2 December 2017

Preamble#

DM: 25 November 2017

You are traveling north on the coast road and encounter a large group of mounted individuals who appear out of the eastern hills. They are 12 men, 1 dwarf (the latter mounted on a small pony). The humans are all mounted on warhorses. All are clad in light chain mail with shields strapped to their chests and backs.

All have, each of them, a green coat of arms on their chests, which appears to be a shield-like symbol with a mining pick and lance crossed. They all have daggers at their belts and are evenly split between axes and longswords for hand weapons. Each lancer (other than the dwarf) has a lance (medium horse), and a crossbow strapped to their backs. The lances attach to holders on the saddles for the half of them who carry loaded crossbows, the others carry lances with crossbows on the back, as noted. The dwarf carries a striking, long-handled war hammer made of black/silver metal streaked with white. The group is dusty from the road, and clearly a couple of them have bound wounds.

They hail you as well-met, and ride up to you in a wide semicircle, not unfriendly but clearly cautious. After they are assured that you are not brigands, their leader - the Dwarf - introduces himself as Durgin Hammerhand and makes clear that they are a troop of the Lancers of Leilon, who patrol this road “to keep it clear for caravans, without whom we’re shit out of luck.” They explain that they’ve just returned from the hills where they caught up with - and dealt with - a band of Ogres who savaged a small caravan bound for Leilon. The Lancers are a hard-looking lot, and when one tosses a huge, severed Ogre head to the ground from a bag on his saddle with a grin. Not incapable of battle, it seems.

Assuming the party makes conversation and conveys their general goal - and I will assume this - the Lancers explain they are bound north along the road with the goal of reaching Leilon in the next few days. They invite you to ride along with them - “as long as you’ll share in the guarding and fighting, if necessary” - and when the group stops that night to rest, break out a spiced, bitter ale laced with honey they call “Mead of the Mudflats”, despite the fact that it is not mead at all.

As fires are kindled, meats are roasted, ale is quaffed, and guards posted, tongues loosen and the Lancers, when they discover the Temple for which you search, seem to generally know of the Temple of Diancecht, although they call it “the monastery”. Various Lancers have various opinions of the place, and they vary wildly.

Durgin - who the dwarves of your party recognize as a Dwarf of some age and maturity, has memories of when it was a “healing temple for the Hibernians”, many of whom had settled along the coast before it went wild again. He recalls it went into decline when an elder patriarch passed, and as the coastline became increasingly wild, many of the Hibernian folk who’d settled about the temple returned to their Isle or moved inland. He remembers the healing priests also returned to Hibernia when great wars broke out between chieftains there, although he thinks the place may have also been cursed - at this the Lancers weigh in with various theories, such as curses from the weird folk of Innsport, a plague of birds who killed the bees with whom the healing priests made their healing honey, an influx of lizard men from the coastal swamps who traveled up the White River, and other theories.

  • One Lancer, Kudlow, insists that something foul was unearthed in the cellars and crypts underneath the monastery, which connected with caverns that connected to the Underdark.
  • Another dour Lancer, Reiner, insists a dragon now occupies the lower crypts, and insists he was told this by a wounded adventurer who tried to explore the ruin and lost half his party.
  • Yet another, Hargrett, claims he was told by another battered explorer that Minotaurs infest the maze-like cellars and crypts.
  • Another, Dunaway, is certain that goblins invest the cellars below, and that’s why the little bastards have been such a pest lately.
  • Lately? spits Reiner. I haven’t seen a goblin in that region for two years.
  • Bollocks, says Dunaway. Full of shite as always, are you.

Durgin interrupts them and remembers, “by my hammer!”, rumors that a group of magicians occupied the monastery after the Priests had left, although perhaps they were there while the Priests still were? He remembers tales of things summoned beneath the earth which finally drove the Priests back to their Emerald Isle. In fact, he now remembers that years later some of the healing Priests tried to come back and reclaim the site. No one ever heard from THEM again.

The Lancers generally agree that the queer and odd folk of Innsport have been seen traveling in their strange carts occasionally up the rough path to the monastery of late. If asked about Innsport, a coastal town off the road towards the sea several miles south of Leilon, they are less gregarious and adopt a superstitious silence. Avoid it, they say. They keep to their own, we keep to ours. Something’s not right there, but it’s not our problem, and they’re best avoided.

The session will start about a day’s ride south from the path to the monastery, which they’ll show you. The party can engage in any further chat, conversation, or questions to the Lancers that you want - this is just a general starter with some points you’d have gotten to anyway. The first night passes uneventfully, and you are all able to rest, study, pray and otherwise reinvigorate yourselves….

The Lancers Of Leilon#

The party decided to join with the Lancers and travel with the as far as the road that lead to the Monastery. Before resting (see above) we ate, drank, healed and talked with Durgin and his crew. It was quite cold out and Menka was miserable.

