The Skymountain Cronicles

Caravan of heroes - Chapter 2: Rushmoor Obsidian Spire
Rushmoor 2 - The Obsidian Spire

< Insert glorious description here >

After Action Report

  • 1 Swamp Snake L5 Brute 200 xp
  • 6 Stirges L1 lurker @ 100 xp = 600 xp
  • 1 Blade shooting (false) door 175 xp
  • 4 Grey Ooze, L2 Skirm @ xp 125 = 500 xp

Total 1675. Kronk, Godfrey & Thorgrim get 558 xp each – now at 2173 (almost at 3rd!)

Book I Caravan of heroes - Chapter 2: Rushmoor Scrying in the dark
Rushmoor 1

The morning after returning from the Fog Hills burial mounds, the party discovers the deranged paladin has disappeared over night (yes again – we loose more paladins this way…). Lady Rosalin is well though, but the same can not be said for the stable boy who slept in the stables. Looking for the paladins war horse they find the horse gone, and the dead and mutilated stable boys who has been torn limb from limb.

Warning the frightened villagers to be on the look out for the crazy and dangerous paladin they party proceeds to travel west across the moors south of Rushmoors, towards Hochoch. After 4 days of uneventful trvel they reach the Jarvan river, which flows by Hochoch some days travel north. As the party prepares to ford the river by an old collapsed bridge, a river barge is being pulled up-stream, with a small squad of Grand Dutch milita on it. The part managed to bum a ride, pointing out the Jarvan passes through the edges of the Rushmoor, and a few extra swords may be a good thing on that dangerous stretch.

Arriving at Hochoch they find it a bee-hive of military activity, and barely avoids being drafted and / or having their waggon and mules confiscated for the war. Altek gets them in, pretending to be a Paladin of Pelor using the holy book and armour from the crazy paladin. The city is abuzz with rumours that Ket is mustering an invasion army and will attack the Thornward defensive works any day. Like the last war, the Dutchy, Bissel, and Veluna will send troops to hold the defences while Keoland and Furyondy musters their armies. Unfortunately saboteurs have poisoned the stores, and it is a mad scramble trying to get troops and supplies to Thornward before Ket breaks through – everybody knows that if their light horse archers get loose to raid the southern lands the heavy infantry of Keoland can do little to stop them. Any waggon, drover, and able bodied warrior is asked to join – several times a day.

The party contact the caravan guild, and takes Bhaltazar’s furniture to the Wizards Tower. The Castellan’s 3rd secretary signs the bill which will let let the party get paid based on the encrypted letter from Cob. While at tower they tell Secratary about Brian, who asks them to come back to talk to one of Wizards the next evening (the Wizards are currently in council and can’t be disturbed). The tower, being a producer of arcana, is not interested in the magical reactants party was unable to deliver to Thomas.

The party decides to take advantage of Cob’s offer to sponsor them in the caravan guild, and pay the fee to start their own caravan company. Perusing the Caravan-Wanted notice board they find and old request: 400 gp for the following magical components …
The party decides to take the commission hoping to sell their magical goods the the Wizard Tauster in the small village of Thurmaster in Harrenshire, north of the Dim Forrest near the head waters of the Real Stream.

Later that evening at Tower of Wizardry the part meet the esteemed Wizard Astropopolous Arcanus. He is interested in the tale of Brian in the jar. The wizards keep a close magic eye on the lands around Hochoch, yet did not detect Brian’s necrotic activities. Yesterday he tried a deeper scrying, and saw only an illusion of past events – further pushing shattered his crystal ball. A team of mages and defenders was teleported to the swamp to investigate earlier today, since the swamp seems to be the centre of the “scry protected” area. They have not reported in. The mage’s want to hire the party to investigate, using their caravan business as cover. The party accepts with a promised reward of 200 gp each for information leading to a resolution of the “scry-dead” area. As a cover Astropopolous hires them on behalf of the Tower to bring supplies to a guild member, writing them a letter saying as much which they need to leave town.

Returning to their inn they discover Altek is missing and a cleric of Pelor is looking for him – a hastily scribbled note tells party to he will catch up with them later. That evening while Kronk drinks and gambels at The Buccaneers Den ( a rough tavern in the bad part of town ) mysterious roguish fellow deliberately loose a liquid filled orb with a floating severed finger pointing unerringly west. Kronk learns that “The Gov’” is concerned about all the soldiers, curfew, and blocked caravan trade being bad for business, and he want’s to help the party in their mission.

