Feb 22, 2013

Chapter Three: Wretches Who Stride Towards Their Doom - Part I

Session was held 16th of February at the Skyhouse of Slumber


"This event often recurs in my dreams. We're travelling through the abandoned mining shafts of Karak-Mons, as they are a valuable shortcut on our way. But out of the blue, these vile creatures assaulted our expedition. How did I not smell their hideous stench nor did I hear their stomping feet and the earth below that cried for every filthy step, 
as they progressed towards us with murder in their minds.

They stroke me apart from my comrades, or was it the fury and ecstasy of the battle that made me forget my place among the ranks. I crack a skull or two, when a new band of enemies push against me. Soon I am trapped under half a dozen hostile mongrels that try to tear me apart, one half-breed on top shouting its mongrel speech, perhaps chanting me as a sacrifice for their murderous and imbecile gods. I bend my head to shout for my comrades for aid, but I see how my fellow Bordfol swings his heavy hammer against one of the supporting wooden pillars of the shaft. 
This... This part of the dream is new to me, I haven't seen it before. Have I forgotten it? At the side of my fellows I see my leader, revered captain Gomerus. But I see no burden of sacrifice in his eyes as they're leaving me behind. No. 
All I see is that he wanted to get rid of me!

Bordfols hammer strikes again and the pillar creaks and the ceiling of the shaft collapses."

-Bolwyn Flameblade from the Clan Mithralheart

"Morning lads!" Nespil Crowgale shouts as he kicks the headboards of our mercenaries beds. Weary travelers had just returned from their scouting mission but now Enoch needs them to further plan their soon upcoming expedition to the north. Loaves of bread in their arms, our sleepy adventurers hustled through the city streets. Summer breeze had finally reached Luskan and life there finally seemed somewhat bearable.

Revealing more than a corner from Valgaerds logbook could cause
some to try an ill-fated expedition by themselves, which would be bad.
Old Crowgale stated that study of the log of Valgaerd the Whitefarer was finally complete and he had made out a destination to pursuit. One of the final phrases of the log implied that they should set their course towards the Ice Wind Pass, one of the northernmost parts of Ice Wind Dale. The phrase goes as following:

"The frozen tree of Ice Wind Pass, where men hang like apples in the ice-carved branches. The apple rosy-cheeked, the Captain alas, he guides your way"

So now as the destination is somewhat clear, it is only a question of how and by who's money. As Enoch had explained earlier, old luskanese lord Konrad Haldurssen was interested in becoming a patron for their expedition, and Enoch was to go and discuss the details of their contract further. Meanwhile, he was still confident that the shortest route to Ice Wind Dale would be by a vessel. The Sea of Moving Ice was rumored to be almost ice-free and Crowgale it was a risk worth taking. Thus he ordered our braves to conduct yet again a short trip to the wharves in order to find a suitable ship and a willing captain to take the expedition through the icy perils of north.

A moment later our lads found themselves from the piers of Luskan. They went for several ships in order to find a captain daring enough to take the risk. Captain Huhtamath from the vessel The Ancient was sceptical about the safety and turned the offer down. Old and rugged ship called Calypsos Cunt had no captain at all as the poor devil hanged from the mast with his first mate due a successful mutiny. Fisherman called Gunnar offered to row them to north with his small fishing boat but our heroes had to turn down the generous offer. Finally the stepped on the the deck of Virgin Ingrid, a sturdy three-masted craft. It's captain was Agmuind Saltskin, a seasoned seawolf with a notorious urge to gamble. He promised to consider their request and even gambled few rounds of Six-Eyed-Spider with our heroes. It is a popular game in the north and here are the rules:

SIX-EYED-SPIDER
  • Both players take five six-sided dice. 6 is what you go for as it is the spider that scores a round for you. Both players also nominate one number from 1-5 to be the squasher.
  • Then they cast the dice. Both of them count their possible spiders. That whom has more spiders scores a bite for that round. Usually the game is played to 1-3-5 or 10 bites, and that who first reaches that amount wins the game. 
  • However, you can "kill" your opponents spiders with your squasher. Let us say that your squasher is number three. 
  • You throw 1-1-3-4-6, that be one spider and one squasher.
  • Your opponent throws 2-2-4-5-6, that be one spider and no squashers (his squasher was number one)
  • Now the round would be a draw as both has equal number of spiders, but as your squasher eliminates your opponents only spider, you win a bite.
  • So with luck you could defend yourself against opponents spiders with sufficient amount of squashers even though you'd have no spiders yourself. And in all its simplicity that's about it.
 Our mercenary ship-buyers almost managed double the price for Saltskins seafaring services with few bad rounds but luckily Bolwyn had a wrist of steel and due his efforts they managed to get on the dry.

