check if the elf maiden is still alive while the rest tried to take out the big burly warrior.  Unfortunately for the party, the alleyway is too dimly lit and the other kidnapper fled into the darkness before the rest could catch up to them.

The elf maiden grateful for the party's timely rescue introduced herself as Alerialle and she was supposed to meet her sister Azuriel in Stromford.  She informs Anaris that both of them are connected to Farren, Anaris's colleague who disappeared a year ago and that her assailants may also be after the things that Farren and Anaris has.  The party concerned about her safety brought her to the Horny Goat so one of the party members can keep an eye for her.

As the night is still young, the party decided to venture into the sewers to map it out and find the sconce key.  They are also convinced that the sewers may held additional treasures given that digging through the sludge has proven to be somewhat lucrative. 

The party this time decides to start from the entrance and explore the other passages that they have ignored.  Knowing how much of a labyrinth the sewers are, Dundee proposed that they split the party into two groups to cover more ground.  The party agrees,  the party comes to a fork,   Dundee, Anaris and Azool will venture into the passage to the left while Gray and Allen will continue forwards.

The dwarf, wizard and barbarian found a large chamber with a pool of foul smelling sewage in the center.  Bones of several humanoids are found scattered all over the chamber.  As Anaris scanned the room, he noticed tarnished coins on the ground.  As he bend down and to pick one up, a spectral hand reached from beyond the floor grab at him.  It was not long before the trio found themselves under attack by Specters.  Dundee called upon the divine power of Saint Seylias and sent the Specters fleeing into the wall.   It was not long before the Specters return to haunt the living.   The party did battle and finally dispatched the ghostly apparitions. 

Elsewhere, Gray and Allen continued down the tunnel and saw something glistening at the distance, as they get closer, they realize it was the result of the light that is being reflected on the slimy and slippery form of a ochre colored ooze that is creeping closer to them.   It took a while for the duo to realize that although the Ooze is deadly, it is also slow and clumsy.  The two then kited the Oozes and fired their arrows until the Oozes stop advancing towards them.

The party now realized that splitting up might not be the wisest decision, decided to regroup and explore another fork within the sewers together.  They followed the tunnel until it came to a dead end where the ground is dry and there are no sewage.  However the room is also filled with bones of various creatures.  As the party searched through the piles of bones that littered the room, they hear splatters and found themselves surrounded by the Oozes that Allen and Gray encountered earlier.   Backed into a corner with no place to run, Anaris and Dundee unleashed their most powerful spells while the rest sprang into action.   Within moments the oozes were no more but the party has expended all their resources.   They came to a conclusion that they could not continue exploring the sewers without first taking a rest.   Anaris used the last of his spell to conjure up a protective barrier that they could rest in while Allen went to the other fork to explore. 

Allen did not find anything fruitful there and ventured back to find the party.   Upon his return, he found a shadowy figure in his exact semblance rising up to attack him and he could not enter the protective barrier set up by Anaris.   The party saw Allen struggling on his own outside and Dundee ventured out to help only to find another shadowy figure rising out to attack him.  The dwarf quickly stepped back into the barrier.  Not wanting to watch Allen get killed on his own, Anaris dropped the barrier and true to what everyone suspected. Shadows arose from the ground beneath each party member's feet but before the shadow could lay their old dead hands on the party.  Anaris unleashed a fireball that annihilated most of the Shadowy creatures.  

With their resources expended, the party decided that they would need to return to the Horny Goat to recuperate.  The next following day, the party decides to set off to pursue their own personal agendas as well as do some shopping. 
Allen brought Gray to do some shopping with Azool following closely behind.  Allen & Gray found that the item they were looking for to be too expensive but Azool managed to snag a earthen jar from the curio shop after unsuccessfully haggling with the Gnome proprietor. 

Dundee visited Restaurant Rordon Gamsay to be reunited with his friend Dave Samgee.  He learn from Sam that their Captain of the ship they formerly served on has conversed with the Dark Elven prisoner and also killed the first mate.   Dundee then made a trip to the refugee camp and called upon the blessings of Saint Seylias to create food and water for the hungry refugees.