Kyril cast cure light wounds on Dunaway. Kyril also asked Durgin if he was acquainted with Helm Hammerhand. Durgin stated that they were cousins, but certainly not friends.

Lycovyne asked the Lancers about travel time. It was one day’s ride to the road that lead to the Monastery and another two days’ ride to Leilon.

“We will be in Leilon in 4 days without incident.”

The old road (that branches off the caravan road) to the Monastery is ancient and untraveled. It also traversed a flood plain. It is an 8-10 mile journey on that same old road once we leave the main caravan road. Lyconvyne asked Durgin about the Monastery. Durgin replied that the Innsport folk seem to have a strong attachment to the place. Indeed, it is possible that the Monastery contains a passage to the Underdark. Perhaps the Innsport folk engage in trade with the Underdark.

The Lancers, seated around the fire, drank like fish and we found out that while most were from Leilon, some were originally from Porttown. We refrained from discussing our connection with that fair city. They planned to keep watches of 4 people through the night. They disapproved of Kyril’s desire to summon mountain lions to keep guard saying simply “keep them out of the camp or they’ll get the arrows.” Kyril cast animal summoning 1 and summoned two mountain lions, asking them to patrol beyond the fire light’s reach. As it happened all the watches completed without incident and the party journeyed forth with the Lancers, refreshed. We tried to cast Kill Dzialo but none of us could spell it.

Lycovyne also asked the Lancers if they could sell us any supplies. Given the drop in temperature the Lancers said they could probably provision us with robes that would fit over our armor but that they didn’t have much along the lines of supplies to sell.

Talking as we rode, Durgin said that the Inner Cities lay to the east of the Monastery but that it would be a rough trip, indeed.

Seeing a party of Innsport folk heading our way on the road, we pulled off to the side as much as we were able to do so and watched them go by. Sickly horses pulling dour women in a wretched chariot. They paid no attention to us at all. Menka provided some information on the Dark Ones and the cities they had acquired along the coast. The folk of Innsport seemed to carry that same fetid, otherworldly taint.

The Lancers stopped at what was apparently a familiar resting place. They stated that we should reach the road to the Monastery around noon. Arkadios asked Durgin about Innsport. Durgin said that large portions of the town were simply burned out and abandoned and that the lower you go (toward the water) the more powerful are the forces you encounter. “Spells will start to break and the whole area could use a cleansing.”

The Road To The Monastery#

It was still early in a very cold morning. We traveled with the Lancers for 3 more hours, heading north. The scouts ahead slowed down and finally stopped ahead of the main party. As we caught up with them they pointed to a barely discernable road heading east. Ancient and overgrown and not well traveled, it could have been easily missed.

As we parted company they told us not to cross the White River on horseback. It was fast-running and exceedingly dangerous. Durgin told us to look him up in Leilon, to use his name and he would come and meet up with us. Lycovyne, loquacious as ever, told Durgin that we hoped to take him up on that offer.

We cantered forward on horseback, heading east. The track was rough, and large logs lying across the path had been moved very recently to make way, perhaps by the sea-cursed folk of Innsport. Moving forward, we reached the White River. White and foamy, indeed. And impassable.

We rode east for about 3 miles, following the fast-moving river’s western shore. The far shore seemed to be wild and ruled by the forest. Kyril loved the look of it so we threw him in the river.

The road parted ways with the White River. Following the road, we could smell the smoke of cooking fires and roasting meat on the breeze.

Flint got volunteered to ride forward and take point. Or not. Kyril decided to wander forward - better chances at going undetected when alone. Flint followed, and the DM informed Lycovyne that he saw Kyril motioning GO BACK!

Returning hastily Kyril informed us that 6 ogres had started the cooking fires, and one of them was large. He heard them speaking: they were pissed off that the lizard men had taken off - they had been working together, you see. Toward what end?

The notes say nothing about surprise, but we won initiative:

  • Flint: Ring of Protection +2
  • Gonchar: Ring of Protection +1
  • Kyril ran ahead and set snares
  • Lycovyne hit twice for 8 points
  • Menka cast chill, centered on one of the ogres, doing 6 points of damage in a 30’ radius. And 6 points per round thereafter.
  • Flint hit for 4 points
  • Gonchar, attacking a racial enemy, and strangely aroused, attacked the big ogre, doing 10 points of damage
  • Apparently Lycovyne was on the flying carpet and attacking from above. He missed.
  • Gonchar hit the big guy for 4 points
  • Ulland, with bow and arrow, hit for 18 points (ouch!!)
  • Flint hit for 4 points and 4 again, killing an ogre
  • New round, and another round of chill damage, killing another ogre
  • Flint hit an ogre
  • Ulland hit for 12 points, killing another ogre
  • Gonchar and the chill spell and everyone else kill the big guy
  • Gonchar got hit for 8 points
  • Lycovyne hit from the flying carpet for 10 points, killing an ogre
  • Gonchar hit the remaining ogre for 13 points, killing it!
  • Crog the Earless (large ogre) 33 hp
  • 5 ogres: 25, 25, 24, 23, 23 hp

After beating the shit right out of the ogres, we looted their corpses and searched their camp. There was Celtic knot work on the harness of the horse the ogres were roasting. Gonchar stated emphatically that it wasn’t the first horse he’d eaten, and he wasn’t referring to the food.

