Baron Flocculant Van Fostern, Part 2

In the quiet post combat moments of the darkened ruins deep within the Chult jungle, the group dedicates some time to investigation and contemplation. There are no artifacts for Van Fostern in the ruins, nor treasures for payment beyond what Slick loots from the grungs. 

The treasures themselves, Tatters reckons, are smothered in a non-magic psionic energy. Bizzle gets a rare moment of insight, envisioning the inhabitants of the unruined village suddenly departing without rational cause. He tracks the grungs and finds the path orthogonal to the group’s travel is often patrolled. 

Shroom looks for mushrooms but wouldn’t ignore an artifact if he sees one. He finally finds a shelf mushroom. Satisfied, he resumes harvesting grung poison for Tricksy’s specimen jars. Tricksy doubles back stealthily and attempts to spy their persistent pursuer from a tall tree. She senses the pursuer is right behind her in the tree. She sends Knit X circling around, but Knit X buzzes negative contact. Heeding Tatter’s warning about the possessive treasure, Bizzle and Tricksy offload gold and rubies onto Bill the mule. Slick would prefer to hang on to his loots, thankyouverymuch.

The party camps off the road and divides up watches. On second watch, Shroom hears a patrol of three and wakes each cohort with a probing fungal finger in the face. Tatters whispers that maybe they should be quiet and let the patrol pass. Bizzle nods affirmatively but springs out of the jungle at the three grungs anyway.

Two green grungs get stabby and the red grung casts a growth spell on nearby vegetation. Shroom shoves through the dense growth and, declaring loudly his intent to avoid bathing, primally savages a green grung. Slick retrieves a potion of flying and sails over the plant wall, charging at the red grung with readied axe. Tatters dispels the growth and strolls through, slinging firebolts. Tricksy adds her arrows to the injured green grung. Bizzle keeps contact with the red grung, but a botched swing sends a scimitar tumbling into the jungle. Bizzle runs after it. The red grung attempts to retreat, but Slick drops axe first from above. Bizzle rejoins, knocking the red grung out nonlethally. Bizzle sits on the red grung and secures it with mithril banding. Tatters and Tricksy take out the first green grung and advance on the second. Tatters dusts off his quarterstaff, hoping to knock out a second prisoner, but unbathed Shroom cuts in with primal savagery and slays the last green grung.

Tatters detects the red grung’s thoughts while Bizzle questions the uncomprehending creature in common. The language barrier doesn’t matter because red grung only thinks about all the treasures that Slick is busily gathering up. Bizzle shows red grung the dead troll. Where is that dead troll’s gold treasure? Tatters probes deeper thoughts and sees a robed, tentacle-faced creature with an enormous hoard of treasure. Detect thoughts fades at thirty feet so Bizzle measures out that length of robe, tethers the red grung to Tatters, and removes the red grung’s bindings. The red grung leaps into the air, yanking Tatters off his feet. Once the red grung tires out, Tatters uncurses it, gives it some water, and sends it on its way. Tatters then uncurses Slick and suggests he transfer all his cursed treasure to Bill the mule.

The party camps uneventfully and, thinking more clearly in the morning, realizes their grung encounters have occurred on concentric patrol paths, suggesting that they are moving directly toward the hot center of Chult weirdness. No one would be surprised to find a tentacle-faced creature with a hoard of gold in that center.

Later that day, the party approaches circular ruins. The road is blocked by a large maul-wielding man, a druid, and a ranger. Shroom hails them and proposes they be well met, but Shroom is met only with bland aloofness. Shroom takes offense at the shun and accesses his symbiotic entity. Slick takes a couple steps away from Shroom’s new and improved death scent while taking measure of the three road blockers. He notes they are wearing crude jewelry. Tatters dons his helm of telepathy and suggests the three might remove their cursed jewelry, but they are too busy thinking about a clear and placid lake to pay any heed. Another thought breaks in on the channel, impressed by Tatters’s awareness, and damages Tatters’s mind with feedback.

Bizzle charges the maul man with a surge, but accidentally hucks a scimitar into the ruins. Tricksy starts plugging the maul man with arrows. Shroom natures out and pursues the ranger with his warmushroom and halo spores. Slick sneaks a fatal axe attack on the ranger. Tatters selects the tiger-shifted druid and firebolts it back to druid-shifted druid. The druid shifts to gorilla form and pummels Slick. Shroom smashes the gorilla back into druid with his warmushroom and then puffs a halo of spores that unkills the druid into Shroom’s pet zombie.

Bizzle runs to retrieve the flung scimitar and encounters a tentacle-faced man also hoping to collect the scimitar. The tentacle-faced man retreats out of view. Bizzle yells out that tentacle-faced man is escaping, but his pursuit is stopped by a closed steel door.

A veteran man leads two orcs out of the ruins, flanking the party. Shroom takes out one orc and zombies the other just in time to replace the druid zombie that the veteran man slays. All weapons turn on the veteran man and Shroom zombies him, putting him up by one zombie in the exchange.

Baron Flocculant Van Fostern, Part 1

Tricksy, Slick, Tatters, and Bizzle lounge in the warren getting to know new R&S agent transfer Shroom, a likeable, fun guy lurking somewhere in a druidic cloud of unbathed spores. Rooster emerges from his office with rotund Baron Flocculant Van Fostern after an hour of unsuccessful negotiations. Whatever Fostern has in mind, R&S can’t provide a fixed scope or basis of cost, but Rooster consents to allowing agents to contract independently with Fostern, completely off book and sans standard death benefits package R&S provides to its employees.

Fostern proposes a share of the legendary immeasurable treasure of the Chult jungles in exchange for any and all recovered artifacts. Shroom eagerly agrees, but Tricksy negotiates an additional 500 gp, each, mobilization fee just in case the treasure is immeasurably small. Fostern agrees to the 2500 gp cash front much too quickly through death rattling choking fits of coughing. It seems Fostern has one foot over a barrel and the other on a banana peel. Fostern provides maps to the legendary ruins from which no other adventurer has returned. A ship is arranged and the party sails to Fort Beluarian, a run-down outpost of Baldur’s Gate at the edge of the Chult jungles.

The party heads to the nearest tavern, named Thrice for the number of its rebuildings, for a reconnoiter of the whole lost treasure situation. Charismatic Slick chats up some Baldur’s Gate militia. The soldier recognizes yet another treasure hunter when he sees Slick, yet another victim for the brain flukes that invariably bore into the brains of treasure hunting adventurers. Still, a demoralized Baldur’s Gate militiaman could retire in luxury with one of those plate-size rubies the soldier has seen.

Tatters knows all about brain flukes, ingested from drinking tainted water. He fills his bag of holding with waterskins and rations for the journey. Sundry other provisioning is made and the group sets off into the jungle where they soon meet adventurer Mercer and his mule Bill coming the other way. Well into the conversation about ancient ruins, artifacts, and plate sized rubies, Mercer’s head explodes from excess brain fluke. The party invokes finders keepers acquiring Bill the mule. Slick helps himself to Mercer’s boots.

A few days into their journey the party comes across an abandoned pack, left as though its owner had tripped and then mysteriously vanished. Slick sees no traps or obvious danger so Tricksy opens it, revealing a large ruby, two gold nuggets, and a couple of hungry looking purple worms. Shroom hammers a worm into purple paste with his petrified mushroom warhammer. Slick axes up the other worm into purple julienne. Keen-sensed ranger Tricksy hears incoherent whispers and senses the party is being watched. Tatters checks out the abandoned loot, but notices nothing amiss. Bizzle claims the giant ruby as their first progress payment and notices the warm sensation of happiness that undoubtedly accompanies the sudden acquisition of great wealth. The whispers unnecessarily encourage Bizzle to acquire more treasure. Shroom is visibly disappointed that no fungus is among the treasure and swabs out his nostrils to purge any purple worm brain flukes that might be in there.

