Monday, March 18, 2024

3-6-24; 3rd-4th of Eleasis

 Game notes 3-6-24


Group returns to the boat for the night. It is windy and rainy out in the sea.  The weather is making some sea chop on the ship as they sleep.


3rd of Eleasis, 1491


Early morning on the ship.  It is a cool, refreshing summer morning.  The sky is overcast


People wake up and have coffee and gather to head back to the tavern from the night before. 


The party returns for breakfast and quizzes Darby the innkeep of The Sea Urchin (the happy tavern) about the weather.  He mentioned the storm appeared to stay out at sea.  They have had more rain for crops, trade appears unaffected and there are still occasional sunny days.


The group conducts a brief shopping trip for training supplies.  (Includes gambesons for Cirilli and Atalaya, (and others if they want to participate) practice short swords, pells, clothespins, rope for a clothes line,)


The group investigates the rental options for a covered wagon and a horse team. 20 silver to rent but they must pay 5 gold collateral each.


We all (Atalaya, Cirilli, Vaz, Nevil, Inman, Sorrow) head out.  Sorrow is    grateful to be out of the rain inside the wagon.  On the way to Briarwood the weather gets worse… stormier and darker the closer we get to Briarwood.  While traveling, Atalaya sits with Vaz in the front of the covered wagon to enjoy the trip through the green road ways.  


We look for the small inn/tavern and ask for the mayor.  The mayor reports all is well,  the froglings have not returned and the stream has returned.  It has been mysteriously wet of late.  The road often turns to mud.  They seldom get to see the sun.  Rain has happily returned.  The mayor buys a round of ale for the group then the group heads back to Stamfort the same day.  They return the wagon and horse and retrieve their 5 gold collateral. 


The group sets sail south towards Pelagia and Blue Haven. Group sets anchor in a cove near Pelagia that is somewhat sheltered from the storm by the Pillars.  The storm is caused by our storm giant friend.  The group seeks to speak to their storm giant friend in hopes to discuss rotating the storm area so that no one area or town bears the entire brunt of the storms.  The group stays on the ship for the night. 


4th of Eleasis, 1491


The day dawns with thunder and lightning and lots of rain and wind.  The winds actually howls.  The group eats a filling breakfast.  Sorrow and Ivar stay on the ship with the crew.  Atalaya, Nevil, Vaz, Inman and Cirilli will be in the group heading for the wizard’s home. 


 The ship is left in the cove and the group travels on foot to the wizard’s home.   The ship rolls in the choppy sea.  


They reach a structure shaped like a truncated pyramid near the edge of the cliff that has a slot and runes.  Atalaya says that the place they are headed is on the pillar across the way (cliffside and beach with an area of water before the pillar).  Atalaya tells them that we have to get the substance from the pyramid to use to keep the harpy away while we cross over.  Nevil deciphers the runes before Inman and gloats with her achievement. The pyramid takes money (1 platinum per person) to give a squirt of good smelling essence to protect against harpy attack.  Atalaya insists on paying the squirty pyramid of harpy protection 1 platinum per person.  The bridge has been made invisible.  The group uses sand to make the bridge seen.  The harpy hovers over the bridge and watches the group ominously.  We also keep a careful eye on the Harpy.  


The group is seeking Brinecane, the storm giant.  


After crossing the bridge the group opens the massive doors after Atalaya reveals that this was the home of a deceased wizard they previously sought for guidance to destroy the eye.


The immediate doors open easily after Vaz investigates it for a trap.  The door ahead of them has a sign that says “Knock and Enter.”  Atalaya and Nevil attempt to knock and open the door and nothing happens.  Vaz detects a magical glyph on the door.  Cirilli attempts to find the glyph and can’t.  Vaz shows it to her.  Inman uses his Magic Hand and opens a trapped door, and we manage to avoid the frost trap that explodes with frost and ice blasting out about 20 feet.  We do feel the cold.  


The trapped door opens into a large room with 6 large columns, 3 to a side.  There is graffiti on the floor.  On the far side of the room are two statues, one of a humanoid male, scholar with a book under one arm.  The other is of a half seal part person.  There is writing on the back wall.  It says:  When glancing at the setting sun, passage to her shrine will be won.


Then a puzzle of pillars is solved by turning the base of the pillars with Pelagia on them to the west. A door opens, revealing a spiral staircase that heads up.  


However; another hidden door is found. This opens into an elevator with a single blue stone.  Atalaya says that the stone will send them down. 


.Atalaya reveals that the tower has been pillaged by their group before. This is when she remembers that they had found the pieces to make the Chime of Opening.  Boz is shocked to learn that, in the bag of holding, is a chime that opens things.  The group enters a door to see an elevator with stone.  


Going down one level the elevator stops.  There is not a blue and red control button.  Inman enjoyed the ride in the elevator.  The door opens and


the team discovers the “play room” of oddities.  The room is filled with “artifacts” and statues. They also see metal levers in the walls and chains hanging from the ceiling (pull chains).  


