Brinland / "Roll a D6"

The Dream Festival, Part (?)
In which key evidence is found...

After dispersing from the Kelburn’s lair, Mercy was caught attempting to make her way back through the marketplace. Judging from the blood on her clothes, the local law enforcement took her in, soonafter discovering the carnage in Kelburn’s hideout. After a lengthy debate among the rest of the PCs, Nineva went to the Sheriff’s and confessed to what happened. Both she and Mercy were released on bail, with Mercy leaving her sword in the Sheriff’s office as a measure of good faith.

Slip, Hoodie, and Dewdrop went to investigate Elise’s shop, after hearing of Tanya’s and Ni Hao’s meeting with her, seeing as Elise had been shifty and was definitely hiding something. Despite hearing the sounds of a small animal within the shop (likely a rat), Slip is able to uncover seeral key pieces of evidence, a bloody dress, a message evidently from Ismira to Elise, and Elise’s journal, which indicates that Elise and Ismira are indeed half-sisters, and possibly hags, who are plotting intricate vengeance on Earl Glasson and his family. They also discovered that their plans are set to culminate this very night!

After returning to the Inn, the PCs dispatch Hoodie to fetch Sheriff Kelner in order to present their evidence. Kelner vows to look into the matter and to bring in Elise and Ismira in to the jail for the night.

With the matter settled for the moment, the PCs rest before attending a friendly dinner Tanya has set up between the various Dream Festival competitors. As the dinner commences, it is shortly after interrupted when everyone hears the baying of some kind of animal outside. Athena is restless, as is Allegro. Moments later the baying intensifies, and the sounds of screaming and running can be heard outside the inn…

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The Crystal Pool: Session 6
Into the Vault

The PCs choose the eastern passage, a short passageway into the next chamber. In here they find a large sealed stone door, with empty sockets surrounding the symbol of Pelor. A check for magic finds traces on the door, as well as a dangerous ward surrounding it. Mira volunteers the idea that she believes the door is that of a vault. An inscription above the door reinforces the idea that the entrance is a puzzle, with the proper pieces missing. Slip realizes the colored “gems” they have found so far match the sockets – but the heroes are missing one last colored crystal, a yellow one.

The PCs venture back to the remaining passage, which opens into another small room with a pool, crystal outgrowths, more religious inscriptions, and a rope bridge on the far side that stretches over a drop into a water and stalagmite-filled chasm. Upon entering, Slip immediately notices a trap stretched over the center of the room, as well as a number of goblins and large bat on the far side, across the bridge and standing on some stairs.

The team quickly regroups, and Nineva calls forth an obscuring mist to shield and hide the party. The goblins initially fire multiple shots into the mist but cannot see their targets. Fearful of the magical fog, they pause uncertainly. Nineva and Ni Hao take the opportunity to move into the chamber and take positions to enact an ambush with the rest of the party to wait with ranged weapons to open fire. The goblin leader berates and threatens his underlings, forcing them over the bridge and into mist to find the PCs. The goblins enter the fog with great trepidation, before one goblin inadvertently stumbles into their own trap, setting it off and blinding himself. With one of their number screaming in pain and terror, the whole affair terrorizes the other goblins into halting their advance… whereupon Mercy, tired of waiting, rushes headlong into the chamber and begins swinging wildly. Chaos erupts.

During the fight Nineva kills the goblin leader’s dire bat, the blinded goblin stumbles, misses the bridge and falls into the chasm, and the remaining goblins are dispatched by the team. Tessandriel leads the charge on the goblin leader, only to find the bridge is trapped and gives way, nearly dropping her with it. Mercy, Ni Hao, Slip and “Hoodie” leap the 10 ft. chasm and engage the goblin leader and remaining minion. The minion flees up a flight of carved stairs, while the PCs kill the goblin leader in a short, brutal fight. Opting not to chase the remaining minion for the time being, the PCs note that there are several paintings and carvings on the wall. Two are religious inscriptions to Pelor. The other is a series of crude goblin paintings showing some strange creature that appears to be half-goblin/half-octopus being worshiped by goblins, with warnings that “Seb” lives in the room beyond, and will kill any intruders.

Slip investigates the now-empty chamber, and after fishing around in the filthy pool locates the last missing colored crystal. Taking the crystals, the PCs return to the vault, and using knowledge of the color spectrum to determine how to place the crystals and then cast light on the central symbol of Pelor, solve the puzzle to open the vault.

