DM Bob and Carla - ”Return to Heranmar Monday July 8th, 2024 11:06:25 PM ”Gate demons!? Are you describing a Baylor? And aquatic fey!? Sounds like you’ve got your work cut out for you, young miss!” The halfling Archmage seems anxious as Evander holds back other travellers impatient to start their journeys.
Beatrix, Snark and Makis indicate their readiness to go. Urist dresses up, and hopefully remembers the crated lantern entrusted to her care.
No golden amber dust is required to send the Luck Makers off, but with such a large party, and considering the great distance, the Archmage is there to provide an extra boost to ensure safe passage. Halisthan begins to recite the ritual magic, and the sigils on the floor glow and start to circle and swirl until they blur. ”Wizard Olostim awaits you on the other side. Off you go!” the Archmage announces, making a sweeping gesture for the heroes to step into the circle.
The return trip to Heranmar isn’t as instantaneous or as smooth as the trip to Plateau City. (Fortitude Save vs 15 to avoid feelings of travel sickness/nauseau.) The party sees the standing stones, with the Daughters of the Crones and Olostim, but a surge of green tinged energy thrusts the eight adventurers briefly in the direction of the Abbey - before they are pulled back - landing with a ‘thump’ at the center of the circle of tall menhir. Honora and her sisters stand silent, their eyes blank, as the whispering wind blows the last remnants of amber dust across the grass. Olostim’s face is pale with shock.
(OOC: please make sure your header reflects your new HP and other updated stats. - DM Bob and Carla)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78 d20+10=16 ; Tuesday July 9th, 2024 1:43:39 AM
As Snark steps into the teleportation circle, he mutters to himself, "Drizzle, Drazzle, Druzzle, Drome; Time for this one to come home."
As he nausea grips him, he throws up in his mouth a little, but manages to maintain his composure. (Fort Save 16 - barely made it.)
Stepping out he says, "Ooof. That was worse than last time. Oh, hey Olostim.
"Olostim? Honora? Hey, what's going on, are you guys OK?"
Snark will look around as he casts Detect Magic to try to figure out what's going on with Olostim and the others.
Urist (AC18, HP70of72) (Cayzle) d20+6=18 ; Tuesday July 9th, 2024 5:51:24 AM
Urist, of course holding on to the lantern carefully, gulps a little but keeps her cookies down through the teleport.
She sets down the precious cargo and wipes her mouth with the back of her hand.
"Let's not do that more often than we must, friends," she suggests.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+9=21 ; Tuesday July 9th, 2024 7:04:11 AM
Beatrix manages to keep things together during the transport (fort 21) and is surprised Olostim's surprised - she thought he'd been told they were coming but apparently their direct transport surprised him.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20+10=25 ; d20+23=34 ; Tuesday July 9th, 2024 10:06:56 AM
Makis hardly notices any discomfort from the teleport but his is quite alarmed. What in green energy was that? I felt like something tried to hijack us. He quickly mores out of the teleport zone and tries to discern what magics were at play.
[ooc]: Fort 25, Spellcraft 34
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP d20+11=12 ; Tuesday July 9th, 2024 2:25:07 PM
Eadric doesn’t handle the teleport well (nat 1 for 12) as it is his first time ever teleporting. Green in the fac, he asks ”Is that normal? felt like we were getting tugged around a bit.”
Jasper (Holly) HP 80/80 AC 21 /14/19 CMD 23 | CMB 10 d20+10=23 ; d20+10=18 ; d20+22=37 ; Tuesday July 9th, 2024 3:48:45 PM
Jasper makes a note to look in Isaac's book for "Baylors."
She withstands the teleportation (Fort = 23, noting the sharp, green shove towards the Abbey. Surely that wasn't normal.
She casts worried glances at Olostim and the others, taking a few steps towards them without getting too close.
What's going on here? She looks at the ground for tracks, at Olostim and the Daughters of the Crones for signs of trauma or enchantment, and at the surroundings to find any lingering threats. (Perception 37)
[OOC: Please ignore that second roll; I clicked the button when I was trying to interact with the modifier dropdown.]
Isaac Harker (Justin M) HP 87/87 AC23/ T13 / FF20 d20+13=32 ; Tuesday July 9th, 2024 8:22:20 PM
Isaac steps into the circle and concentrates centering himself before the teleport, and is able to keep himself from feeling the worst of the teleport sickness. He looks over at Olostim with curiosity. " Is there something wrong, Olostim? You look pale. Did our fishy friend come calling? " He tells Eadric "No. I don't think teleporting should feel like that, must be the portals or the magic of the Chaos bell is my guess."
DM Bob and Carla - ”A bumpy ride!” Tuesday July 9th, 2024 10:35:39 PM ”That was a close-run thing” mutters the wizard rubbing his hands over his face and through his hair - making his grey frizzy locks stand on end. Turning to the tiny female with thin white hair streaming down her back, he adds: ”thank you, Honora. Without you and your sisters I don’t think I could have pulled that off.” The witch dips her head in acknowledgement of Olostim’s expression of gratitude. Her two sister crones step back, fading into the low mist embracing the stone circle.
Beatrix lands on all four feet. Noting the wizard’s expression she is puzzled. They were expected, weren’t they?
Urist, her gingham dress and startched pinafore unsullied by the trip, totters a little in her ruby footwear, before setting down her precious cargo.
A startled Makis speedily exits the circumference of the teleportation circle. The bloodwich gets a sense that there was a conflicting draw on the magic of the Ley line that may have interfered with the teleportation circle set-up.
