Grim grinning ghosts – er, skeletons.

rtmn

Since the gates of Oldtown close at dusk, the totally inconspicuous party decides to hide out near the fortified manor house, Luckily, it is on a lot that has not been tended to in years, so the weeds are quite tall and provide ample cover from casual passers-by. They spend the evening hunkered down, hoping no one calls the guard to investigate why a bunch of murder hobos are lurking in the darkest of the hillside thickets.
Finally it is dark enough and the group approaches the structure and does a quick once ’round to see if there is an obvious back door to exploit. It seems the house was built for defensibility so no entrances are visible. Now the question becomes – through the front door or up the outside wall?

Fingers is given a spider-climb spell and scales the wall, trailing a leng...

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New clothes for Oldtown

ph

The party lounges about a bit and considers options. It looks like they’ve been put into play on the chessboard, but for whom and to what end…none can speculate. Well, they all can speculate, but choose to avoid that line of conversation. By and by – as they pass another evening in the tavern next to their flophouse – they are contacted by the armorer’s apprentice. It seems he is upset and wants to piss off the lover that jilted him. Saif lover is involved in a fencing and smuggling operation, and the blacksmith’s buddy tips off the group as to a chest being moved through the sewers by ogres, on its way to the docks. The ogres are supposed to bring the chest to a wagon that will be parked in the alley down the street from the flophouse (how convenient!).

The group spends the next three d...

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Garden gnome goes home

finam

Hope springs eternal, but the initial surveys of the jail cells reveal nothing but skeletal remains and a room that apparently doubles as the bottom of a pit trap – so it doesn’t seem like Fingers is present. Sadface. Oh well, does that mean we only split the treasure by five now? Perhaps…perhaps.
The intrepid group is running out of food, so they cannot stay any longer without risking starvation and/or cannibalism, so off they go. They eventually reach the surface and find themselves embroiled in a bit of a diplomatic row with some elven druids that take offense at their desecration of the mysterious standing stones.

When Bayga convinces them of the truth – namely that the stones are just the crenellations atop a very large tower that has sunk into the swampy boglands – the druids react...

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Gnome roam, gnome not home.

srf

The careful exploration continues. The bulk of the investigations reveal a deserted structure, but there are the occasional meetings with undead to spice up the monotony. At one point, a trapdoor deposits one of the adventuring team into a water filled pit – which can be dangerous for the vertically challenged – but the ghoul lurking within is probably a larger threat. Luckily for the group, the clerics seem adept at driving off the undead so the rest of the party can unload missiles at them. This tactic seems to be working – though the supply of arrows and sling stones is dwindling.


They make their way to the base of the tower and manage to foray out into the bottom of a mud-filled, iky-black caven...

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Wild, wild woods

bbgob

The ship they take unloads them via longboat into the elven settlement of Sariuish, where they buy a couple of donkeys, load them up with food and wander off into the wilderness. Along the way they find a sacked wagon train, the merchants and guards are dead and there seems to be a missing wagon. The tracks are followed and the group surprises a small band of goblins and the extremely drunk ogre they’re allied with. The bandits are slain and the group gets to redistribute loot in a way they like.

They abandon the wagon with a wistful look, but traveling through the wilderness is much harder with a wagon so off they go. As they narrow their search they have an encounter with a band of orcs, led by a gnoll and a group of goblins led by a bugbear...

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