Anaris dragged Gibbet along and the commotion awoken Bryseis.   The Wizard & Bard traveled together with the goblin to meet Arianna Moonsong, the esteemed bard.   Arianna Moonsong initially thought that Anaris meant to introduce her to Bryseis, the Tiefling bard but as it turns out.... Anaris wanted Arianna to impart her bardic knowledge onto Gibbet the goblin.  
The half elven bard's countenance immediately soured, she reluctantly accepted her role as a mentor of Gibbet.  Bryseis empathized with the bard and the two bards later spent time conversing with each other.  Anaris left after leaving Gibbet in the care of Lady Moonsong and went to visit Mila, the halfling attendant of Lady Nadia. 

On the way back to the Horny Goat, Allen & Gray chance upon a crowd of people and decide to investigate.  They saw the body of a man whose throat has been torn out and body badly mangled.   Allen decided to find out more and followed the City Guards to the garrison to check with the Captain of the Guards.  Azool joined Gray and briefly investigated the scene before witnessing some a man paste a poster on the wall itself.  

Azool and Gray approached the poster and showing a sketch of the missing woman and promised reward for returning the missing person to the Drunken Pony.   Gray is excited by the reward itself while Azool stormed off, with many thoughts running through his head.

The party re-convene at the Horny Goat to discuss their next course of action...


Campaign logs with details can be found here.

Monday, September 12, 2016

Session 17: Shopping Around

Date: 12th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T


Vilroy and Dundee decided to ride behind the convoy and protect the cattle from the rear leaving Allen, Anaris and Azool to watch for danger at the front of the convoy.  For most of the time, Vilroy and Dundee begin praying to their respective Saints for guidance to bless the return trip to Stromford.

The journey back was just as dangerous as the journey to the village of Longfield.  Along the way the party fend off a pack of hungry Dire Wolves that tried to devour the precious black cattle the party is escorting.  In the ensuing Chaos, two of the cattle was bitten to death by the Dire Wolves. 

Following that, the party came across a group of marauding ogre and almost certainly would have lost several of the cattle if not for Allen's clever use of pass without trace that allowed them to escape the notice of the ogres. 

Next the party came across the same group of mercenaries that were patrolling the roads.  The mercenaries extorted valuables from the party and demanded to take at least two cattle off them.  Not wanting trouble and fearing that they may lose more cattle if they start another fight.  Anaris decided to negotiate with the mercenaries to accept only one cattle instead.   After sometime haggling, the mercenaries decided to accept Anaris's offer and made off with only one cattle.

Days passed by and party finally passed by the same hamlet where they encountered the Ankhegs and the City of Stromford is in sight over the horizon.   A few more hours of travel stood between the party and the safety within the stone walls of the City itself. 
But as the party got closer, the sky darkened with shadows. The party looked up and saw monstrous creatures with bat-like wings and spiked tails flying above them.  These monsters known as the Manticores circled the party's position before flying lower to taunt at the party.   The malevolent creatures unleashed the spikes at the convoy and killed off another farmer.   Azool the fearsome Barbarian could only stood by and watch.  For his strength is in melee battle and range was not his forte. 
It was down to Anaris and Allen to bring the flying monsters closer to ground.   Anaris unleashed a fireball that exploded in midair, hurting both of the flying monsters.   One of the manticores enraged by the audacity of his puny prey landed hoping to tear Anaris into pieces. 
It grossly under estimated the prowess of the Barbarian as Azool ran at it.   Swinging his greatsword left and right, Azool cleaved through the wings and body of the monster ensuring it will never again fly.   Allen and Anaris in the mean-time turn their attention to the other manticore still up in the fire and pelt it with arrows and firebolt.   The remaining manticore seeing its hunting mate taken out like that, decided that it has had enough and flew off in the distance. 

With the manticores dispatched, the party finally arrived in the City of Stromford.  The trio decided to leave Dundee and Vilroy with the herd of cattle and decide to go about their own business.  The first thing that the trio did is to sell the weapons and armors they looted from their conquests. 

Later Anaris visited the bookstore known as "Happy Fun Reads" and looked at the catalogue but did not find anything that he was looking for.  Perhaps he was looking at it wrongly?   He next approached the White Unicorn and spoke to Arianna Moonsong about the cipher he received.  Because of the way it is worded, the Bard thought Anaris is here to prank her and her deposition changed to that of a less receptive one. Although Arianna reluctantly agree to meet the person Anaris is going to recommend to her....  the party finally left the White Unicorn and decide to head out on their own.

