Valldel Amakiir - 2nd Level Male Elven Rogue
Akadum Ironbeard - 2nd Level Male Dwarf Fighter
Dolin Stoneflare - 2nd Level Male Dwarf Light Cleric
Kethry - 2nd Level Female Human Wizard
Cool and cloudy
Jon Fairbrain points out that he cannot carry all this stuff. He has a bag with a skeleton head, which is still moving, a bag full of mostly copper coins, and there is a chest full gold and gems plus a bunch of potions. He points out with this loot they could hire 100 miners from Tealford to squash the Fungal Goblins and probably finish off whatever Xiximanter is. He suggests dumping the copper, and the rest of them load up all they can get out of here. After some discussion they agree this is a good idea. Akadum is certain the treasure chest full of gold and gems is cursed and will have nothing to do with it.
Kethry is able to identify some of the potions:
1) Blue, constantly moving and shifting is Acid Resistence, 4 are still magical
2) Light Blue, bubbles, is Courage (immunity to fear, and bonuses to morale and follower morale rolls), 3 are still magical
3) Blue and Clear, seperated, is Speed (double speed and attacks, but must be cooled down after or suffer fire damage), 5 are still magical
4) Metallic, swirling and shifting, is Undead Stench (emit a horrible stench that causes undead to flee as if turned), 4 are still magical
5) Green, half full and steaming, is Regeneration (cures the effect of permanent damage), 3 are still magical
The remaining five sorts are unfamiliar to her, and they have to restrain Akadum from sampling them. They are:
1) Purple with swirls of colors, 3 remain magical
2) Pale Green, glowing feintly, 3 remain magical
3) Pale Green with Brown Chunks floating, 3 remain magical
4) Orange with Leaves and Flowers floating, 1 remains magical
5) Dull Gold, swirling and shifting, 1 remains magical
They dump the bag of copper pieces and can only take 25 of the potion bottles. They take all the ones they can identify (19) plus 6 of the others (1 of each plus another of the Pale Green with Brown Chunks).
They retrace their steps. They note that the pit trap has been reset; all the tiles are in place. The strange skeleton seems to have been buried even more thoroughly. The body of Kevin, the duplicitous Fungal Goblin, is gone. The remains of the Basilisk have been stripped clean. They climb up to the second level. There nothing has changed with lots of broken statues and they encounter nothing. They climb up to the first level where they find their donkey placidly waiting for them. Again nothing there has changed, and they make their way out. It is still dark and they make their way back to the Spinewith Mansion.
There at about sunrise they are met by Godfred, who tells them the Miss is still asleep, but he prepares them breakfast. Percy turns up and tells them there is some commotion in the village. Zelda joins them. They tell her what they found. Kethry opines that the Clooney Caves are actively occupied by something that is trying to make it look like it is an ancient Snakeman ruin. How else could there be working traps and creatures like a Basilisk?
They show Zelda their haul. She recognizes the strange script on the coins and amulets. It is the script of the ancient Reptile Empire which rose and fell even before the memory of the Elves. She is not an expert but can identify numbers on the coins. There are books to translate. She does not have one here, but certainly in Tealford. She is intrigued by the skeleton skull encased in orange jelly. It is still moving. They give it to her. Kethry shows off her mummified hand, which seems to obey her commands. Valdell shows his deformed hand. Zelda agrees that it is a curse, and takes a sample of the black ichor that occasionally drips from his claws. She advises both Kethry and Valdell to keep their new “magical gifts” under cover around the “the common folk” to avoid unwanted trouble.
She gives them 300 GP for the basilisk blood and eyes, and she is happy to exchange regular money for the ancient coins and gems. Each party member gets 340 GP and Jon Fairbrain gets 170 GP.
She looks at the potions and recognizes:
2) Pale Green, glowing feintly, as Dead Ringer (get magic immunity like the undead (sleep, charm, hold person, etc.)). They have 1.
and confirms Kethry's identifications. She is willing to work on identifying the remaining four unknown types.
The party tells her that the Clooney Caves remain dangerous. They saw many Fungal Goblins and have still not located Xiximanter. They would like to go back in and clear them out. They agree to return here on Saturday by which time Zelda should have made progress on their potions and Valdell's gift.
First they head down to Drigbolton to check on the commotion. On the way they are accosted by the talking Fox who continues to hurl insults at them. Kethry conjures up an illusary bear, a small one, but it does chase off the fox.
In the village they find the villagers marveling at some strange creatures, looking like a small rhino but with a flat head with tendrils, maybe they are tentacles, trailing around its mouth, that are wallowing the muddy banks of the creek that runs through the south end of the village. These are Mudcows and Griya has presented the small herd as a gift to village from the Bog Witches in honor of their new Miss. They come from the Barrowmoor to the west, and Griya tells them they are an example of the strange creatures that live in that enormous swamp. The animals do look like some strange cross between a cow and a frog. Zelda is noticeably upset, as Griya instructs the villagers in how to milk the Mudcows and telling them they give good meat when slaughtered. They can sustain themselves in the swampy land that is other wise useless for any thing else.
A messenger arrives with out of town mail. All cannot help but notice that there is a letter for Dolin.
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