Charlie’s Kids: North and Downriver

The newcomers healed Danny but Grady was still weak and needed to be left with the people of the Daughter’s Still.

At Riverfort, Phil traded his gear and clothing for local clothing. Danny was more reluctant and traded some of his material for summer clothing only. Weryk purchased two dugouts with his gold but had to leave them behind. When they heard an approaching motor boat, they delayed in confusion but finally ran north into the swamp.

They ran the day but at evening they turned and hoped to ambush the pursuers. But there were none. When they returned and spied on Riverfort, the agents of the Dark were gone and so were their dugouts. After the four were discovered by a local boy who ran back to the settlement, they turned and headed back to the north once more.

After four days in the swamp, they arrived at the town of Hospitality Inn. Danny’s saved gear was noticed, and noted by some of the townspeople, and they realized that they were not safe here either. The Dark had never come as far north as Riverfort. They would not stop looking for them, and so they accepted an offer from the leader of the Sirilan clan of the Bear People to head west and winter with them.

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The Village of Birch — The Dark

Three Assault Rifles leveled themselves at Suzy and Jenkers, even as Suzy began to have second thoughts. They were ordered to drop their weapons (they did) and lay on the ground (they did). Their arms and legs were bound and they were interrogated. The answers they gave were unsatisfactory; something about a camp upriver where only the two of them lived and grew up. The Captain escalated the interrogation to torture. Suzy had value as a comfort woman for the troops, but Jenkers had no such value and suffered for it. He told them everything they wanted to know, except about Charlie and the Refuge.

The Chief returned to his house and to Phil. He knew now that the strangers were not with the Dark. He left Phil’s arms and legs tied but untied him from the pole. He tried to learn more from Phil, but Phil said little. “If I let you go, the village will suffer,” said the Chief. “If I hide you, the village will suffer. All I can do is turn you in and hope that will be enough.” With that, the Chief left with his people to talk to the Dark Captain. Jenkers’ screams could be heard down on the causeway. But as they left, Phil noticed that one of them had forgotten his knife. He freed himself quickly and fled back to the raft. He loaded Grady and Danny and pulled the raft down to the river, then drifted downriver.

The Chief told the Captain they had captured Phil and the Captain and his Lieutenant came to see. But Phil was gone, and so was the raft that Jenkers had told them about. “Fool!” said the Captain to the Chief. “You can’t even keep a child captive!”

Meanwhile, Wyrik the Skald and Freda the Hunter were trailing Phil, on their Chief’s orders. They would join them, protect them, and learn from them.

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The Village of Birch

Grady and Danny were sick, badly sick, and nearly unconscious. Phil had done what he could, but he couldn’t figure out the illness. Without Grady to guide them, they wouldn’t make it back in time to the Refuge, so Phil, Jenkers, and Suzy decided to try for aid at the nearby settlement.

Jenkers scouted the place from the marshy island where they hid. There was the remnants of a four story building on a quay, but no signs of life in it. It was open to the sky, its girders rusted, with some of the riverfront protected by a wooden wall. Fishermen came out of a protected bay each day in wooden dugouts that were 2-3 m. long. No one went to the building, but there was a trail leading into the woods that people went back and forth on. Suzy and Phil hid from a dugout coming from the east. Two men were aboard, one rowing and the other with some type of rifle across his knees. They looked like the villagers who had shot at them a couple of days ago, and since they were dress in furs and feathers like the ones to the west, they were assumed to be connected. This proved true as the new arrivals entered the bay to shouts that sounded welcoming. Great. Now the settlement was warned against them.

That night they loaded Grady and Danny into the boat and rowed to a spot just north of the settlement where a small creek offered a way into the western woods. There were three areas of flickering lights in the trees to their south. The creek quickly became shallow and though they jumped out and pulled the boat further, they ended up camped about 50 m. from the closest light. They dug a fire pit to boil some water and hid until the next night to scout further.

On the second night, Jenkers explored as best he could. The closest light turned out to be a statue of a man with moustache and beautiful flowing hair that had been curled like Suzy curled her hair when she was younger. He was holding a stick and dressed in plate mail. There was a large man outside between the statue and the next light, which came from a one-story building with two towers. He heard a stone that Jenkers had thrown and asked some questions that Jenkers did not understand. Not seeing Jenkers, the man returned to the building.