Deaths constant menace over the
expedition preparations
With the initial contract for a ship, our lads returned to Enoch to inform him about their findings. Crowgale himself had just finished his meeting with Lord Haldurssen, the patron of the expedition. He had mixed news. The good were that Haldurssen was ready to invest 10,000gp to the funding of the voyage, but the bad news were that he wanted to attend the expedition too for reasons unknown. With him about half dozen men. Crowgale was powerless to change his head, and our heroes just had to accept that with the money comes this old geezer in bad health.

Enoch assigned a new task for our heroes. They were to devise an inventory for all the equipment needed in the far north, as chances for receiving any supplies up there were close to zero. Specific quantities of specific items would be examined later as the full party size is confirmed. He also wished that during the next few days the boys would confirm Agmuind Saltskins offer as for the fee. And so, rest of the day was spend at the Seven Sails figuring all the little things that could become handy when the expedition gets real.

Morning came and the sweet scents of summer. These odors were soon forgotten as the lads visited the piers once again in order to hear Saltskins offer. Virgin Ingrids first mate Wyllard the Crab had ill news. Captain Agmuind had gone missing during the night. He had gone to the Cutlass for drink and gamble, but was not seen coming back. Disappearing was against his habits and Wyllard had already send men to find him, who had came back empty handed. Frustrated by  this set-back, our mercenaries agreed to take a run for Agmuind, and to the Cutlass they went.

Quick information gathering at the tavern revealed that man called Artono knew something about the captain. Artono was sitting at a table with his two associates, familiar swashbuckler Windmill-Hacó and perhaps Luskans most notorious mercenary Quorthon the Grim. The lads were not intimidated by Artonos company and questioned him. He had indeed witnessed Agmuind Saltskins game of chance. Few bad casts and foul words had led the captain to some serious trouble with underworld entities. Crimelord known as the Hellmaker, had enough with Saltskins drunken clamor and send him to the Underkeel, perilous realm under the Luskan sewers.

Schnektol and arms-full of something precious.
Captains fate seemed as a sealed one but our brave sell-swords decided he was worth a try. The Cutlass provided it's services once again as it happened to be the current lodging for Luskans official sewer-rat, old timer known as Ulluf Utan. Mister Utan was a toothless geezer covered in grime and filth, but he was helpful nevertheless. He warned our heroes that the Underkeel was the most hostile and vile section of the old tunnels and caverns that the luskanese addressed as sewers.

No time was spend to irrelevant queries and our search-party rushed towards the entrance that led to the sewer section that was in question. As Ulluf Utan led them farther to the rotten depths, a voice whispered for help. As they scouted for its source, a severely maimed and crippled man was found, lying next to his dead mate that was already a cadaver. When suddenly a pack of rats burst out of the mans belly. It soon began quite obvious that it was not a mere peck of rats, it was a whole swarm of pests that your heroes had to fend off. Dozens of nasty bites later they were able to push deeper to the sewers, except that their guide, mister Utan, had escaped as he saw the swarm. So now our heroes were all by themselves.

The upper sewers soon came to and end, but a small trapdoor led our explorers into lower levels. They had just descended to the Underkeel when a strange little man told them to beat it. Man was called Schnektol Dungstone, he was a svirfneblin, deep gnome, digging and looting for booty. Schnektol knew Hellmaker and the location of his criminal nest. Little fellow promised to guide our lads there, and soon they reached an old door near a pond of sewage. Schnektol explained that it was the entrance to the Forecourt, Hellmakers stronghold. The deep gnome stayed hidden in the background as our heroes closed in with the entrance. The door was locked fast, and Posco began lockpicking it with his nimble hands.

But the pool possessed a menace. A pack of scaly men known as the lizardfolk that had been assigned to guard the entrance assaulted our heroes. Their clubs and javelins hit fast and hard, but Tymora was on our adventurers side that day, as they managed to slay those wretched back-assaulting geckos. But the battle had taken its toll, none of them was in a condition well enough that they could raid the Forecourt and face Hellmaker in order to free captain Agmuind. If he was even alive anymore.


