Kjeran, James: thanks for the comments and for reading the session reports; I truly appreciate it! Following are the long-delayed notes for session 6 and later this weekend; we will be playing session 7; so hopefully the notes for that will be forthcoming soon!
"DL 1 Part III: The Adventure Continues…"
1. Fergus Quill: Male Half-Elf; 4th level Thief; Alignment: Good(ish)
Fergus never knew his Elf parent and he was soon orphaned into the streets of New Ports. Living on the streets; Quill soon learned the stealthy arts needed to survive; but he may have turned out much for the worse if a kindly old Dwarf hadn't taken him in. He maintained his streetwise skills and knowledge; but soon developed a good nature and became friends with a pair of humans from better walks of life than he; Detlaf and Thorne.
2. Detlaf Ironside: Male Solamnic Human; 3rd level Fighter; Alignment: Good
Detlaf grew up in New Ports; the son of a pair of Solamnic exiles, who ran a general goods store. His father though told Detlaf that his father (Detlef's grandfather) had been a well-respected Knight of Solamnia who had been forced to send his son and wife south due to the rebellions and uprisings sweeping thru Solamnia at the time. He gave Detlaf an amulet with the symbol of the Solamnic Knights as a memento. Detlaf's father moved to New Ports in Abanassina and grew up and married a store-owner and the two of them had a son several years later. Detlaf, growing up, became good friends with the scholarly Thorne and feisty half-elf; Quill. As a teenager; Detlaf feasted on his father's stories of the Knights and when Detlaf was 17, his father left him the amulet and told him to help his mother run the store while he took a trip to try and figure out what happened to his father and to try and find the Knights. Detlaf never saw his father again; but he carries the amulet to this day and soon apprenticed himself to the town guard; where he learned his skills at arms. Now in his early thirties; Detlaf has left the guard and is ready to see where his life might take him next.
3. Thorne: Male Human; 3rd level Magic User; Alignment: Good
Thorne grew up the son of a scribe and a healer in the town of New Ports and it soon became clear that he was every bit as intelligent and scholarly of mind and had the healing touch of his parents. He also displayed an aptitude for magic as a child and was soon enrolled as an apprentice to a kindly old white-robe mage. Over the years; Thorne did very well and soon had his own spellbook with several spells in it. When he wasn't studying; Thorne became fast friends with the Solamnic exile Thorne and the orphaned Half-Elf; Quill. Thorne's life would be forever changed the day that and odd red-robed mage named Bargle came to visit his old teacher.
4. Grackle Silvertongue: Male Kender; 3rd level Handler; Alignment: Good
Grackle was born and raised in Hylo, on Southern Ergoth. Growing up to be an extremely agile and nimble Kender; Grackle was also quite brawny for a member of his race. Hit with wanderlust like most Kender; Grackle ventured out into the larger world and soon found himself onboard a large ship whose crew were NOT so thrilled to find him there and promptly dumped him off at their first port of call; in a land Grackle found out was called ‘Abanasinia’. Wandering the area; Grackle eventually encountered some Plainsmen; some of whom were quite amused by the Kender at first and taught him their language. There were somewhat less amused with the Kender over time as many of their possessions inexplicably ended up in his pouches; and soon enough; Grackle found himself on the road again. Shrugging his broad-for-a-Kender shoulders; he soon found himself on the outskirts of the tree-top town o f Solace…
(DMs notes: This session report was written by Grackle the Kender's player; and on a personal note....the players took a VERY LONG time going back and forth on what to do concerning the ruined Treasury Vault guarded by the Spectral Minions. Eventually...they decided to bum-rush into the back vault; only to find themselves face-to-face with thousands of useless Tsarothian Clay 'Culli' Coins! I know, I know....evil DM moment of enjoyment!)
The Adventure Continues:
The doors stood firm, mocking Grackle and the rest. They had to come down. Grackle steps back and crashes into the lower half of the first door, splintering it and revealing a smashed up room with the vague hint of a general store. Grackle, Quill, and Thorne quickly rifle through the debris, with only Grackle scoring a dusty spoon. The second door was treated as kindly as the first, opening into a back alley. Rummaging about, Grackle finds some cookies that are surprisingly fresh. Or so he claims...
Detlef and Thorne politely move the party onward, halting the search for more cookies. The rush of water and damp air hint of something different up ahead, and the river ten feet wide in the middle of the corridor seems to confirm it. Thorne volunteers to jump it, and gracefully leaps nine feet across. Grackle then effortlessly launches himself across to join the now dripping Thorne. Ten foot fine steel doors of immense value stand before them. Having never met a door he didn't open, Grackle does what comes naturally. Five spectral forms lounge about the room and counter, and quickly greet their old friend Kethel with a demand of 500 culli. Thorne, not realizing that his name is actually Kethel, tries to barter with the ancient beings. Quill decides that there is too much fun going on across the river, so jumps across to see Kethel/Thorne shut the door with Grackle still inside. The rest of the party, seeing poor Grackle shut behind the door, splash over and get the low-down on the situation.