Allen visited the Adventurer's Guild and found that it contained several items that intrigued him and went about purchasing some of it.   Anaris and Azool visited Nissa Woodbank and was introduced to her mentor, Adarion Lightspire.   The two asked what function the Arcane Crystal served.  Adarion explained to the duo that the Crystals can be used to charge arcane objects and also imbue mundane objects with magic temporarily.  Adarion also recommend that utmost care be taken with the Crystals as it is considered somewhat volatile if not handled properly.

Satisfied with the answers and the seeing that the day is coming to an end, the duo decided to return to the Horny Goat for a proper rest... but along the way they witness bright blue flashes emanating from the dark alley....



Campaign logs with details can be found here.

Session 16: Aggressive Negotiations

Date: 11th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T
Dundee - Johnny L
Vilroy - Shaun


The party unable to figure out where the "key" to the empty sconce is decides to approach the rat like creatures.   They push the crudely constructed barricade into trapped areas which weigh down the pressure plates and cause the traps to be sprung, thus getting the barricade stuck.

Anaris then slam the piton into the stone walls and casted misty step to bypass the trapped area, arriving on the other side, he is greeted by rat like humanoid who appeared to waiting to attack the whoever intruded upon their lairs, firing their crossbows.  

Anaris responded with violence by launching a fireball into the ratman that attacked him, the fireball exploded upon impact, engulfing and incinerated all of the ratman.  As he tried to explore further he is greeted by more ratman rushing to defend their lair.

Meanwhile Dundee, Azool and Allen finally made their way across the trapped area..  Dundee arrived and tried to persuade the ratmen that the Champions of the Obscene came in peace but the ratmen were not convinced having witness Anaris annihilate their cousins with a mere flick of his finger.   The ratmen finally set a condition that the party should kill Anaris to avenge the death of their kinsmen or compensate them with a reasonable amount of gold.

The party refused and hostilities returned once more when Anaris and Allen unleashed their attacks at the ratmen.  Azool refused to participate in the senseless slaughter of the ratmen for he felt it was within the ratmen's right to defend their lair.  While Dundee was hoping to gain something from the ratmen by choosing a more peaceful approach.

After several minutes of stand-off and fighting against a much superior foe, the ratmen realized they were no match and made a hasty retreat by climbing into a small crawl space that the party could not follow.  With their leads gone, the party returned to the building that was connected to the sewers and decided to search the house.

While doing so, Allen awoken the sleeping man who is startled to see him there.  A fight soon broke out and the ranger with the help of Anaris overpowered the man and knocked him unconscious.   They searched the room but find nothing of us, it was not long before the man's companions were awaken by the commotion and rushed in to investigate.  The party realized that these men might not be the "thieves" that they were looking for quickly ran back into the sewers, closing the trapdoor behind them.

Fortunately the men did not give chase.  The party knowing that they have another task at hand decided to abandon the search for the key.   They had Anaris cleaned them up before returning to the tavern.  The party regrouped with Vilroy who was looking for them earlier.   They also discovered that Zain has mysteriously vanished along with all his belongings.

Morning came a few scant hours later.   Dundee headed to the refugee camp to fetch the farmer while Anaris, Allen, Azool and Vilory went to return the Crystals to the apprentice mage.   Nissa graciously accepted the items and informed the party that her master would return a couple of days later.

The party having settled one business headed off to the South Gate to meet up with Dundee.  They then set off towards the village of Longfield by taking the southern roads.  Vilroy's heroic deeds did not go unnoticed and Saint Ardenn has grant the Paladin the ability to summon a celestial deed to his side.  Vilroy did so and called upon the celestial mount to take on the form of a giant lizard.   As it turns out, Vilroy's mount has a somewhat cantankerous deposition.

The party encountered abandoned hamlets along the way and soon found themselves attacked by Ankhegs.  After dispatching the insectoid monsters, Vilroy found a young boy hiding within one of the houses.  Worried about the boy's safety, Vilroy brought the boy along with him.   The party resume their journey towards Longfield Village and along the way met all sorts of unsavory characters, the party dispatched the bandits that tried to rob them of their possessions and made sure the bandits could not escape to do more harm.

