Date: 12/14/2014
Attending:
Jake, Justin, Joey, Dave, Aaron, Chris
Absent: none
Start Time: 7:14
p.m.
End Time: 10:05
p.m.
XP awarded: 400
Game time
elapsed: 1 day
Enemies
Defeated: Doorwarden, 1 tusked humanoid
Notes:
That morning
the Knights had breakfast in the Gutted Candle, where Grigor and Frumious
discussed their vision from the night before and Grigor shared news from home
via journal exchange with Osgood. Leaving the Candle the party did minor
shopping in the Center, mostly buying supplies and winter gear, before finally
stopping in a shop labeled Ellard’s Oddities.
Ellard
proved to be a hunched backed crooked necked dwarf who drooled with a raspy
voice. He had a number of curious items for sale but none the party was interested
in or could afford. As they walked out the door, Ellard yelled out, “See you
next time Dragomir!” Since Grigor had not given his first name, much less his
surname, the party promptly re-entered the shop only to find that it apparently
had been abandoned for years.
The Knights
left town, heading north and east on the road to Dalus Keep. Around lunch time
they encountered a large stone table with stone benches on the side of the
road. Closer examination showed that the
table was probably a former alter, and Feydor noted it’s resemblance to the
Redcap altar from the Twisted Wood. Bajol detected evil in the area and
discovered a crow spying on the group, which flew off to the west.
That evening
they came to Dalus Keep. They were greeted by a diminutive figure who called
herself the Doorwarden. The Doorwarden
activated an obvious illusion that made the interior seem better kept than it
was, and after a brief wait in a sitting room escorted them into dinner with
the Marquis.
Conversation
with the Marquis was cagey and tense, and the group discovered that he had
thick pancake makeup on his face. He wiped the lower half of his makeup off and
they saw that the entire bottom portion of his face was three consecutive rows
of teeth set within each other. He then presented two options for the Knights
to secure Thomas’ release: kill Mario, the failed claimant to the Illmarian
throne, or destroy an evil item (which he presented in a box) by taking it to
the Silent Lady’s realm or taking it across the trackless sea and throwing it
into the void beyond. The Marquis then invited them to stay the night and left.
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