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game_systems:pathfinder:runlords:adventure_journal

Journal of the Rise of the Runlords

01 Festival and Fire

Game Date12/16/2023
Campaign Dates Rova 21-22, 4707

Unknown to each other, the four heroes of our tale are headed to Sandpoint the day before the Swallowtail festival and the investment of the new Cathedral of Desna. The old Shrine of Desna was burnt down in a horrible fire that took the lives of the priest and his foster daughter. Father Zantus has spent years to rebuild, not just a shrine but the magnificent structure to be consecrated. Ironically, none of the group of would be adventurers even realizes this is happening. Each is headed to Sandpoint for his or her own reasons.

Traveling on foot is the half-elf druid, Elinae Faelyn, accompanied by her faithful tiger, Selene. They are headed her because of dreams the young druid had. After talking with the city guard at the South Bridge, El (as she likes to be called) heads to the Rusty Dragon Tavern.

The other three are coming as part of a trade caravan. Azalea Castelle is working security on her way to Sandpoint to find giants to fight. The half-elf fighter is a tall and well built woman with an open smile and attitude. At the moment she is on break, riding along in a carriage with a halfing another half-elf and a Tengu. The halfing is making small talk with the Tengu, Alessio Prinzi, a rogue with connections to the Scarzni crime families, who is looking to lay low. It is the hafling who informs the others of the festival in town tomorrow. He is Hlodwin a devotee of Desna and wishes to see the consecration. He is wary of the male half elf in the carriage. Grymar is obviously touched by something non-human. His face has golden scales, like the most noble of dragons upon it, showing his lineage as a sorcerer. Grymar is reserved, knowing that he often is feared. Alessio and Azalea both talk enough for him and the trip passes well. Azelea heads to get a room at the White Deer, while Grymar decides to go with Alessio “Call me Al” to the Rusty Dragon. Al, however has to stop in at the Fatman’s Feedbag and meet Jubrayl Vhiski to check in. While Grymar has a drink at the bar, Al talks with Vhiski and learns the lay of the land. While the man does not have a job for him at the moment, but does tell him he will keep him in mind and what the local cut is (30%) for independent work. The two then head to the Rusty Dragon in search of lodging.

El is already there. She has met with Ameiko Kaijitsu, the owner and former adventurer. She welcomes El as a fellow adventurer and begins a nice discussion. She even brings some smoked pork to Selene who is content. It is around three hours later, as the shadows are growing long that Al and Grymar show up. Al gives the large cat a wide berth and sets at the bar, with Grymar following. Ameiko is her normal energetic self, but she is struck by the sorcerer and attempts to flirt with Grymar. The sheltered young man is not sure what to do with the flirtation and simply orders a wine. It is not clear Ameiko has given up, however. The three adventurers chat briefly before taking rooms for the night at 5sp each.

Festival!

The Swallowtail Festival begins promptly, as scheduled, on the Autumnal Equinox. The square before the church quickly becomes crowded as locals and travelers arrive, and several merchant tents featuring food, clothes, local crafts, and souvenirs are there to meet them

The turnout for the opening speeches is quite respectable, and the four keynote speakers each deliver short but well-received welcomes to the festival. Mayor Deverin's friendly attitude and excitement prove contagious as she welcomes visitors to town and jokes about how even Larz Rovanky, the local tanner(andnotorious workaholic) managed to tear himself away from the tannery to attend, much to everyone's amusement (except Larz's).

Sheriff Belor Hemlock brings the crowd down a bit with his dour mood, his reminder to be safe around the evening's bonfire, and his request for a moment of silence to remember those who lost their lives in the fire that claimed the town's previous church several years ago.

The next speaker is scheduled to be local nobleman Lonjiku Kaijitsu, (Amekio’s father) but a sudden illness has prevented him from attending the ceremony. This isn't something that surprises the locals, given Lonjiku's well-known dislike of frivolity and festivals, and the group hears many comments to this point.

Sandpoint's own showman Cyrdak Drokkus is more than up to the challenge of bringing the crowd's mood back up with his rousing anecdotes. He delivers a not-completely-irreverent recap of the long process the town went through to finance and construct the new cathedral. He throws in a bit of self-promotion at the end, as is his wont, inviting everyone to stop by the Sandpoint Theater the following evening to check out his new production of “The Harpy's Curse,” revealing that the lead role of Avisera the harpy queen will be played by none other than the famous Magnimarian diva Allishanda!

Finally, Father Zantus steps up to give a short speech thanking everyone for coming before declaring the Swallowtail Festival underway!

Numerous games and contests take place during the day, including sack races, games of hide-and-seek, weight-lifting challenges, balance beam contests, tug-of-war events, and the like. While the prize is nothing more than a circle of wood cut from a branch with a burnt brand and bragging rights for the day, this is a fine prize indeed for most of Sandpoint’s Residents. Azalea gives a try at balancing and fails, much to her own amusement and the amusement of others. She then excels at the lifting competition, beating out a somewhat surely looking man, who did not laugh along with the others. El does well in a knife throwing event, placing in the middle, but poor Grymar appears as nerdy as ever with a horrible showing. He makes up for it with an outstanding performance of prestidigitation to the delight of several of the townsfolk. The children warily approach Selene, and when given permission delight in rubbing and touching her. The tiger luxuriates in the attention she so rightfully deserves. Al shows off his skill with a bow, winning first prize.