Kronk, Godfrey, and Thorgrim leave town – only the intervention and a second letter from Astropopolous get the out without being drafted into militia, and with their waggon. After some discussion they decide to head back to Heathermist, and from there investigate the swamp. On the way south they meet the Dwaf trader Firkin Fiercebeard. Sharing camp and dwarfen ale and mead from Heatermist they learn he is taking steel ingots to Hochoch – good business these days, and gotta help the Duke’s men fight Ket, don’t’cha’know?

The party arrives back at the Good Knights Rest in Heathermist some days later. There have been no signs of the crazy palladin since they left. The party leaves a note and an bearing (the finger they got in Hochoch points almost directly north now, at the center of Rushmoors) for Altek to follow, leave their wagon and mules at the inn, and travel north into the swamp.

After Action Report

Skill challenge / quest to get sponsors in Hocchoch, not get drafted, and keep waggon and mules completed.

  • Party has mission from Master Mage Astropopolous Arcanus (200 gp each on completion) to investigate scry-proof area in Rushmoors (and discover what happened to the team they sent in before party)
  • party has started a caravan company (of heroes ;-)
  • has accepted delivering magical supplies to Tauster in Thurmaster to the north (400gp)

Quest completion 800 xp
Kronk, Godfrey, Thorgrim, and Altek get 200 xp each
Now at 1615 each

Escape from Fog Hills
fog hills 5

After slaying Brian (in a jar), and freeing the captured young lady and distressed paladin Altek “liberates” the paladins magic sword and “fouled” plate armour. Then the party investigates the 5 tunnels leading from the octagonal chamber with necrotic effluvium. Drop by drop green glowing putrescent water trickle along a groove in each tunnel, collecting in the octagonal chamber below. At the end of each of the 5 tunnels, 30-40 yards from the main chamber, a small room collects the green drippings seemingly condensing from a rock in the ceiling into a rune inscribed silver bowl, and from there it trickles into the main chamber. In one chamber there is signs of ghoul gnawed bones. No where is there sign of an exit., although some roots hang from the ceiling in one room. The party, naturally, take the silver bowls for safe keeping. Regretably they also find the partially buried boots of of sgt. Bothary, who appears to have been burred alive in a cave in, perhaps caused by another Tomb Mote – if only he had been found sooner.

The part decides to rest for the night – from the crazed muttering it is clear the half elven paladin has cracked, muttering about undead dishonour and defilement the whole night. On the up-side, Lady Rosalin is convinced her husband to be will reward the part for rescuing her.

The next day, in a burst of inspiration the party decides that each of the tunnels lead to one of the six smaller grave mounds surrounding the 7th central mound. Investigating the octagonal chamber they find a submerged tunnel. Trusting his dwarven stamina Thorgrim swims under the necrotic waters. His confidence is rewarded as he neither drowns nor suffer other ill effects, finally emerging as the tunnel raises out of the glowing waters. In a small chamber at end of tunnel the familiar silver bowl rests on a stone sarcophagus. In a display of brawn over brains he opens the stone coffin and is promptly attacked, grappled, and blood sucked by the clawed being resting in the stone coffin. Breaking free he flees back, diving into the submerged tunnel, pulling himself along the rope.

Taking cover in one of tunnels the party believes they are being attacked by a magic using vampire as the a blasted by fire spells and nearly fall asleep during the fight. Altek, with strategic advice of Godfrey lays into the vampire spell caster and drops him with an awesome and devastating 3 attack combo – take that scary vampire wizard kidnapping young girls for a fate worse than death!

Deducing the chamber with roots must be close to surface, Thorgrim uses his dungeon / mining / dwarf talents to dig the party out, and as the sun sets they emerge from one of the smaller burial mounds, floating like an island in a sea of mist from the swamp.

Weary but victorious they travel back to Heathermist.