After days of the traveling, the party finally arrived at Longfield Village and witness a raid in progression.  Gnolls from the nearby forest swept into farmlands while the farmers and their farmhands grabbed their pitchforks to defend their livestock.   Alas the brave farmers were of no match for the ferocious Gnolls as the canine humanoids tore through the farmer's ranks. 

The party charged forwards to aid, Anaris unleashed a fireball that singed the furs of the gnolls.  But that was enough to get their attention.  Several gnoll raiders turn their attention towards the party and charged at them, while the rest continue their rampage towards the black cattle that Dundee came to retrieve.

The farmers realized that they were no match for the gnolls decided to flee but most were brutally cut down by the voracious gnolls.  Azool charged into the fray and found himself in the thick of the gnolls.  Completely surrounded on all sides, Azool focus on defending himself instead of striking at the gnolls.   Meanwhile Vilroy engaged the secondary force of gnolls that came to greet the party so that Dundee can arrive to assist Azool.  Anaris and Allen stayed behind and took potshots at that gnolls that were swinging their weapons at their companions.

The tactic worked and the party eventually triumphed against the numerically superior gnolls.  The surviving farmers thanked the party for their timely arrival and invited the party to rest in the village.  Dundee mentioned to the farmers that they were here to retrieve the cattle and bring it to Rordon Gamsay who has already paid for the cattle.  The farmers nodded and asked if they could follow them to the city as much of the hinterland is no longer safe without the soldiers around to protect the people.

The party obliged and began to return to Stromford with the herd of cattle.  The return trip was also fraught with danger, within hours of leaving the village of Longfield, the party encountered a seasoned group of gnoll mercenaries who are are known as the Black Fang.   Anaris, Azool and Allen went forward to investigate while Vilroy and Dundee stayed behind to protect the cattle.

The Black Fang mercenaries launched their assault immediately as the trio got closed and soon a fight has began.  As the convoy stalled, hippogriffs hungry for some morsels of meat swooped down from the skies and tore into the cattle.    Vilroy leap into action and rushed to engaged the hippogriffs.  Meanwhile far ahead of the convoy, the trio fought a grueling battle with the Black Fang.  Azool slayed the Black Fang berserker before succumbing to his wounds, Allen and Anaris fell soon after.  Dundee had no choice but to leave Vilroy alone to defend the convoy while he ran to aid his other three companions. Using the telepathic link, Vilroy commanded his mount to retrieve the wounded Azool, while just lifting up his shield to block of the Hippogriff's claws and beak. 

With the aid of the celestial mount, Dundee finally reached Azool and resuscitated the Barbarian.  The two of them  then went after the remaining Black Fang who were already wounded from their fight with the trio earlier on.   The party eventually vanquished the Black Fang mercenaries as well as the Hippogriffs and continued on their journey back to Stromford.

Campaign logs with details can be found here.

Monday, September 5, 2016

Follower: Gibbet the Goblin

GIBBET the"Can I has Goodberries?" GOBBO

Name:   Gibbet                 Race: Goblin
Gender: Male                   Class:  ????

Str:   10                                 Int:  14
Dex:  16                                Wis:  10
Con: 14                                 Cha: 12

Size: Small          
Languages: Common, Goblin
Abilities: Darkvision 60 ft.  Nimble Escape

Favorite Party Member: None or maybe Dundee?
Special Rules Source 

Background (Outlander)
A goblin from the Blood Tree tribe, Gibbet and his tribesmen were setting up traps within the forest until they were chanced upon by the party, now known as Champions of the Obscene.  The party was victorious and only decided to keep Gibbet alive because they thought they could extract more information out of him.  However, as Gibbet was quite low in the hierarchy, he could not offer anymore information than what he already knew, despite threats from Deltus, Zain and Bryseis.

Anaris having decided that he had enough of the goblin's antics and that keeping him around to be useless decides to free Gibbet and let him go.

Gibbet fled back to his tribesman and informed Rugmak the Chieftain of the Blood Tree tribe about the party of adventurers that waylaid the goblins.   Rugmak in turn informed Maggrot about this.
Maggrot dispatched several more tribes of goblins closer to the Town of Farswell thinking that this should be enough to deal with the pesky adventurers.