The four get to know each other as they walk, with El seeking out the other woman, since she already knew met the two men last night.

At noon, Father Zantus and his acolytes wheel a large covered wagon into the square, and after recounting the short parable ofhow Desna first fell to earth and was nursed back to health by a blind child whom she transformed into an immortal butterfly as a reward for her aid, they pull aside the wagon's cover, releasing the thousand children of Desna-a furious storm of swallowtail butterflies that swarm into the air in a spiraling riot ofcolor to a great cheer from the crowd. Throughout the rest of the day, children futilely chase butterflies, never quite quick enough to catch them

Lunch is provided free, at the expense of Sandpoint's taverns. Each brings its best dishes-this event is as much a marketing push by the taverns to win new customers as it is to feed a hungry crowd. It soon becomes apparent that the darling ofthe lunch is, once again, Ameiko Kaijitsu, whose remarkable curry-spiced salmon and early winterdrop mead easily overshadowthe other offerings, such as the Hagfish's lobster chowder or the White Deer's peppercorn venison.

Finally, as the sun begins to set, Father Zantus takes the central podium, uses a thunderstone to attract everyone's attention, and clears his throat as he prepares to recite the Prayer of First Dreaming. As he recites the first few lines, Al’s new acquaintances notice him praying along.

Into the Fire!

A sharp retort, like the crack of distant thunder, slices through the excited crowd as the sun's setting rays paint the western sky. A stray dog that has crawled under a nearby wagon to sleep starts awake, and the buzz of two dozen conversations quickly hushes as all heads turn toward the central podium, where a beaming Father Zantus has taken the stage. He starts his prayer and utters the first few lines when suddenly a woman's scream slices through the air. A few moments later, another scream rises, then another. Beyond them, a sudden surge of strange new voices rises high-pitched, tittering shrieks that sound not quite human . The crowd parts and something low to the ground races by, giggling with disturbing glee as the stray dog gives a pained yelp and then collapses with a gurgle, its throat cut open from ear to ear. As blood pools around its head, the raucous sound of a strange song begins, chanted from shrill, scratchy voices.

Goblins Chew and Goblins Bite

Goblins Cut and Goblins Fight

Stab the Dog and Cut the Horse

Goblins Eat and Take by Force


Goblins Race and Goblins Jump

Goblins Slash and Goblins Bump

Burn the Skin and Mash the Head

Goblins Here and you be Dead


Chase the Baby, Catch the Pup

Bonk the Head the Shut it UP

Bones be Cracked, Flesh be Stewed

We Be Goblins! You Be Food!

Goblins are attacking the city! When the goblins attack, they shriek and leap and race and cackle, taking great joy in the panic and fear they spread among the humans (whom most goblins insultingly call “longshanks”). Some goblins wave torches and light tents on fire, while others chase children and pets with ill intent. The entire time, goblin warchanters sing a horrifically catchy and nerve wracking goblin song at the top of their lungs, further spurring their kin into murderous frenzy. Everywhere the heroes, goblins tear through merchant stalls, menace locals with their dogslicers, throw rocks through windows, and otherwise make terrors of themselves.

Al, El, and Azalea turn to see three goblins coming at them. Grymar at first mistakes them for dogs. Fortunately, they don’t target him, and instead go after Selene, El and Azalea. This proves to be a mistake for them as they are held off. Grymar notices the attack and moves to roast them with Burning Hands. El and Selene finish them off.

Al looks to find a Warchanter and heads to the south of the stage. Three goblins lighting fires see him and Azalea coming and attack them. While Al uses his bow on the Warchanter, it seems his skill was used up on the competition earlier in the day. Azalea on the other hand, slices a goblin in twain, cutting its head to his crotch. The Warchanter uses hideous laughter on the fighter, stopping her from fighting for a moment and taking a blow. Grymar and El move down and Selene engages two of the Goblins. Grymar, not wanting to hit an ally, grows golden claws and attempts to attack, but misses the small creatures. Azalea stops laughing and kills the goblin in front of her, slicing him in half. Selene also kills the other leaving only the Warchanter.

In moments all five combatants are around the bard goblin. It takes a moment and he is ripped apart by Selene, who chews on his rubbery body.

In a moment to take a breath, Father Zantus rushes to their side. He thanks them for what they're doing to help fight the goblins and cures both Selene and Azalea of their wounds with his divine magic.

Things at the festival itself have calmed somewhat. Here and there, the sounds ofbattle, clanging swords, calls of support by the town guard, and shrieking and singing goblins echo through the streets, but at the festival itself, most of the citizens have fled. One or two goblins remain behind to scavenge food, and many more lie dead (along with a few unfortunate citizens). It should be obvious that the fight has moved on, especially when the sound of a scream and a frantic barking come from the north. This fight is not over!

