Session 12 - We're goin' home

Having dealt with buying, selling, re-provisioning and what not in High Mardreth, you started out for Turtleback Ferry. You decided to push your mounts a bit the first two days in order to make it to Brotton in that time. Early afternoon of the second day, your path was blocked by a now familiar halfling riding a worg. You all started to dismount figuring more were nearby. Bach went after the druid only to be cut off by a summoned hippogrif and then surrounded by a summoned hell hound. The ranger showed himself and started firing. Nearby him was an unfamiliar man in chainmail. Most of the group reoriented and headed to the ranger only to be blindsided by a lightning bolt that ripped trough three of you and killed two of your horses. Seeing that yrie was responsible for casting that, Malloric, Golian and D'Argo headed in her direction with Henrik, Edwin, Wolfgar and Pirozzi continuing to the ranger and Tsuto, who appeared from hiding nearby. She was accompanied by the fighter in chain, large shield and longsword that you previously met.

Bach quickly dispatched the summoned beasts and started after the druid and his mount, only to be delayed by a very spiky area of vegetation. While he worked his way around, the druid had time to continue casting. Lyrie hit Malloric with a ray that weakened him sufficiently that he was no longer able to use his bow. While not his preferred weapon, he unlimbered the bastard sword and kept at her. She was able to grease the area and her protector's advantage. While Golian was on the ground. the summoner soon appeared and held Malloric. The fighter took the opportunity to attempt a coup de gras. D'Argo was letting loose with spells, the fighter was not not an offensive powerhouse and Golian landed a few blows from the ground. Lyrie was soon dropped. D'Argo went after the summoner who again hid in a vision obscuring cloud. Malloric and Golian started after the fighter who was again backing his way from combat. Unlike the summoner, the fighter did not get away this time.

While Henrik and Tsuto were trading blows, the ranger threading painful shots. The cleric in chain mail mostly stood by but had to occasionally stop to heal himself. You realized he was protecting the monk. Having gained several leves since your last encounter, Tsuto was quickly overpowered. When the cleric was approached, he dropped his weapon and shield and surrendered to Wolfgar. The druid, still on his mount, was outdistancing Bach and rode by the ranger and shared a few murdered words. The druid rode off while the ranger withdrew toward his waiting mount. Between Pirozzi's magic missiles and Henrik's mace blows, he was slain as he attempted to climb onto his hippogrif.

You debated about what to do with the hippogriff and decided to let it be. It was not aggressive, but would take nips at those who approached too closely. After locating you attackers horses, you loaded up Lyrie and Tsuto's bodies, trussed up the cleric and headed to Brotton. There you turned over the corpses to the authorities with proof of warrant and let the cleric go with a few coin reminding him that the next time you meet might not go so well for him.

One more day to Heanor, another to New Dossleford and a third to reach Rothberry. Once there, many of you were surprised and a bit confused to learn that this is the home of Wolfgar's family and that the family is some sort of high standing family within the dwarven community in the County. A large party was held in his honor and much merriment was had. The party also reunited with Shalelu, the half-elf ranger your met in Ardrinn some months ago.

You had confirmed that no word from Fort Ranik had been received in several weeks, but that that was not entirely unheard of as the Fort is most directly controlled by the Lord of Eastmarch's High Warden out of Pikemaster. It was suggested that you may find out more once you get to Turtleback Ferry as that is the last outpost before the Aelinvudd. No directions to the Fort are needed as there is an old, and seldom used road that ends there. It is in disrepair, but clearly visible.

As the next day's ride was to be short, you stayed up and enjoyed the dwarven hospitality and slept in a little. Turtleback Ferry is a small outpost populated by lumbermen, traveling merchants, game hunters, mercenaries, and others who like to be on the fringe of civilization. It's most notable attraction surprisingly is not the two gigantic turtle shells used to ferry people across the river, but rather a large barge floating just offshore that is used as a gambling hall and den of ill repute. You spent the day learning about the area from the locals and finding out what you could about the fort. During the day, Edwin noticed a tattoo on the back of one man's neck. It was nearly identical in shape to the medallion now worn by Malloric.