The adventurers however succeeded in defending the town of Farswell from Maggrot's initial invasion.   This dismayed Maggrot and Rugmak greatly.  Maggrot stepped up the patrols within the forest in a bid to capture them and Rugmak grudging obliged.

But when more goblins turn up dead, Rugmak has decided not to risk losing his entire tribe to a bunch of adventurers.   During a chance encounter, Rugmak negotiated for a truce with the party and it was here when Gibbet once again is reunited with the party.   This time, Gibbet's task is to guide the party safely to the Green Knights Fort by avoiding the traps set by other goblins.

Even after Maggrot was ultimately defeated, Gibbet choose to remain with the party as he is often rewarded with packs of rations or berries he could gorge on.  His chieftain Rugmak does not appear to care much about Gibbet not returning to his old tribe.


Personality
Gibbet is cowardly and conniving.  He is willing to do anything as long as it keeps him alive and well fed.  The only reason why he has not turn on the Champions of Obscene even though they do not treat him with respect is because he gets a steady supply of food.  Gibbet remembers what it was like having to hunt for food and having to share with other goblins.  Whether Gibbet will come to expect more from the party remains to be seen for now....

Sunday, September 4, 2016

Session 15: Living up to their name

Date: 4th of September

Participants:
Allen - Ryan G
Anaris - Brian H
Azool - James T
Dundee - Johnny L


With Zain still meditating, Bryseis still nursing her sore throat and Vilroy praying to Saint Ardenn for guidance on the recent horrors he faced.  The rest of the Champions of the Obscene set off to finish off their personal errands in the City of Stromford.

As they are a bout to leave, they met a retainer from House Carravone to meet with Elisa Carravone.   Elisa had decided to allow the party access to the House Carravone's armory to reward their efforts in dealing with the Hobgoblins that almost succeeded in conquering the Town of Farswell and other neighboring villages.   For those that did not picked a weapon, Elisa used her personal connections and introduced the party to some tutors.

During this period of time, Azool learned that Sir Traynor has been sent to the City's fortified prison island in situated in the middle of the river within Stromford itself.  After paying a visit to the Carravone mansion, Terrence Carravone sent a retainer to accompany Azool into the prison.   There Azool found that Sir Traynor has been badly tortured and is in no condition to speak to him.   Azool wanted to dig out more information from Sir Traynor but felt the presence of the prison wardens and the Carravone retainer to be rather inconvenient.
He then later seek an audience with Terrence to inquire about the status of the "mercenaries" the party found within the wooded areas east of Stromford.   Terrence informed him that the mercenaries got away by the time his soldiers arrived.   Azool criticized the nobles of being inefficient to which Terrence retorted that they could not rush into this blindly without adequate preparation.   Azool questioning methods were brash and antagonized the Carravone nobles greatly.   Terrence having little patience left in him, bade Azool farewell and Azool left to regroup with the rest of the party.

Meanwhile, Dundee visited Restaurant Rordon Gamsay to find out what happened to his shipmate David Samgee.  Arriving just in time only to see his friend being dragged away by the City Guards.  Dundee learn from the City Guards that David has been sent to jail for owing Rordon Gamsay a thousand gold pieces and failing to pay off his debts or show up for work.  A waitress coming out of the restaurant whispered something into Rordon's ears and the halfling chef look extremely perplex.
 Dundee sensed an opportunity and asked Rordon if he could be of assistance.   Rordon pondered for a moment and came out with a list of items he needs help with.   All of the items are not so easily procured and require the party to do some legwork to retrieve.  The most crucial of all is that these ingredients must arrive in Stromford fresh and unharmed.
  1. Black Cattle from Longfield Village
  2. Live Giant Frogs 
  3. Fresh Cockatrice Eggs
Dundee then set about his business and visited the Temple district and visited the Church of Saint Seylias, there he met Noble Lady Nadia Berradine, who wept profusely in gratitude for the aid rendered by the party.  She handed him a pouch of gold and shortly after she left.   Head Priestess Leylia approached Dundee and informed him that his actions aided the Church greatly and she bestowed upon him three Charms of Saint Seylias.   Dundee then went off to find the party and get their help to retrieve Rordon's ingredient list.
Dundee himself found a cattle driver in the refugee camps while Anaris found Mister Garland, the traveling merchant the party met a month ago in Farswell.