The last of the three lights was a two story log building with a tower and a two story attachment. Jenkers peeked in one of the windows and came face to face with the large man carrying a candle. Jenkers ran and the man shouted after him.

Jenkers continued to explore. He slid down one of the creeks to explore the bay area and found about 10 dugouts along the causeway. On the artificial island with the large building, he found a statue of a fisherman holding a large sturgeon. There was writing underneath, but he couldn’t read it.

In the building he heard voices, so he investigated and was sorry he did. Two creatures with ovoid heads and four clawed arms were talking. They sensed him somehow and stopped talking, looking directly at him. Jenkers took off running.

After he had calmed down, he explored where the southern trail led, and found a long extended settlement with 28 log cabins on the east side and 10 tipis on the west. They were obviously inhabited. Just north of the settlement he found an empty wooden building. Peeking in he determined it was largely empty, perhaps a meeting hall of some type. Just north of that was two large statues. One was of a rusty frog about 10 m. long and the other was of a small rusty plane.

The next day, they were awoken by the sound of bells from the building with the second light. Jenkers stripped and covered himself with mud to avoid revealing their origins. Taking a knife and his bow, he was followed by Phil, who took no such precautions. Suzy watched the invalids.

Jenkers and Phil snuck up on the settlement, hoping to find some washing on the line or some to steal. Instead they found the village quite busy, with women and children very active. Unfortunately, Phil was spotted and a woman called, “The Dark! The Dark Ones are here!” causing great panic. A few of the stronger women chased poor Phil, who failed his Run roll and gave up when they caught him. When the fishermen arrived, he was beaten and taken to the two story log building. Jenkers slid back into one of the creeks until it became too cold, and then he moved to the bank, wrapped himself in loam and vegetation and slumbered through the rest of the day. Suzy heard a great commotion, but stayed to guard the two sick men.

Phil was questioned at length by a large man about forty years of age. The man, Hreooryd by name, seemed to be the leader and spoke the High Tongue, though with an odd accent. Phil told Hreooryd that he and his friends [and here a search party was sent out to look for the friends] were from a small village nine days south, and they were not of the Dark but escaping from it to the Light. The people knew not of such a village upriver, but when Phil mentioned it was very small with one elder, and Hreooryd told the others, one of the older women screamed that Phil was one of the children of the Devil, and that he and his comrades came from Devil’s Hill. No one was pleased by this.

Suddenly there was the sound of a motor to the southeast. Phil was left tied up to a post and guarded by two men with instructions to kill him if he made a sound. The bells were rung. Back at the village, Jenkers hoped again for a distraction, but the women and children were running into cabins and tents. Eventually Jenkers made it back to Suzy and the two of them went to investigate.

They found a motorboat and five well-equipped people in black combat gear. Three had assault rifles, one had a flamethrower, and the last had a clipboard where he was making notes as villagers brought supplies for them (fish, produce). One of the fishermen chose this moment to approach holding a large sturgeon of which he was very proud. He refused to give it up and when the man in black insisted, he dropped it and stood over it with a knife. One of the men in black shot him. Jenkers and Suzy, who had been approaching the people in black, halted. They assumed that these people were the Dark and though they were oppressing the locals, they were obviously civilized and should welcome them. They resolved not to mention Charlie or the Refuge.

And there we stopped for the night. By now Phil knows the village is called Birch and the place where they were shot at was Sandy Island.

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The Pits of Dorood, Round 2

The party spent a great deal of time searching the Great Hall but couldn’t identify the figures on the other panels nor could they figure out how to open Shayne’s plaque. Nathaniel tried to convince Amulya to try and in doing so, read the page aloud, which opened the panel. They crawled into the next room and find an altar with a bit of rusted iron on it. No one touched it, but instead they went on to the next room, where they found a marble sarcophagus and a slanted tunnel down into a flooded section of the complex. As they did so, Ophelia noticed a secret panel on the wall in the former room. After much discussion and praying to the altar, Nathaniel tried to clean the rusted iron and broke off a bunch of it. With each defeat, he became more withdrawn, but Heather’s ghost continued to whisper encouragement to him. After he drew a picture of it so he can have it recast, the group realized it was a rusted cheekpiece, and possibly a part of the helmet of Jaaco (Seyva of Guardsmen), a holy relic. Orthel tried to light the altar and Nathaniel was even more upset when the rusty remains disappeared (Amulya pocketed them).