Tricksy is pretty sure the group is being followed. Tatters advances cautiously and sees eyes peering back. The eyes, and seven similar pairs, leap out at the party in the form of cute little grungs trying to stab and poison them.

Grungs surround isolated, stoneskinned Tatters and try to lasso him. Shroom begins spewing clouds of fungi from his mouth which grosses out his coworkers, but the grung actually seem to enjoy the poisonous scent. The party fights its way through to Tatters. Shroom bites into the head of a grung with primal savagery and the few remaining grungs leap into the jungle.

Shroom carefully harvests four jars of poison for Tricksy’s arsenal of mischief. Slick, Tatters, and Bizzle loot crude necklaces of gold nuggets and rough gemstones from each slain grung. They feel pretty good about being wealthier and try to ignore the sense that something is watchfully following. The incoherent whispers persist, but only when they aren’t thinking about it.

Hours later, the party finally arrives at the ruins indicated by Fostern’s maps. Slick notices three little green lumps on the trail. Tatters moves closer to investigate and notices they bite Shroom when Shroom recklessly runs through them. Shroom haloes spores back at them. Tricksy runs up a tree with her shortbow ready. She encounters a grung in the tree hiding with his shortbow ready. Tricksy gets the drop on the grung and knocks him out of the tree with a couple of quick arrows.

Grungs emerge from all around, this time accompanied by a jungle troll. Tatters thinks it’s pretty weird for grungs and trolls to socialize. Tatters and Shroom clean out the grungs while Slick, Tricksy, and Bizzle confront the troll. The troll, trying to reach for Tricksy in the tree, claws, bites, and shoves aside his assailants despite Bizzle’s galline tauntings. Attacks land on the troll, but it regenerates until Tatters hits it with a fireball. Tricksy’s arrows slay the troll, and the last of the grungs are finished off.

Tricksy examines a large gold ingot crudely embedded into the troll’s chest as though through self-mutilation. She pops the valuable treasure out. Others collect necklaces from the slain grungs. The party’s attention turns to the ruins.

Tatters figures the ruins weren’t taken by force or anything like that, just abandoned for no obvious reason. He wonders whether it is related to the strange interactions between grungs and the troll, and what that has to do with the commonality of their gold and gemstone treasures.

Raid on Goldenfields

Baergar finds no loot on the vanquished air cultists beyond some bird-shaped steel hats that he saves for Zephyros. The bodies go over the side of the flying hat castle, and the cultists’ giant vultures dive after the falling bodies.

After an eight hour nap, Mel, Adrik, Harry, Baergar, and Grund wake much stronger. Especially Grund. Zephyros descends from the upper levels and explains that he was unconscious after chatting with the planar advisory committee who advised him to mistrust the air cultists. That advice, though affirming, is eight hours and sixty seconds late.

Zephyros gives the party a tour of his flying hat castle. The highest level is where he keeps his four unnamed pet griffons. The castle’s arrival over Goldenfields interrupts Grund’s gastronomic beer-battered proposal for the crated, milk-fed griffons. As a parting gesture, Zephyros re-gifts the bag of air cult fairy dust to Harry while Mel discusses Oreos with Grund.

Zephyros deposits the party in vast fields of gold at the gates of the walled city of Goldenfields. The town has no distance markers but seems a mile or two wide. They make their way toward the prominent temple of Chauntea, goddess of agriculture, where they are greeted by abbot Ellardin Darovik.

Darovik invites them into the abbey, making excuses for the two resident black bears, Darlow and Tilbee. Grund can’t help but notice the town is lightly guarded. Darovik, gratified that Grund would happen to mention that plot point, has been similarly chided by local parishioner Zi Liang for the lack of a standing army. There has never been any need for a strong defensive force and therefore won’t be any time soon. With that foreshadowing complete, Harry inquires about any recently visiting noblemen, perhaps one with a shady steward? Darovik suggests checking the Goldengulp north of here. Grund inquires for lodgings and libations. Darovik suggests Northfurrow’s End, also north of here and fortuitously run by Miros Xelbrin.

The party makes its way north past orderly rows of elaborately decorated longhouses to the three story inn, Northfurrow’s End. A beast of a man greets them from behind the checkin counter. Grund confirms the man is proprietor Miros Xelbrin and gently but firmly conveys the good news / bad news / good news: here is Rillix, his family’s pet tressym, rescued after his parents were brutally crushed by boulders while honorably defending Nightstone from attacking giants, and are there five adjacent rooms available at the inn for paying customers? Miros accepts the tressym, the news, and the 5 gp for the rooms.

Complimentary first brews are served in the common room. Grund slides the server a gold piece to keep the suds flowing. Harry brings a drink to the ornate librarian wearing a medallion of the Watchful Order of Magists and Protectors and reading a book of advanced spellcasting. Naxene Drathkala does little to conceal her displeasure at being assigned to supervise the harvest at Goldenfields. If Goldenfields fails then Waterdeep fails, but nothing has ever gone wrong in Goldenfields and therefore nothing could ever go wrong. Harry inquires about any noble passers-through at the inn lately, perhaps one with a shady steward at the inn lately? Why yes, they left not long ago.

The party turns in for an uneventful evening in Goldenfields where nothing ever goes wrong.

Frantic yelling by staggering halfling Oren Yogilvy interrupts a good night’s sleep. Ogres, bugbears, and goblins are discovered moving through the town and the surrounding fields. The party leaps to arms. Grund sprints out of the inn judge-first and greases a goblin. Baergar follows along, sneaking attacks around Grund while carefully keeping Grund between him and harm. Harry and Naxene try to out out-wizard each other obliterating the greenskins with fireballs and bolts of lightning and fire. Dextrous stranger Shalvus Martholio backs up Mel’s warhammering with his quarterstaffing. Adrik flanks out with his handaxe to stop goblins from getting around behind them to the inn. Miros defends his inn and shelters lightweight halfling Oren. Miles away, on the other side of town, a huge plant named Lifferlas and local militant Zi Liang smash through nearby goblins.

None of the town’s defenders get too badly injured in the fight, although Grund gets the judge jammed into an ogre rib cage right before Harry and Naxene explode it in flaming guts. Grund takes the opportunity to taunt the ogre’s many surviving nearby friends by hoisting the flaming gut soaked mordenkrad aloft along with some choice insults. Mel breaks her warhammer and proceeds to crack open a goblin with the broken-off handle. Lifferlas breaks a limb smashing goblins. Unlike Mel’s warhammer, Lifferlas’s limbs grow on trees.

The town proper is cleared of invaders, but the fields are still crawling with the pilfering beasties threatening the Sword Coast’s food security, not to mention Naxene’s next employee evaluation.

Zephyros

Once the Nightstone folks get clear of their Dripping Cave prison, the party moves back in to rescue, or recover, Daphne Featherstone. They follow the left wall, the direction indicated by Morak. Thog, still cowering in the stalagmites, remains suppressed by Grund’s stern glare.

Paladin Proposes Violence to the Cleric

Mel quietly explores down a passage past a goblin obliviously waiting in the darkness. Mel has the drop on the goblin and signals back to the others fumbling along behind. She presses ahead toward the scritchy sounds of giant rats, warhammer at the ready. Adrik sneaks past the lurking goblin and rounds a corner where the giant rats feast on a deceased human. Grobkull Grund shields himself with faith and confronts the goblin with a whiffing hammer smash. He meant to miss. Snigbat the goblin surrenders. Snigbat the goblin will help the intruders if they remove her supervisor, Boss Hark. Snigbat will make a great leader. Noncommittal Grund has Snigbat disarm and timeout in the corner.