Inside the vault the PCs find several treasure chests, items of wonder and a stone alter upon which rests another finely wrought chest. Overhead hover two balls of colored light. But when the PCs advance into the chambers, musical high-pitched voices ring out to warn them to advance no further, and the balls of light drop down, revealing themselves to be lantern archons commanded to guard the vault. Lantern_archon.jpg

It takes some convincing, discussion, and demonstration of faith before the two archons decide that they will allow the PCs to rest in the vault. However, since the PCs cannot present the proper pass-phrase to the archons, the Archons cannot permit them to take any of the vault’s treasures. Instead, if the PCs can prove their intentions, then they will allow a proper servant of Pelor to take possession of the vault’s riches. The party realizes that if they can rid the Crystal Pool of the goblins, then they will have proven their intentions and the archons can depart, leaving the vault’s possessions in Mira’s care.

The party rests for the remainder of the day and night with the lantern archons watching over them.

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The Crystal Pool: Session 5
New allies, and back into the caves...

goblins__1_.pngFairly exhausted from their previous combats, the PCs take a few moments to heal themselves as Nineva and Slip search the two chambers of combat. Among the belongs they find several glass or crystal “gems,” each a different color. Surmising they may have a use later on, they take them, then the group debates whether to retreat or proceed. When the goblin chanting and howling resumes, along with the loud sounds of goblin pursuit, the PCs leave the caves in a rush, opting to return on the morrow to finish the job.

Find shelter for the rest of the day, Slip overhears music in the mountains and takes “Hoodie” to investigate. They find Tessie and Tanya, who have been seeking them out ever since Tessie arrived an Amberline and heard her cousin (Slip) had left on an adventure. Following Slip and “Hoodie,” they return to the party camp for introductions.

The next day the PCs return to the caves and attempt to ambush three goblin “sentries,” to no luck – the goblins flee shrieking back into the caves to warn their brethren. The PCs enter, taking an alternate route through some previously unexplored chambers before finally entering into the central goblin ‘living area,’ where they are assailed by a number of goblin warriors, goblin-dogs, a goblin firebug and goblin brute, all the while assailed by numerous goblin spectators and non-combatants who throw things, scream, and generally act as distractions. During the fight Tessie summons a pony, which the goblins, reacting in terror, turn their attentions on – and away from the party (The poor beast is savagely attacked by the terrorized goblins before it manages to crush one hapless goblin in return before the summons wears off). Eventually the tables turn and the remaining goblins – warrior and non-combatant alike – flee in terror, though some of them cry out “Seb!”

With the central area cleared out the PCs search it, finding more colored crystals. They move into an area of the caves containing numerous crude alchemical reagents while Tanya and Slip investigate the second goblin “larder”/refuse pile. In the chamber, the two halflings are attacked by a giant cockroach and a slime mold. The mold proves to be a dangerous opponent, engulfing both Ni Hao and later Nineva, nearly killing both in the process before it is dispatched. The roach proves to be a lesser, but more resilient, foe before it is killed.

With these areas explored, the party prepares to venture into what should hopefully prove to be the last few chambers of the cavern network.

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The Crystal Pool: Session 4
Into the goblin-infested caves...

The PCs retreat to a hidden valley for rest, but they are discovered by a goblin patrol midway through the night and attacked. They are able to defeat the patrol before it can escape and warn the rest of the tribe.

The next morning the PCs return to the caves, evading yet several more patrols. Upon reentering the caves they are forced to engage sentries yet again – this time a sentry is able to escape, and the caves come alive with goblins howling, taunting, and chanting. The PCs press on further into the caves, into several larger caverns. Along the way they confront goblin warriors, champions, slingers and goblin dogs, before coming to the cavern housing the tribe’s witch-doctor. While the PCs engage in a harder, desperate fight, the battle is joined by several goblin firebugs, manically casting about crude alchemical firepots. After a long series of combats, the PCs are able to momentarily catch their breaths before venturing further into the caverns.

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The Crystal Pool: Session 3
The trek to the Crystal Pool

Mira is able to locate several promising leads within the tome – enough that she believes that with the aid of the PCs, they will be able to find the Crystal Pool in the Foggy Mountains. After the PCs have had a chance to heal and recover from their experiences in the vault, they agree to act as escort for Mira in her quest. Mira estimates the journey will take nearly a week.