Jasper registers the shove towards the Abbey. She checks on those who set up the circle to see if they are okay. The Druid can see they are unmolested and only that there was some concern on Olostim’s part.
Snark acknowledges his Heranmar compatriots, then springs into action. With a gesture, a word, and concentration, he finds magic - on Olostim, the coven of witches, on the traces of amber borne away on the wind, and most powerfully a raw magical energy from deep beneath his feet.
Eadric has a hard time with the rough approach. Even with solid ground underfoot, he feels queasy. Everything is strange and new as well - the stone circle, the wizard and the ladies. As the light fog lifts he spots a path through the grass leading to a road. Is that a walled town he sees to the east of his present location? And what of that faint green glow beyond and to the south?
Isaac glances at the shaken wizard. The paladin has a pretty good idea something’s going on with the portals over at the Abbey. He reassures Eadric, then asks if Nyana has paid a visit to Heranmar recently.
”No. No signs of your aquatic friend.” Olostim answers the paladin, ”everythings back to normal. Mostly. Except for the Abbey.” The wizard rubs at his chin, and stares in a south easterly direction, and shakes his head.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday July 10th, 2024 8:01:42 AM "Well then we better get back there." having had a couple day's break Beatrix is ready and raring to go. "The sooner we finish this the safer everyone will be."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78 Wednesday July 10th, 2024 12:37:19 PM "Whew. Good thing you all were here to guide us in. Hey - I got something for you Olostim! I picked this up in Plateau City."
Snark pulls out a nicely carved pipe with a plant motif along with a leather pouch containing his best mix of tobacco.
"Beatrix is right - we gotta get that lamp to the Abbey. But I need to do something in the woods first."
Wasting no time, Snark will venture into a nearby thicket. There he releases his bat Luna and performs a short ceremony to call his Plant Companion to him (Greenmage feature.) He soon emerges from the thicket astride what looks like a medium sized mass of vines as a mount. The vines form a kind of saddle in the middle almost holding the little gnome in place. It seems to amble along at a pretty good pace (movement 40')
"Everyone, let me introduce my new friend Herb Alpert. He's an intelligent plant, well, intelligent for a plant that is, and he'll be my new mount so I'm not slowing you all down. Say hello Herb!"
In a raspy voice that's only slightly intelligible, it says, "Hellogh Herbgh."
With that, Snark is ready to go.
Jasper (Holly) HP 80/80 AC 21 /14/19 CMD 23 | CMB 10 Wednesday July 10th, 2024 12:50:19 PM
Jasper is glad that Olostim and the Coven are OK.
She's delighted by Herb. "Herb, I'm so pleased to meet you. My name is Jasper."
Back to the Abbey!
“Benni” AC 25/13/24 CMD 21. HP 55/ 55 Onesimos (SteveK) d20+8=10 Wednesday July 10th, 2024 12:53:43 PM
Oneismos has been very distracted, thinking inner thoughts, and barely even notices the Luck Makers have gone back to Heranmar until Snark introduces them to a, sort of, talking plant.
"Oh, uh, what? No, I think Beatrix is right. Lets get back to the Abbey with the Lantern."
.............. ooc: sorry all for not posting a couple days. No excuse or reason other than had merely forgotten.
Fort Save from previous DM Post: 10 (fail)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Wednesday July 10th, 2024 1:50:19 PM
Regaining his mental footing Makis bows to Honora and the other crones. My thanks as well my lady. It seems that some other force vies for our cargo. I would give you a full but quick report of our travels for I would ask your leave to continue this quest to see it's fulfillment. I fear that the next and final part of it shall be more than a simple delivery.
When the time is proper Makis will take the time to fill Honora in on all the details of the adventure.
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP Wednesday July 10th, 2024 6:08:29 PM
Eadric gets his bearings, observing the terrain around him. He chuckles at Herb, and voices agreement of getting the lantern to the Abbey. If it can solve whatever just happened to him mid-teleport, he’s convinced.
DM Bob and Carla - ”Mischief” Wednesday July 10th, 2024 10:51:02 PM
While Eadric gets his bearings, and Benni gets over a bout of travel sickness, Snark passes between two standing stones and disappears into a patchy bit of shrubbery.
Makis has a word with the Fist Daughter of the Crones, who understands completely the vital importance of the Luck Makers mission and the role the Bloodwitch has to play as part of the team. In a whispery voice Honora addresses the elf in cryptic verse:
”The moon will awaken, with the sleep of the sun. The light will be broken. The magic begun”
before she, too, withdraws from the circle and disappears into the mist.
Jasper is delighted when Snark rejoins the party astride his new companion, a mobile plant who answers to the name Herb Alpert.
A well rested Beatrix is ready to go, and a visit to the Abbey is at the top of her list.
Olostim accepts the gifts from Snark, closing his eyes and sighing after giving the packet a sniff. He lets the group know he’s informed the party’s housekeeper the group would be returning to Heranmar eight strong, and to have Lucky House ready. He volunteers that the green glow about the Haunted Abbey has been growing in intensity, but there have been no earth shakes or other disturbances. The competitive draw on the Ley line during the teleportation was the first sign of mischief.
It’s mid morning. It will take the party one hour to reach Heranmar, and another hour to reach the perimeter of the Abbey. The party is rested, but only six of the heroes have knowledge and experience of the challenges ahead. Makis and Eadric know of the mission to deliver Azodall’s Lantern to the Archlich Abbot sealed beneath the place - but what else?