Snigbat For Leader

Mel smashes a giant rat with a single blow. The rats retaliate as do a pair of goblins, Ratcha and  Zukluk, from the back of the chamber at the encouragement of their boss, Boss Hark. The rest of the party crushes into the narrow passage. Grund attempts to leap over the front line of rats to stomp around behind them, but falls into the rat pile instead. Adrik chops a rat and scrambles up prone Grund to strategic high ground, but he trips and pins Grund to the filthy rat ground. Baergar pulls Adrik off the pile. Mel, not part of the circus act, smashes another rat in a single shot and bolsters herself against the waves of biting with a healing word. Harry splashes acid into the midst of the rats, weakening several and killing one.

Rat Dwarf Pile

Grund and Adrik regain their feet. Grund fights through the rats trying to get to the goblins in the back. Baergar looks for acid-wounded rats and finishes off a couple. As the ineffectiveness of his pet rats becomes apparent, a shadow of doubt falls across Boss Hark as does a shadow of approaching Grund. Hark offers to negotiate the release of commoners. Grund demands the dropping of weapons. Adrik, eager to not cross Grund, drops his axe. Boss Hark, Ratcha, and Zukluk drop their weapons. Hostilities end except for the rhythmic smash, smash, smash of Mel methodically hammering out Boss Hark’s prize giant rats. Boss Hark winces and recounts the names of the smushed.

Knot Tying Team NOT

Grund confidently binds the hands of the goblins. Adrik and Mel can see the ropes will fall right off, but fumble over each other trying to tighten the problematic knots. Even the goblins are confused. Harry brings Snigbat in from the other room.

Baergar identifies the rat chewed body as Darthag Ulgar, proprietor of Nightstone’s Lion Shield Coster. He spots Daphne in the chamber behind Boss Hark. Daphne recounts the goblin ambush when the town fled to the Dripping Caves. Daphne offers to take Baergar to Hark’s treasure hoard. They shove a concealing boulder out of the passage revealing Hark’s charmingly dilapidated treasure chest. Inside are some coins, valuable items, and a scroll that Harry will identify as Tenser’s Floating Disk.

Grund wraps Darthag’s remains and the party takes the goblins and Daphne back to Nightstone where some loose ends get satisfyingly tied up.

Grund encounters grudge subject Telben Osstra and soberly adjudicates the blighted wheat collection issue: time served vis-a-vis the destruction of Osstra’s farm.

Rillix the Flying Cat

Morak introduces himself to the group and laments that the Xelbrins were slain in the giant attack, unbeknownst to their son living in Goldenfields. Perhaps the same party who defended Nightstone from all comers and slew a cave of goblins to rescue the town’s population could be entrusted to deliver that bad news as well as the Xelbrins’ pet tressyn, Rillix, to their son? Goldenfields Meadery happens to also be the destination of a certain nobleman, Peter, and his dragonborn bodyguard, Srorthen, and Peter’s steward, Dillion. This factoid is of particular interest to Harry because Dillion is a suspect in his sister’s murder. Did someone say Srorthen? That vile bandit attacked a dwarven trade caravan bound for Waterdeep and got a very dark entry in grudgebearing Grund’s big book of grudges. Did someone say nobleman? Baergar always enjoys meeting generous noblemen. Did someone say cute, cute tressym? Adrik is already cuddling Rillix. Did someone say any place other than Quastarte? Mel is always ready to not return to Quastarte. Goldenfields it is.

Zephyros Tower

The party spends an especially restorative night in Nightstone [ding 4] and sets out for Goldenfields in a flurry of vengeance. One day into the journey, they can’t help but stare up into the sky at a floating sky tower sporting a jaunty wizard’s hat. Cloud stairs descend toward them. Grund menaces the disinterested stairs. A verbal invitation to ascend seems reasonable to Adrik despite Grund’s warnings of smiling lions. They ascend a thousand stairs to giant doors. The giant doors open to reveal a giant who introduces himself as Zephyros the giant wizard.

Meeting Zephyros

Zephyros is pleased to be introduced to the party now. Suspicious Baergar introduces himself as Adrik. Mel loves a practical joke and introduces herself as Adrik. Grund loves a dwarves grudge, especially the ancient one against giants, and introduces himself as Grund Malnarson Dimdylkin Grimstoen, Grudgebearer of Drunget Mogh Buldohr. Adrik introduces himself as Adrik. Harry wavers on the metaphorical precipice of perpetuating a dumb joke and introduces himself as Harry. Zephyros, having been consulted by planar management, expected this meeting, albeit with a more plausible standard deviation of Adriks. Speaking of standard deviations, half of the giant sky castles in the area this week destroyed Nightstone, but Zephyros wouldn’t know anything about that at all. Zephyros, convinced of the party’s significance to world events whatever those may be, is eager to give the party a lift to any destination of their choosing. Baergar the Adrik shrugs and indicates Goldenfields.

Amarath with his Purse

Levitating Zephyros excuses himself to the higher levels of the sky tower for a few uneventful days while the tower presumably progresses toward Goldenfields. On the third day, Zephyros descends again to answer a knock at the door. It’s the local chapter of Howling Hatred motoring around on their giant vultures raising awareness and support for their elemental ambitions to return the world to primordial soup state. Amarath and N’von, adherents of Yan-C-Bin, offer a complimentary bag of pixie dust to Zephyros from their smiley faced bag so he invites them in. Zephyros, discombobulated by the religious pressure, excuses himself leaving the two groups awkwardly alone. There is a giant thud from the upper level.

Grund fills the awkwardness with pointed probing regarding this dubious plan for elementalism. Hands go to weapons as Grund meanders defiantly in the midst of the cultists. Amarath’s hand goes to his smiley face bag. Grund “compliments” Amarath’s purse. Amarath releases an invisible stalker from his purse. Grund cracks a flatulence joke and shields himself with faith.

Harry ignites open violence as he ignites a couple of cultists with Aganazzar’s scorcher. Mel crashes into N’von with her hammer and withstands several retaliatory attacks. Amarath tries to jab a dagger into Grund, but Grund has learned to shift, deflecting the blade on the reinforced sections of his armor. The invisible stalker slams into Grund. Baergar breaks the Marley’s bottle he was enjoying from Zephyros’s larder and jams the broken bottle into N’von’s neck. N’von goes down. Adrik and Harry work on the cultists. Grund wades through punishing attacks from the mob of cultists to judge Amarath with a divine smite. Amarath is pulverized. Mel heals Grund. The cultists lose nerve at the sight of their leaders’ demise and begin to flee. Mel breaks the spine of a retreating cultist and others get wounded on their way out.

Invisible Stalker Evading Capture

The invisible stalker lingers to avenge his master, buffeting Grund with slams from all directions. Sometimes the gusts reveal the location of the stalker, but it’s only Mel’s lucky hits that make any contact, and Mel has to exert a lot of effort to protect Grund’s health from the single-minded stalker. Baergar notices a tussle of Grund’s hair and Grund tosses the smiley face bag straight above him. The bag makes contact and captures the invisible stalker. Will the invisible stalker obey any summoner? No one wants to find out tonight.

Rescue at the Dripping Cave

With the timely destruction of the Seven Snakes at the hands of Gurrash’s orcs, and the timely retreat of Gurrash and his orcs, it is time for a timely breather. Adrik loots the Seven Snakes for 60 gp of pocket change. Grund, awakened by the epic battle, rejoins the party and takes a gold serpent insignia ring off Xolkin [25 gp] settling the new “take over Nightstone and wake up Grund with a dying ruckus” grudge.

The party finds a 20’ board to cross the boulder-smashed keep bridge. Harry pushes the keep’s untrapped, unlocked, heavy wooden front doors open. Inside, four guards, Torem, Sydiri, Alara, and Kaelel, stand around the recently deceased Lady Velrosa Nandar. Baergar offers to use his “medical” training to see whether she might be revived and slips her wedding ring off her finger. Nope, definitely dead. Grund makes some pointed inquiries why these guards are loitering around inside Nandar Keep instead of protecting the town from giants, goblins, snakes, and orcs? Broken bridge. Where did the nightstone itself go? Four giants snatched it and absconded up four giant ropes to a giant sky castle. That explanation checks out.