Goblins and Ghouls in the Guard House!

Game Date01/20/2024
Campaign Dates Rova 23, 4707

Goblins

The next morning at the Rusty Dragon, the group of four heroes is just finishing their morning meal. They are still basking in the glory of helping to defend the town when a breathless Father Zantus comes in. Near the Church, up towards the North cliffs is an old burned out Guard House. It seems some goblins have holed up there!

The group grabs their gear and heads across the city. All along the way, folk stop them to shake their hands and praise them. They approach the old guard house from holes in the west and south. The building shows its damage and age. In one unburned room, Alessio finds a locked door with footprints up to it. He has everyone gather and be quiet, though Grymar and Azalea are not the most stealthy. He picks the lock and Azalea bursts into the room to find a severely wounded goblin commando who she kills in the old bed. A search of the room reveals an old secret door in the floor. It appears not recently used, so the group decides to clear the upper floors before checking it.

In the northwest corner, three Goblins have secured themselves in the old armory, with two hastily erected barricades of wood. Standing in one of the two totally burnt out rooms, Alessio set fire to the eastern pile of wood, while Elinae, Selene and Azalea waited to the north. As the fire spreads, it can only burn into the unburned area on this fire threatens the goblins inside. Hearing yells and screams, the northern barricade is dismantled enough to allow the three goblins inside through. Unfortunately, they run into the blade of Azaela who kills two, and the jaws and claws of Selene. With the goblins here cleared, the group searches the building thoroughly, they open the door to head below.

Ghouls

Heading down a set of steep stairs, the heroes find a dark room, the far walls illuminated by their torches and El’s light spell. Two skeletons have seen them enter and immediately attack the group. Despite Skeletons resistance to slicing attacks, one of the skeletons falls to her sword, while Elinae bashes the other. Searching the room, it is clear this was a living area. The remains of a large hexagonal table and six hexagonal benches remain, though they are quite rotten and will collapse if sat upon. There is a hexagonal bed, also rotten, which will explode into dust if someone jumps on it or tries to tear it apart. An iron bound chest is in one of the alcoves. The chest has a trap on the lock. If it is not found and disarmed it will pour a vial of liquid into the chest as the lock is turned. Fortunately, Alessio was more than able to disable the trap. They leave the metal vial for another time. The contents of the chest include a belt buckle, an ornate dagger, some coins and a medallion making its wearer immune to sleep.

The resident rouge also finds a secret door to a hidden room. This room has a small chest in the eastern niche. Inside the chest are the following: 177gp, 210 sp, and a bag of 5 gems; 3 x 50 gp, 150 gp, and 200 gp. There is also a cloak made of feathers. It acts as a cloak of elvenkind, but if worn by a Tengu, it also provides featherfall. The door on the far side is clearly a secret door to the next room. Emerging into that room has more undead! A ghoul and a skeleton advance on the group. The corpse of a dire rat blocks the passage to the south. The group easily dispatches the ghoul and skeleton. They search the room, which appears to have been some sort of game room. A large, hexagonal table is in the center of the room surrounded by six chairs. A throwing dagger is hidden under the table at each chair location. The remains of a deck of cards are present that crumbles to dust when picked up - as well as six piles of copper pieces, numbering 40, 65, 23, 88, 99, and 31 respectively. One of the daggers is in fact a +1 Dagger of Returning.

With the noise of the fight, dire rates charge into the room to the south, however, they seem unwilling to cross the corpse of their fellow. To the northwest, the door leads to a practice range. This room contains a knife rack with 8 rusted throwing knives. There is a table and a single chair. Four practice targets are on the east wall. Otherwise, it is empty. The door out is locked, but Azalea forces it open. It is clear it leads to a long passage leading away. The group decides to leave it for now, and opens the other door in the room. Then things go south.

Immediately the two ghouls and two zombies in the room attack. The doorway creates a bottleneck. The ghoul adsorbs hits and paralyzes Selene. Grymar torches the ghouls and zombies through the door, doing maximum damage. Azaela swings her sword while El is attacking with her staff, but the ghoul attacks Grymar and he too falls. Alessio grabs the sorcerer and drags him away. A ghoul and zombie falls in the fight, but it rages on, as Azaela is bitten, and she two falls paralyzed. Alessio tries the returning dagger but misses. El is next to fall to the ghoulish bite, leaving only the Tengu standing. The remaining zombie mindlessly attacks the three near it, El, Azaela, and Selene. Ghoul lands its bite on Alessio as he lands one on the ghoul. He now is downed. The ghoul stands over the party planning to feast, but Grymar shakes off the effect and futilely swings at the ghoul. Azalea tries to swing from the ground and misses. The Ghoul and zombie both attack and drop Azaela and Selene into near death states. Grymar attacks with his crossbow and misses. Finally, the tide turns. Alessio unfreezes, the least effected from the ghoul’s attack, and he connects with the dagger, and Elinae recovers and stands with her sickle, slashing the Zombie. The undead are downed! Eliane rushes to heal her companion and then Azaela.