They gave up and went back to the marble sarcophagus. They pushed off the lid and found a skeleton in old platemail lying on a bed of silver coins (ducal coins of the Duke of Abhata). They split the loot and each received 58 s., though Amulya and Balagovind had already pocketed a number of the coins. They then discovered another secret panel, and again couldn’t open it. They were growing tired and headed back to Paedmon’s but on the way, Amulya disappeared. Nathaniel was sure that he had snuck back to steal more from the tomb, and so he insisted they spend another hour walking there and back, fruitlessly looking for Amulya. Once back at Paedmon’s, the mage pushed them out of the room so they instead slept in one of the tunnel’s dead ends, after Orthel Shaped the passage closed for security.

In the morning they returned to the tomb and along the way found signs of a struggle and Amulya’s dead body, stripped of everything except the rusty piece of metal in his pocket. They followed the blood trail for a bit but gave up and instead returned to the tomb, putting what was left of the relic back on the altar. Azami then Shaped open the panel in the sarcophagus room they discover Lord Declisius’s Pool, with the instructions, “Drink only if truly needed.”

They then returned to the original panel and Azami shaped that open as well. Beyond is a room filled with jimjam (a weed). Orthel walked in and immediately fell down a 6 m. shaft, breaking his leg. He was the only one in the party with rope, so Nathaniel climbed down to get him. He tied a rope around Orthel and the others hauled him up, but the knot was poor and just as Orthel reached the top of the shaft, he slipped free and fell, breaking the same leg into more pieces and at the same time, breaking Nathaniel’s leg as well. Balagovind climbed down and both Orthel and Nathaniel were hauled up and stabilized. Azumi healed Nathaniel and leaving Orthel in her care, the rest descended once more to examine the sarcophagus in the lower tomb. they found wonderful loot, including a sword of quality and a lot of gold, but as they opened it, there was a small cave-in and both the party and sarcophagus slid into a small dirt depression. A few minutes later, a giant insect crawled out of the bottom of the dirt cone and attacked. Blagovind Shadowfaded and escaped. Nathaniel tried to climb out but fell and broke his leg again. The bug squirted Ophelia with acid and then began attacking the unconscious Nathaniel. The ghost Heather was enraged by this and attacked the bug, aging it immensely in a few more rounds and soon killing it. They all climbed back up and Ophelia pulled off her armor, but her leg was being burnt to the bone by the acid. Balagovind hauled her to Declisius’s pool and poured the water down her throat and over her leg. It will be badly scarred, but it has largely healed.

Exhausted and with three of them unconscious, the party collapsed in the altar room. Paedmon showed up and considered robbing them, but Azami fended him off. And there we ended for the night.

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The Pits of Dorood

We had to postpone our Middle Earth adventure last night, so I dug out an old adventure for Navah. It had to be a very old one, since my players have been with me for a long time, so we used Pits of Dorood, a tomb crawl from about 1989. It is so old that the map was an ASCII map (Google that to learn more).

The party consisted of two inbred nobles — Ophelia and Orthel — and the conman who was selling them cheap art for big money — Nathaniel. Ophelia has Balogovind (priest of Theofian) as a disreputable retainer while Orthel is protected by a motherly Azami (skilled Shaper). The party also hired Amulya, a Gromite, because the tomb was said to be protected against unbelievers.

Ophelia has a flying dagger and a Necklace of Seeing (+4 Sense). Orthel has a metal stick that causes wood rot and an extraordinarily sharp sword (+2d6 damage). Nathaniel has a flying glove that I’m sure he doesn’t use for shoplifting, and a pinkie ring from an old girlfriend that he can’t remove. The old girlfriend — Heather — killed herself when he left her and now haunts him. He is constantly chilled by her presence and can’t sleep well (-4 END). As she whispers she loves him into his ear, he tries unsuccessfully to wrestle off the ring.

At the tomb they met Paedmon, a resident mage who claimed to be keeping a dangerous demon behind a locked oak door “to examine his dreams.” Everyone was trapped in the tomb, because of a portcullis that had closed behind them. Azumi’s skills keep the party from worrying about that. After encountering a boneless man who was attracted to Ophelia (and whom they drove away in consequence), they are now exploring the Great Hall and trying to find some entrance to further areas of the tomb. Paedmon remains in his subterranean bedroom.