Elsewhere in the military training grounds.  Allen spent his time training or on the trees plucking out the leaves of the tree until it was completely bare.  His behavior left several soldiers at the camp stumped, even the archery trainer wondered why Elisa introduced this weird elf to him.

Anaris exasperated by his wizard trainer lack of "useful" spells for him to learn, return to the tavern and look through the ancient scroll that his colleague given to him.  He found two scripts both which cannot be read and placed the parchment in front of a mirror to see if there is a code.  Indeed, he discovered that the smaller text is written in common which itself is a puzzle.

While traveling within the City itself, Anaris bumped into an elven woman in regal blue robes which caused some minor misunderstanding.   Anaris was accused by being a pervert for brushing into the lady's bosoms and then as a stalker for following the elf lady into a dark alley way.  Anaris finally realized that may be a purpose to all this.

Returning to the tavern later the day, he found a crumpled note stuffed into his robes, which instructed him to visit the Pleasure Palace.   Fearing this might be a trap, Anaris requested Azool to accompany him.  Allen bored of plucking leaves off a tree, followed after them while Dundee decided to rest early.

The trio visited the Pleasure Palace and found there appears to be nothing threatening within it.  All they found were voluptuous females of most races as well as some well built men wearing scant clothes.   As Azool had no preference, the parlor got him a Dwarven maiden.   Anaris asked to "loosen his muscles".   Soon they each were lead into separate rooms and given a relaxing and comfortable massage which ended an hour later.    Anaris was expecting something more and was stumped as to what all these fuss might have been.

While putting on his robes, he found another scroll case tucked into his sleeves.  Anaris walked towards the reception area and found his companions waiting for him.  As the night is still young, the trio wandered around the entertainment district and found another bard performing nearby.  The bard used her bardic magic to enhance her musical performance tremendously in a surreal manner, the crowd went wild and threw coins at the makeshift stage.   After the crowd has dispersed, Anaris approached the performer and introduced himself.  He learn that the bard is Arianna Moonsong and asked if she is interested in tutoring an apprentice.   Arianna informed Anaris she would consider it and the two exchange address of the taverns they are staying in and then parted.

While traveling back to the Horny Goat, the trio heard a scream and a young feminine voice yelling, "THIEF!" and ran forward to investigate.  Arriving at the scene, they see a cloaked figure speeding away, heading towards the canal.  The figure leap into the canal and landed on the platform and ran towards the sewer entrance that connected to the canal.   Azool and Allen gave chase.

Anaris decided to approach the victim and found that it was a young girl in her teenage years with her mules pulling a cart.  She is dressed in familiar attire from the Collegium of Magic.  The teenager broke out in tears as she feared she would be punished by her mentor.  Anaris thought that the streets could be dangerous at night and decided to escort the fledgling wizard to her residence. While his hawk familiar was dispatched to get Dundee to help them out.

After Anaris sent the poor girl home, he met up with the rest of the party outside the sewer entrance.  As they stepped into it, a warm pungent odor wafts across them.  The smell of decomposing organic matter and raw sewage assaulted their olfactory senses so much it made it so difficult to breath.   Anaris tore out rags from his old robes and wet them, the party then used the wet rags as a mask to filter out the horrible stench that permeates the sewers.



This time Allen succeeded in finding the foot prints of the thief, the party trudged through the filthy labyrinth of the City sewers following the tracks.  While following the tracks, the party also picked up several crystalline objects that pulsed with soft blue glow.   The party deduced that the thief must have dropped this while making a run.   Eventually after passing by several junctions and a trap that fire javelins at them, the party arrived at a circular stairwell that leads to the surface.  .  The stairwell is filled with iron sconces.  The party noticed something amiss and discovered that all the torches were made of iron and were welded to the sconces except for one sconce.

They investigate the sconce and found it had threads within it and there were buttons or teeth within it that acted as some form of mechanisms.  At first the party tried nudging the empty sconce but that didn't work.  They later used the empty sconce as a mold to create a key.  But that did not work either.   They then climb the stairs to the surface and found that it lead to a cellar of a residence.  Breaking into the residence, they searched the pantry, living room and found nothing that would fit into the empty sconce.  Allen climbed to the second level and found the sleeping quarters, sneaking into the rooms, he searched the tables and cupboards for anything unusual.  But all he managed to find are worker clothes and a strange leathery sheath shaped to encase a cylinder like object.