Loot!

  • 263 gp
  • 3 large gems
  • 1 medium gem
  • 2 small gems

The Temple Of Diancecht#

The party continued east along the road for 3 more miles, eventually rejoining the White River. We approached a large structure, almost certainly the Monastery. The entrance was overgrown (1) but upon examination by the dwarves it became clear that there had been some traffic there within a season. The party went up and Dzialo went down.

  • And Gonchar took 13 points of damage, bless his stony little heart
  • The party was attacked by an ice-covered giant
  • Gonchar hit back and the giant disappeared
  • A gnome approached the party, with branches growing out of him
  • The gnome attacked Gonchar, missing
  • Gonchar pummeled the gnome, knocking him down

The party held the struggling, freaked-out gnome down. The gnome seemed to be out of his mind. We cast remove curse (Kyril?) on the barmy bastard but it seemed to have no effect. The gnome really wanted his wand back - “it can do SUCH things!” - possibly it is a Wand of Wonder [DMG pg. 98] .

He offered to “lead us directly to the illusionist” if we gave him back his wand. We preferred not to do so, and instead tied him up and set him afloat on a raft on the White River. Floating downriver, if he is not dead, then he must be quite powerful. Or lucky.

Hill Giants#

After this excellent if bewildering introduction, we explored westward around the side of the Monastery. Hearing the White River roar in the background, we encountered a group of hill giants, one of which was larger than the rest.

  • Menka cast stumble on the big guy, giving him -4 to attack rolls for 6 rounds, among other things, praise Thoth!
  • Kyril cast faerie fire giving us +2 to attack rolls
  • Lycovyne hit for 13 points
  • Ulland hit for 28 points
  • Gonchar hit for 14 points
  • Flint hit for 11 points
  • Menka missed
  • Lycovyne hit for 13 points, killing a hill giant
  • Ulland rolled a 20, and then a 1, hitting Gonchar square in the back with an arrow, doing 28 points of damage, ouch
  • Flint killed a hill giant
  • Gonchar hit for 13 points, and then again for 16 points, killing a giant, and then he whaled on Ulland for shooting him in the back
  • 3 hill giants: 50, 45, 41 hp
  • Loot!
    • One of the hill giants had a very valuable gold necklace

Kyril cast cure serious wounds on Gonchar, healing him for 16 points. We decided to make use of the flying carpet. Kyril shape changed and took flight, scouting the Monastery surroundings and noticed that a corridor along the western edge of the Monastery was unroofed. Using the flying carpet, a few at a time, we made it over the wall and entered the structure through the door at (2).

We found ourselves in a large room filthy with rats, including several made of stone. Flint did not find any traps. We did find a large beehive in the large room through the door in the west wall of this room.

The Medusa#

Flint listened at the eastern door and heard something on the other side. The door flung open, Flint went flying and a huge humanoid burst through, telling us to GET OUT!!! A young woman with a high charisma looked through the doorway (3) and said, simply “get rid of them, sweetie”.

  • Kyril tried to persuade the rats to help us out without success
  • Menka cast hold person on the big humanoid, holding him for 10 rounds, praise Thoth!
  • The party then attacked the woman who seemed to be in charge
  • She turned to face us again and she was no longer hot, she was, indeed, a medusa. Of course.
  • Flint hit the Medusa
  • Gonchar hit her for 16 points
  • Lycovyne hit her for 21 points - he turned to stone but killed her with 1 segment to spare so the DM gave him a break
  • Medusa: 48 hp

With Lycovyne somehow a lot less than granite the party regrouped. We were in a large room with long dining tables, likely the refectory. Used, dirty plates and cutlery and a warm oven were within. Foodstuff in general was available, of recent vintage.

The door in the eastern wall opened into the medusa’s bedroom. Shocking, terror-inducing representations of the Elder Gods covered the walls of her private rooms and our minds were nearly shattered by the pounding, clawing horrors of the void.

  • Loot: “the medusa had some expensive jewelry”

We removed the sword from the held humanoid’s hand and allowed the spell to wear off. Seeing the medusa’s body, he was willing to parlay. He wanted to leave the Monastery and did not threaten us, so we set him free. He had been part of a previous adventuring party. The medusa charmed him while killing the rest of his party.