Thus they had to return to the surface for a rest, 
and hope that Agmuind Saltskin would withstand one more day
 in the forgotten bowels of the City of Seven Sails....

Feb 13, 2013

Chapter Two: Fearmonger and the Red Dog

Session was held 29th of December at the Penthouse of Pain

"Hot steaming sulphurous depths under the frozen dome. And I tell you, there was fertile green!"
- Mordgóin Gemgrinder, expedition leader

Nespil Crowgale
They had just laid their feet upon the Luskanese soil when a brawl broke out between our brave mercenaries and a band of thugs known as the Amazing Luskan Lads. These lads were easy to defeat but their leader, Windmill Hágo, knocked the wind out of Thelon. After gathering their earthly belongings and reviving Thelon, our party stepped forth towards the Luskanese streets.

Old man Crowgale asked our hired blades to escort him to his apartment, where he would ensue furious study of Valgaerd Whitefarers logbook. But something was not right as they arrived to the house. A unknown man of familiar stature had taken the initiative to make himself comfortable at Enochs place. Our bloodhounds readied themselves for fight but the situation came to nothing as Enoch slapped the man into order. An exact copy of his more book-oriented father, the man was Nespil Crowgale. He had finished his current campaign among the ranks of a mercenary company and was enjoying well deserved downtime.

Brothel grappling at its finest, our heroes had nothing to do with it.
Elder Crowgale was left to his ponderous books as Nespil and the gang agreed to go for few pints. He recommended the lads to visit his company, the Red Dog Mercenary Company, as he finds the service for Commander Klemens Greybeard a suitable way for our heroes to gain renown, wealth and power. Our braves agreed to pay a visit to companys garrison at some point, but for now they focused on booze. One led to dozen, and suddenly they were following Nespil to some shady alleys under the Reavers Run, a street that separates the bad parts of Luskan from the really horrific part. Nespils pace introduced them to a brothel where fleshly delights were for grabs. Many of our hunks turned down the offers, but master Posco chose a pretty halfling lass to his side for the night, as did Nespil. The rest of the group was quickly thrown out from the brothel, as such virtuous homosexuals possess no benefit to a enterprise of that trade.

Red Dog Mercenary Company herald
Oh the dew and the first rays of the sun, morning came with a hangover. After few breathers the four were on the move again, this time for the mercenary company. It was located near the South Gate and officer called Remyl Tiberin received them. Few soldiers were practicing at the closed courtyard as our heroes waited for commander Greybeard to attend their business. With the commanders side arrived a huge red dog that had more in common with wolves than ordinary canines, and at some point Bolwyn was sure the dog was whispering to Klemens Greybeard. Nevertheless, it was quickly agreed that our four men would perform few missions for the company, for a good pay of course. Half-elf crossbowman Artyom was ordered to gather a recon party for the Great Ice Lakes in the north, and our mercenary heroes would be part of them. Artyom emphasizes the importance of a light package for the reconnaissance mission.

Rest of the day was spared for general armament, as the team had few coins put aside from the Icepeak adventure. Red Dragon Trading Company at the Mirabar district in the northern Luskan offered good selection of mundane arms and equipment, but for something little bit special our heroes had to follow a different route. A mage of the Arcane Brotherhood sold a mercantile permit for them to use at the Arcane Host tower, if they would like to purchase magical equipment. This was one of the few not so subtle signs that the Arcane Brotherhood controlled the city with an iron fist.

The Horde

Time flew and the new dawn came. Everybody was ready at the Red Dog company. Artyom introduced the helping hands of their mission, half-orc ranger Greenbeard and his two blades and "Chest" Lundolph von Yegor, rich lesser noble in his platemail. As the gates opened, the small band headed north with great haste. Reports from the northern rangers indicated that something was happening at the Ice Lakes, and few small villages had already been sacked with their denizens nowhere to be seen. Artyom had planned their way to the village of Claysheaf where they could obtain more information about the current situation.