You all were able to then to notice a few others with similar tattoos. None were very obvious, but neither completely hidden. You were able to determine that a lot of these folks spent some time on the barge. Sending the lightly armored aboard to explore with the heavier armored waiting nearby on shore to come if aid was needed, you were met by a bouncer at the door. He looked at Malloric and said "Welcome brother! This lot with you?"

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Session 11 - That's a Long Way Up

You used magic to search the town for the leather mask worn by the priest to no avail. Henrik and Malloric went to the Temple of St Cuthbert (with the dwarves for added numbers) as it was a high holy day for the church. You decided to let the ravens go one at a time and hoped they were 'homing' ravens.

You followed the first one as far as you could before you lost it. It flew down into 'The Shadow' and you couldn't follow it fast enough. The next day you let another raven loose, but this time you were in the district before doing so. While not taking a direct route, it did lead you to a very tall, decrepit, nonfunctional clock tower with a nasty lean. The raven flew up to the top. You invited yourselves in.

Once inside you realized this was a little used building. What footprints in the dust Malloric could find were humanoid and led mostly to a stair that wound up and up along the inside of the walls. The building was at least 150' tall. The group headed to the stair with Bach in the lead when Malloric yelled for everyone to stop. He saw a flash of light or glint of steel from a rubble pile. You went to investigate and a large, fleshy construct rose from the pile and started swinging a very sharp scythe. When it connected, which it did often, it sliced deep cuts into your flesh requiring Edwin to come to heal. Golian moved around to provide assistance and D'Argo tried to slow it with a grease spell. It was a matter of teaming up and beating it down faster than it beat you. A quick detect magic revealed the scythe and short cloak it wore to be magic. You then headed up the stair.

Edwin asked for people to stop and asked if anyone else heard anything. No one had. As you continued, the stairs became herder to climb. They were dry-rotted and poorly attached to the walls at points and sometimes were way out of level. It was slow going - more so for some. Now others heard the noise. It was a female voice from far above asking if anyone was there. You gave no reply. Soon a creature similar to a doppelganger approached from above you and started firing arrows. You quickly realized the tactical advantage the creature had. You were spending all your attention on climbing the stairs and were not able to adequately defend yourselves (making balance and climb checks to proceed left you flat-footed). Return fire from Malloric and attacks by Golian, who could manage the stairs quite well, forced the creature to flee - only to come back and start firing again. You heard the woman cry for help and the creature yelled up for her to shut up. A well placed arrow from Malloric sent the beast falling to the floor below.

Soon a clanging of the bells began. You realized that one had been cut loose. It fell and mostly destroyed a section of the stairs in the corner opposite where you were. Passing this section was very difficult. Especially when another creature came down to harry you. You eventually passed and fought two more of these before that last of them fled up the stairs. You climbed to the roof of the tower and found the creature dead and charred at the top of the stairs. Heading out to search the roof, you encountered two areas of silence. An flying woman came into view and started firing fiery rays at the party. When pressed, she flew off the roof and cast from the new vantage. She transformed into a serpent woman (see image) and periodically came into melee range to land quick, solid blows with her long spear. She was magically protected and buffed. D'Argo went down hard and Bach fell as well. Pirozzi tried a dispel from a wand but luck was not on your side. Edwin spent all his time keeping people from dying. At one point, the eyes of her mask glowed and a green ray struck Golian, paralyzing him. She seemed to have an endless number of the fiery rays until that is - she ran out. She entered melee and was eventually forced to flee.

You didn't find much except for a long list of names. You recognized some from Ardrinn as well as the Lord Mayor of High Mardreth. You hurried as best you could back to the inn. Alive but having had another bad guy get away.

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