After action report

  • Vampire Thrall spell caster 400 xp

100 xp each for Kronk, Thorgrim, Godfrey, and Altek, each now at 1415 xp

Swimming in Necrotic Efluvium
fog hills 4

Copied from original post by Dimonic

April 29, 2011 09:26
Deep below the earth’s surface, the party emerges into a dark, octagonal chamber. Searing flashes burn brutal images upon our retinas as we take in the scene. The chamber is chest deep in putrescent fluid. In the centre is a greasy plinth on which is chained a fair elf maid who moans softly. High above her suspended by chains, a figure clad in plate mail writhes and screams piteously. Lightning courses through the chains at intervals, and the screams rise to a cacophony. Across the nacreous pool is a scaffold upon which all manner of arcane and alchemical retorts bubble and hiss, casting a fitful glow into the stygian gloom.

Expecting surprise, Thorgrim immediately tosses in a fresh sunrod, which sinks below the bubbling surface and illuminates some vile horrors that undulate beneath. Kronk prepares his grappling hook, and Altek rushes in. Kronks throw catches the hook high in the chains above, and he swings heroically across the chamber to land safely on the scaffolding on the far side. Altek slips in the slime, and slithers to a halt some 10 feet in. An evil voice echoes in the chamber, saying “What enemies have entered my chamber? My 300 year plans must proceed. Destroy them!”.

First Skeletons emerge from the pool, then Zombies. Lightning crashes around us and into us as we struggle to defeat the undead monsters while keeping our heads above the filth. Insidious voices whisper in our minds enticing us to attack our fellows, but we resist. The combat rages back and forth, and Godfrey becomes cut off from the rest as a portcullis drops in front of him in the entrance passage. Kronk leaps back into the vile pool as the combat rages, and in spite of fresh skeletons emerging at intervals from the slime, the party prevails. Using his eagle-eyed vision, Thorgrim espies a disturbance in the murk close to the scaffolding. On warning the party, Altek swings out and plunges into the depths sword first, and crashes into a hitherto invisible foe – contained in a large glass jar!

Kronk follows up, and shortly Kronk and Altek are vigourously engaged in untrained brain surgery. In short order, the evil Brian is destroyed, and the party rescues the lady and the paladin. During the rescue, the paladin begs to be slain, which we refuse. He says he has been defiled, and certainly, the large symbol of Pelor on his breastplate has been burnt out in a most frightning manner. During a short rest, the party recovers its wind, and buoyed by our successes, we decide to investigate further.

Dm combat summary:

  • 6 zombies
  • 6 skeletons
  • 1 Offelian (snake like undead construct)
  • 1 Brain in Jar (Herr doctor Brin’n’jar von Totenkopff – call me Brian)
Inside Fog Hills
fog hills 3

Having entered the larger central of the 7 burrial mounds, and getting trapped by a cave(dirt?)-in, the party fight several zombies.

Then 2 ghouls and several skeletons enter the small chamber – the stench is debilitating in the tight quarters.

Meanwhile a fellow adventurer named Altek, awakens after musteriously falling asleep – just as a dark rider was charging at him on the moors. Finding him self in the damp dark underground, partially burried in wet dirt, to his horror he finds someone thrwing more dirt on his face, working to complete his entombment. Fighting off the miscevipus tomb-mote, he follows the sound of battel, and find the party fighting ghouls and skeletons while kobold-zombies labours obliviously away tunneling and dragging unearthed bones to a central chamber.

Togther the adventurers dispatch the skeletons and 2 ghouls, then follow the labouring undead kobolds.

Combat tally
Wizards Cottage and fog hills for Kronk, Godfrey, Thorgrim and Bothari (NPC)

  • Door trap L1 100 xp
  • Vine at wizards cottage 300 xp
  • Teacart homumculus L3 150 xp
  • Pit Trap L1 100 xp
  • Fog Hill bugbears 4 * grunts and archers @ 38+150xp = 752
  • Water trap 400 xp
  • 4 zombie brutes @ 175 = 700
    2502 xp = 625 each

Fog Hills Ghouls for Kronk, Godfrey, Thorgrim, and Altek (Bothari unconsious)

  • Tomb Mote 38 xp
  • sodden ghoul 175 xp, stench ghoul 500 xp = 675 (reduce by 1 level, but full xp since hard to hit for party)
    713 = 178 each

So, Kronk and Godfrey has 1,315 xp each
For accounting and game convenience we will assume Thorgrim and Altek started with enogh xp that their current total is….also 1315 :-P

