Tuesday, August 6, 2024

The Spite River Delta Incident

Present:
  • Phoebe Lacrosse. Human Barbarian from Pugtown – Andrew
  • Griza Muso. Human Thief from Lakeside – Jeff
  • Balder Dash. Gnome Wizard from Toluene - Jamie
  • Red Leicester. Human Wizard from Spite Anti - Darryl
  • Red Feuersturm. Human Temple Fighter of Hob from Toluene - Chris
  • MARMALADING Malcom Gandhi. Gnome Thief from Brian – Kevin
  • MARMALADING Napolean Twig. Elf Priest of Caribou Gorn from Pugtown - Ian
  • MARMALADING Joe Manco. Human Fighter from Toluene – Shane
  • MARMALADING Galena Alfdis. Elf Priestess of Vingt et Un from Palantir - Steven
 
by Darryl, Red Leicester

The group continued searching through the tunnels under the lighthouse. As we moved forward and began to hear the sound of crashing waves, we came across a large pile of faeces. 

"Not a Gnome's," one of the group says, so we decide to investigate a little. 

Griza says I can go and check out that hole in the rock through which the sound of the sea is coming
and where we can see daylight. So, off he crawls. 

While the rest of the group wait, they make a perception roll and hear a low deep growling coming from one of the side passages. As we turn to look, we see two glowing eyes looking at us, and the growling grows in intensity, and the eyes bigger as the creature runs towards us. Balder lets off a mighty fireball, and we see a large lizard charging at us. At the same time, in the flash of Balder's fireball, we see fire leaping out of the mouth of the lizard, and heading straight at us. Luckily, we all make our saving rolls, but take damage, and then the discussion of who and how to take this thing on begins.

As the discussion on how to attack and defend starts, Red pulls out his holy symbol and he begins to talk to it in a soothing and conciliatory manner. At the same time, we spot a second of these fire-breathing lizards, and they are looking with deadly intent towards Balder. Red continues to talk away in a  language no other member of the party can understand, and there is a deep sense of drama as both sides wait for the outcome of what Red is saying. 

After a couple of minutes, Red turns to us and says that this is the home of these fire lizards and that he has negotiated that we will retreat and never return. He says that they know nothing about the caves or lighthouse above, and that he has thanked them, and that we should make a very rapid and humble retreat; which we do.

We retreat all the way back to town, in order to heal and spell back up before our next sortie We need our priests and more power but marmalade means the only power we can get is recharging of magic and healing of wounds. Griza decides, whilst this is going on, to try and find out more about the lighthouse and the skeleton that continually reappears hanged outside. He finds nothing new, and we wait until the next day before heading back to the lighthouse.

This time, we avoid the caves and decide on the lighthouse itself. We start by knocking very loudly on the front door, but no response or sound is heard. Griza unlocks the door and the bottom floor is revealed to us. Barrels cobwebs and a winding staircase going up, nothing else of interest. We slowly, and in our usual semi-quiet manner, move up the staircase to the second level where is a very dusty and now long unused bedroom. Balder begins to feel the hairs on the back of his neck rising, and he lets everyone know.     

The bedroom, from the outside, is old dusty and slowly decaying. The order of entry is Phoebe, Griza and then Balder. Balder casts enchant weapon on Red's hammer so Red decides to be second in. As we enter, the uneasiness increases for everyone. Nothing else much is in the room but everyone makes a roll against Divine magic, and only Balder and Leicester make it; everyone else is terrified. So with Baldur leading, the two magicians move slowly up the staircase.

The next level is a sitting room with a bluish translucent human looking figure sitting in a chair. It turns and looks straight at Leicester who bravely scuttles back down the stairs,  pass the group and back outside. Balder seems to be completely ignored by the creature, though it's eyes do follow him around the room as he moves around. Balder is not scared at all, and goes up the the next level and sees the top level of the lighthouse. He is utterly unperturbed. He then comes down and tells the group about it.

"It will not be talking to me. 'How are you sir?' I be saying, but it is not talking. I do not think it is undead."

"Did you get close to it?" said Phoebe.

"Why not just poke it?" said a voice from the universe.

Phoebe continues to try to persuade Balder to do some more experiments, but he is unconvinced "This thing is not  chasing and killing the fish in the bay, so I do not want to go back up there."   

So, the party traipses back down the stairs and outside, starting to run out of ideas.

The group decides to explore the other parts of the caverns, and so back down we go. Nothing. Back on top of the cliff, Leicester volunteers to spider climb around the cliff that leads down to the sea. He spies
another tunnel, bangs in a spike so as to aid in the group getting down, and rushes up to tell everyone. 

The group decides to check out but as they start laying rope and checking Leicester's spike, it pings out and the comment "Useless mages" is quietly heard.

Griza sorts things out, and the group is slowly lowered to the ledge at the front of the tunnel. As each member is lowered, a saving roll is made; everyone saving except Leicester. He begins making throaty growly sounds, staring at Phoebe and rapidly disrobing. The group notice that he is very "aroused" and starts to rush at Phoebe. 

"Quick, stop him! Tie him up, this looks like Star stuff lust magic" says Balder. 

The group quickly grab Leicester, tie him up and leave him lying on the ground panting and writhing in unrequited lust.

The group looks around the cave and sees a  large urn resting on its side and liquid dripping from it. They carefully lift it back straight and move it further back into the cave. The cave itself reveals many
boxes barrels and yet more urns. It appears to be a smugglers' cave, though not touched for a number of years. The cave further back is dry, and the goods in reasonable condition. Balder confirms that the liquid is star-stuff and very dangerous and valuable. 

"It has made Leicester very, very horny and mad." he says. 

He fills everyone in on star-stuff, its value, and the law around selling and exchange. The group decides to not go into the business of smuggling instead we will inform the authorities and leave it at that. 