The party offers to check upstairs for survivors while the guards continue protecting Lady Nandar’s remains. The second floor serves primarily as Lady Nandar’s bedroom. Baergar looks around for chest-like objects and finds a chest. When he opens it, a sword hanging above the doorway comes to life and zips at Baergar. Mel steps in the way and knocks it aside with her warhammer. The sword attacks Mel while Baergar surreptitiously relieves Lady Nandar’s chest of four gems. Adrik grapples the sword for Grund to hammer lifelessly crooked. The guards yell up the ladder stairs, concerned about the ruckus. Just a sword falling off the wall, loosened by boulders, why not.

The party moves to the roof for a bird’s-eye view of Nightstone, but it doesn’t look any better from up here. Off in the northwest distance they can see the hills that host the dripping cave, presumed destination of the surviving townsfolk. Adrik hears the name as tripping cave.

The party takes leave of the keep guards. Luckily, the seven horses for the Seven Snakes mostly survived the battle. Baergar chooses a black horse, Harry chooses a dun roan, and Grund chooses the stoutest horse of any color to carry his formidable gravitas. They ride uneventfully for the dripping cave.

Inside the dripping cave, the adventurers see an ogre bathing in a mud pit. Baergar sneaks in along the wall and counts four goblins hanging around the cavern of stalagmites. Grund and goblin-speaking Mel hatch a plan to tease out one goblin at a time.

Mel declares in loud goblin that they have a heavy bag of gold just outside the cave to carry in! Send one goblin, only one, to help drag the gold. Other goblins are ordered to remain behind to guard the prisoners, but Gleek is strong! Gleek shows up to help with the gold, but he finds only Grund’s mordenkrad, the judge, full of angular momentum. Gleek’s life ends abruptly.

Mel declares in loud goblin that Gleek is weak! Send one more goblin, only one more, to help with the heavy gold! Lop is stronger! But when Lop shows up to help with the gold, he finds only Adrik’s axe, Gold. Lop yells, Bree-Yark! for surrender, but Mel can’t conjugate whether Lop is surrendering or requesting surrender. Either way, Judge lops Lop’s head off.

Mel declares in loud goblin that the interlopers have surrendered! Victory! Send one more goblin, only one more, to help drag in the new prisoners! Nitch will help with that, ten times the goblin that Slidderdabber is! But when Nitch shows up to help with the prisoners, he finds only Harry’s firebolts. Nitch is scratched.

Mel declares in loud goblin that the prisoners have more loot than they can carry! Send one more goblin, only one more, to help haul the loot! Pox will help with all that loot! Adrik and Grund both miss nimble Pox. Bree-Yark! Bree-Yark!

The mudding ogre, Lob, charges Mel and clobbers her. Lob invites another ogre, Thog, to share the tasty morsels. Pox hits Mel within an inch of her dwindling life. Baergar runs by Pox with a sneaky pierce and Pox is down. Harry’s magic missiles and Adrik’s dueling hand axe begin working on Lob as Grund charges in with the judge and a hearty DAL STOK GROM DAWI! [Good meal, brave dwarf!] Lob smacks Grund in return and a javelin sails over from Thog into Adrik. Slidderdabber scoots around from behind Lob and impales himself dead on Baergar’s offhand sword. Harry winds up Melf’s acid arrow but splashes acid all over himself. Grund declares the party is krunk! [Disasterous!]. Adrik and Mel take up Harry’s slack and finish off Lob. Mel channels a Moradin’s curing on Adrik.

Grund points menacingly at Thog, marking him as the next target. Grund scoops some of Lob’s blood and slowly draws bloody warpaint across his face. Thog must yield or Grund will wear his blood next. Thog excuses himself to some remote stalagmites. Adrik is equally terrified. The party gives Grund and Judge a little extra room while he glares at cowering Thog. They take a quick rest to patch wounds and clean weapons.

The party follows the murmur of prisoners to the right. Adrik sees the townsfolk crowded into a cavern chamber around a pit. Baergar dashes past Adrik and finds his guardian, Destiny Agganor in the crowd. He shoves Grin out of the way to get to Destiny. Destiny implores Baergar to settle down lest he rouse the bats from the pit.

The party leads Morak and the other townsfolk out of the dripping cave while Grund keeps Thog pinned with ample glowering. The town’s able fighters arm themselves with dropped goblin scimitars for what should be an easy walk back to Nightstone. Baergar slips the four gems liberated from Lady Nandar’s chest to Destiny [100 gp each]. Before departing, Morak pleads for the party to rescue citizen Daphne who was separated and taken to a back part of the dripping cave.

Now that Morak is safe, Baergar inquires about the empty bag of payment issued by Fidacius Crumpot. Grund tosses the bag to Baergar who counts out 300 gp and splits it five ways to the party.

Escape from In Media Res

Broken PHRRT

They have had better days. The good faith mission to pay ransom to the unseelie fey for safe return of Trilosso Limburger’s kidnapped infant was on-track until a detestable team of Darkwater gnolls operating on behalf of an unknown client pear-shaped the entire deal by springing a trap. Now the fey are ooze and gnolls are whooping threateningly outside the keep. Worst of all, Bizzle’s helm of teleportation (PHRRT), by which they arrived at the remote keep, is damaged. Ranger Tricksy will have to guide them back through perils known and unknown.

Baby Limburger in a Basket

A quick search of the room gets Bizzle a magical belt of two charges and gets Gnome a dagger of silver from the oozing fey. Some dead Darkwater gnolls have a meatstick each.

Slick grabs the unharmed Limburger baby in its basket. Bizzle grabs the unpaid ransom. Tricksy takes to the ceiling. Gnome gets stunned by a voice on a cold wind that assures the party it will not survive this treachery. Stone skeletons spring from the keep floor.

Tricksy and Bizzle start to clear the hallway out while Slick and Gnome take out the skeletons threatening the baby. Gnome casts orbiting Melph’s minute meteorites and declares he am pyromancer, spraying empowered meteorites and scorching rays from his jar wherever Tricksy hasn’t already left dead skeletons. The path is clear and the pyromantic heat is dissipated by a ramping cold wind shoving them down the hallway toward the exit.

Bizzle cautiously peers left and right where the keep opens into a courtyard. Gnolls. Gnome, aided by the cold wind, sails past Bizzle as readied gnoll arrows crisscross his showmanship. Meteorites and scorching rays kiss the four gnolls waiting to ambush them. Tricksy picks off the wounded gnolls from the outer wall.

Slick Carries Baby Despite Cold Wind

Slick hangs safely back with the baby. The cold hallway wind pulls the baby basket out of Slick’s grasp and back up the hallway even while pushing Slick out. Slick scrambles upwind and catches the basket. Gnome suspects KK Girl Missus of this trick. Everyone else suspects Gnome may have a loose toggle bolt.

Ranger Tricksy surveys the landscape and chooses a forest route rather than marsh or hills. They are all her favorite terrain, but the forest, although the longest route to a nearby town, may offer cover for their escape. Or cover for malevolent forest plants and fey.

The team advances cautiously through the forest with Bizzle on point looking for traps, Tricksy guiding them along keenly aware of danger, Slick safeguarding the baby, and Gnome bouncing conspicuously around looking for rotting fruit and twigs for his Tricksy voodoo doll project. Tricksy becomes aware of a tree waiting to ambush them up ahead. Wood woads emerge from trees along the path and bludgeon Slick to the point he has to down his salvage bar. Quicklings zip across striking at Gnome, almost faster than he can give them impromptu names. Signpost the giant tree person sidles up and punches Gnome in the back of the head knocking him out.