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Charlie’s Kids

The old veteran Charlie raised five orphans in a base known as The Refuge, keeping them safe from Raiders and other threats. When they reached eighteen, Uncle Charlie sent them downstream to explore and report back, and hopefully find some supplies or ancient artifacts. A ridge of low mountains lays to the west and a river known only as “The River” flows downstream to the northwest. Grady listened to the river and said it was called, “Alexia’s Drift.”

Charlie’s kids set out from the Refuge on June 19. The river was still cold, but it was ice free and spawning season was just ending. Jenkers drank too much the night before, and had to be carried to the boat, where he slept until the afternoon. Grady did double duty as pilot and lookout as the rest paddled the inflatable boat. At one point he was sure that something man-sized and yellow was stalking them on the north bank, but no-one else could see it.

Phil’s hawk flew along above them as they took various twists and turns, travelling deeper into the maze of waterways that cover the northwestern plain. Whenever they stopped, Grady began fishing. On the first day he was nearly pulled in by an enormous sturgeon and had to cut bait, but on other days he caught a delicious turbout, several tiny dace, a carp, some perch, and a good sized peled. The team did not yet have to resort much to the dried rations that Charlie had supplied.

On the second day they saw a collection of rusted ruins on the south bank and were about to investigate until a metallic creature hoisted itself from the weeds. Walking along on two legs, it turned a long mosquito-like nose towards them. Jenkers was now awake and waved at it, only to receive a slight wound to the groin as it fired at the boat. Suzy tried to shoot it but even with a critical hit and double damage, she did nothing to it. Everyone paddled further and faster.

On the fourth day, they suddenly came upon a settlement of log shacks on the south bank. The people were dressed in skins decorated with brightly colored streamers of cloth and elaborately beaded chestpieces. The residents began firing arrows at the boat while Jenkers tried to communicate with them. The group paddled faster, but Suzy took a wound to the abdomen and Grady took one to the left arm. The raft took three direct shots and began rapidly losing air, which Danny tried to prevent using his hands and mouth. Nevertheless, the boat continued slowly sinking and by the time they had made it to safety a few kms away, it was underwater and so was the party. Suzy’s and Jenkers’ wounds were bathed in the green river water and began to fester that evening. Danny searched for pine pitch and sealed the tears using fabric from his tarpaulin shelter.

They got the boat afloat once more by taking turns blowing it up in the night but did not find dry land to camp at until the evening of the sixth night. They were at this point travelling upstream, based on Jenkers’ advice.

Phil cleansed their wounds and put them on antibiotics, but that night Suzy and Danny became aware of a mountain lion in the underbrush near the camp. Danny shot it in a rear leg with an arrow, which had the unhappy result of causing it to attack. Suzy placed herself in front of Danny and killed it with a blow to the head with her katana, but took another minor wound from its claws, which Phil then tiredly treated as well.

The next day, they decided to head downstream again, hoping to get out of the marsh as soon as possible. In the later afternoon, they spotted ancient structures to the north. A boggy island separated them from it, so they beached and made a fireless camp. Phil reconnoitered across the bog to examine the structures, which proved to be an ancient city. An ancient crane and dock are visible, as well some taller metal structures inland. The city is inhabited by people in the same costumes as those who attacked them a few days before. Phil returned to the group and they began to plan. Here’s the map so far:

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758 AE: The Dragon, or How Fortuna Saved Lives

In our games, players accumulate one Fortuna each game session, and can save a maximum of three. Fortuna can be used to add +8 to a skill, retroactively, as long as one did not roll a 10 (it is a d10 system). This adventure saw all of the adventurers (except Ben) use all of their saved Fortuna.

As the dragon emerged, the party took decisive action. Urdving hopped back across the Lake of Fate on the steps, closely followed by Ben, as a disembodied voice asked them, “What is your greatest fear?” Dillon leapt into the nearby water-filled tunnel. Mossbinder, who had been about to greet the amazing beast, realized he would be all alone, and instead followed Dillon. Sunnhild backed up to the lake’s edge and hid around a corner, so the dragon wouldn’t see her. Instead, it approached, spotted her, and breathed a gout of flame so enormous that Urdving and Ben felt the flash of heat as they leapt away. Sunnhild dove under the water as the lake surface boiled. Her Air Helm would keep her alive underwater for fifteen minutes so she began slogging through the mud for the other shore, following the row of steps that rose 6 m. above the bottom.

