The Restenford Journals #16 ( 29 JULY 2024)
Well, what a difference a few weeks make. Still keeping an eye out for a fourth player for this Monday evening game but so far no takers. We had a few weeks off due to IRL issues as is apt to happen with on line gaming. Plus I had family issues (Daughter & Grandson moved in with us) and surgery and was recovering while one of our plyers was having eye surgery on Mondays. Turns out I needed a quick break for inspiration anyway but really need to get in the habit of writing more stuff down for later use.
But anyway, back to our recap of the Restenford Journals. The Jonkheers returned to Restenford via the Coastal Road after saving Har's Point from The Sea Devils; rather unique name I might add, and began receiving supplies they had ordered from the main land. Retainers requested from a larger region so Davon added Dravon Stoneblood a Priest of Ygg as his spiritual advisor and retainer as well as a pair of War Dogs, Yelola the Selkie is available as a Retainer as well but I am unsure of her status as such atm. The Elf Eldrin Stormcaster recruited Vaalyun as his Elfin Retainer and Bodyguard while maintaining a Falcon as an animal retainer as well. Tushuab the Ranger having recently lost his Elfin Retainer has opted to not seek another retainer but maintains his Falcon as an Animal retainer. SO the Jonkheers gather up their ordered items as well and hire on several teamsters to take their goods to Falcon's Rest. Rumors are rolled as they have to stay at the Inn of the Dying Minotaur and they learn of a fisherman's boat that washed up on the shore south of Restenford without any signs of the fisherman on board. Davon leads the rest of the Jonkheers to investigate the boat and after talking their way past the guard stationed at the dock they find green scales which are identical to scales found in the fisherman boats of Har's Point. Sea Devils are at work near Restenford as well !!
They immediately head over to Yalta's home and inform him of their suspicions. Requesting he pass on this knowledge that Sea Devils; the dreaded Sahuagin, are raiding all along the coast of Lenard Isle. Brother Yalta being the advisor of Lady Fairwind and he holds her confidence. They then set off to their Keep the following morning. The next couple of days are spent travelling along the Mountain Road; really original I know, to Falcon's Rest where they deliver their supplies and set up their research library as well restocking the larders for their Retainers and Mercenary forces. Research begins on identifying several of their magical items now that they have access to a Library.
I use this mechanic that learned classes may research the properties of magical items if they have access to a 500 GP library. This takes d3 days and they can identify 1 + INT BONUS number of ITEMS per period of time. This grants a 2 in 6 chance of success. I decided to not have this modified by INT BONUS but have considered allowing a Bonus Chance to rolls based on focusing the library to such pursuits. These are not portable items however. A few items are identified but the exact power and nature of the Crown of the Deep is not however. They decide to t return to Restenford then head to the Ruins atop Bone Hill.
An encounter along the return trip met with a high Monster Reaction Roll so the Wyvern although plainly visible was more interested in its current meal than attacking the party. Otherwise it is a peaceful journey but hey are now a bit more nervous about travelling in small groups in the Xerbal Mountains. The stop over in Restenford is short with just enough time to purchase horses for their retainers and then they head off the next morning to the Ruins. Their travel is uneventful until they get to the path that leads into the Dead Forest. They are assaulted by a pack of wolves lead by a trio of Worg ! The Jonkheers decide to bolt at full speed through the forest instead of battling. Along their way they startle a group of pale nearly translucent stirge like creatures which they ride at full speed from instead of battling. They slow their pace and trot of their horses as they approach the ruins.
In retrospect I should have modified their movement rates as they went Uphill. It is rocky and not maintained and inclines can be hard on horses with full pack and armored riders. Not being clad in barding though might balance the reduction. They have embraced the "Let's put the spurs to the horse and get out of here" with outdoor travel now. I don't blame them really, animals and undead don't really have pockets for loot.
Approaching Telvar's Tower they note that out side there is a pile of skulls that was not there before. The door being Wizard Locked by Davon has not been obviously breached however. They enter and set up the Main floor as a make shift stable and make camp there. Torches and lanterns are placed for the horses as there are no windows on the bottom level. They descend....
Noting the bottom level is not particularly bottom they enter the hall to the last room they Wizard Locked and find it unchanged. Opening the door they approach the Manticore room but decide to investigate the locked door bypassed on the previous session. Eldrin attempts to Pick Locks and Fails, better lock next level Bruh. Davon has not memorized Knock for this expedition so they enter the old lair which is open to the sky above. The Orc bodies are rotting and infested with a variety of unusual centipedes and insects, flies are thick in the room but nothing has been to much disturbed since their last visits. They spend a few rounds then force open the door opposite the one they entered, it is wedged stuck since parts of the ceiling has collapsed. Beyond a dusty corridor works its way east. Eventually ending ina south facing door which they force open to reveal a chamber.
This chamber is clean, pristinely so actually, with masonry floor and frescoed walls depicting a seneschal of sorts with his hand upon a crystal pedestal and a long electrum gem encrusted key in hand pointing at a stout door. In the center of the chamber is a Crystal Pedestal matching the fresco while border style frescos above depict a purple apes lounging on clouds looking down in helms and wearing electrum bejeweled bracers and armbands. The Jonkheers get a bit cautious at this point. They decide to enter the room, well Davon steps in and nothing happens so they allow him to toss bits of meat for his war dogs to follow and scoop up to the far door, it is intricately crafted and has electrum fittings and a large lock of unknown metal. The War Dog brushes up against he door while retrieving its tid bit of meat and there are several loud, pops....
I have Davon roll a d6; roll a 6, and inform him the result matches the number of large Purple Apes that appear in the chamber. I roll a surprise check and no one is surprised. I think I may be fuzzy on how this melee started. But Davon rushes back into the hall behind Tushuab and the Elfin members of the group. A War dog is nearly instantly killed by a pair of Purple Apes who immediately flex and scream at the Jonkheers calling them intruders. They point at the Elf member and make breaking motions with their hands "I'm gonna snap you in two Knife Ear !" I decide to give these talking apes personalities of wrestlers. They are clad in leather breeches, wear helms and have electrum bejeweled bracers on matching the frescos above. Which are fewer in number now....
The melee is rough with several members falling back as Davon Webs the entry but the Purple Apes are only slowed down by this action, one is Blinded by a Light spell as well but the Web will only hold back the other 4 for about 4 rounds. They begin to fall back but Tushuab is being badly beaten by the Large Purple Ape. As the Jonkheers are being separated by several running and Davon positioning himself to cast Fireball they manage to win Initiative and blast the entry to the room from down the hall. The flames come precariously close and several thuds are head as several of the Purple Apes are slain, but a pair still survive and are infuriated so charge the party. The remaining War Dog is brutally slain but provides them with enough space for a combined assault which kills the remaining pair of Purple Apes. The bodies do not disappear which is common for something that appeared to be summoned so they loot them of their jewelry. They are injured and it is a good spot to end our session for their evening.
It was fun session actually, I'll need to keep individual tokens available next time since they decided to split up in an over watch style of pattern. The bending of the corridor diffused this though and reduced how effective that might have been but all survived. They are uncertain on how to deal with the Crystal Pedestal Chambers ahead and may fall back and rest perhaps seeking another entry. Long gaps in session result in folks forgetting characters abilities or how to effectively order retainers and minions to act but hopefully next Monday it will be smoother.
Later y'all
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