The wood woads and quicklings recede into the forest. Bizzle stands on Gnome to force feed him a healing potion. Gnome critically immolates Signpost who quickly burns himself down after some arrows from tree topped Tricksy. Slick watches the wood woads meld into trees so he logically sets a tree afire with his torch. Gnome notes that he is not the one who has first ignited the forest and therefore can’t possibly be culpable if and when he lights the forest even more on fire. He scorching rays killing one of the wood woads when they emerge to attack Slick and Tricksy. The quicklings continue to zip around, and Bizzle manages to kill one accidentally by holding a scimitar out when it goes by. So that’s what they look like. Gnome stomps at the quicklings.

The party resumes forward movement despite the continued attacks, trading hits whenever the wood woads and quicklings present an opportunity. Bizzle rounds a turn in the path and finds a pair of gnolls directionally indicated by the arrows protruding from him. Gnome, informed by his belief that explosions can solve all problems great and small, sends a massive fireball back at the gnomes killing both and a third no one even knows about yet. Through the smoke and flames of burning gnolls emerges none other than Mutt, strongman of Darkwater. The hazy outline of Dingo can be seen even farther back. A couple of gnolls approach behind the party, but Tricksy and Bizzle quickly slay them.

Teacup Mutt

Gnome attempts to reduce Mutt to teacup size, but Mutt shrugs it off. Gnome immolates Mutt. Slick draws his rapier, ready to defend the baby. Mutt smacks Slick with a flail, paralyzing him. Mutt snatches the baby and runs for waiting Dingo. Bizzle chomps his salvage bar and action surges to dash in front of retreating Mutt. Gnome does some weird magic stuff and blasts a pair of empowered fireballs at Dingo. Tricksy puts arrows into Mutt’s marked retreating backside. Dingo eats a meatstick of hangering and advances to smack Bizzle in back of his head. Mutt tosses the baby basket into the forest toward one of several growing fires and charges Gnome, knocking him out. Mutt swings his flail up at Tricksy in the tree.

Bizzle goes after the baby basket and grabs it away from the fire. At the urging of voices vaguely from the direction of his scimitars, he activates the belt of two charges looted from the unseelie fey. Bizzle blinks into the ethereal plan where he and the baby can safely watch Dingo and Mutt exchange beatings with Slick and Tricksy while Gnome enjoys slipping into death’s peaceful embrace.

Mutt chases after Bizzle, but finds neither Bizzle nor baby. Mutt screams in a frustrated way very unlike Mutt. Dingo breaks a sword across Slick’s armor and also screams in a frustrated way very unlike Mutt. They break away in retreat.

Slick stands on Gnome to force feed him a healing potion. Gnome can’t help but launch a couple of meteorites to chase Dingo already disappearing into the forest. A long forgotten Quickling slashes by Gnome nudging him closer to death’s door yet again. When the situation is safe, Bizzle returns to the material plane with the baby.

Tricksy leads the bedraggled team to the hamlet of Yoriick where they take a short rest until dark. Slick gets directions from a tavern, and they steal a couple of horses. They ride back to R&S headquarters and file a mission report with Rooster. It’s a double win by any measure, but Rooster is irritable anyway. Rooster needs a vacation.

Where’s Kringle?

In full swing of the annual R&S Winter Solstice Festival, designated duty officer Curly Three escorts an outsider into the party and over to Rooster. Rooster listens to the stranger for a moment before summoning his four most capacitated agents, Tricksy, Slick, Beard, and Bizzle, away from the barrel of solstice uther.

Kringle

The gnome stranger hails from Iceville, a town known to R&S because of its beloved annual visitor, R&S brethren Kringle, who swapped his greycoat for a red coat to bring presents to Iceville’s boys and girls. The stranger reports that Kringle did not make his usual Kringlefest visit this year, and Rooster wants the team to find out why. White coats of cold resistance are issued in place of the usual warm weather greycoats. The white coat looks perfect over Slick’s Winter Solstice dress.

Slick in his Solstice Dress

The party will begin by locating a keep, a light industrial toy manufactory operated by Kringle, in the forest outside Iceville. The location is secret, and the keep is magically shrouded to ensure it remains so. Today’s whimsical transport is a flying sleigh drawn by eight flying reindeer who will deliver the team to the nearby forest without complication.

. . .

Paralyzed Beard with a Booboo on his head

The first thing Slick notices stepping out of the sleigh onto the frozen forest lake is a foul odor from the north. Beard dashes for the source of the stench and runs into a yeti. The yeti claws at Beard and paralyzes him with a chilling gaze. Beard’s beard badger, Booboo, emerges upon Beard’s head to survey the situation and booboos at the sight of the yeti. Slick charges into the fray with his axe and Tricksy runs up a tree firing her shortbow. Bizzle, last out of the sleigh, evacuates the reindeer by engaging the autopilot, a plywood gnome tied to the reins. Bizzle dashes around the back of the yeti giving Slick a sneak attack that kills it.

Slick dashes to a gnawed-on commoner dying in the forest and feeds him a healing potion. He is Lars, and he has come from Iceville also to search for missing Kringle. Lars explains that 300 years ago Kringle defeated a demon who kept Iceville in perpetual darkness to feed off the citizens’ fears. Lars infers from the team’s size and attire that they are Kringle’s helpers. Beard so emphatically praises Kringle, his 32nd most favorite boss, that Lars loses consciousness.

Bizzle investigates an abandoned sleigh of the same make as the one by which they arrived, but this one is tricked out for Kringlefest. The steel reindeer harness has been snapped. Reindeer guts are splattered up in the surrounding trees. Beard transforms into a reindeer to get a sense of what the reindeer were doing or where they came from. Ranger Tricksy can easily discern hoof tracks left by the arriving reindeer as well as promising boot tracks left by a rotund gnome abandoning the sleigh.

Snowman

Tricksy leads the party in pursuit of the survivor along snowy trails. Bizzle carries Lars. Reindeer Beard launches into a full gallop across a snowy clearing until he’s pummelled with snowballs by snowmen who meld invisibly back into the snow. Tricksy discerns the snowmen from her treetop firing position and points their locations out to the party by lobbing pots of boiling water, melting one snowman. A snowman pops out next to Slick and ice claws him. Slick lights a torch and jams it into the snowman. Tricksy’s suturefly, Knit IV, helps Bizzle rearrange Slick’s attacker into a pile of snow. Snowmen surround Beard and knock him out of reindeer form with snowballs and ice claws. Beard tries to flank around to line up burning hands, but he’s knocked out.

The party scatters, hitting whatever snowmen they manage to glimpse. A snowball critically hits Bizzle in his ACL. Beard regains consciousness and casts a wall of fire which melts a snowman. Tricksy hucks alchemist fire, melting a snowman, but her next throw ignites a tree instead. Bizzle helps Slick chop down his snowman attacker. Tricksy steams another snowman with a boiling water pot. Slick finishes off the last snowman with a jab from his flaming torch.

Beard douses the flaming tree with a well-placed tidal wave. Slick spots an object in a snow drift. It looks like a snow globe, but the inside swirls with wispy evil instead of fluffy snow. Bizzle picks up unconscious Lars. Tricksy continues tracking the boot prints.

Tricksy leads the party to a bloody trail. Slick gets a sense that something isn’t quite right in the sound of the forest. Beard, still grievously wounded, dashes ahead toward the sound of a clock and enters an illusory field masking a small keep. A phalanx of toy soldiers shoots Beard unconscious with rifles. Tricksy sees none of that and continues tracking the blood trail to dead reindeer.