The PCs take the road to the Woods, then out into the Hills, where they meet [x], a Ranger. He shares their fire with them that night, warning the party that he has been tracking a gathering of hobgoblins whom he believes are massing for inter-clan warfare. He leaves the following morning. The next night, during a raging thunderstorm, the party spies the silhouettes of a distant hobgoblin warband. The goblinoids never notice the party’s hidden campsite, and pass by without incident.

A few days more and the party enters the Foggy Mountains. Here they attempt to find the Path of the Dawn, the ancient pilgrimage path that legend says follows the original footsteps of Saint Justinian. Along the way they encounter several goblin hunting parties, but are able to scare the excitable creatures away with magic without being discovered. After a couple days, they find the Path and decipher a riddle carved into the rock beside it. Waiting for dawn, the sunlight reveals the proper path to the party.

Coming upon the caves that hold the Crystal Pool, Mira is horrified to learn that a large clan of goblins has claimed the caves for themselves and now call it home. She entreats the PCs to clear out the caves to reclaim them in the name of Pelor. The PCs eventually agree, then set to planning how they will approach the caves. They settle on a two-pronged approach: one group will sneak along the ridgeline towards the cave entrance and deal with the goblin sentries. The other will set the small goblin encampment outside the caves on fire and draw away the remainder.

The plan does not work entirely as anticipated. While the encampment is set on fire, the goblins protecting it rush the PCs. The other team descends from the ridgeline towards the caves unseen, but they aren’t able to silence the sentries quickly enough. Pitched fights occur at both locations, with the PCs rejoining at the mouth of the caves. After fighting their way a few rooms into the caves, they prevent any of the goblins from running to warn the others, but injured and exhausted, the PCs pull back and retreat to rest up.

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The Crystal Pool: Session 2
The Chapel of Pelor, cont'd.

After resting the night, the PCs gather back up and head back down into the vaults. They work together to cross a treacherously unstable chamber before gaining access to the rest of the vaults and explore. During their explorations they come across a chamber haunted by the restless spirits of several priests who died when the church was raided and burned by orcs several centuries past. After working out a method of communication, the spirits request that the PCs find and remove their bones for a proper burial, in exchange for information about where the Trials of Saint Justinian might be found in the vaults.

After encounters with the animated skeletal remains of orc raiders, more rats, and the animated remains of clothing scraps (identified as a tatterdanimal) the PCs recover the tome and the priests’ bones, before confronting and defeating the boggle. The PCs venture back up out of the vaults with the boggle’s head, the bones of the priests, several more relics, and the tome.

Back above, the PCs are greeted by an ecstatic Mira and a grateful Father Doral. They also take the boggle’s head and his stolen goods to the Mayor for the reward, and the chance to return the stolen goods. Mira spends the next couple days researching the tome to try and find the location of the Crystal Pool.

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The Crystal Pool: Session 1
Amberline, a quest, and the Chapel of Pelor

The game opens in the village of Amberline, on an ordinary day near the start of Spring. The story quickly spreads that a Acolyte of Pelor has arrived, and is looking to hire locals for some sort of a job – and she’s willing to pay well.

The PCs venture to the village tavern to meet with the Acolyte, the Enlightened Sister Mira, who has come seeking the lost mystical holy site, the Crystal Pool. Mira’s research has brought her to Amberline, where she believes she may find records to locate where the Pool may be. She hopes to find and restore the site to its original holy pilgrimage status. Unfortunately, she needs access to the vaults beneath Amberline’s church, and Father Doral will not allow her access, citing the vaults are too dangerous and unstable.

The PCs take the rest of the day to make certain Mira is who she claims to be before going to Father Doral to request access to the Vaults. Initially resistant, the PCs convince the priest to go against his better judgement and grant them access. Mira tells them to look for a book, The Trials of Saint Justinian, which should hold the information she is seeking.

The group heads down into the church’s vaults, and begins exploring them. After several encounters with rats, a giant spider, and unstable architecture, they come across a boggle hiding in the vaults, whom they believe to be responsible for a rash of thefts in the village. The PCs confront the boggle and drive it off, claiming its stock of stolen goods. With still the second half of the vaults to explore, the PCs head back up into the church to rest and hand over to Father Doral church relics they found in the vault. The good father rewards them for their troubles.

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