Those who have experienced the place know that time of day (or night) doesn’t seem to matter much - as long as folks are well rested and well prepared…
Isaac Harker (Justin M) HP 87/87 AC23/ T13 / FF20 Wednesday July 10th, 2024 11:13:04 PM
Isaac tells Makis and Eadric " Be carful as you go into the abbey some sort of curse of fear hangs over it. Luckily I seem to be immune to it's effects and can help others over come it just by being near them. Once the portals are closed it might dispels the curse finally." Isaac is hopeful that they will be able to put the place to rest after they close the portals.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78 Thursday July 11th, 2024 2:20:46 AM
Snark is glad to see his carved pipe and tobacco are appreciated.
"Thanks for asking Maggie to get our house ready. I can almost smell her cooking from here! You're welcome to join us. And once this business with the Abbey is done, I'd like to discuss spells with you.
"Let's go Herb!"
The little gnome reaches out and grabs a vine that seems to serve as reins for the tangle of brambles he sits on. He urges the plant on and its vines move with a fluid motion as it keeps pace with the others, moving toward the town of Heranmar.
He puffs on his pipe as he rides, keeping a wary eye out for that watery tart Nyana as we go.
"Say Eadric - we'll see about getting you a room assigned at our place. It's pretty swell."
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=2 ; Thursday July 11th, 2024 6:57:04 AM
Beatrix will take up her role as outrider, leading the party back home and then towards the abbey (2 perception)
“Benni” AC 23/11/22 CMD 21. HP 63/ 63 Onesimos (SteveK) Thursday July 11th, 2024 7:36:49 AM
Onesimos settles his butterflies, and suggests they all go to the Luck Makers House to talk. As they walk, the elf is next to Snark and the gnome's new companion. "Does he come and go with much fanfare? What does he need to eat; just a taste of honey or something more substantial?" Having more experience with talking strangeness, the cleric isn't quite as standoffish as when he first encountered their old travelling companion's spirit guide Gore Thun.
When they get to Luck Makers House and welcome Maggie and introduce Eadric, Benni settles in a chair in front of the large fireplace, pointing at a ship's bell on the mantle. "A month or so ago, there was a terrible storm, even knocking down Heranmar's seawall and flooding half the town. An angry Oceanid, named Nyana, arrived claiming we destroyed her home and killer her friends. After talking her down, she told us something is manipulating old magic along a line that went from her home, through Heranmar, and direct towards the Haunted Abbey. We agreed to be her 'land legs' and correct the problem, then ring the bell to speak with her again."
"The Haunted Abbey is a ruin, full of undead, fey, and monstrous animals. It has an aura of fear that keeps people away, and glows green when there is about to be a terrible storm."
"With a special key, we found we could get inside. We explored and found the last monks there deliberately turned themselves into undead to guard a room of portals deep underground. The last abbot is a benevolent lich who battles 'things' trying to get through the portals, but has to use the lines of old magic to keep the portals closed. The more he uses, the more likely it disrupts the physical Wold."
"He told us of this Lantern that may be able to permanently close the Portals, and thus stop the magic backlash effects. And so here we are."
Benni pauses for others to put in their insights for Makis and Eadric before continuing. "We have been gone a long time, and there is no telling what may have been attracted to the Haunted Abbey since we last visited. I expect there may even be smaller Outsiders who, as the Abbot battles the demon princes, could have slipped through. We have to be prepared, but we have to be fast."
Benni hadn't prepared exploration/battle spells today and will need a day to be fully ready.
............
ooc: updated header
Jasper (Holly) HP 80/80 AC 21 /14/19 CMD 23 | CMB 10 Thursday July 11th, 2024 12:54:46 PM
Jasper adds, "The Star Mage said that one of the things the abbot is contending with is called a 'Baylor.' Has anyone ever heard of those?"
She puzzles over the rhyme Honora shared with Makis. "I wonder if she's referring to an eclipse. Hmm, "light will be broken." Does that mean we need to break the lantern?"
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP Thursday July 11th, 2024 7:50:14 PM
Eadric absorbs the information presented by Benni, focused on ensuring he’s prepared. He’s also excited to visit this “Lucky House” and get a room, as Snark said.He prepares himself for a long battle ahead, full of enemies he’s never encountered before.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Thursday July 11th, 2024 8:47:06 PM
Makis listens to the riddle closely but fails to draw in immediate conclusions. But he takes his Honora's withdrawal as permission to continue with the quest. As Snark returns Makis responds JHi Herb! and seems quite at hime with the plant creature.
He listens to his brother's recounting of the abby and adds it to the pieces he had already collected; his understanding growing closer to a total picture. I am with you in this to the end Benni. And to Jasper he will state A Baylor is a terrible foe. a prince of the Abyss. Let us hope we never have to face one in its full power. And I hope we do not need to break the lantern or allow it to be broken.
Urist (AC18, HP70of72) (Cayzle) Thursday July 11th, 2024 9:45:45 PM
Urist is vigilant and watchful as the group approaches its final destination.
DM Bob and Carla - ”Luck Makers House” Thursday July 11th, 2024 10:22:44 PM
Olostim declines Snark’s kind invitation to join the party at Luck Makers House. The older man mentions he was up quite early to help the coven spread the amber, create the sigils for the teleportation circle, and perform the magic - and needs a bit of rest. He walks in the direction of Heranmar with the party, veering off before reaching town.
Benni and Isaac share pertinent details related to the Abbey including magical affects, unusual creatures, and undead…lots of undead!
Jasper, unable to forget the fiendish demon who marked her and her friends so many weeks ago, frets over the possibility of encountering a balor.
Eadric and Makis listen carefully, and prepare for what is to come.