Slick, curious about the popping noises, follows Beard. The soldiers shoot at Slick when he comes through the field. Bizzle pokes through the field, gets a measure of the situation [SALUTE: five soldiers, shooting Beard dead, next to a keep on the other side of an illusory wall, wearing identical uniforms possibly in service of Kringle, time now, armed with rifles and bayonets] and returns to dump Lars in the snow. Tricksy sends Knit through to recon while Slick receives a follow up attack of bayonets and projectiles.

Bizzle charges in with his scimitars taking out the leftmost soldier. He shifts right giving Slick the sneakiness he needs to take out the next one in line. Tricksy gets the next one with her shortbow while Slick takes a refreshing potion break. Bizzle takes out the next one and Tricksy the next. Slick gets a sneak on the last toy soldier and the first squad is defunct. Bizzle stands on Beard and feeds him a healing potion in time for a second wave of toy soldiers to advance. Beard lights a bonfire under one of them and Tricksy finishes the job with an arrow. She and Slick take out the last toy soldier.

An inky darkness envelops Slick, and he is gored by an unseen assailant’s horns. Slick lashes back blindly with his axe and makes hard contact, breaking his attacker’s concentration. The blackness dissipates revealing an unpleasant demon introducing himself as Krampus. Bizzle charges in with flashing scimitars and boisterous taunting. Beard, from his repose, calls down a moonbeam of radiance on Krampus and then rolls out of the illusory field. Tricksy plugs Krampus with shortbow shots. Krampus breaks a nail clawing Slick into unconsciousness. Krampus is quickly overwhelmed by concentrated revenge attacks and falls dead.

Bizzle checks out a bulky bag Krampus carried; it’s full of dark toys like the dark snowglobe. Beard drags the mischievous bag into a clearing and, with the refreshment of his salvage bar, destroys the evil toys with a lightning storm. Bizzle stands on Slick and feeds him a salvage bar.

The team enters the keep, which is larger on the inside, and finds Kringle chained to his workbench, forced to construct toys for Krampus who then enchants them with evil. Liberated Kringle whistles for his eight reindeer but only five respond. They retrieve the sleigh and help Kringle deliver non-evil toys to the good children of Iceville, merely one day late.

 

The Auction

Rooster announces that Tricksy, Slick, Bizzle, and brooding svirfneblin rogue loner Dagger are hired as bodyguards for a special envoy with an exclusive invitation to an auction of collectible items, which rumor has were stolen from the lords of waterdeep. Rooster doesn’t want the job traced back to R&S so disguises are mandatory, discretion is emphasized, and greycoats are forbidden. The team presents itself to senior provisioning manager Quint. He collects the greycoats and issues appropriate attire from an impossibly well-stocked wardrobe. Bizzle selects an outdated brown suit over his rumpled stiltskins with an extra charismatic brown bowler. For Tricksy, it’s long pants embroidered with shou brocaid to cover her rumpled stiltskins.

Slick wears a “kilt”

Slick fancies a fancy dress but settles for a dwarven kilt that’s a little on the frock side. Dagger requests a menacing black suit and trench coat which he’d be wearing on his day off anyway.

Rooster introduces client Finde Wervanion. She is an objective beauty made even more charming by an ear-to-throat scar. She wears her abruptly skeptical disposition like she wears her gold dress. She loudly doubts the team’s competence in general and Slick’s dress in particular. Smitten hue-mon Bizzle wins her confidence by introducing himself as Byron The Carpenter and attempting to bisect Rooster’s desk with a quick flourish of concealed scimitars.

Finde hands Bizzle / Byron a paper disclosing their destination, Ye Olde Bakery. Tricksy, connoisseur of scones, knows right where to go. Bizzle hails a carriage with his disproportionately short arms and makes himself a complete nuisance trying to intimidate the cabby for no good purpose, much to the cabby’s 

amusement. Slick reasons that one may simply hire a carriage with coin and demonstrates the effectiveness of said capitalism by paying the cabby 2 gp for a ride to Ye Olde Bakery. Bizzle opens the carriage door for Finde and sees that Dagger is already comfortably seated without anyone noticing. How does he do that?

They arrive without further incident at Ye Olde Bakery. A beggar at the door strongly suggests a contribution of some sort, and he blocks the door when Bizzle reaches to open it. Dagger sizes up the beggar, but instead of discerning hidden weapons he notices the beggar tugging a string that goes through the wall. Finde remarks on the positive attributes of the bakery’s day old bread. The beggar agrees, provided it’s Secondday. Finde drops a coat button in his mug. The beggar knocks on the wall in a pattern, and they are admitted into the bakery.

Four thugs poorly impersonating bakers conceal loaded crossbows behind the counter. Finde leads her bodyguards to a back room containing commercial quantities of bakers’ ingredients. Finde indicates an arbor of dried vines against the wall, and Bizzle enters the portal first. He arrives in a dungeon on the other side. The portal is one way. A natural cavern is to the right, a worked stone passageway is to the left through closed double doors. Fendi follows Bizzle through. Dagger comes through, not that anyone notices, followed by Slick and Tricksy.

Tricksy and Slick open the double doors. A Darkwater Cartage gnoll is guarding the antechamber beyond. Bizzle positions himself face to face with the gnoll while Fendi passes. Fendi directs them down a narrow passage that opens to a great hall. The team fans out around Fendi to guard her from the crowd of powerful Sword Coast shakers and their hired goons. The groups collect around illusory displays to study the offered items.

In a surprise for the Ransom and Salvage regulars, R&S principal Frug Ransom is attending the auction with protector Squat with his war maul. The anonymous mission and officious nature of the auction strictly precludes any mutual acknowledgement. Frug seems interested in a ship’s steering wheel.

A couple of arcane fellows loiter intently around a display of an orange crystal. A spellguardsman loiters intently around the arcane fellows. Quastarte must be collecting orange crystals for some reason.

R&S nemeses Darkwater Cartage aren’t concealing their presence at all. Three gnolls, including Bizzle’s personal archrival and role model, Mutt, mind a mysterious figure, Mr. Gray, covered head to toe in a dark, cloaking garment.

A well-dressed gnome, Quoji Caltix Uricorin Toryn, brought along a half-orc for muscle. Quoji is very chatty, but his attempts to socialize are rebuffed by the other participants guarding their intentions, bidding and otherwise.

Three cackling hags of three ages in three colors brought no muscle at all. Fendi greets them as “mothers”.

A jovial tiefling, Mr. Forgiveness, brought along a couple of golem protectors for power servos.

Fendi checks out the displays, but the object of her interest is not evident.

Mr. Cartwright, half-elf auctioneer, welcomes the bidders from the dais and explains the rules of the silent auction. A unwelcoming fog obscures a moving something behind Mr. Cartwright. Slick notices an exquisite sword with a scaled blue hilt on Mr. Cartwright’s hip. Dagger uses his helm of telepathy to probe the fog for intelligence. Feedback knocks him to the ground creating a scene. Bizzle drags Dagger out of the hall to minimize Fendi’s embarrassment.

Tricksy and Slick continue to study the fog. Dagger focuses his helm on the mysterious Mr. Gray and learns of his keen interest in a bone harp. Bizzle keeps himself between Fendi and any approacher. Cartwright reappears to begin the auction, and bidders are summoned to the bidding brazier.

First item up is a pair of evening gloves to store items like a wine goblet or a dagger. Mr. Forgiveness gets the high bid, beating out the mysterious Mr. Gray.

Next up is the bone harp of enchantment breaking. Unsurprisingly, the mysterious Mr. Gray wins this object of his obvious desire.

Next up is the orange crystal of conspicuous interest to the Quastarte mages. The three hags swoop in to vie for the orange crystal as well. The mysterious Mr. Gray approaches with some interest, but is scorned away by the other glowering bidders. The mages win the auction on a technicality of equivalence when Mr. Cartwright disqualifies the “still beating heart of his chosen enemy” as an acceptable bid from the hags. The hags get extremely tetchy at this rejection and adjourn to the back of the room to start some dubious chanting.