Alessio takes the time to check the room. This room has many storage shelves with food containers on them. The food is all rotten. A table and two chairs are in this long, curved chamber plus a small hearth (long since closed to the outside), a weapon rack with 6 rotting spears, and a cabinet with pots, pans, utensils, etc. There is a secret door to the south.

Recovery and Return

Game Date02/17/2024
Campaign Dates Rova 24-25, 4707

The group staggers out of the guard house into the afternoon sun. They receive shocked looks from townspeople as they walk the length of the city back to Rusty Dragon. They heal, bathe and have a decent dinner before all collapsing into bed. That next morning, Al takes their loot and both sells it and does some shopping. He pick sup a hammer for any more undead and a few alchemical fire flasks.

In the afternoon, the group returns to the guard house and decides to leave the doors for later and take on the rats. The dire rats swarm up from their tunnels to defend their nest. Azalea El, and Selene move to clear a side cave while Grymar and Al watch more rats swarm from below and another tunnel to the side. Grymar fills the passage to the south with his burning hands and takes down four of the dog sized creatures. Meanwhile Al struggles to hit any rat with his sword. The tiger and the ladies are easily clearing their cave, smashing the dire rats.

Al finally makes contact while Grymar steps back to be able to cast again. Al sees more swarms coming and calls for the ladies as Grymar burns more rats saying ”Fire’s good!”. The women move up to support the men, killing one rate after another. Al uses the first of his alchemical fire to burn and splash oil on rats approaching them. Azalea blocks the passage to the east, but this puts her in the way of Grymar who does not want to bathe her in fire. Azalea tries to hack her way forward to give Grymar room, as Al uses another flask. While the fighter is able to get forward, she is swarmed before anyone can help!

El and Selene move have finished with the rats from the south and move to support Azalea who is in dire straits while Grymar and Al fire arrows that fall ineffectively amid the chaos of the fight. El is able to get to her friend and heal her with glowing hands.

Finally, the swarm of dire rats is defeated. The group moves to explore the caves. Al finds baby rats that he quickly dispatches. They lower caves have several nests with the odds and ends gathered by rats, including some gold and other items. Tunnels in these caves lead to secret exits, one outside the city gates, and another to key locations within the city.

Healing up, the group heads to the secret doorway and enters the first of two rooms. Both have treasure forgotten from long ago. Both have traps of gas, only one of which Al finds, a poison dart on a door. He fails to notice the gas on the greatsword case and all four heroes hack and cough in the old gas. Fortunately, it is not fatal, as it has lost much of its potency. The greatsword within is a magical adamantine sword with Thassalonian runes upon it. They also find a feather token of construction.

The sun is setting when the group heads back out into Sandpoint. This time, they look much better than before. Azaela is eager to see about claiming the site for themselves and they discuss it as they return to the Rusty Dragon. All agree to keep discussions of the cave network a secret. They stop to consult with the local sage, Brodert Ouink, who confirms the feather token will allow for the rapid construction or repair of a medium sized structure. The excitement for the four grows.

Demands and Offers

In the morning they go to meet with the Mayor Kendra Deverin. Azalea takes the lead in asking if they can have the old guard house. The Mayor, clearly sensing and opportunity to “pay” the heroes of Sandpoint with something worthless, is eager to agree. She tells the group to return in the morning to get the deed.

As they eat dinner at the Rusty Dragon, they are approved by Alden Foxglove, inviting them all for a hunt the next day. He is coming on strongly to Azalea and the group can tell he is taken with her. The group says it will consider the hunt, and he promises to return with mounts at 10 tomorrow. Kissing Azalea’s hand he bids them adieu. Al then tells Azalea that while Aldern is a rich and successful merchant, he is married to a beautiful woman named Iesah.

As they digest that, an older Tian man bursts into the Inn and spies the heroes. This is Lonjiku Kaijitsu, father of Ameiko. He stalks over the group at the table and beings to berate them, accusing them of endangering the townsfolk with their ill-advised “antics” against the goblins, implying they should have left the defense of the town to the city guard and other “trained professionals.” Azaela stands up, followed by El and even Selene who jumps on the table. Azaela gets in the man’s face and makes him pause. Ameiko rushes into the front room, a ladle dripping with soup in her hand, to find out what all the ruckus is about and starts a yelling match with her father. He eventually issues his ultimatum that he is taking her back to Magnimar. She refuses and the old man tries to grab her, but she strikes him with her soup filled ladle spattering fish stock and potatoes all over his hair and outfit. This act of public defiance wounds Lonjiku's pride more than anything else, and after he sputters for a moment, he finds his voice and utters, “You're as dead to me as your mother,” before leaving the tavern.

