Urasmuse - North Kingstown 201303

Session IV + V Inner Turmoil

Connor, slain by the vile drow, lays dead at the party’s feet. Stunned, Kellene swears never to love another man while James mutters to himself about the filthy drow elves. Together they brace the entrance to the room, and rest so that Tim and Bob can refresh their repertoire of spells. During the night there is a light scratching at the door, as the group is joined by a badger and snake which have a strong connection to Kellene and James respectively.


The party settles back to sleep, and the next morning they set off refreshed yet downtrodden from the loss of a beloved friend. They have not travelled far, however, when they encounter a djinni! Bound to this plane by a drow wizard he has been commanded to torture a warrior strapped to a rack for information. Despite his distaste for the act, the djinni has been using it’s magic to attempt to extract information from the man. The appearance of our three heroes offers a loop hole though; if the three can answer three riddles then the djinni will be freed from its bindings and will assist them.

I intended to have a visual of a djinni (genie) here, but apparently it is impossible to draw one that is not a slutty woman.

They answer all three riddles with little difficulty, rescuing the man they find out is named Thor and agreeing to assist him on his quest to find a lost diplomat. They head directly for the second floor, and then straight for where they believe Krigerne is hiding. In the first room they enter though, they charge headlong into a trap lined with iron spikes. Falling and taking damage from the wicked spikes, Thor and the rest of the group manage to climb free and find a path to Krigerne.

The battle with Krigerne and his drow allies is fierce, and for a moment our heroic heroes fell the fear that comes with certain destruction. But the drow wizard has run out of useful spells, and Krigerne’s mutagen has run its course, leaving the two at the mercy of the group. Its not long until the drow are dead and Krigerne is bound and tied at the group’s feet.

Krigerne 531x768

Once they are sure that Krigerne’s gag is not necessary to keep him from casting further spells, they attempt to force him to speak using force until Thor manages to knock Krigerne unconscious. The cleric steps forward, forced to heal Krigerne again to awaken him, and the group decides to force Krigerne to drink a potion of truth which the djinni provided and the interrogation begins in earnest.

Krigerne proves able to resist the potion to some extent, and gives them precious little information:

  • The diplomat Thor is searching for is in the northeastern wing of the keep
  • Most of the hostages were raped to death or murdered by Krigerne and the drow
  • The rest of Thor’s group has been slain
  • Namfoodle has been working with Krigerne since the beginning

Unsatisfied with Krigerne’s answers, but wanting to bring him to the guards as evidence of Namfoodle’s indiscretions. The group rests uneasy that night, and awaken to find that Krigerne has escaped. Depressed at the loss of their prisoner, the group moves on to rescue the diplomat; determined not to allow another failure and another death on their collective conscience. They charge through vermin and their drow masters, determined to find and free the man, slaying any that stand in their way.

They find, however, that they are too late. The diplomat has been tortured to death, fingers and toes removed before being nailed to the wall. None are affected worse than Thor, failure is not something he takes lightly.

Torture chamber

Disappointed in themselves, the group decides not to search the rest of the dungeon for survivors or treasure or Krigerne and instead return to town to resupply themselves. During the return trip they are shocked awake by the sound of chanting women deeper in the forest, James identifies them as women trying to absolve themselves of sin from their chosen line of work. Letting the group know that the group is trying to absolve themselves of sin, but mentioning nothing about the prostitution, Kellene elects to have James and herself go scout the group; Tim will wait with Thor in camp and maintain a communicative link with Kellene. If Kellene says the code word, Thor will charge in ready to destroy the women.

Priestess by aneteya d5h675k

Kellene and James find the women are generally pleasant, and definitely non-combative, are are simply former street walkers who wish to find peace for what they have done in their lives. Satisfied that the women posed no threat to the group, Kellene departed peacefully, but not before calling the women whores. The situation could have escalated, but for Kellene’s rapid wit and quick lies.

It is late the next day when the group arrives at the Harper and Axe. They enjoy a mug o’ ale before retreating to bed, Thor sleeping in one room and the rest of the group in their room. The next morning, Tim and Thor both wake up covered in blood again. Thor cleans up before descending for breakfast, and does not tell the rest what happened. Tim similarly remains tight lipped, despite Kellene’s insistence that its past time to involve the guards.

Thor goes to visit the Mayor, explaining the situation and being given the freedom to move about the city unmolested. Kellene brings Tim and James to the Bard’s Guild, to meet with Himolol. Without any evidence except a dead drow elf, Himolol is unable to get the city guard to move on Namfoodle who escapes justice. He does reward the group on slaying the drow elves, and suggests they continue to work with Namfoodle until they can find more evidence of his evil doing.