Next up are four horseshoes of zephyring that allow a mount four inches of levitation over normally impassable terrain such as water. Mr. Forgiveness bids so that he can crack a joke about levitating his golems. Garrulous gnome Quoji wins the shoes.

Next up is an unremarkable ship’s steering wheel with a damaged nameplate Quicks– something. It attracts a lot of bidding interest, but Frug Ransom overly outbids the others for a definitive win.

Next up are a matched sword and helm of night. The sword is sharper than any smith could work, capable of cutting cans and then tomatoes and then cans of tomatoes. The helm lets one lurk about in shadow form making it simple to locate and acquire cans of tomatoes. The popular lot is won by Mr. Forgiveness.

Mr. Cartwright presents an unexpected bonus item fetched from the dark fog behind him. Here for their consideration is an old man in chains, but not just any old man in chains. The lords of Waterdeep created a dread disease known as marsember pox. This old man in chains has the only known immunity to marsember pox, and immunity is conveyed through his blood. Mr. Cartwright will even throw in a vial of live marsember pox to the winning bidder. The bidding for the curative old man in chains is fierce, mostly by bidders intent on keeping it away from the other bidders. Only the hags abstain in order to continue chanting up their malfeasance. Mr. Gray casts the winning bid for the curative old man in chains.

Now it’s time to exchange monies for winnings. Mr. Cartwright dispels the backstage fog revealing a dracolich guarding the auctioned items. Mr. Forgiveness and Quoji collect and leave with their items. Mr. Gray approaches to collect his harp and his curative old man in chains at which point Fendi warns Dagger that there’s about to be a kerfuffle. That’s all Dagger ever wanted to hear.

A flash of light marks the completion of hag chanting. A flash of light marks the mages’ counterspell. The spellguardsman clashes in against the hags. Squat’s Old Lady sails in and clocks out one hag. The gnolls surround Mr. Gray protectively.

Tricksy dashes to the ceiling where she can easily watch for threats to Fendi but attracts the mistakenly protective aggro of the dracolich. They exchange mighty attacks, forcing Tricksy to take a potion break.

Dagger notices the dracolich is missing a fang exactly like Mr. Cartwright’s sword. He sprints across the entire hall up to the dais, snatches Mr. Cartwright’s sword right out of his belt, and escapes with it but suffering a dagger wound in his back. On a hunch, Dagger commands the dracolich to heel and to stop attacking. The dracolich obeys a little, but takes a protective bite out of Slick standing too close to Dagger, frightening many on the floor.

Mr. Gray and his gnolls charge the dais. Fendi wants to get to the curative old main in chains before Mr. Gray, but Mr. Cartwright is in the way. Bizzle tries to

Dagger petrifies

shove Mr. Cartwright out of the way but trips on the dais stairs. Dagger and his pet dracolich assault Mr. Gray and his gnolls. Mr. Gray pulls back his hood and gazes into Dagger’s eyes. It isn’t love that medusan Mr. Gray is expressing, it’s petrification.

Dagger’s final act is to douse Mr. Cartwright’s toothsword in basilisk poison, making for an epic statue.

While Mr. Gray’s gnolls are tied up with the dracolich, Fendi and Bizzle slice Mr. Cartwright into a change of heart. Bizzle lets him flee. Fendi protects the curative old man in chains. Slick joins next to her and Tricksy engages Mutt with help from Knit the suturefly. The dracolich takes out one gnoll, but the other two gnolls give Slick the business. Slick sneaks in a finessed axe attack. Mr. Gray gets a little panicked when the dracolich resists his stony gaze and urges the gnomes to meat shield him as he gives up on the harp and the curative old man in chains to retreat. Fendi hugs the curative old man in chains leading Tricksy to conclude that either Fendi has marsember pox or, yes, Fendi’s father is none other than the curative old man in chains. Awwww, kawaii, she mutters in orcish.

Meanwhile, the spellguardsman is surrounded by hags. Swinging Squat charges into the hags, knocking one over. He scoops up the spellguardsman and charges back out. The hags finally have enough and retreat without the orange crystal.

As the gnolls pull back, Bizzle gets the bone harp to play an old human restorative hymn. Dagger oozes back into warm life. The dracolich overrides his helm of telepathy and cordially requests the return of his freedom tooth. Dagger relinquishes the tooth. The dracolich departs heading further into the dungeon, which it turns out is the ancient dwarven mine of Undermountain. Bizzle tosses the bone harp to Mutt, but they’re keeping Fendi’s father. Tricksy, compulsive collector of dangerous knickknacks, collects the vial of marsember pox.

The team gathers around Fendi and her father to escort them out. Squat and his Old Lady guard a portal opened by the Quastarte mages for their egress. Mr. Gray peers at Squat intently. Squat peers back impressively, holding Mr. Gray and gnolls at bay and definitely not petrifying. The team leaves through the portal.

Hired by Seven Snakes

The stable loft seems like a cozy place to wake up, but not for Grund who makes a late night foray back to the drawbridge for another beechwood-aged crate of Marley’s Marvelous Mead. Grund takes on all the night watches in exchange for sleeping in.

The day shift hears a horse approach from the drawbridge. Atop the horse is a shady half-elf. Surrounding the shady half-elf’s horse are the shady half-elf’s shady henchmen. Together they are the Seven Snakes plus Xolkin Allasander’s horse. Baergar knows this lot by reputation, and their reputation is that of ruffians doing dirty work for a Zhentarim boss, The Snail.

Xolkin shouts for his “sweety” Kella and for Nightstone’s immediate surrender. Kella scowls, and the rest of the town, largely ruined by falling boulders, picked over by raiding goblins, and abandoned by its citizens, makes no response at all. Xolkin plants the Seven Snakes Black Winged Serpent banner and declares victory for Zhentarim. That’s just fine by the party who are more concerned about the missing citizenry who supposedly fled to the dripping caves. The adventurers prepare to abandon Nightstone as soon as the opportunity to evade the Seven Snakes presents itself.

Mel and Baergar slip around free and clear, but Xolkin easily spots Adrik and Harry heading for the drawbridge. Xolkin’s thugs stop them with aimed crossbows. Xolkin attempts to discover who is in charge so that someone, anyone, may be permitted to surrender to him. Adrik explains their leader, Grund, is sleeping off some Marley’s behind a barrel somewhere. Xolkin isn’t having any of this excuse and forces Harry to surrender on behalf of the town. Whatever, may we go now? Well… yes. Yes you may. Xolkin seems surprised.

Sounds of orcish screaming interrupt the win-win situation. The Seven Snakes, now responsible for town’s safety, raise the drawbridge. Orcs begin to assemble outside the town yelling, Kill them all! Get their ears! Their necklaces of elven ears attest to their proficiency at this plan. More and more orcs arrive as Mel impatiently checks her sundial; has it stopped? To fill the time, Baergar surreptitiously cuts the purse of a Snake and slips the pilfered 13 gp into Adrik’s pocket. Baergar bets Xolkin 13 gp that he has underestimated the threat from the gathering orcs.

Eventually the orc number levels off at a score. The hoard includes a warg-drawn skull cart piloted by one-armed Gurrash, orc in charge. The orc with the most elf ears is one-eyed Norga. They have come to claim Nightstone which the Seven Snakes have just rightfully stolen. Gurrash sends over some swimming orcs who are stopped by the palisades. Harry and Mel retort with a couple of spells threatening to ignite the cart. The orcs withdraw.

The Seven Snakes’ victorious self congratulation is interrupted by the sounds of the orc war party marching through town from the direction of the keep. Baergar collects the 13 gp bet from Xolkin. Xolkin offers his personal stash of gemstones and coin for the party to help protect the town. They were probably going to do the “right thing” anyway, but the treasure clinches the deal.