Grackle opens the door again, Kethel/Thorne evades paying his taxes and the spectral forms decide to take payment in blood. Kethel/Thorne fires two needles at the ghosts, tearing wisps of flesh from them, while Grackle and Quill act like thieves and rush for the back door behind the counter. Detlef unsheathes his mighty blade and cleaves a ghost through, encountering no resistance at all. A ghost slices at Grackles back as he leaps over the counter, cutting through his armor. Two ghostly blades swoosh down at Kethel/Thorne, he artfully dodges one only to land directly under the other, blood gushing from his shoulder. Detlef sees a blade and turns it with his shield. Quill sees the danger coming, dodges away directly in the path of a thrusting blade, impaling his thigh. Grackle starts to unlock the back door, and turns aside a poorly aimed blow. Kethel/Thorne runs for the front door. Detlef cleaves through air once again, leaving himself unbalanced to take the brunt of two blades, one cutting deep in his side. Kethel/Thorne returns with Goldmoon and Riverwind, and they jump into the fray. At the back door, a satisfying click can be heard by those with better than human hearing. Quill notices the unlocking door while stabbing at the nearby ghost whose own blade parries Quill's. More needles fly from Kethel/Thorne taking bits of ghostly flesh off the enemy. Goldmoon winds up and crushes a ghost back to death, while her husband slices through air disrupting the blade of his foe. Detlef starts to wise up and uses his shield to turn aside another blade. Grackle dives into what appears to be a treasury storage area, with a severe lack on the treasury. Quill strides towards the open door, only to hear the whoosh of a missed claw strike from behind him. Kethel/Thorne waves his hands and three more Kethels/Thornes appear. Goldmoon is now batting 1.000 as the enemy ranks dwindle. Although not without incident as she is nicked by a blade. Quill looks around, sees Grackle dissappear through a wall, and decides to follow. A cheer of victory is heard as Goldmoon dispatches the last two ghosts, as Riverwind tries vainly to assist.
Grackle reappears to see Quill stuffing his bag full of the ceramic treasure he can only assume to be culli. Grackle finds two skeletons, removes a skull, and starts talking to it. Its name is Thorne. The party journeys onward through the wall and finds themselves five hundred feet below where they were 5 seconds earlier. Wandering through the huge open cavern of what appears to be a ruined, turned on its side city, they happen upon a large courtyard with a robed figure kneeling in front of a small wicker dragon. The figure seems unconcerned with the two large chains attached to the floor and hurtling upwards for an unknown distance. The party goes around him.
In a back room they find a nice unstrung bow and 14 gleaming arrows. The sounds of a struggle and laughter are heard from behind another door. Three Baaz draconians are tormenting a poor, defenseless, adorable, kind, patient, virtuous kender. Kethel/Thorne tries to leave the higher being to his horrible fate, but wiser heads prevail, and an ambush is set. Two of the Baaz are lured out by a fine illusion, just to be stabbed in the back by Quill, and decapitated by Riverwind. The third Baaz comes out a moment later with a bloody sword, and is promptly hacked about the knees by Grackle and run through by Detlef. Unfortunately for Detlef, his sword becomes trapped as the draconian suddenly freezes and becomes hard as stone. Grackle and the more noble of the party rush in to help the kender, but alas his wounds are too severe and he expires in front of them.
The party, now filled with bloodlust over the fallen kender (or at least....Grackle was), they decide to rain an unholy death upon the lone hooded figure in the courtyard. The figure turns out to be one of the larger, magic-using Bozak draconians. Before he has a chance to react; Quill fires a bolt through its calf while a hoopak stone echoes against its skull. A matched pair of gleaming arrows strike the torso of the figure, launched from the now ringing bow-strings of Detlef and Riverwind. A pair of rocks from Kethel/Thorne and Goldmoon fly through the air with a fifty percent hit rate. Quill decides that raining fire is too good for this one, and throws down his crossbow and rushes at the figure with only his bare hands. Detlef sighs and follows. Another hoopak stone glances off the hide of the figure, to be followed by an arrow shot through its heart. The being staggers back, falls, then explodes in an roar of shrapnel which injure the rash Half-Elf and poor Detlef. A spell pouch and sword are taken, and as the chain starts to lower a large pot into the room, the party exits.
After a small walk, they hear more rushing water, and come out upon a large courtyard, at least one hundred feet in diameter cut into three sections by rivers flowing from east and west to the north. At the south end of the courtyard is a large domed structure and more giant steel doors. A deathly silence and unnatural darkness cover the steps leading to the doors as a voice booms across the cavern. The terrifying image of Onyx, the Black Dragon speaks to a lesser minion about a prisoner who must be found. The dragon turns and shambles away, leaving the draconian minion to arrange three search parties who split up and start to cross the river. The party waits on the far side, wondering and planning...