In no time the party reach the West Gate, and are greeted by Deputy Ned Green himself! ”Not dead yet I see! he announces in a booming voice, as he fiddles with a talisman hanging from a green cord ‘round his neck. Waving the eight adventurers through, he watches approvingly as they walk down the road past The Bottim Feeders Inn and Blue Cat Tavern and Quendock Mansion. Looking down a side street the group can just make out the Tradehouse with its water feature out front. Continuing towards the East Gate, the heroes pass the Sanctuary of the Sea on their left, and just past the gate, kitty corner from Ilthemar’s Butcher Shop is the old Morrison’s boarding house - newly refurbished - the hand crafted sign overhead declaring it Luck Makers House. Two repurposed horseshoes used for the ‘U’ in ‘Luck’ and ‘House’. A quick turn of a key in the well oiled lock, and the door is open!
Inside, there’s bread, cheese, and cold meats set up on a sideboard, a large bowl of seasonal fruit on the table, a keg of small beer in the kitchen and cookies in the cookie jar! The place is neat and tidy, with everything much as the party left it. Wood is stacked on the hearths, ready to be lit by a tindertwig. Upstairs, the four unclaimed rooms have been furnished with beds and bedding - but nothing more.
Beatrix is forced to reign in her enthusiasm, since some of her companions will need time to prepare for their trip to the Abbey. Certainly Urist will need to change out of her current outfit!?
(Please describe how you spend your afternoon, evening, and night. Maggie will arrive before dawn and set up breakfast on the sideboard. Describe your morning - up to the point of departure for the Abbey!)
Isaac Harker (Justin M) HP 87/87 AC23/ T13 / FF20 Thursday July 11th, 2024 11:04:44 PM
Isaac will be up and asking about what has happened since they left. For most of the afternoon, he walks the town, catching up with various locals and making sure things are good in town. In the evening, he heads over to the Blue Cat Tavern for a meal and a show one of his friends will most likely put on. He asks for Pan seared fish with bread and green beans. At night, he sleeps in the Luck Maker's house in his own room, glad to be back but nervous about what will happen in the morning. He sharpens his sword to calm himself and goes over all his equipment. Come morning, he asks for pancakes and bacon. "I figure if we finally put the ghosts of the abbey down, a good breakfast will make it all the sweeter."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78 Thursday July 11th, 2024 11:55:48 PM
As we enter town, Snark says to Makis and Eadric, "One thing you gotta know about Heranmar is these folk are superstitious as all git out. You so much as look at 'em cross-eyed and they think you put some sorta curse on 'em. We call ourselves the Luck Makers because we're trying to teach 'em there ain't no such thing as good luck or bad luck - you make your own luck in this Wold by the choices you make and the actions you take."
He brings his mount around back and says to the tangle of vines, "You stay here in the garden Herb. There soil and water here, and some compost over there. Just try to blend in while were here - I don't need you scaring the bejesus outta folks."
As we enter the old boarding house, Snark will tell the newcomers, "Welcome here, welcome here. Make yerselves at home. What do we got here? Oooo, beer and bread and cookies! Oh, and some fruit. Maggie's the best!" He grabs a mug and fills it with beer. That's a good start.
Snark will use Prestidigitation on himself and anyone else that needs to be cleaned up. He conjures up an Unseen Servant to take his things and stow them in his room. He will eat a proper meal, and after making sure his friends have a place to sleep, he will rest.
Waking in the morning, he memorizes his spells. He goes and gets Herb when everyone is ready to leave.
“Benni” AC 23/11/22 CMD 21. HP 63/ 63 Onesimos (SteveK) Friday July 12th, 2024 7:35:50 AM
Benni agrees with Snark, Maggie is the best! He spends his afternoon helping Urist, Makis, and Eadric to sort out their rooms on the second floor and accompanying them to the Tradehouse to meet crafters if they need to order anything for their rooms or visit the WLA booth. If he has time, he goes to the Sanctuary of the Sea to see if the two resident priests have any messages or rumors about the Haunted Abbey since the Luck Makers have been away.
In the morning, rested and refreshed, Benni meditates on spells and the Seven Loves of Flower; steeling his mind on the love of common purpose and goodwill towards all mortal creatures.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday July 12th, 2024 9:36:11 AM
With the hopeful end of the abbey adventure approaching Beatrix works on lesson plans. Maybe she can avoid adventures for a bit and get back to her proper profession once they no longer have to worry about earthquakes or floods.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20=2 ; d20=18 ; d20+21=29 ; Friday July 12th, 2024 6:58:04 PM Thanks for the warm welcome. Makis says to the group. Unless someone else really wants it I 'd be quite happy with the front facing (blue) room.[/b] Makis excepts some help unpacking and settling in. Hey Snark, we have not yet been able scry on our lady friend during the day. What say we both give it a try before the sun sets? I'd like to borrow your mirror even if you are not interested. If he is early enough to catch his person of interest with the sun up he will once again attempt to scry.
[ooc] Now I have to worry about time zones. lol. DC is still Will Save 21. If unstressed and he has a remaining 4th or 5th level slot Makis will continue to do daytime scryting each day until he is successful.
I think I'll stay in tonight and get settled. I expect tomorrow to be busy and so I need to be up early to prepare. Besides I do not really know the city well and have no specific place I need to be0. Is there anything specific I need to know to prepare for tomorrow? Are we expecting a fight? After that strange teleport battle for control I am not sure what to think.
Before bed Makis will spend a little time searching his room and casting detect Magic just to understand the baseline fro where he is staying. [ooc] Perception 29
In the morning Makis prepares his spells and completes his ritual. He ends up using his luck to succeed. He does mix things up a little and completes the warding part of his ritual instead of Grimalkin. [ooc] +1 bonus to AC and saving throws.