Himolol also agrees to shelter Thor for the time being, so that no one will suspect he is associated with the party. The rest of the group meets with Namfoodle, who reluctantly agrees to induct the group into the Adventurer’s Guild (with all the titles, benefits, and honors that brings) and gives them their next quest:

The Drowned Tavern has been working with a ship of slavers, moving Blessed Drake citizens as slaves to the other realms. Ordinarily the adventurer’s guild would not involve itself in a matter such as this, but no protection payments have come from the slaver’s and Namfoodle has decided to make an example of them. Kellene and her party are to free the slaves, and make sure everyone knows who has done it. And hopefully die, Namefoodle was very clear on this point.

Regrouping with Thor, the decision is made to spend the afternoon in the tavern, enjoying some ale until the time to strike presents itself….

Current Time: Desnus 5, 1663 16:00:00


I think the changes I implemented this week were successful overall. Also, you now have enough experience to go to level 5 (everyone) so please take some time to read over what happens at 5 because it’s generally an important level. This is also where we will be switching from the “Fast” advancement to the “Medium” advancement. That means level 6 won’t be until you reach 23,000 experience points.

At this point, this is the first time we are ending a session in town. That means a lot of things:

  1. If you need time for crafting, brewing, scribing, or researching anything now is the time to do it.
  2. If there is any solo content you want to go through without the rest of the group, now is the time to do it.
  3. If you don’t like you character anymore and want them to fade away and a new character to take their place, now is the time to do it.
  4. If you want to buy any gear, sell any gear, find a job, or start a store, now is the time to do it.
Session III Mothrush Crag Keep

The dire rats dead at their feet, James decorated in the bones of his fallen foes, the group set out to further explore the depths of the keep. Moving to the south, they hear the grunting of some guttural language of which only Tim is familiar. Tim recognizes it as Goblin, and explains they are dividing treasure among themselves. Working together the group formulates a plan, everyone hiding from view as Tim approaches the stuck door.

Goblin by david rapoza art

Explaining himself as an emissary of their Master, Tim convinces two of the goblins to leave the room alone, one at a time. Both die within moments of leaving the chamber, and the remaining three goblins run for their lives into a chamber with only one escape. Thinking they have the goblins trapped, Tim lights fire to the far door in an attempt to smoke the monsters out and it works! They flee to the escape, right towards the waiting bows of the company’s archers but before James or Kellene can react, the goblins have fallen to their deaths in a pit of spikes. The last remaining goblin is easily dispatched and they find several items on the dead.

From here the group decided to split up, Connor and James head north while Kellene and Tim head south. James and Connor get no further than the room directly to their north, when they find a ghoul waiting for unsuspecting prey to appear. Acting quickly they dispatch of the ghoul and find treasure on it’s body.

Moving south Kellene and Tim come upon a grotesque, small, creature assembled from the dead body parts of other monsters. It snarls and comes at them, and after trading blows and trying to poison Tim, the Homunculus lays dead on the ground. At this point they notice a small animated bas relief along the north wall. Approaching it carefully, it becomes obvious that while it has been animated to have some measure of intelligence, it can only answer questions with insults. After several attempts to smash the insults little stone statuette with her mace, Kellene decides to just walk away from the mean magical construct.

Bas relief by tat2pooch d30ugm7

Carefully moving back through the hallways, checking for any missed traps as they move along, the group comes upon an empty room. On the east wall an arrow has been scratched into the stone pointing to the right; into a room filled with darkness. Hardly surprised with the appearance of another darkmantle, the group strikes swiftly ending it’s miserable experience. Within the new room, however, they find a wooden chest where someone has elected to hide parts of their fine dining set.


Moving on again, our stalwart heroes come upon a room with multiple locked doors. Carefully disarming any traps, the group opens the first door to find several Orcs standing about. Acting before he can think, James fires an arrow into the room. It ricochets around, killing both Orcs and nearly harming Tim.

After some debate, the group agreed to move further into the dungeon to search for the missing villagers. Moving through a doorway, they pass through a trap they had not noticed. The door will open in only one direction, they are stuck on this side with no way through. Having no choice except to push on, they move to the next door, working together to open the lock only to find something they never expected…

Drow of praxirek by francis001

Four drow warriors standing around a clone of James! James immediately tried to parlay with the group, trying to understand why his clone is standing in front of him. The clone doesn’t want to talk, he wants to kill James and he immediately attacks. The fighting is intense but brief, and soon the drow are dead while the clone lays unconscious, bleeding to death. James carefully secures his clone, and the Cleric heals him so that he is awake again.

Connor waits patiently while they interrogate the prisoner, but as soon as it’s clear that he will not help them and is still a threat Connor moves in to strike. Despite the party’s protests, Connor executes the unarmed and helpless prisoner.