Griza is hunting around as usual and finds a secret door at the back of the cave. It is locked and as he attempts to unlock it. He disarms it in the usual way, by setting the trap off and taking 4 points of damage. 

"Oh great. As usual mages saying there is no trap when there is. What is the use of a mage anyway?"

The secret door  leads back into the cavern, where the ghouls used to be, but they are no longer around. All the current activity seems to have frightened them off. The group tidies and makes sure, the urns are
safe, and we head back to town.

On the way, Red Leicester calms down and he rapidly dresses, saying he has no memory at all of what happened, as the others chuckle and giggle, confident that they themselves would never succumb to such depravity. We tell the Mages Guild about the find, and believe the reason for the dead fish has been found. We let the town know and they promise that in a couple of weeks, once final evidence of no more dead fish, will send us our hard-earned wages (via the Bank of Specularum).

Back to Spite Battle, where we rest up for a couple of days. 

Next Day, Lyra Silvermoon turns up, and has a small package to return to Alexandria Montrose. Balder is a little worried as he is the poor sucker carrying it. But the group is quite happy as the work is not too bad - if you are not called Sushi who doesn't even get buried, and it is well paid. 

Spite River Delta
We get a bigger anti-detect box to put the package and letter into, and we then decide which way to head to Spite Anti. Baldur really wants to talk to the head wizard in Spite, so we decide to walk that route. Four days with good way-stations.

We buy a cart for all the snoring marmaladers (which then suddenly includes Red) and off we set.

The road is in excellent condition (this route is sealed pave-way) and is busy. The wind is chilly but fine and sunny. A peaceful day of travel, and we end up at the way-station called the Golden Junction (despite there not being a junction). We settle for the night. No watches. We feel safe.

Next day a little overcast and day all good. We get to the Merciful Walrus

Same the next day at the Indignant Harpy. We are on the way to the last way-station, and are about two hours away from it, when up ahead we see a turned up cart with a man trapped under it. He is covered in glistening blood and is not moving. Griza sneaks up, via a ditch on the side of the road, and returns telling us his throat has been cut and it is very recent. He also lets us know that the man was carrying a holy symbol of Smackwater Jack (the god of Revenge). The group carefully advances and checks out the cart, turning it over, moving it to the side of the road. Then decides to take the body on to the next way-station. 

Griza is looking around and notices some blood and drag marks in the swampy ground. Phoebe is worried about lizard men, but Griza can only see human boot tracks, four large and one set smaller. Very quickly, the group finds another body, naked and cut up very badly, dead, raped; a female human. The group tidies her up as best as possible and, along with the other dead human, she is placed on our cart, so as to take them to the next way-station and where we will report the crime.

As we head towards the way-station, we discuss where the terrible criminals are as we do not see them ahead of us. The way-station is called The Incandescent Rat, and instead of waltzing straight in we send Griza in to carefully check who may also be there. He sneaks around and sees a group of four male mercenaries  and a female mage sitting and supping together. They look dishevelled and tough. Griza returns and lets the group know. 

We decide to bypass this way-station, just in case, and move past the way-station as quietly as a set of horses and cart can. 

"We can park up an hour or so ahead on the side of the road and start early tomorrow morning" was the general feeling. 

As an extra precaution, Griza said he would wait behind and keep an eye on the group until dark, and
then walk up for an hour and join us. We are all happy with this, and off we go, stopping after an hour, setting up a camp (all three of us capable) and await Griza's return.

Dark sets in and still no Griza. 

"Mmm wonder what is keeping him?" is the general thinking. 

Suddenly out of the dark we hear:  "Watch out! Invisibility attack just starting. Alarm alarm!"  

Griza has been following the group as they saw us go through the way-station and have come to rid the world of those who could be witnesses to their crime.

Griza has a pair of magical night-vision glasses and was easily able to follow and not be spotted but was unable to find a way to get around the group. Just prior to Griza's call, the group heard the crunching of boots, and were up and ready. On the call by Griza, Balder fires off a fireball. As usual Balder fumbles and is now a glowing ball of light for the next 30 minutes.

The attack begins with fireballs from both Balder and the female mage, with hers fizzling out but with Balder's hitting. Leicester sends off a sleep but in the dark no-one is sure if it has succeeded. Prior to the attack, and as Griza calls out his alarm, two of the fighters disappear from Griza's view, now invisible. As part of his call, the three remaining members of the party are made aware of this.

So Leicester and Balder are standing back to back in a bright light with Baldur attacking the mage and Leicester watching his back for any attackers, both knowing that the first attack may well be from an
invisible attacker.

Fireballs fly across the night and the female mage hits Balder and Leicester for 3 points (saves). Suddenly, a large man appears in front of Leicester. He, too, is hit by the fireball, but seems untroubled by the damage and is carrying a great big two-handed mace.

Out in the dark, Phoebe finds two sleeping attackers, and they are no longer an issue.

Griza is rushing up to join Baldur and Leicester and he too is hit by the fireball.

The big mace swings and brushes across Leicester's hair. 

Balder turns and sees yet another attacker, coming at him.

Griza pulls out his big knife, hits and kills the mage outright.

Leicester dodges.

Balder is hit and is down, he must now save against CON each round or die.

Phoebe attacks and hits the fighter who has knocked down Balder, she is now fully engaged in the fight. 
Griza is running to join the fight.

Leicester is hit with the mighty mace, and is down; he too now needs CON rolls or dies.

The fight continues with Griza joining in, and finally Phoebe and Griza dispatch the last two assailants. However, despite the use of all of their luck, both Balder and Leicester are dead.

As the night falls into silence and as blood oozes all around the camp, Balder's dead body begins to twitch ...

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