The approaching orcs draw first blood with a volley of javelins taking out one of the Seven Snakes. Baergar takes cover behind the remaining Six Snakes. Mel and Harry take positions at the tops of the drawbridge towers where they can safely burn down orcs with spells. Adrik bravely advances.

The battle goes poorly for the Snakes as they fall one by one. Baergar is challenged to find new Snakes to hide behind. Waves of orcs wash over Adrik. Mel does her best to keep Moradin’s healing words flowing into Adrik. Harry’s orbs chromatic and missiles magic flash overhead to clear a path of retreat for Adrik, but the orc menace is thick and persistent. Adrik begins to suffer lingering wounds and a cycle of perpetual unconsciousness. The Snakes hold off what they can with crossbows, but the orcs’ inexorable advance overwhelms Xolkin’s horse, then Kella, and finally half-vulnerable Xolkin.

Orc warchief Gurrash advances up the stairs toward Mel, trapping her. Orcs circle dying Adrik and beat her just in case she’s pretending to be dead. Norga stabs at Harry with a spectral spear. Baergar cleans out Xolkin’s deceased pockets to the tune of over 500 gp net worth and holds the treasure conspicuously aloft to lure the orcs into chasing him. The orcs show no interest in wealth.

Mel hefts her warhammer, ready to face her demise in proper dwarven fashion. Harry nervously regards the stairs up to his own tower, calculating the precious seconds he has left in multiples of six. Adrik, delusional from her brief and painful encounters with consciousness, wonders if house cats make very warm winter hats. Baergar weighs the risk of certain death at the hands of the orcs versus Grund’s inevitable ire if Baergar escapes death having abandoned the party.

Just then Gurrash has some kind of epiphanous breakdown and calls a retreat. The nearly doomed party is alive, well, and rightful owners of Nightstone.

Goblin Hunt

Adrik wakes behind the crates of Marley’s and stumbles into Nightstone just in time to see Grund and Baergar emerge from the temple of Lathander and Mielikki. The party prepares to settle the grudge of one Thelbin Osstra, progressive farmer of blighted wheat. Adrik dashes into the temple as the rest of the party dashes out.

The dashing activity predictably attracts the attention of a munching warg who makes the fatal error of rushing a well-rested adventuring party. The warg’s last utterance is a goblin explicative, but only Mel knows which one.

Baergar directs Grund to Osstra’s wheat farm right across the street from the temple. Adrik finds no great treasure in the tiny farm house but compulsively pockets a fake crystal knob from a fake door and a purple handkerchief embroidered with the name of a powerful archmage. Grund considers the poor state of the abandoned farm and decides appropriate justice shall be a stern note declaring that Moradin’s judgement is already in effect here.

Behind the farm is the Lionshield Coster where Baergar finds goblin Jilk looting the store and warns him to surrender. Grund steps in and judges Jilk into a pancake. The store, though ransacked, still has a wide selection of adventuring products. The party provisions as needed. Harry assembles a supply of ink, pens, and parchment for the scribing of spells. Mel struggles with the ethics of looting. One magical dwarven helm catches Grund’s eye. He estimates how much coin to leave in exchange for it, but decides it’s safest in his custody until they meet proprietor Darthag Ulgar at the dripping caves with the other Nightstone refugees.

The next building is the home of Baergar’s guardian, Destiny Agganor, and her son, Grin, Baergar’s step brother. The runed door is locked tight and the windows are shuttered. Baergar attempts to pick the lock but breaks it instead. Mel kicks in the door. Only Baergar can read the infernal runes on the broken door that curse to the ninth heck anyone who enters without permission, and he’s careful to invite them in.

The house has been neither ransacked by goblins nor damaged by giants, a condition suspicious to Grund. The party replenishes their rations from the pantry and Adrik checks out Destiny’s mystery wooden chest. Inside he finds a healing potion, healer’s kit, and a golden holy symbol of Asmodeus. Grund tears up a letter of thanks he was about to leave for Destiny and instead hammers the symbol flat. Adrik is too freaked out by the evil symbol to loot the chest.

Mel repairs the door with one of the locks Adrik liberated from the Lionshield Coster. Baergar uninvites everyone out of the house and leaves one of Morak’s gemstones and a note for Destiny. [Mother, sorry for the mess, things got out of control, your gold thing was mashed by Grund Malnarson Dimdylkin Grimstoen, Grudgebearer of Drunget Mogh Buldohr, who got real mad about it for some reason, Sad! Your Burger, p.s. don’t try to sell this gemstone around town because the neighbors will get jealous.]

The next building is the apothecary of Taela and Larlow Summerhawk. Harry knocks on the unlocked door and opens it. A boulder has crushed much of the building and much of a halfling whose lifeless arm sticks out from beneath. Adrik remarks on the smell and pulls up a loose floorboard to pocket 15 gp, an herbalism kit, and a vial of antitoxin. Grund, unable to move the massive boulder, collects stones to bury the protruding arm.

Baergar hears rummaging in the east guard tower out behind the apothecary and alerts the group. Harry and Mel approach with readied spells while Adrik hefts a hand axe. Mel overhears the goblin Gork expositionally referring to himself in third person and cooing over a pretty locket. Grund, winding up a judgement, leaps through the open door, loses his balance, and falls over. Luckily Gork makes a mess of his scimitar attack and quickly succumbs to Adrik’s hand axe and Harry’s magic missiles. Baergar examines the pretty locket which features a painting of Larlow Summerhawk.

Next up is the Nesper gourd farm. From any distance the party can see goblins Blik and Flik wearing pumpkins on their noggins playing tag. Adrik puts a crossbow bolt into Flik’s gourd, ending the game of tag. Mel puts a critical guiding bolt into Flik ending Flik with an explosion of Moradin’s power. Flik’s violent demise sends lethal pumpkin shrapnel into Blik.

Grund, not to be outdone by Mel’s goblin explosion, swaggers to the nearby guard tower where Harry hears more goblin mischief. Grund hoists the judge, knocks on the door, and destroys Snokk, the goblin door answerer. Snokk’s goblin cohort Larv misses a retributive swing at Grund. Unnerved, Snokk tries to escape up a ladder and Grund smashes him with a bit of help from Harry’s thrown dart.

Adrik follows more goblin noises from the nearby Xelbrin residence. The Xelbrins, an elderly couple, were crushed on their couch by a boulder. Their pet tressym flies out of the back half of the destroyed house. Adrik remembers that tressym hold grudges so the giants who destroyed this town have at least one faithful nemesis.

Baergar listens for other noises in the village and hears laughing at the windmill tower up the hill. The party converges on the windmill and Harry carefully opens the door. Two goblins, Longo and Yek, have climbed the gearworks up into the inside of the tower. Wizard Harry wishes he had some kind of ranged attack like, for example, a spell for making more darts. Adrik pokes in and lethally crossbows hiding Longo who falls through the gears. He drops a flask of oil which spills upon the gears and floor. Mel guides a bolt to Yek. Yek strikes sparks into the oil to get Mel back. The oil ignites the windmill with Yek in it.

The last building that Baergar can think of to examine is the stables where the Nandar family procures horses. Within the stable building are five riding horses and five draft horses. Adrik doesn’t see any goblins. Baergar enters and looks up. A goblin, Derp, aims a shortbow at Baergar from the hayloft. Baergar concentrates on dodging the arrow while Grund dashes up the ladder at Derp. Grund lands the judge on Derp’s head and exactly one of his eyes begins rolling around. Mel finishes Derp with a sacred flame that melts his rolling eyeball. Adrik and Baergar claw in for Derp’s loot bag. Adrik comes up with a copper piece and Baergar pulls out a Lionshield Coster box of ten silvered darts which he splits with dart aficionado Harry.