  • 4 zombies
  • stench and sodden ghoul, w 4 skeletons
  • tomb-mote
Nucturnal events at the inn, Tea with a Tea-Cart, Fog Hills
fog hills 2

There are several guests at the inn

  1. * An armoured half-elven knight with sword, shield leaning by wall. Surcoat and shield of white tower and golden sun. Talking to him you learn he is Lan Lightbringer, paladin of Pelor from Niole Dra. He is investigating the murder of melitia guard fort and the theft of arms from armory.
  2. * Young human lady with fine clothes, possibly a noble lady from her speach, with an older lady and a grizzeled greying man servant with a military bearin. Later you kearn they are Lady Rosaline (on her way to marry a mechant prince in Shiboleth, Missus Margereth her maid and former nanny (and chaparone), and her man servant / guard sgt Botari
  3. * An elven Lady in practical leather travel cloths – Mistress of a small caravan (3 carts of Elven fish oil going to Shiboleth), and her 6 drovers judging from whips in belts.
  4. * 4 Local farmers (one playing violin), and blacksmith (spoons) Sam Strongarm, and large youth flirting with elven lady
  5. * Rough fellow dark green tunic

The famed Heathermist Mead is as good as it’s reputation – later as the party sleeps soundly in their second story room, while the thunder rages, a loud disturbance wakes the party.

Lady Rosalin’s door has been kicked in, her 2nd stoty window forced open (with claw marks in wood work), and her self is missing. Her maid and guard are in a deep comatose slumber and not easily awoken. The door to the paladins room is also open, and the paladin missing (leaving his book of Pelor open on his bed side table)

The guard, sgt Bothari, will immediatly take up pursuit to rescue his charge – the adventurers decide to join.

Meanwhile, on the road, in the storm, a wet dwarf warden named Thorgrim has an encounter:

A dwarf walking through the stormy night was run off the road and nearly trampled by a mysterius rider. As he came to the thorb of Heathermist and the (much anticipated) Good Knights Rest inn, he discovered much frantic activity. Two guests, a noble (?) lady and a paladin, had been abducted earlier that evening. The inn keeper suggested asking the local wizard for help – a renowned scryer who once upon a time found a lost girl before the kobolds got her (also warning he did not like being disturbed, and had cursed and hurled lightning at some nosy local young men). The party, including a retainer of the lady, decided to try tracking the mysterious rider, but between the thunder storm and rain failed. The signs of recent battle in the forest, and north of forest, did cause some confusion until the Rogue and Warlord clearified thay had an altercation with some wolves and bandits earlier.

It was decided to seek the aid of the wizard. The Rogue and Warlord hoped the magical supplies they had commision to deliver as part of their newly started caravan bussiess would justify bothering the wizard. The party had some difficulties locating the wizards cottage in the forest, despite having been told to follow path in forest going west. Some tree climbing helped locate the path, which semi recent landscaping of bushes and trees had obscured from the road throgh the forest.

Despite a sign with dire warnings the party entered the clearing with the cottage. Tracks from a galloping mount crossed the clearng westward, but did not continue into the forest. The paty concluded some flying mount was involved – the dwarf realized that between the storm, dark, and billowing cloak, he was unsure if the mystrious rider was on a horse or winged mount, and if he was carrying an additional persons.
Investigatng the cottage they found it locked, and the rougue found the door trapped, getting flung back several feet from a powerfull electric blast, landing painfully on what turned out to be scattered bones and a scull. Some further investigation discovered a hole in the slate roof. Trying to climb to the roof the Rogue was grapped by some vigerous and vicious thron bushes around the cottage. A single powerful blow from the Avenger’s Mordencrad squashed the bush to a bulb, and the rogue sucessfully climbed to roof and entered a weather damaged bed chamber, with a lightning damaged bed directly under the hole in the roof. After slipping and falling from the roof (luckily only onto the squashed thorn bush, not the live one beside it) the Warlord decided to wait for rogue to open the front door from the inside.

The rogue cleverly disabled an alarm, left the bedroom, and went to the front door through a parlor which obviously had been “tossed”, books laying on floor. He opened door with some trepidation but no harm – except a bell going off. As the party entered a talking teacart entered the parlor, pleased that master finally was up and ready for tea. Things were turning ugly, the tea cart feeling panicy and believing the party was up to no good. Despite this (and despite the “help” of the rogue), the warlord managed to convince the cart that they were trying to help the wizard, who may have suffered some mishap. While the cart was distracted the rogue “borrowed” a magic cloak he found, leaving his own in place.