Ameiko, nearly in tears with the comment at her mother bravely picks up her ladle as her father leaves, and inspects it. Pulling a hair out of the mess, she says,

”I’ll need a well-cleaned ladle now, since jackass stew's not on the menu.“

The resulting cheers and laughter from the tavern's patrons help her attitude immensely. She thanks the group and extends their free rooms another week, telling them their dinner's on the house.

The group goes to bed wondering what tomorrow will hold.

02 Local Heroes

Game Date03/09/2024
Campaign Dates Rova 26-28 4707

Hunt and Ledger

Aldern Foxglove, arrives the next morning with four horses for the hunt. He has purchased one for each party member. For Azalea he has a robust roan. For Grymar a golden coat. El has a light grey and Al finds a rather dull brown. Rather than go on a hunt into the wild, the city bred Al decides to stay in the town. The others ride off with Foxgolve for the hunt. During the ride, the man’s intentions towards Azalea are quite clear, but she continues to lightly rebuff him. El is easily able to find boar tracks and within an hour and a half, the hunting party has their kill. They can easily make it back to the inn for dinner.

Back in town, Al touches base with his contact and is offered a mission to retrieve a ledger book from a visiting merchant at the White Deer. Al accepts the job and begins to plan. He is back at the Rusty Dragon when the others return. There is a big party with the large bore returned. Foxglove, dejected by his rejection, retires early.

During the festivities, Shayliss Vinder, the daughter of the Sandpoint General Store, makes a clear play for Grymar which utterly fails. The bookish sorcerer with the exotic features becomes even more appealing to the young woman, even though he is missing it entirely. Al offers to escort the young lady home and gets her their safely, all the while getting to know her better. The young lady feels outshown by her older sister ”who gets to have all the fun”. Al, ever attentive to the local gossip knows that rumor holds that Katrine Vinder's been “shacking up” with one of the workers at the lumber mill, and her overly protective father's been up in arms about it When they do arrive at the General Store, the Tengu talks well and makes a good impression of her grateful father. He then heads off on his mission to steal the ledger of one Caanan Tegah.

Al heads to the White Deer and finds the owner, Garridan Viskala, lives down to his reputation. Eager to encourage visitors to stay at his inn, Garridan keeps the prices of his rooms and board low, matching those of the Rusty Dragon despite the fact that his accommodations are much cleaner and more spacious. Still, his gruff attitude tends to make his establishment less popular than the Dragon. Garridan is the brother of Sandpoint's sheriff, Belor Hemlock, although the two of them are in a long-running feud stemming from what Garridan sees as his brother's complete abandonment of Shoanti tradition.

Al makes small talk with the owner, inquiring about Tegah and finds the man is hosting a party in a private room. It is about this time that the waitress comes out complaining about the acts of the drunken men inside. Sensing an opportunity, Al offers to serve the next round for the lady, and Garridan is happy to agree, as this spares his daughter more indignity.

Al adopts a obsequious manner and goes in to serve. The guests pay him little mind, other than noting his race. Al is easily able to steal the ledger and exit. Jubrayl Vhisk is not there to take his prize, but he talks with a man calling himself “Longshanks” (on account of the goblins he has killed), who takes the message Al will return tomorrow.

Al heads back to the Rusty Dragon and finds the rest of his party in bed. He helps Ameiko close down, and drinks with her. He is surprised by how little the drinks effects him tonight (fort nat 20), and the two talk late into the night, starting what seems to be an unlikely friendship. Ameiko opens up about the disaster of her adventuring days and the trauma of those experiences, while Al finds himself talking about his time growing up and having to leave Magnimar.

Desecration of Desna’s Deacon

The Next morning. Foxglove leaves early. Breakfast is self serve bread and cheese as Amekio is still fast asleep. So are most of the other people staying, though Al is up early and goes to see Vhisk and turn in the ledger. The other three get up and leave later in the morning. Despite none of them imbibing too much, each decides a long morning was called for, as they have been through quite a bit recently. Despite offers, they all awake alone. The trio of new friends head up to the burnt out guard house to explore discuss when to use the feather token when they get is back from the scribe. They are reading to leave as Father Zantus approaches them and bids them come to the Cathedral. He has news that the tomb of Ezakien Tobyn, the old priest who died in the fire, has been disturbed!

Al is headed to the Rusty Dragon when he hears someone behind him running. He is relieved to see it is an Acolyte of Desna. The young man is clearly not in the best of physical fitness, and is huffing with the effort. Between breaths he informs Al he is looking for the group and Father Zantus needs their help with the disturbed tomb. Al follows him to the cathedral.

Once they are all there, Sherrif Hemlock and Father Zantus tells the group that stone door to the previous priest's burial vault is hanging. Fearing the worst, Zantus quickly sought out Sheriff Hemlock and the local heroes. Hemlock tells Zantus to stay here and invites the party to come with him to the tomb in the Boneyard.

The vault in question is a 20-footsquare stone structure that stands near the wall. Used to house the remains of previous caretakers, priests, and acolytes who served at the Cathedral, the stone door does indeed hang ajar. The ground around the place is churned up as well. It is clear to all there are many of the footprints are goblin prints, but some of them appear to have been left by a larger humanoid. El can is enough to confirm that about six goblins and one humanoid climbed the wall, then approached and entered the vault.