Halfway across, Sunnhild was mobbed by a pack of Vodianoy, who tried to drown her. She could not Dominate them, but as they were small (Size:3), she could carve her way through them while holding onto her helmet with her other hand.

Once with Urdving and Ben, they waited for Dillon and Mossbinder to arrive. Their wait was long and boring, except for the assault of a Blue Goo, which they were able to evade. Dillon finally arrived after 10 days of game time.

Dillon and Mossbinder had swum through the waterfilled passage into the Tunnel of Regret. Well, Dillon did, but Mossbinder barely avoided drowning before dragging himself up beside his comrade. They then resisted the magical guilt of the Tunnel and found themselves in two rooms. One was too tall to see the top; the other had a pool in it. To the south, they found another pool. They were trapped, since Mossbinder had barely survived his last swimming adventure.

Mossbinder tried several times to reach either Tideborn or Sunnhild using Telepathy. The first time he fumbled and drooled for the next four hours in a magical trance. In his second attempt, he again fumbled, this time gaining the delusion that Dillon had been replaced by a shapechanging demon. The rest of the evening was spent first by Dillon defending himself and Mossbinder trying to Dominate him. After Dillon found his blackjack was useless against Mossbinder’s plate mail, they reached a sort of detente. Ultimately, Dillon gave up and snuck back past the dragon, leaving Mossbinder to his fate.

The Dillon-Mossbinder conflict lasted at least an hour and a half of play time, but was hilarious to all but them.

At this point, Mossbinder finally succeeded in summoning Tideborn to him, only to lose him again by having him explore the pool, where he was washed away by a powerful current.

In the end, Mossbinder snuck past the dragon himself and contacted Sunnhild telepathically from the lake’s edge. He had no more Fortuna, so couldn’t use the steps. Sunnhild resolved to return and save him. Dillon tried climbing the walls around the lake but the walls rejected him and he sank in the water assaulted by several Vodianoy. He had no Air Helm and his weapon was ineffectual underwater, so he started to drown. Urdving cast his grappling hook into the lake in an attempt to hook the thief, and was able to do so and drag Dillon to shore. Meanwhile, Sunnhild rescued Mossbinder and carried him back to safety.

The date is now Slaep 24. Mossbinder remains convinced that Dillon is a demon.

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758 AE: Meredith’s Song

When Ben woke up the next day, Meredith (the beautiful woman) was not there. Instead, he heard someone softly singing in a cracked, aged voice outside the hut:

The stars are kind, the moon is sweet,
They kiss my brow and bear my feet,
But every time the daylight breaks,
My beauty burns, my body aches.

The winds of night have brushed my hair,
And clothed me in the cool night air,
But when the cock begins to crow,
The youth within me curls and dies.

If ever love could see me plain,
Both fair and foul through joy and pain,
I’d trade the moon, I’d trade the mist,
For one true vow and morning kiss.

My eyes were stars; they fade like flame,
My limbs grow thin, my skin grows tame.
I creak, I stoop, I gasp for breath,
A beauty damned to daylight’s death.

I dance at dusk, I sing in shade,
The fairest thing the night has made.
But cursed am I when morning’s near—
My skin turns rough, my bones grow sheer.

If ever love could see me plain,
Both fair and foul through joy and pain,
I’d trade the moon, I’d trade the mist,
For one true vow and morning kiss.

When he wakes and hears me creak,
Please let him love me when I’m weak.

Now Ben is, let’s face it, a simple man. He’s essentially a good man, but still a man. He enjoyed last night and when Meredith appears as an aged crone in the morning, he is surprised. He still makes her breakfast, and after Mossbinder suggests that she is under a curse that can only be broken by a kiss, he gives her that kiss. But she doesn’t change back, and after all, he just met her. How can she expect that true vow after one night?

Mossbinder mentions a desire to investigate the Black Tower to the west, but Meredith informs them that it is a mountain troll stronghold, fortified and guarded by their goblin minions. The trolls are gathering treasure for the dragon Aag, whom they serve, but Mossbinder is rapidly losing interest in going after it.

Mossbinder wants to cast a summoning with Sunnhild, to create a covenant between them that will allow him to draw on Sunnhild’s shakti. The have known each other a year, and so they go a short distance into the woods and cast a summoning. Dillon goes with them as protection, if needed.