Having some tea and talking to the cart, the party concluded that

something bad had happened to the wizard some months ago,
the wizard had been engaged in research on how to cure vampirism in order to cure his daughter,
He rarely had visitors, but occassionally he did have clients consuting him for his services, usually scrying, and
a an unknown person had visited the last day the wizard had moorning tea.

Proceding to investigate, carefuly watched by the tea-cart, the party was lead to Master’s Study – a stout iron door behind a tapestry in the bed room.
While the party prudently wathed from the other room the rogue found a pittrap in front of the door – by falling in. Luckily his fall was broken by a broken body already in the pit. Unluckily the body burst releasing a swarm of spiders. The quick and nible rogue climbed to the top of the pit just ahead of the swarmy doom. Luckily the party managed to open the trap door just as the swarm made it to the rogue whom they pulled out of pit, slamming the trapdoor on several spiders, before the swarm could make it out.

The party decided the wizard and his trapped cottage was not germane to finding the missing lady and half-elf paladin. Leaving the cottage thay found the storm had stopped with the comming of dawn. Climbing another tree their attention was drawn west past the edge of the forrest to the hills floating like island in a sea of mist rolling in from the march to the north.
Based on the abruply ending tracks, the party concluded the mystrious rider had flown from the clearing to the hills, and decided to invesitgate the hills.

While walking through the fog to the hills the party was surpriced by a group og hobgoblins, whom they quickly dispatched.
Walking up-hill out of the mist they found themselves on one of 7 smaller hills surrounding a larger hill with several stones on it. Reintering the mist they walked towards the larger hill to investigate. As emerged from the fog a flight of arrows from up-hill hit several members of the party. Charging uphill among the standing stones they fought 10 hobgoblins, and the enemy archers caused much damage to the party. After a great battle the party was victorieous, with only one hobgoblin managing to escape into the mist. Sgt Bothari (the ladys retainer) was clearly discusted by his own poor performance, muttering something about not being as young as when he fought with the legions of Keoland.

Invesigating the standing stones, a secret entrance into the hill (a barrow down according to Thorgrim) was found, and the party eagerly decended down a steep ladder made of stone. After following a decending narrow 4’ tall spiralling tunnel dug out of the earth, root tendris trailing across their faces like ghostly fingers, a round door of stout oaken planks, like the end of a barrel, was found inserted in an arch of rough clay briks. Opening the door by pushing, pulling, or picking of non existant lock proved impossible. Luckily it easly rolled to the side, at which point there was loud rumbly noises from the tunnel behinfd the party. The party enered into a 20f long 5’ tall arched tunnel of old brick with a similar door at end, and rough uneven flagstone floor. When they tried to open the door at the other end, the door behind them rolles shut, several brickes popped out of ceiling, and water started to pour in! It was obvious to rogue as he tried opening it, that the door at the end was no door at all, just planks in the back wall. Goodfrey with a a supreme display of strength ripped out the door behind them saving the party from drowning like rats. Investigating the party found a trap door under a flag stone – greatly helped by the water draiing down around it. At the bottom of a pit filled with water, a water tight bronze door could be seen. When the water drained the party decended bronze rungs in the wall into the 10f diameter pit. Opening the door they found a 15×115 room with 5 zombies. One zombie started pounding the door at the back of the room. As the boom boom boom reveberted, the other 4 zombies attacked. With great daring doo the rogue leap into the room, attacking two zombies at once – dropping one with a head shot and gravely injuring another. Retrating to the doorway guarded by Thorgrim, the party fought off the zombies bearly taking a scratch in the process. As the last zombie dropped, the door at the back of room swung open on squaky hinges, pushed by a clawed hand.

Dhu dhu dho!

Skymountain Chrinicles Adventure Log!
A blog for your campaign

Skymountahin Cronicles, Book I Caravan of heroes
Chapter 1: Fog hills

Kronk the half-orc rogue and his friend Godfrey, a pair of up-and-coming youngsters to notice, are invited to lunch by Master Cob a caravan master in Shiboleth. Master Cob is an old family friend, and in the last couple of years he let Kronk and Godfrey train with his caravan guards.