Finding nothing, the party went back to the wall section of the sconce.  There they pushed and probed but could not budge the wall which they believe to be a door.  Dundee then cast meld with stone and passed into the stonewall.  Coming to the other side, he realized there is also another empty sconce that requires a "key".  At the other side he saw a solid metal door at the end of long corridor.

Casting Meld with Stone, Dundee returned to his companions and informed them what he saw.  He proposed that he use Meld with Stone and have everyone meld through to raid the thieves hideout.  However the rest of the party was concerned that they may end up in trouble with no way to escape and thus did not take up on his suggestion.   The party continued to pull, tug, rotate, nudge the empty sconce at the stairwell to no avail for at least another hour or so.

Exasperated, it dawn on them that they might need the actual key to activate the mechanisms.  The party then backtracked to the sewers.  They found that the trapped section of the sewers to be much larger with pressure plates extending to almost section of the entire corridor.  Thinking there has to be a better way to go about doing this.  The party went back to the central chamber where all the raw sewage, refuse and debris is gathered.  While they were there, they saw something shining through the sludge and filth.

The party stuck their hands in the search through the heaps of refuse and managed to find some coins.  But while doing so, they awaken the sleeping monster that is hidden within the refuse.  It sprang out with its spiked tentacles slashing around.  It struck Azool but the barbarian stood strong and the party retaliated.   Now fully emerged from the garbage, the monster lashed out at Azool again while its massive maw opened wide and its teeth tore into Azool's thick midriff.    But the large monster is no match for the four Champions of the Obscene.   Anaris's firebolts singeing off parts of the tentacles while Azool's greatsword tore off chunks of flesh off the monster's body.

After dispatching the terribly ugly monster, the party resume digging through the refuse.  An hour passed but all the party could uncover was several coins and some gem stones.   Dundee is absolutely certain the key MUST be here somewhere and stuck his hands clawing through the muck furiously.  Another hour passed and the party uncovered even more coins and some precious stones.

This time Dundee seems to be strangely obsessed about finding the key, so much that finding the treasure does not interest him anymore.  He dug and dug and found more coins and even a filthy box.  Opening the box, the party found small figurines carved out of turquoise.   It turns out that digging through shit could be rather lucrative in Stromford.   But by then the party is covered in slimy sludge from head to toe.  Dundee's beard is wet and matted with slime and there are bits of solid faeces stuck to his beard.

Tired of digging through the disgusting muck, the party looked around while resting and found a cupboard propped up in the corner of the central chamber.  Desperate Dundee whipped out a key he found earlier in the house above and approached the cupboard cautiously with his shield drawn.  He thought to himself, this key might open this cupboard that leads to the key that would fit into the sconce!
As he draws closer, the cupboard doors fling open revealing a set of nasty teeth and pseudopod lashed out at the dwarf.     Although momentarily surprised, the four Champions are far too seasoned for this monster to prey on and wailed on it furiously.  It was not long before the mimic monster is laying dead in its own pool of purple ichor mixed with raw foul smelling sewage.

The party then gathered up decaying and rotting furniture and tied them to a bundle.  Dragging it around the sewers until they came upon the trapped area again, the party pushed the lump of wrecked furniture into the pressure plates and triggered the traps.  Javelins fired again and got stuck to the front of the improvised weighted plow.   The party continued to explore this section of the sewers and found even more traps.  This time, Dundee cast meld with stone on Allen and had the ranger go ahead to scout.  Allen walk right into the stone wall and stuck only his face out on the other side to observe.

He witness scores of hunchback humanoids with rodent like heads and they have only three toes.  The strange humanoids were squeaking among themselves.   Allen returned to the party and informed the rest what he saw.  Physically and mentally exhausted and covered in stomach churning gunk, the party stared at the stonewalls that are dripping with foul smelling liquid while blankly contemplating what their next move shall be....

Return to the sobbing apprentice mage and inform her that they only found three of the stolen items?  Or continue pursuing the miscreants to the ends of the earth?


Campaign logs with details can be found here.