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP Friday July 12th, 2024 9:59:45 PM
Eadric settles in and chooses the room with the front view if uncontested. He will stick with the group, trying to learn as much as he can about the Heranmar folk before tomorrow. In terms of furnishing his room, he refrains from now, content with the barebones configuration. He takes his fill of food, and settles in for the night.
“Benni” AC 23/11/22 CMD 21. HP 63/ 63 Onesimos (SteveK) Saturday July 13th, 2024 7:53:03 AM
Benni’s room is the tan room (up the left stairs, first door on the right). He likes to see the people along the street. He makes no comment, but smiles when Makis choses the room across the hall, as the cleric remembers nighttime childhood shenanigans.
DM Bob and Carla - ”Luck Makers House” Saturday July 13th, 2024 10:56:50 AM
OOC: Makis posted his choice first - the front facing room with the navy blue bed (between Snark and Isaac. Eadric and Urist have 3 rooms to choose from - looking over the back yard. The middle room with the green bed and plants in the window belongs to Jasper - the other three are vacant.
Furnishings can be determined later, so you aren’t bound to the existing decor!
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP Saturday July 13th, 2024 8:42:46 PM
OOC: whoops! totally glossed over that. I'll take the room with the grey bed for now.
DM Bob and Carla - ”Return to the haunted Abbey ” d20+12=18 Sunday July 14th, 2024 8:47:42 PM Snark explains to the newer members of the group how very superstitious are the townspeople. How they have “warding off” signs or phrases for almost every imagined fear or misfortune. They place wards on their houses to keep out ghosts and evil spirits. They have protections against illness, pirate invasion, thieves, saying the wrong thing, curses, bad luck, to name a few. However, the party is trying to teach the inhabitants - by word and by deeds - that a person makes their own luck in the Wold.
Benni gives a tour of the house, and helps the newer members settle in. Afterwards, he and Isaac visit the town, introducing Eadric and Makis to some of the locals, and showing them key landmarks. The tall walls are surprising for such a small town of several hundred residents. Most of the town business seems to take place in the various stalls of the Tradehouse though there are a few stand alone establishments like the butcher shop, two bakeries, and a prosperous looking inn.
The work on the town wall appears to have been completed, and houses in the lower end of town restored. Several of the poorer folk in this area smile and wave at Isaac and Snark thanking them for their service after the storm. The group note work on the docks is nearing completion, and learns from the harbourmaster that it won’t be long before the big sailing ships will be able to dock once again - instead of weighing anchor off shore, and using row boats to ferry passengers and cargo back and forth.
Later, Isaac learns from the guard at the East Gate, that the ghost of Waldo had been spotted hanging around just beyond the gate, and that the butcher, Ilthemar, claimed he saw the apparition standing in front of Luckmakers House one night when he was late closing up shop!
Benni finds Reshakka snoozing, while Roland Appleton busies himself filling baskets with ‘gifts’ left by the townsfolk. The donations will be distributed to the needy at a later date. The cleric, points to a once empty alcove - now decorated with offerings - and explains that there’s been an increase in ‘gifts’ to Flower, and some talk of setting up an informal group to sort through and better understand how following the goddess’ teachings might influence their luck in life.
Beatrix makes a small amount of headway with the educators at Querendock Mansion. There’s some talk of starting up an after school adventurer’s club for some of the older children. Might she be interested?
Makis excuses himself early from the evening entertainments at the Blue Cat Tavern - obsessed with tracking down Lady Alsanna. He finds no traces of magic in his room - other than his own belongings. He settles down with the borrowed mirror, and searches for clues to the female who so disturbs his peace. (Alsanna’s Will save = 18, fail). The entirety of his study of her, she is standing at the rail of what appears to be a sailing ship looking out across the inky dark water. Garbed in black from head to toe, her dark veil shields her face and streams out behind her, carried on the wind.
*******
After a hearty breakfast of pancakes and bacon, the heroes collect their kit and strike out - taking the road leading to the ruins. Up a hill overlooking pastures and fields, with the tree line of the forest maybe a half mile off, and the Abbey before it. Even at this distance, the structure is ominous - if difficult to make out - shrouded in darkness and mists, as it always seems to be - no matter how beautiful the day everywhere else.
The structure, or what remains of it, appears to have once been a central building of two or possibly three stories of soaring stone, the walls and arches now covered in clinging ivy and about which cluster monastic buildings in various stages of decay. Some distance from the main structures, a low wall, collapsed in spots, marks the boundary that is the dividing line between the known and the unknown.
Crossing the boundary wall is like crossing from day into night, except there are no twinkling stars or friendly moon overhead. The sun seems to fade from existence, and the temperature drops. A feeling of unease as if entering a nightmare where terrible things lurk and horrors crawl forth to plague the living threatens to overwhelm all - except Issac[who's somehow found within him the ability to resist the feeling.
Everyone except Isaac Will Save DC 15* vs Fear (Save or be Shaken -2 penalty on attack rolls, saving throws, skill checks, and ability checks.)
Urist tries hard to resist the fear ... And beats the effect with a 18.
She is carrying the lantern in its box.
She casts Rose's Temperature Control spell to warm up.
Urist's Prepped Spells: 0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Serv, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis, Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, G Invis x2, Dimension Door. 5: Q Shield, Q Enl Person
Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78 d20+16=35 ; d20+15=21 ; Monday July 15th, 2024 2:45:58 AM
Snark is thankful for the hearty breakfast. Once all are ready, he trots out back to fetch his plant companion, Herb. He mounts up and joins his friends as we trek to the Abbey. Herb is a mass of vines. As Snark climbs up on the plant, the vines form a saddle, gently wrapping around the little mage. He reaches out and a vine curls into his hand, acting as reins. "Alright Herb, let's go. We got a town to save.