As it turns out, the protection is not needed, at least for the summoning. Mossbinder summons a Snake Pouka, and instead of binding it, he banishes it. The covenant is created, so the party gains that strength, but on the way back to the hut, they are attacked by a size 30 carnivorous squirrel. Talk about your random encounters! Dillon’s donkey is attacked and is screaming when Mossbinder puts the squirrel to sleep. Then Sunnhild heals the donkey, which wakes up, kicks the squirrel, and wakes it up again. The enormous rodent goes after Mossbinder this time, grips him, and chews on his helmet like a nut. The helm won’t last another round. Sunnhild puts the beast to sleep and it falls on Mossbinder, who Shapes his way out from under and the party all take to their heels.

Back at camp, Ben spends another night with Meredith who has once again become beautiful with nightfall. But she is saddened and dismayed, and unwilling to sleep with Ben again. Ben is somewhat confused by all this. He’s not a complex guy. Knowing his intention to invade the Black Tower, Meredith shares a secret with him. There is a secret way into the Black Tower, through the Dwarven city of Crystalspring, which lays under the Tower. He tells the rest of the party, and they resolve to try that path the next day. Meredith stays at the hut, once more a crone.

Four days later, they come to the cave that is the entrance to that path. A great underwater lake confronts them, with a multitude of some sort of unidentified water spirits in it. A series of stepping stones leads across the lake into the darkness. Dillon goes first, with a great deal of rope tied to him. As he crosses, he is asked four mystic questions, and upon answering, he reaches the other side. But the water spirits grab the rope and try to pull him back in. He cuts himself free. On the other end, Urdving and Sunnhild are holding tight, and are pulled into the water before releasing the rope. A lot of rope, including some spider silk rope, goes to the bottom.

The rest of the party cross one by one, though Munash elects to stay with the mounts. Dillon hears something moving ahead of them, and tries to keep them quiet, but each new person to arrive at the other shore asks a bunch of questions and makes noise. Ultimately they head south, passing through a Dwarvish feast hall that has been blackened by fire. Mossbinder and Dillon find a water-filled passage on the other side, and turn back, only to find a sleepy dragon emerging from its cave between the two pairs of adventurers.

The date is now Slaep 10.

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The Blue Book Adventure

We didn’t have enough people show to do our normal Navah game, so instead I ran the sample adventure in John Eric Holmes’ blue book (1978) using our Navah rules. The three characters were 21 years old, which actually worked quite well. It felt a bit like those early days.

Ella (a mage skilled at Transformation), Follicles (a deadly warrior in Jacke armor), and Bran (an idiot archer) with his dog Rua (a Wolfhound), who was smarter than he was. Ella pointed her bullseye lantern on the first sarcophagus, while Bran aimed his bow at it from four feet away. Follicles put his weapons and shield to one side and pushed it open, releasing a noxious gas that caused Follicles to fall headlong into the coffin on top of a moldering corpse and knocked out Bran and Rua for the better part of an hour. Ella was the smallest member of the group and was unable to move any of them. Eventually, Follicles came to and helped move the other two towards the stairs as he spat out bits of corpse from his mouth.

The next coffin housed a Flying Dagger that attacked Follicles until he managed to grab it and put it back into the coffin, where it became quiescent. Meanwhile, Bran had drawn his broadsword and was hacking up the offending corpse to no effect.

The next two coffins yielded 1,200 s. worth of treasure, which they took back to town and sold for 600 s. Follicles purchased half-plate and gave Bran his old smelly Jacke armor. Thankfully, Bran already had his own arming doublet.

They returned to the catacombs and opened the next coffin, upon which a skeletal warrior hopped out and attacked Follicles. Bran put an arrow in its chest, to no effect. Eventually Bran broke one of his arms, Follicles smashed its hip, and Rua tore off one of the skeleton’s legs and began to gnaw on it. They then smashed it to flinders. Just before that, Ella turned into a bear, and continued as such through the end of the adventure.

The last coffin had a magic broadsword that Bran took. They then moved on to the next room, in which a giant spider (Size 16) dropped on Bran, immobilizing him. They attacked it multiple times, eventually defeating it with a series of minor wounds ending in a major wound to the body. Along the way, Ella Slept it twice only to have it reawaken as they tried to get Bran free. Bran suffered a major wound to his right leg, and the party retreated, spending the next two weeks at a local inn while he healed. Before they left, Follicles cut open the spider and discovered a +1 dagger buried deep within it.