It's an easy enough task to open the vault door, and Azaela does so. Four skeletons stand within and-they immediately lurch out to attack! Al switches his weapon to a mace with a curse while the skeletons attack Azalea and Selene. The undead are no match for the group, and very quickly, the skeletons are destroyed.

A search of the vault's interior turns up two things of interest. First, Grymar notes the discarded robe that lies in a corner is a expended robe of bones (no patches remain on the now only faintly magical robe). Second, and more disturbing, is the fact that the sarcophagus that contained Ezakien's body has been opened and his remains stolen. Sheriff Hemlock has little insight into why the bones have been taken, but he muses that, perhaps, the goblin raid was a distraction so that this unknown thief could steal the remains of the town's previous priest. The sheriff recommends that the group keeps this information to themselves, in any event-the townsfolk have had enough distress this week, after all!

They return to the town through the cathedral towards the guard house. As the pass the White Deer they see Caanan Tegah being kicked out, even as he rages about his “Stolen book!”. The group shakes their heads at the spectacle, but Al cannot help but cock his head in the Tengu motion of amusement.

Guard House for the Guardians of Sandpoint

They are also approached by a child runner, who is asking them to come see Quint, the scribe who has been in study of the feather token. He indeed confirms it is for repair and construction and has taken significant notes. He asks to keep the notes and will make a copy for Grymar instead of asking for payment. Grymar gladly accepts, though from what he can see of the magical energy of this object, its magic is still beyond his understanding. Al suggests they use the feather token at night to make less of a fuss, and the group agrees. Quint does note, the token does appear to have fey blood in it, much like ink in a quill.

That night at 2:00am, they go to the center of the burnt out keep and Gymar throws the feather token into the ground. It sticks and spins. Soon, it starts to make a scribbling sound, like on paper, but the writing is on reality itself. It spins more, and now there are two, and four, and eight. The four beings wisely decide not to be in its way and exist the ruin. There is a growing sounds of pens on paper, scratching like 1000 scriveners all at work. After some hours, the work is complete and all the quills vanish, save the first, laying where it started, its magical energy spent. Perhaps it could be the base for another item?

The next morning, townspeople stop and stare and the totally repaired Guard House. One of them is Shayliss, who is this time more coy on asking for help with the rats in the basement. The young woman is clearly captivated by the strange man’s clear intellect and does want to get to know him better. This time, Grymar agrees to help her, though if he is actually understanding what she wants or not is unclear.

03 Glass and Wrath

Game Date04/24/2024
Campaign Dates Rova 27-30, Lamashan 1 4707

Invitations

The Shopkeeper’s Daughter

Shayliss has not lost her will to find some companionship of her own. She leads Grymar through the streets back the General Store with Al following discreetly behind. They enter the private door and head for the basement. Shayliss reveals her true intentions as soon as she they are alone in the basement; her bodice comes off and she slides herself into an embrace with Grymar, guiding him to a convenient cot she has set up in the back of the room.

While Grymar is having his first serious encounter with a woman, her father, Ven Vinder returns from picking up supplies. Al sees this and leaps into action, approaching the shopkeeper and offering to help him get things into the store. Vinder remembers Al from the other night and welcomes him in. Al desperately casts about to see where his friend has gone but sees nothing. He loudly asks Vinder about anything he might purchase for their newly renovated Guardhouse. It is this noise that alerts the now pantsless Grymar something is up. He and Shayliss quickly dresses and Al sees Grymar sneaking out the back door. Relaxed, Al is genuinely interested in the furniture that Vinder has for sale, especially a sophisticated desk.

Lunch with Scarnetti

The Scarnettis are Sandpoint's most notorious noble family, and many of Sandpoint's elderly Varisian locals still haven't forgotten or forgiven Alamon Scarnetti's assault on their people more than 40 years ago, even with Alamon 20 years in the ground at the Sandpoint Cemetery. The Scarnetti family, now headed by Alamon's only surviving son, Titus Scarnetti, controls Sandpoint's mills and the lumber industry. Their control over the lumber the Valdemars need for their enterprises is not lost on the Scarnettis, and they use this fact as often as possible to leverage Valdemar support. The Scarnettis are easily Sandpoint's most traditional family, who cling to old Chelish values that are, in many cases, outdated today

With this in mind, it is somewhat of a surprise when a well dressed messenger approaches the Guard House and inquires of the ladies if they and the other “Heroes of Sandpoint” would attend lunch with Titus Scarnetti. The ladies accept and wait an hour. Just as they are leaving, the men show up, Al having caught up to the would be paramour, giving him brotherly ribbing about the episode. The two are interested in attending and they four take the long hike out of the city to the Scarnetti Manor house.

