October 11th, 1084 Korlai Reckoning.
Recap written by Vic
Characters:
Krusher as "Dagnos"
Omegaman as "Elcid"
Vic as "Honey"
Teragen as "Bea"
void as "Ofydd"
It is finally the chilly harvest season in the County. On the morning of the 11th of October, the Giantslayers encountered some newcomers to town: a dozen people wearing markings of the king,who indicated that they were looking for people to hire to help them out with something. They referred to themselves as the “King’s Men,” a retinue of one knight, seven men-at-arms, and four squires. Honey approached, and learned that the leader was named Sir Wulf. He wears mail, which is clearly magical, carries himself like a noble, and looks like one, with fancy equipment, but has no heraldry. Sir Wulf wore a holy symbol of a god (Amulet of Tyr).
His men-at-arms are more mundane looking, but the knight himself has a retinue of men who are more powerful. He appears to be quite powerful, perhaps a “superhero,” and his squires would be myrmidons, etc. All of his servants had at least one magic item. Sir Wulf noted that there’s an old monastery a couple of miles north of here, ran by a guy named Brother Fisarn, constructed a long time ago, who worshiped a god named Kand, the god of resurrection. The temple has been silent, Sir Wulf indicated, and they assume some time ago they stopped worshiping.
A mage, Viðar, was supposedly dispatched there, but Sir Wulf never heard back from him. The mission was to see what happened. Rumors say that there are catacombs underneath the temple, but the party was told that they were dangerous. Sir Wulf wanted the group to scout out the temple, and offered 75 gold to do so, plus 20% of the treasure they recovered. While Sir Wulf was looking for Neb, concerned that the Watcher Keep is in ruins, Ofydd explained that Neb went to some dungeons and hasn’t come back. Bea explained that they are working to restore the keep with another adventuring party.
In the end, the job was to pick up any loot, disarm any traps, report anything unusual. They don’t think there is anything that the party can’t handle, and told them not to go into the catacombs. After about an hour of travel, the group saw a monastery on a hill, in a clearing, with a smaller hill near it; there were two buildings on the hill outside of the monastery. This location was previously unknown to the party, as it is kind of out in the middle of nowhere, almost a straight shot northeast from Rosethorp; they’ve never heard anyone talk about it. Nothing is known about it, and it looks quite old. The two outbuildings look like they are small houses, one of them was ruined, and the other is still standing, and both have a fenced in farm that is overgrown. In addition, on the south side there is a small domed building, temple-like, and a small graveyard.
The group approached the monastery. Honey opened the door to a wide entrance hall. The pillars in the room depicted the god Kand, in some it looks like he is bestowing babies, and others seem to be removing elderly persons. Sir Wulf and his retinue walked in behind the group, and began talking in hushed whispers. The party went into the next room, which bore a sarcophagus stating“Here lies Sir Kay, forever protecting the Temple of Kand.”
What followed was a systematic, door-by-door clearing of the upper level, led by the former mercenary Honey. There was an old kitchen, as well as an office where Dagos found a coffer with 21 gp (well, actually 31 gp, but he pocketed 10 gp and reported 21 gp to the knights). Another door led to a library, but one that no longer had a lot of books. They found a map from about 220 years ago, a census of the temple from “seven years ago” as per the map, a spell description of some kind of clerical spell, a book on the God Kand, a treatise of Kandian theology, and a letter to Brother Zond. The group pocketed those for later.
A set of double doors led to a 25 x 25 foot room with a curved plate of stained glass that kind of goes up to the ceiling and further curves, like an observatory. There was a large statute of Kand, and the room was really bright, actually brighter than it is outside. The slass doesn’t seem to be magical, though. The stained glass depicts a parting of clouds and a ray of sunshine coming down, kind of a yin-yang shape.
The final door opened int a barracks type room, with an open chest bearing calligraphy supplies, as well as stairs down. Taking the stairs down, the group noted that their continual light stones went out, so they had to use a lantern. After going down a short hallway, the party found a series of doors. One led to a latrine of sorts, another led to a room with cots and three shady looking fellows poking around the room. Dagnos gave them 1 gp each, and they cheered and left. Searching around the room, Dagnos found a mace below a floorboard, which seemed to have some kind of magical property allowing it to affect insubstantial things.
Exploring further, Dagnos saw that there was a hallway turning to the left, and found a pressure plate and a spout of some sort on the ceiling. Turning back, they opened another door. There they found five dwarves armed with spears. They said, “Halt, who are you?” Honey tried to reason with them and have them leave, but they didn’t want to part with some treasure they had found, so they attacked. Bea tried casting a spell, and it went awry. Dagnos put down one dwarf, and Elcid fried another with lightning. Ultimately, the dwarves surrendered, and the party let them go.
Searching the chest, Dagnos found a trap on it (a sleep potion). In the chest they found 10 lbs (about $1,000) of bronze coins and a short sword. Dagnos ran his hands through the coins, and one stuck to him. The party carted off the loot. Sir Wulf indicated that they did not find who they were looking for, but noted that the party had fulfilled its contract, and he paid them. When Dagnos shook Sir Wulf’s hand, the coin dropped off, and the party returned to town, richer than before.
Author's Notes
No notes were provided.
GM's Notes
This recap was actually sent to me directly after the game, but it slipped my mind to post it in a timely manner. Oh well. The party thinks they found a new place to explore, though they didn't find much down there yet. They couldn't find anything on the King's Men during the session, but someone will probably research it. The literature they picked up is also probably going to get digested quite quickly.
Character Advancement
+1-2pts from Loot
+1pts from Roleplay
+1pts from Exploration
+0pts from Freeing Prisoners
+0 Bonus Points
Total: +4 to +5 points.
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