King of Waterdeep
But no feet travel the speed of a hoof, so our scouts had to set for a night in a roadside inn called Heaven of Wilderness. The innkeeper Grikoris welcomed them to his quiet inn, where few patrons were changing yesterdays news. The stale air of the inn was soon disrupted by a man known as the Raven. He sat, drank and answered to an old man who asked about his inquires, and then left. Dazed geezer replied the mans sentence "The northwind shall harvest the yield, the rest are left for death". Many were shocked and the patrons left the inn quietly, and Grikoris explained that the Raven was notorious for speaking with few words, but those few predicted always what was upcoming, and thus the patrons were scared away by this ill divination.

New day and new adventures awaited. After half days travel on the old mercantile road, a group of dwarven merchants came upon our adventurers. One of the stunties was lying badly wounded inside their wagon, and the rest explained that poor bastard had taken a hit from the lance of the King of Waterdeep. Artyom identifies the name as a mad man who has been ravaging the northern countrysides for years now. The dwarves were given a promise that the lunatic would be slain if met. Well, it didn't take long before our heroes had to live up to their words. A knight in tattered outfit charged the party with mount and lance, striking with devastating force. He had a withered old man as a follower, who shouted "kneel before the king" as they plunged against our mercenaries blades. And thus they plunged to their deaths.

Rest of the days journey went without further encounters and the party rested well. Artyoms swift feet guided them towards the village of Claysheaf and by the mid-day they reached it. But the village was already ravaged and its denizens were gone. Nothing was burned nor looted but six corpses lied at the village central. They were strong men but there they lied beheaded in the mud. After quick search and investigation, a reason for villages ill-fate was found, and some barbaric slavers were the main suspect. Fortunately, a strong set of tracks led towards north and our scouting party engaged a pursuit in hopes for rescuing the rest of the villagers.

Fourth day of their adventure to the Ice Lakes begun with sad news. The corpses of a woman and her child were found on the trail, a grim remainder of the distress that the villagers were in. Greenbeard the ranger guided our pursuiters to a willow thicket, that camouflaged their advancement. Soon they reached a covered hilltop, from where they saw to a narrow pass, with a opening of a chasm in the other end of it. Three men clad in red&black military garments were guarding the chasm, with their apparent officer currently paying a visit to their position. Closer examination revealed that these men were actually hobgoblins, cruel humanoids of military breed. Our braves overheard their discussion where the officer reminded the guards that commander was on his way to take the prisoners to the enclave. As the officer and its men left the guards, our scouts decided to make their move. Arrows and bolts were shot, and a quick charge struck the surviving guardsmen down. Then our mercenaries decided to charge the chasm, and they reached a safe opening to one of the ice lakes. The open cove had some makeshift prisoncages in it where the villagers were held. Bunch of hobgoblins that were to guard the prisoners were soon struck down and the prisoners were freed.

Chest Lundolph taking a hit to abdomen
The mercenaries decided to leave the cove as soon as possible and as they proceed with caution, a trap was set against them as they tried to leave through the rift. This entity known as the Commander had arrived with its troops, and they scorched the chasms opening with firebombs. Our braves had no choice than charge through the fires and face the horde of more than a dozen hobgoblins and their bugbear Commander. The bloodlusting bastards shouted "Kongrike ov Hvítrfjell", a  menacing motto that caught Bolwyns ear. Luck was on our heroes side as Thelons sword found a opening in Commanders guard, and he struck down the beast with a single hit. Rest of the hobgoblins were slain and driven away with ease, as their ranks broke.

The heading was set to the village as our scouts escorted the surviving villagers back home. As they later arrived to Claysheaf, the village elder Isólf expressed their gratitude for saving them. Our scouts set their destination back to Luskan as Artyom felt that it was rather urgent to report from their findings. He was quite sure that a horde of some sort was gathering at the Ice Lakes and they were amassing slaves to this Enclave that the officer had mentioned. Quick march back was a strenuous one, but they made it in record time.

Lord Konrad Haldurssen
Back at the Red Dog Mercenary Company, Greybeard was intrigued by their intelligence and he was sure that they would launch a campaign of some sort to take down the enclave, in not so distant future. Before retiring for pints and good sleep, our brave lads decided to pay a visit to Enoch to see if he had discovered something. As they arrived to Crowgales apartment, old rich looking man and he's bodyguard left the building. Crowgale waved them inside and explained that old man to be Lord Konrad Haldurssen, the patron of their upcoming expedition. And yes, Enoch revealed that he had discovered yet even more than he ever dared to hope for...