At this point chaos breaks out as James and Tim, both having reached the limit of the evil they are willing to tolerate strike out at Connor. Connor swiftly manages to neutralize James as a threat when the Cleric, believing the clone to have his own unique soul deserved a fair trial sided with James and Tim, tries to help them incapacitate Connor so he can stand trial and heals James. Kellene, concerned for everyone involved steps in the middle of the group and tries to stop the fight but James shoves her out of the way and then knocks Connor unconscious.

Unable to resist, Kellene begs James to leave Connor alone, and the Cleric attempts to protect him so he can be brought to trial. James overpowers the Cleric though, ending Connor’s shady morals and questionable actions once and for all. With Kellene emotionally distraught, and the party rogue dead, the group decides to rest for a few hours so the Cleric and Tim can prepare their spells again…

Campfire by scotto d1ygd72

Ending Time: Desnus 2, 1663 00:00

Session II Mothrush Crag Keep

The group starts off, having won a fierce battle with a Darkmantle, in a large and non-descript chamber. After some searching James and Kellene noticed that the bookcase in the north east corner could pivot along it’s vertical axis. The group elected to open the door, and Connor scouted into the corridor hidden behind the secret entrance.

The corridor was well lit, and ended after only a few yards in a single wooden door. A “clacking” sound could be heard echoing from the room behind, Kellene identifying it as the sound of animated skeletons moving around. Carefully Connor opened the door, and was created by the bleached white skulls of two undead soldiers. Connor was the first to land a strike, his throwing knife striking the skeleton in front of him but with little effect. Tim the Enchanter concentrated on the blood of ancient magical creatures flowing through his veins and struck the same skeleton with a missile of pure magic, shattering it. Kellene followed, using her light mace to reduce the remaining soldier to dust.

Searching the remainder of the room, the group finds nothing and moves out into the eastern corridor. There they immediately notice the nude bodies of humans, nailed to the walls between torches. Everywhere, bodies, then torches,then more bodies. Until they find a wall which is not a wall at all. Connor, ever the scout, crawled through the illusion and felt magic assault his mind and he resisted it. Carefully he moved forwarding,calling back to the group not to follow him. James, refusing to trust his shady companion, followed into the illusion. James was not able to resist the magic and a blinding light robs him of his senses. Over a few moments he began to respond to sights and sounds again, and the pair climbed back out through the false wall.

The corridor of dead bodies led to a room, filled with dead bodies wearing simple clothing. Their entrails scattered on the floor, the ghastly carnage is unnerving but the adventurers press on. The locked door to the south, proves little challenge to the skilled fingers of Connor. Beyond the iron portal, however, a swarm of spiders proves to be more of a challenge. While easy to strike with weapons, a single blow can do nothing against the swarm of vile creatures and Tim’s magic again is proven necessary. Fire, flung from his fingertips burns the entire swarm to nothing more than cinders and ash.

Moving east now, Connor again scouting the way, they come upon a door which has become jammed over time. Connor and James try to pry the door open, while Tim and Kellene search for an alternate entrance. They find an entrance, blocked by a portcullis, and see inside the room there is only darkness. Tim checks for magic in the vicinity, and detects a darkness spell inside the room, and a magical trap within the entrance. Tim and Kellene manage to lift the portcullis, and Connor disables the magical trap on the floor then dispel the darkness spell. As Connor enters the room, a darkmantle falls on him from the ceiling.


Thankfully, James recognized the beast from earlier encounters and the group springs into action. Together they dispatch the darkmantle with little difficulty, exhausting the rest of Tim’s spells in the process. After much discussion, the group agrees to try to rest the night in the Keep, dropping the portcullis and casting a magic spell which will trigger an alarm if any creatures enter the area. The group sleeps through the night, with Kellene taking the last watch as the spell fades away.

The group at this point is split on how to proceed, James is concerned about the condition of any villagers who were taken hostage and might still be alive. Tim and Connor both are concerned that moving on will allow Krigerne’s henchmen to flank them. In the end, the group decided to head north finding another secret door and a trap which would surely have slain one of the intrepid adventurers had they not noticed it. In the next room, a message is scrawled on the wall which none of the group can read. James tries to analyze the message, but he can barely even tell what are characters and what are cracks in the masonry. Connor decides to use paper and charcoal to take a rubbing of the text.

Moving back to the room with the dead bodies, the group requests that “Bob the Cleric” try to open the remaining stuck door. The Cleric manages to dislocate a shoulder in the effort, but can still manage to heal himself. As a group, the door is forced open and they move down the hallway to the next chamber. Inside they are assaulted by 5 dire rats! James springs into action, arrow nocked and loosed before anyone else can act, slaying a rat. Tim, not willing to let James show him up, steps into the room and concentrates on casting while defending himself, managing to burn the remaining rats to ash.


James, in his typical fashion, takes the remaining rat bones as trophies to craft into fashion accessories.

Ending Time: Desnus 1, 1663 20:00

That is where we left things for the week. Next week we will continue our adventure…


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