Over Lunch, he congratulates them on their heroics and talks at length about the past history of his family, excluding the details on his late father’s sorry history. He does discuss the “Late Unpleasantness” as it is called. He offers the group lumber as a reward for saving Sandpoint. It is pretty clear to Al and the ladies that Scarnetti is looking to buy influence with them in the future. However, the heroes are happy to take the gifts since no formal strings are attached, and the scheming noble can find out how much his bribes are actually worth in the future.

They end lunch and proceed back into the city, hoping to conduct some shopping. However, they encounter Sheriff Hemlock who asks them to come to see him at the Mayor’s Manor to visit with Shalelu Andosana, a ranger in these parts. The group turns around and goes back through the city and back out to the noble homes, this time to Mayor Deverin’s home.

Grim News from Mosswood

Shalelu Andosana isn't quite a bounty hunter, a survivalist, or a mercenary, but rather a mix of all three. The half-elven woman passes through town once or twice a season to buy supplies and never remains more than a few days, always staying in the same room at the Rusty Dragon free of charge thanks to her long friendship with Ameiko. Near the end of each visit, she meets with Sheriff Hemlock and Mayor Deverin for a few hours at the garrison to give a report on the state of the hinterlands before she leaves town again, a pouch of gold at her side. Both Hemlock and Deverin value Shalelu's reports, since they provide unbiased insight into how the local farmlands are faring and keep the town council abreast ofburgeoning dangers in the region.

Shalelu’s current visit to Sandpoint is unexpected-she last passed through town only a month ago and wasn't expected until the last week of autumn. She dispenses with her visit to the Sandpoint Market and the Rusty Dragon, instead requesting an immediate meeting with Sheriff Hemlock and Mayor Deverin. The unusual meeting and Shalelu's ragged look combine to make an already jumpy populace suspect that the woman brings news of a new goblin threat. This is why the Sherriff seeks out the Heroes of Sandpoint.

Hemlock then introduces Shalelu to the group as an “unofficial member of Sandpoint's town guard” (an introduction that causes her to smirk) and the young heroes to Shalelu as “Sandpoint's newest crop of goblinslayers.”

Hemlock explains that Shalelu has been a thorn in the side of the local goblin tribes for years, and that few in the region know more about them than she does. He goes on to recap her report that Sandpoint hasn't been the only place in the region that's had goblin troubles. In short, there's been an increase in goblin-related raids along the Lost Coast, particularly in the dale between Nettlewood and Mosswood. Only a day ago, a farm south of Mosswood was burnt to the ground by a group of goblins. Shalelu was thankfully nearby, and while the farm couldn't be saved, she did rescue the family and drive off the goblins; the family is staying at a nearby farm for now, but the goblin problem is obviously not going away.

At this point, Hemlock cedes the floor to Shalelu, asking her to tell the group what she told him:

“Belor's told me of your work against the goblin swell done. I 've dedicated the last several years of my life to keeping them from causing too much trouble around these parts, but they're tenacious and fecund little runts. Like weeds. Weeds that that bite.

“There are five major goblin tribes in the region , and, traditionally, they're pretty good at keeping each other in line with intertribal squabbles and the like . Yet from what I 've been able to piece together, members of all five tribes were involved in the raid on Sandpoin t. A fair number of the Mosswood goblin s I dealt with yesterday were already pretty beat up, and there was a lot of chatter about the 'longshanks' who killed so many of them. Now that I 've met you, it seems obvious from their description s who they were talking about. Seems like you've made an impression.

“In any event, the fact that the five tribes are working together disturbs me. Goblin tribes don't get along unless they've got something big planned, and big plans require big bosses. I 'm afraid that someone's moved in on the goblins and organized them. And judging by these recent raids, what they're organizing seems like bad news for all of us.”

After Shalelu's speech, Sheriff Hemlock announces that he's taking a few of his guards south to Magnimar to see about securing additional soldiers to station at Sandpoint for a few weeks, at least until the extent of the goblin threat can be determined. While he's out of town, he's asked Shalelu to sniff around Shank's Wood, Brinestump, Mosswood, Devil's Platter, and other places where goblins live to see if she can discover anything else about what's going on. He also asks the new heroes to maintain a public presence in Sandpoint over the next few days, if they don't mind. “The locals seem to have taken to you,” he says, “And seeing you around town will do a lot for keeping worries down over the next few days.”

The grope of course agrees. The meetings and conversations have taken them from the afternoon until the evening. Shaelu notes she is staying at the Rust Dragon and offers them dinner on her in exchange for hearing more about their times in the Sandpoint raid. That evening, over drinks and dinner at the Rusty Dragon, the five exchange stories and tales. Importantly, Shalelu's tells the group about the local Goblin Tribes.

The next morning, the half elf ranger heads back into woods, and Sherrif Hemlock heads out with his men. The party decides to spend the day shopping, a good way to both be visible and to furnish their new home. The first head back to Vinder’s General Store and order some specific items. Next is the Carpenter’s guild where word has already reached them from Titus Scarnetti for a supply of good lumber for them to use. Next up is the local Locksmith. Finally, Azaela notes she just met with a noble and they keep rubbing elbows with others in power. She has them stop off the head of the local Clothing Guild for an order of nice clothes. They are putting a number of people to work!