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758 AE: The Looted Cavern, a Mountain Troll, & a Mysterious Lady

The party traveled back to Ebagis and then to the cavern to take another look at the stone door with “You don’t want this” carved on it. On the way, they noticed a trail cut trhough the woods. Tracks in the dirt indicated a wagon had recently traveled there, and the tracks led into the cavern, where the passage had been Shaped to allow the wagon to enter. The forbidden stone door was open revealing a large empty chamber into which the wagon had come and gone, heavily burdened. An adjoining room had held a large heavy chest but now all was gone. The tracks of the wagon were mixed with the narrow tracks of a carriage and the hoofmarks of several horses.

Mossbinder searched and found a silver cup crushed under the wagon’s wheels. He held it to his chest in bitter disappointment.

The party went on to Fram’s Overlook, noting that the wagon and carriage had headed east. That night, Munash the Beaver Pouka Guide set up camp just to the side of the trail.During the first watch (Sunnhild and Mossbinder), Mossbinder noticed figures approaching. He tried to signal to Sunnhild to alert her, then ran past the horses toward the center of camp. Eight goblins and a large mountain troll wandered into camp. The goblins went after the people while the troll went after the horses. All of the horses broke free except Sugar. Mareabel ran one way, and Madison and Ben’s war horse ran toward the cliff. As the other party members awoke, Munash ran toward the cliff and scuttled down toward the water. The troll considered going after Mossbinder, but decided he was hungry and went for Sugar. He missed his first attack badly, and Sugar moved, but only a short distance, and the troll was able to hit her the next time, badly injuring her back. She went down screaming.

Sunnhild and Ben fought the goblins with little success. Mossbinder told Tideborn to start attacking (drowning) the enemies, then barely avoided an attack by the troll that would have pulped him. He ran for the cliff edge. Urdving was near the cliff edge, and tried to jump on the warhorse Sionnach as it drew near. He got on but Sionnach headed for the cliff rather than into battle. He held on until Sionnach plunged down the bank and then jumped off, rolling over and over down the slope. Sunnhild managed to injure the goblin she was fighting, but it fought on. Ben fumbled his attack, and somehow launched his spear in the air where it pierced Sunnhild’s foot. Next he fumbled his attack with his mithril dagger and embedded it in Sugar’s leg. It didn’t make much of a difference; the troll soon finished off Sugar. Mossbinder had stopped and tried to Sleep it. When that failed, the troll ran after him and Mossbinder continued his flight.

Tideborn drowned first one goblin, and then another. Sunnhild and Ben finished off the rest of the goblins then they ran into the woods to get away from the troll. The troll ran down the cliff after Mossbinder, who clumsily rolled all the way down. As it fell behind, the troll returned to the camp to eat the rest of Sugar. Tideborn, ordered by Mossbinder to attack his foes, went for the troll, the only foe left. Astonishingly, Tideborn drowned the great troll.

As the party reunited and waited for Mareabel to be found by Munash, they debated moving a little off the path and going back to sleep. Munash mentioned they needed to move because the troll was regenerating and would soon be after them again. Sunnhild flaming oil on the troll but it didn’t do enough fire damage, so she hacked off the head with her furious blade and burned it. That seemed to be sufficient.

The party recovered 60 p. from the goblins and 57 s. from the troll. They moved off the trail, explaining to Munash that camps on the road were bad, and finished their rest.

The next day they traveled to Greenrose where they found a herd of talking deer, who scattered when they heard about the troll attack. The water elemental found a magic ring in the well. Mossbinder sensed a spirit in it, meaning it was enchanted, but when Urdving put on the ring, he was unable to determine what type of magic it was capable of. Urdving put the ring on a chain around his neck.

Next day, the party traveled to Prydale. As they searched in the early evening, Ben came across a gorgeous female in the solitary hut in town. He accepted her invitation to her hut and bed. The party was concerned and searched for him, finding them together. Mossbinder was sure she was a spirit and put her to sleep. The party convinced Ben that they needed him for his watch. After his watch, however, he returned to the hut.

The date the next day was Slaep 11.

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