He told us that if we searched we would find Duncan and O’Malley, both turned to stone (I think). He also told us there were lots of ogres on the prowl below ground level, and that the bees guarding the trap door in the apiary were an illusion. He then left the Monastery.

The Monastery#

Exploring the Monastery, we found sleeping quarters south of the medusa’s bedroom. Most of the beds were old and falling apart but 3 had clearly been rebuilt and were in use and a simple sleeping mat was set on the floor. We found the belongings of a man named Duncan. Among his gear we found a letter written to one Duneen. The letter was splattered with ink and parts were unreadable.

Duncan's Letter to Duneen

Duneen,

I write this with apologies, but I must depart. Do not follow me or seek my return - give me at least that. We are family, allow me the freedom to choose my own fate. Here is no longer the place for me.

I would have gladly remained here if this place had been utilized as we originally discussed - a safe-house for banditry, a secret stead for raids upon the High Road. You know I am loyal, and we are like brothers. We could have lived like Chieftains!

But this place is befouled, the new compatriots you have anointed to guard you below are loathsome, and those with whom you have begun to consort with in the lowest caverns of this soiled temple are too abominable for me to tolerate.

Also, the visitors from Innsport disturb me when they have been here. The strange accent, their bulging eyes and scabrous skin, the unspeaking women who accompany them, their town is …

… flute-like music which I still hear …

… the scent was disturbing like fish gone foul. I understand we are building allies, but they hardly seem suitable to our original goals, and I am uneasy with them.

I will not go there again, and I will not join you below, so I am departing, returning to Hibernia. The bounty no longer concerns me. It is better than this place - and I have waited to tell you in person, but you rarely return to the surface. This this letter.

Finally, I warn you. O’Malley has been missing for 14 nights, and I fear Cacona (and her brutish thug, Dexter) are to blame. I have told you this before, and you brush me off? I fear she is not what she seems. O’Malley is a strong lad, his skill with the cudgel is of renown, and his disappearance makes no sense. I know him. He felt as I do. And worse, I fear you are not telling me what you know of these things. When O’Malley and I returned from our sojourn to Leilon, she was here, and I have been uneasy since. Ejia and Baleron - who grows more dour and threatening each time I see his face - are of no help.

I beseech you - tread carefully. Your illusions will not help you from the things you consort with, these new allies, things but a few years past we would have slain and robbed of their treasure! I am leaving, you will always be a brother to me, but I cannot remain.

Duncan#

Elsewhere among Duncan’s gear we found a wand which radiated magic strongly. In the baggage of different denizen, we found another letter, written to the ‘Ejia’ mentioned in the letter to Duncan.

Pickman's letter to Ejia

Ejia:

Ephraim and I have delivered the woman you transported in on Brother Marsh’s ship.

She was given to the Priestess, Abigail, for preparations for mixing. She seems appropriate, if unwilling.

I must return to my work. Tell Duneen - his request at the pier is fulfilled. I can tolerate no more disturbances - this new place is so full of inspiration! It feeds my work!!

He WILL return!!!

Continuing to explore the Monastery, we entered the external corridor which contained the main entrance. Turning east and then north we entered the Monastery’s chapel. A large, desiccated statue stood in front of the altar. The altar cloth was present but rotted with age. There were vials on the altar that radiated magic.

The desiccated giant in front of the altar did not respond to our presence. However, the creature moved forward (toward the door) when Arkadios entered the room and retreated when he left the room. Arkadios tried several times with the same effect. This smacked of an alignment-based reaction, rankled Kyril and caused some general consternation among the party.

We made our way to the large library south of the room full of rats. Kyril cast animal friendship on the rats without effect. Most of the western, northern and eastern walls were covered in ancient, moldy books. There was a tattered rug covering the center part of the room, and doors in the west and south walls. On the floor we saw scrape marks through the library and terminating at the door in the western wall.

The large room accessible via the rat filled room’s western door appeared to be an apiary at one time. There are broken bottles, old empty beehives, rotting gloves and hoods, workbenches with cork, cracked bowls, etc., all pushed into corners. On the map the location marked “bees” is a trap door with a beehive on it the denizens of which, we have been informed, are illusory.

Across from (south of) the three doorways in that corridor were prayer alcoves (4). Two were occupied by statues, both of which radiated magic. Here we found two turned to stone statues. The medusa’s charmed servant told us previously these statues were Duncan and O’Malley.

Partial bullets at the end:

  • Phane was the patriarch of this place.
  • The large portrait of Phane in the medusa’s bedroom would be worth quite a bit but is too large to move.
  • Menka has studied Phane.

Loot!#

  • Magical vials from the chapel
  • “very valuable gold necklace” found on one of the hill giants, pg. 100
  • “the medusa had some expensive jewelry”, pg. 100
  • The gnome’s magical wand (do we have it? Or just know about it?)