They retire to the Rusty Dragon for a good night’s sleep.

Sandpoint Glassworks

A Missing Inn Owner

Al is awoken to a knock on his door and a timid voice calling to him. He gets up to meetthe elderly halfling woman, Bethana, a maid who works for Ameiko at the Rusty Dragon. She's obviously upset and asks to speak to Al. In short, her employer has gone missing. Bethana woke earlier this morning to find that Ameiko hadn't already started breakfast, for the first time Bethana could remember. Worried, she knocked on Ameiko's door but didn't get a response. Against herbetterjudgment, Bethana entered Ameiko's room to find it empty and the bed unslept in. Worse, she found a crumpled piece ofparchment near the bed-a note from Ameiko's older brother Tsuto.

At this point, Bethana hands Al the note. Although it was written in Minkaian (likely to keep prying eyes from reading it, Bethana muses), Ameiko had been teaching Bethana the language over the last few years. The halfling has helpfully already translated the note's message on the opposite side.

The note is from her brother, Tsuto, inviting her to meet him at the Glassworks saying their father might have something to do with the recent troubles in Sandpoint. Al knows this is strange, because in his talks with his new friend he learned about her half brother. Bethan does not know this and she explains to Al hat Tsuto was something of a scandal when he was born back in 4688 (a year before Ameiko), since he's a half-elf. Bethana sagely notes, with big eyes, that neither of Ameiko's parents are elves. It was obvious that old Lonjiku wasn't the boy's father, and his rage at the discovery of his wife's indiscretion was the talk of the town for months. Lonjiku's wife Atsuii never revealed who the father was, and it's a testament to Lonjiku's stubbornness that they remained married. Tsuto was handed over to the Turandarok Academy to be raised outside of the Kaijitsu family, ignored by his father and forbidden visits from his mother. Ameiko starting visiting him in secret once she learned about his existence at the age of 10, visiting him a few times a month to keep him company, bring him some food, and promise him that someday things would get all sorted out. That all changed in 4705, when they had a terrible argument in which Tsuto struck Ameiko. Bethana doesn't know what the argument was about, but whatever it was sent Ameiko away from Sandpoint for a year, during which time she made a living as an adventurer. She returned to Sandpoint a year later to attend her mother's funeral. Tsuto was quite public in his opinions that his father had pushed Atsuii off a cliff to her death, and during the funeral there was a confrontation. Lonjiku nearly broke Tsuto's jaw with his cane, after which Tsuto cursed him and left Sandpoint. Ameiko has tried to reestablish contact with him ever since, but was never able to track him down.

Bethana's worried that Tsuto's up to no good. Since SheriffHemlock's out oftown,the PCs are the onlyones she can turn to. She begs them to head over to the Glassworks and find out what happened to Ameiko as soon as possible.

Al rouses his friends and the head off immediately to the Glassworks.

Investigating the Glassworks

Once at the Glassworks, they find the building curiously silent. Neighbors have noticed the lack of traffic into and from the building, but since the furnace chimney still plumes with smoke, most assume that the building is simply closed to allow Lonjiku and his workers some privacy while they work on a big project. A quick investigation of the building perimeter reveals that curtains have been drawn over the windows and all the doors are locked. The rumble of the Glassworks' furnace is plainly audible from within.

After knocking on two different doors, Al decides to pick a lock. The front entrance is too well designed for his skills. Trying the back entrance, Al finds the lock worn and easily defeated. Sneaking in, the sounds of the furnaces are loud, as the furnace room is behind two more doors. Those are unlocked, and silent as the night, he sneaks in and peeks around the wall. Eight or more goblins are inside the room.

A furnace burns along the southeast wall of this room. Marble tables sit in the chamber, used to work raw glass into usable shapes, with nearby wooden tables cluttered with various tools of the trade. The building's furnace rumbles loudly, making hearing extremely difficult. The main furnace burns at the northeast end, a large chamber that utilizes alchemically treated wood that burns with a hot blue light. The workers use this room to melt glass, but Al knows that Lonjiku also periodically “rented” the furnace to Sczarni thugs for the disposal of evidence, as the fires are hot enough to burn bones and teeth. As the furnace's stone pipes run southwest, they reach smaller and progressively cooler furnaces used to keep glassworking projects at the proper temperature-glass shatters if it's allowed to cool too quickly.

Horribly, inside the bodies of the eight staff lie in various stages of dismemberment; the goblins have been burning legs and arms in the furnace with glee, and pouring melted glass on the remains in an attempt to duplicate a “masterpiece” of Lonjiku Kaijitsu’s body, propped up in a chair in the central alcove and encased in thick, runny sheets of hardened glass.

Horrified, Al pulls back to talk to his party!

game_systems/pathfinder/runlords/adventure_journal.txt · Last modified: 2024/05/06 20:07 by Bryan Stephens