At the Abbey grounds, Snark will cast an extended Mage Armor on himself, and will use Makis' pearl to cast Mage Armor on the bloodwitch.
As we approach the barrier that surrounds the Abbey, Snark will warn the new folks that have not been here, "Get ready. This place is kinda bad, so stick close to Isaac when you go in - it makes it easier to resist the creepiness of this place. Once we're in, you can spread out."
Snark follows his own advice, and resists the fear effect (Will save 35.) His plant, Herb, is immune as a plant.
As we go, Snark keeps a sharp eye out for trouble. (Perception 21.) Herb has scent and blindsense out to 30', and moves 40' per round.
Spells, * = cast/used: 0 (DC15): Message, Detect Magic, Mending, Prestidigitation 1 (DC16): Grease (C), Mage Armor, Magic Missile, Protection from Evil, Feather Fall, Shield, Unseen Servant 2 (DC17): Glitterdust (C), Minor Image, Burning Sphere, Web, Levitate, Scorching Ray 3 (DC18): Summon Monster III (C), Haste, Fly, Fireball, Dispel Magic 4 (DC19): Summon Monster IV (C), Dimension Door, Greater Invisibility, Resilient Sphere 5 (DC20): Cloudkill (C), Wall of Stone, Wall of Stone
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10/10 charges Extend Metamagic Rod - 1 used
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+11=27 ; Monday July 15th, 2024 6:04:42 AM
Beatrix is hesitant to get involved with something labeled "adventurer's club" but will learn more before deciding. When it's time to enter the abbey she huddles close to Isaac, knowing by this point that it's the best way to resist the effect.(27 will)
“Benni” AC 23/11/22 CMD 21. HP 63/ 63 Onesimos (SteveK) d20+11=28 ; d20+5=18 ; d20+11=28 ; d20+8=13 ; Monday July 15th, 2024 7:35:08 AM
Benni is like Beatrix, initially wary of helping the people of Heranmar depend on luck through Flower, but an afternoon of talking with Roland in Reshakka's presense (while helping to construct baskets), and more considerations with Beatrix, leads the cleric to accept what is happening. "People change their thinking slowly, and it is for the teacher to lead the thoughts to where they can make their own conclusions. Other religions in the past have used local customs to teach their beliefs, and we can do the same: me with Flower, and you with your School."
Just before the team crosses the barrier to the Haunted Abbey, Benni would like to cast two long-term spells. The first is for Snark, imbuing him with Shield Other, and the second is for Eadric's sword, Ghost Weapon. "This will enable you to strike incorporeal opponents, so you should concentrate on those types of foes if we come across any."
Then they cross into Abbey Grounds, and Benni resists the fear inducing effects. He looks to see if any Luck Makers need his Calming Touch to overcome the dread. (ooc: will use Calming Touch on any affected hero to remove fear effect)
.............. Basketweaving: 18 Know Religion: 28 Save vs Fear: 28 Perception: 13
Active Effects: Shield Other 0/8hrs (Snark); Ghost Weapon 0/8hrs (Eadric)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Monday July 15th, 2024 4:07:03 PM
At breakfast Makis tells of his scrying of Lady Alsanna. I studied her for the spell's duration of almost 10 minute. The entirety of my study of her, she was standing at the rail of what appears to be a sailing ship looking out across the inky dark water. He'd was garbed in black from head to toe, her dark veil shielded her face and streams out behind her, carried on the wind.It is possible that she sails to this continent?
at the border to the shrouded area around the Abby Makis stills himself and steps over next to Isaac. He places a calming hand on Ellashee as he does so. Once he steps through he will cast Dancing Lights and gave the 4 globes of light dance 30' in front of the party as the move about.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20+14=23 ; d20+11=24 ; Monday July 15th, 2024 4:11:23 PM
[ooc] Will saves of 23 and 25 for Makis and Ellashee.
Makis will also cast and hold Barkskin on himself and cast Flying Broom which will last for 9 hours. He does not yet ride said broom. If we need to scout ahead remember that I can use my Arcane Eye to do so. he offers.
Isaac Harker (Justin M) HP 87/87 AC23/ T13 / FF20 Monday July 15th, 2024 8:13:01 PM
Isaac looked up at the Abbey. He checked his sword and armor looked over at his companions checking to see if any had been affected by the fear of this place. " I know for some of you this is your first time here. Be on guard if this works the undead and fey might finally rest in peace. But this place still is dangerous. Stick close and be ready to fight." Isaac casts bull strength on himself as they get close to the church in preparation.
Urist (AC20, HP82of82) (Cayzle) Monday July 15th, 2024 10:07:23 PM
Urist looks at Makis and the flying broom with envy.
"That sure does look like a sweep way to travel!" she exclaims.
[OOC: Updated header]
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP d20+5=16 ; Monday July 15th, 2024 10:15:35 PM
(Will Save 18, +2 to fear)
Eadric quickly shakes the effect of the fear off, his hand tightening on his rapier hilt. He sticks close by the rest of the party, taking some spot near the front.
DM Bob and Carla - ”Return to the haunted Abbey ” Monday July 15th, 2024 10:17:40 PM
The party steel themselves against the aura of fear as they scrabble over a breach in the boundary wall and gain access to the yard full of overgrown grass and weeds.