They learn that the rumours of caravans attacked and killed to a man are true – lately several caravans taking the western route to Hochoch have failed to arrive, and there are signs of battle at the dangerous stretch of road through Dim Forest where the forest and northern part of Rusmoore meet (always a favourite site for robbers). A large double strength caravan with extra guards and militia was the last to go missing, and the western caravan route north of Rushmoore is essentially closed.

Caravan to Hochoch (minor quest):
Master Cob, wants a waggon of furniture and other goods taken to Hochoch for a friend of his, a former adventuring partner and wizard who has been offered a position at the famed Tower of Wizardry in Hochoch. Lately goblinoids in Dim forest has attacked caravans caravan on the route north of Rushmoors. An old route south of Rushmoors, abandoned many years ago when Rushmoors grew after the Skymountain Cataclysm, should still be be passable. Travel SW to start of Sheldomar river to small village of Heathermist, then west along old caravan trail south of Rushmoors

Some brilliant negotiations by Godfrey makes Master Cob agree to pay 180 gp for delivery to Hochoch, and throws in the wagon – you think he might be humouring you like a friendly uncle impressed by your chutzpah. He gives you a letter in code, and say to present it to caravan guild in Hochoch with the goods to get pay.

In order to afford 3 mules and food, party borrows 20 gp from Master Cob. Kronk also manages to sell 10 gold pieces of shares in their newly formed caravan company – guess there is one born every minute.

Magic Delivery Service
After Kronk and Godfrey accepted job, Cob offers chance to make monies. His friend the Wizard Baltazhar the Brown has request from his college and study pall Thomas the Thaumaturge for magical supplies (has list). Thomas lives in woods north of Heathermist. He will pay 250gp on delivery. Cob offers guild membership if delivery and southern caravan route opened. This is happily accepted.

With good use of skills, and the help of a magicians apprentice, Kronk and Godfrey collect the magical components on list – Kronk even finds some at zero cost! What luck.

On the road again
The party takes passage on a river barge on it’s way to pick up honey an mead from the head waters of the Sheldomar river. After travelling SW to the head waters of Sheldomar river you proceed along rutted dirt road. Once it was paved with the distinctive hexagonal pavement stones of Keoland, but now many are missing and road in ill repair after winters and flooding from the swam north of the road. Mist and fog drifting in from Rushmoor is common, especially at night. As mist from swamp is blowing south across road, and evening approaches, the road turns south towards a small wood. The walls of an abandoned burned farmhouse is by the side of the road (not recent). As it gets darker and the mist heavier, you hear the sound of wolves howling from the south, and the mules are scared and unmanagable. The party sets up camp in the ruin, but is attacked by wolves, which they easily drive off the wolves killing 2 before the rest run away – and the mules are unhurt. Then a terrible winter/spring storm with thunder and sleet breaks, and they decide to continue to Heatermist rather than sleep in the rain / sleet without a roof.

Making their way through he woods they are attacked by not particularly competent bandits, who are instructed by their Hobgoblin leader to get it right “take their lives, not just gold”. After a murderous fight the party prevails, and loot the brigands, who all but the leader had gold, not just the silver and cobber one would expect.

Finally late at night, having travelled south through in the road through the small forrest, they see the friendly light from windows through the sleet and rain, and hear singing and music. A small cluster of houses sit where the road fork. A surprisingly large two story Elizabethan half timber building has a sign with a white helmet sideways on a blue pillow, and with peeling gilded letters proclaiming it “The good knights rest”. Despite the timeworn appearance and obvious sign of having seen better days, there is a friendly air about the place, with sounds of laughter and music from inside.

You have arrived at “The good knights rest” – the old caravan inn of the long unused south-of-Rushmoor caravan route, and are greeted by Hob Hebbinford, the inn keeper, while locals and guests a like give soaked travel worn party curious looks.

Combat tally
Travel to Heathermist for Kronk and Godfrey

  • skill challenge getting magical components from list =100 xp,
  • wolf attack 3 @ 125 xp = 375
  • Bandits (hobgob commander 200, bandit 125, 3 lackeys @ 75) = 550
    total 1025 = 512 each

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