Atalaya thinks that she remembers the green quill pen opening the door past the giant shark jaw blocking it.  


There is also a table with tiles that were left in the correct order from Atalaya’s previous trip through the room (tiles showing the evolution of life).  They pull the lever and the door pops open.  


Solving a tile puzzle, the team opens the door to find a Thayan battle wight.  It is wearing red armor.  


Inman immediately identifies the figure as a “damn Thayan battle wight.”


Atalaya immediately shoots at it twice with her longbow and +1 arrow, with both hitting for a total of 19 points of damage.  She Hunter’s Marks it (3).


Vaz shoots his shortbow and hits it, doing 25 points of damage and kills the Battle Wight.


The group wonders what the Battle Wight was doing there.  Vaz asks, “What do we do if we find a (Red) Wizard?”


Nevil answers:  “We kill it.”  She then compliments Vaz on his shot.    


We head down the short corridor to the door that leads to the outside of the structure.  Vaz investigates it and then opens it.  We see the base of the pillar and another pillar nearby.  The wind is whipping and hollering around us.  There is thunder and lightning.  Vaz sticks his head out and calls for Brinecane.


In the wind we hear an answering “Yes”

Atalaya calls out, “We came to talk to you again.”


We see a large shadow form  levitating in the space in front of us.


Nevil:  “How are you?”


Brinecane:  “Fine.  Things have moved into the tower.  I try to avoid them.”


When asked how long they have been here, she replies that “The moon has come and gone since they came.”  She also adds, “I stay out of their way.  There is a darkness on them.  They scare me.”  She doesn’t know how many of them there are. 


Brinecane also tells us that there are ships that come with others on them.  She says that she hasn’t harmed the ships, at least not on purpose.  They don’t stay, they move up the coast. Sometimes the beings on them go into the tower.  


Nevil makes some sarcastic comments to herself about starting a visiting internship program here and needing to write some letters about that. 


Cirilli is awestruck when Atalaya introduces her to Brinecane.  “I’ve never seen anybody like you.”


Brinecane:  “I would never harm you.” she tells Cirilli and she thanks Atalaya for introducing her to Cirilli.


Nevil:  “We need to go.  We have a tower to clear.”


Brinecane’s form begins to dissipate back into the storm. 


Going back inside we check the Battle Wight body.  It is wearing scale mail, styled in Red Arcane Runes all over it.  It is holding a broadsword.  We take the weapon.  The sword has a bad feeling about it.  Atalaya wraps it in cloth before putting it into the bag of holding.  

As we are inspecting the body, Inman touches something in the “playroom” and shortly thereafter feels a fine prick.  Looking up he sees little shark jaws snapping around him.


Nevil:  “What did you touch?”  She sees Inman swatting at a number of shark jaws.


Inman:  “I don’t know.”


Nevil pulls out her (new) morningstar and strikes at the jaws closest to her and does 12 points of damage.  It breaks in half and falls to the floor.  She moves to attack the smaller jaws and hits it for another 12 points of damage.  This one also is knocked down and breaks into pieces.  


Atalaya pulls out her longsword, Amuarea, and swings at the jaws closest to her hitting and breaking it.  She moves to reach the last and swings, but her swing is off, as she is needs to be sure she is not hitting Inman.


The Jaws attack and bite Inman.


Vaz attacks with his shortsword and breaks the final jaws.


It is determined that Inman had picked up the Narwhal horn.  He picks it up again, but nothing happens.  It is put into the bag.


Nevil:  “No more touching”  Directed at Inman, (but also as a reminder to Cirilli)


Cirilli, disregarding that advice, picks up some of the shark teeth and puts them into her pouch. 


They head back to the elevator and allow Inman to push the blue button to go down another level.  


Atalaya listens at the door before we open it.  She hears voices, both male and female.  


Woman:  “You know you stand to make very good money.”


Man:  “I’m in.  I’m in.”


Woman:  “It will be very lucrative for you.”


Man:  “I don’t think they know what is happening in Daggerford.  The Duke        is a fool.”


Woman:  “Daggerford is ripe for the taking.  _________ (Iytha?) will pay you. 


Inman is asked something about the Red Wizards.  He replies (quietly) “No respect for life, powerful allies…. They are wizards… They surround themselves with minions. 


The door to the room has a puzzle lock to open it.  Atalaya is able to solve it fairly easily.


There is a quiet click to the door.


The door is pushed open and the man and woman turn to look at who is there.  We see only the two (man and woman).


The woman is beautiful and is wearing a blue dress that is not remarkable.  She looks vaguely familiar to Atalaya, but she can’t place her.  The man is dressed as a flamboyant privateer.  


The two turn and do a double take. 


Inman activates bladesong.

      GAME ENDS







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