Benni casts shield other on his blue haired friend, and ghost weapon on Eadric’s rapier. Snark casts extended mage armour on himself, and Makis, using the latter’s magic pearl Makis covers himself in barkskin , and magicks his broom, before sending a set of dancing lights ahead of the party. Isaac casts Bull’s Strength and invites folks to stick close in order to benefit from his strength of will. Beatrix is one who takes him up on the offer Urist wards against the chill in the air
Cautiously, the party approach the massive doors they have used previously to gain entrance to the Abbey complex, and which were locked when they closed up the place so many weeks ago. Onesimos locates the jade key that opens the Great Hall, and after inserting it in the lock, turns it with an audible ‘clunking’ sound as a series of pins are released inside the cylinder.
The group watches as a shimmering starts high overhead and cascades gently downward to reveal a structure far larger and more magnificent than what was previously visible. The building is massive and ornamented with grotesques carved into stone corbels, keystones, and friezes on the facade. Where once there were empty gaping windows, there is now evidence of stone tracery and remnants of richly coloured glass. This is nothing new for Benni, Snark, Jasper, Isaac, Beatrix or Urist, however it is a novel experience for Makis and Eadric.
With the large doors open, and preceded by the bloodwich’s dancing lights, the heroes move through a short vestibule into a vaulted two story chamber. The floor is tile, but it is hard to make out any pattern under the layer of dust that covers it. There are long tables flanked by benches placed symmetrically down the length of the chamber. The walls down both sides are lined with shelves containing mouldering books from floor to the height of a man. Tall windows spaced at regular intervals cast dim jewel toned light onto a series of carved busts set upon stone columns in front of the book shelves. The air itself looks coloured due to suspended dust particles. Overhead, where a portion of the roof has collapsed, clouds race across a darkening sky. There is a thick layer of dust over everything, and diaphanous wisps of spider web waft in the air.
Benni and Snark Highlight to display spoiler: { are pretty sure nothing has passed through the space since the party left the premises so many weeks ago. }
Two ghosts go about their business amongst the books.
“Benni” AC 23/11/22 CMD 21. HP 63/ 63 Onesimos (SteveK) Tuesday July 16th, 2024 7:36:36 AM
Onesimos puts away the key, looks about, and lets out a satisfactory breath. "It doesn't look like anything has come through here since we left. Pharmakis, Eadric: you can ignore the ghostly librarians, they won't attack if we don't disturb the place. Does anyone have any objection if we take the shortest path to the vaults under the catacombs and get Azodell's Lantern to the Abbot?"
The cleric doesn't expect any objections, and briefly outlines what they are going to do to the fighter from Plateau City and to his brother. Through the library and out a door on the right, and across a garden foyer to the Chapter House. Another key to get in, opening a Secret Door in the floor, down to and through the Catacombs which will lead to another locked door where the undead Abbot eternally battles 'creatures' trying to use many portals. "Nothing came through the front door, but don't let your guard down!"
............ Active Effects: Shield Other 0/8hrs (Snark); Ghost Weapon 0/8hrs (Eadric)
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Tuesday July 16th, 2024 9:46:14 AM "The faster we get there the less likely something goes wrong. Let's move." Beatrix opines.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Tuesday July 16th, 2024 1:42:40 PM
After seeing the ghosts and before the group leaves the library Makis will cast Threefold Aspect on himself, making himself younger, hardier, and quicker. [ooc]+2 to Con and Dex but -2 to Wisdom for 24 hours - also Makis can shift age as a standard action.
I am fine with the shortcut Benni. Lets get this lantern delivered.
Jasper (Holly) HP 80/80 AC 23 (with Barkskin) /14/19 CMD 23 | CMB 10 d20+13=27 ; d20+21=39 ; Tuesday July 16th, 2024 2:39:48 PM
Jasper-- late to the party, but here-- shakes off the fear as she enters the Abbey. She casts Barkskin on herself before crossing the threshold.
She keeps her eyes open for danger as the Luck Makers slip past the busy ghosts.
Will = 27 Perception = 39
___ OOO: I was out of town and the place I was staying had very unreliable connectivity.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 15, HP 78/78 Tuesday July 16th, 2024 5:49:40 PM "Hey Benni - thanks for casting that Shield Other spell on me. Let's hope we don't need it."
Snark rides Herb as he keeps up with the others. Herb makes a weird slithering sound as the undulating mass of vines moves down he corridor carrying the little gnome.
As he goes, he will cast two spells. He casts an extended Invisibility on Herb, giving the appearance that the gnome is floating along. He also casts an Unseen Servant and he pulls out a coin with Continual Flame cast on it. He says to the Unseen Servant, "Here you go Spooky, carry this light for me pal."
Then he lights his pipe, and puffs as he goes through the corridors with his friends.
Urist (AC20, HP82of82) (Cayzle) Tuesday July 16th, 2024 9:44:50 PM
Urist is happy to follow Benni's lead.
"Let's get the lead out, lead getter!"
DM Bob and Carla - ”Return to the haunted Abbey ” Tuesday July 16th, 2024 10:57:55 PM
After warning the newest members of the Luck Makers to ignore the ghostly librarians, Onesimos suggests taking the direct route to the vaults under the catacombs. The cleric doesn't expect any objections, and marches down the great hall leading the way. Makis and Eadric watch with some degree of shock as the cleric strides across a chasm almost 30 feet in diameter that blocks the back half of the chamber, and bars the way forward! (Will save vs DC 17 Highlight to display spoiler: {to understand that the chasm is an illusion!})
Assuming the newest members of the party are able to cross over the ‘chasm’ either through force of will or with the help of their companions - everyone makes it down the short hall and out the door, along the cloisters and to the Chapter House. Onesimos fishes out another key to get in, then approaches the large plaque hiding a Secret Door in the floor.
While digging around in his pack for the medallion that will trigger the mechanism, the elf finds a quantity of sand in the pack where he stored the various Abbey keys. One medallion is missing! He cannot find the one that opens the last chamber! The one that bound the undead guardian to the door. The one removed from her chest when she was felled. (Knowledge Religion = 25 Highlight to display spoiler: { to understand after a mummy lord is destroyed, the necromantic energies that created the abomination begin to rebuild its body - unless its remains have been consecrated, hallowed, and any lurking evil dispelled! After a time, the mummy lord awakens fully healed, its belongings restored to her.})
The medallion required to reveal the passage in the floor is located, and fit into the depression at the centre of the design on the floor. Once joined, the medallion and the surface of the stone both begin to glow. Those who remember how the portal work, align the outer rings marked with glyphs with key markings on the medallion. When turned just so, the central plate pops upward ever so slightly and the portal swivels to one side, revealing a steeply descending circular stairway leading down into the darkness.
The stairs wind down some 50ft. before ending on a rough stone floor. Makis’dancing lights and Snark’scontinual flame (borne by ‘Spooky’) reveal the long corridor lined with shelves packed tightly with skeletal remains, decaying wood reliquary, arched burial vaults containing stone sarcophagi, etc. A grey-green mist rises from the floor in some spots - nothing to obscure the view - whilst rats and other small vermin scurry away, avoiding the light. This time, there is no Crypt Thing to greet the adventurers.
The party wastes no time and progresses quickly, but carefully, down the long corridor, past the many alcoves filled with the remains of the dead. No dangers now lurk in the arches holding the remains of those who have passed, nor in the hallway, and there are no surprises for Jasper or the rest of the party.
At the end of the corridor, through an archway on one side, the party comes upon the final stairwell - a wide shaft - the stairs spiralling downward around the outer wall, and a dark void at its center.
*****
Makis and Snark please indicate as best you can, where the sources of light are relative to the party.
(OOC: 20 minutes have passed since you crossed the boundary wall of the Abbey compound. Any spell effects of short duration will be impacted. - DM Carla)
“Benni” AC 23/11/22 CMD 21. HP 63/ 63 Onesimos (SteveK) d20+11=22 ; Wednesday July 17th, 2024 7:01:39 AM
Cautious but with growing confidence, Onesimos sees the defenses are the same: chasm, keys, medallion... "By Flower's Love!", he exclaims concernedly. "The mummy's medallion is missing, only a few grains of sand. I think we are going to see Iliona, the Mummy before we can get to Oswin Heribert, the Archlich, formerly the 11th and last Abbot of the Abbey at Heranmar again." He thinks hard but can come up with no religious reason on why, but the sand is definitely a clue.
At the pit, he looks at Snark and Beatrix. "Does anyone have a Featherfall spell handy?"
............ Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric)
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday July 17th, 2024 8:41:05 AM
Beatrix considers. "Hopefully it isn't a fight again. The Abbot should have been able to inform her we're trying to help if she retains any intelligence."
Jasper (Holly) HP 80/80 AC 26 (with +4 Barkskin) /14/19 CMD 23 | CMB 10 Wednesday July 17th, 2024 2:52:58 PM
Jasper pulls her Lantern of Continual Flame from her pack, adding another source of light.
"Did Alsanna make off with the medallion, too?! That was a hard fight. I hope we don't have to repeat it."
Isaac Harker (Justin M) HP 91/91 AC23/ T13 / FF20 d20+18=30 ; Wednesday July 17th, 2024 4:30:12 PM
Isaac helps Makis and Eadric across the illusionary gap. One Onesimos cant find the last key, Isaac groans as he suddenly understands. "The mummy lord that was guarding the door, she must have regenerated. When they regenerate, they magically reclaim their stuff. Unless our good lich has spoken to her, we might have to repeat the fight. "
Beatrix considers. "Hopefully it isn't a fight again. The Abbot should have been able to inform her we're trying to help if she retains any intelligence."
"I hope so as well Beatrix. She was not a happy camper last time I fought her." At the bottom of the final stairwell, Isaac casts bless on the party.
(ooc I was sure Bull's strength lasted hours, not minutes, he no longer has bull's strength. But every one has a +1 attack and +1 vs fear saves.)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20+9=22 ; d20+15=30 ; Wednesday July 17th, 2024 5:28:19 PM
Makis is not shaken by the illusion on the floor, party because he has his enchanted broom in hand. Clever Illusion.
When Benni finds sand in the pouch where the Mummy Lord's amulet should have been Makis considers what he knows of such undead and recalls a wandering priest's account of meeting one. I think I understand what happened to your amulet brother. Your group only temporarily destroyed the Mummy Lord. It requires strong divine magics including Consecration and Hallow to defeat such powerful necromantic energies. Without them the creature's body rebuilds itself and somehow all its previous belongings return ti it. And I fear even such diving magics as I mentioned might fail until the evil of this place is dealt with completely.
Makis keeps his four lights in a diamond shape with the lead light 20' ahead of the party lead.
Urist (AC20, HP82of82) (Cayzle) Wednesday July 17th, 2024 5:59:58 PM
Urist walks to the stairs and starts down with the lantern.
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP d20+5=23 ; d20+12=28 ; Wednesday July 17th, 2024 6:05:41 PM
Eadric is able to recognize the illusion, crossing the chasm. He sticks close to the party, within the sources of light as he scans for any threats. (Perception 28)
He thanks Benni for the ghost touch spell, and Isaac for the blessing.
Snark Riverstone (MarkB) AC21 T13 F19, CMD 15, HP 78/78 d20+9=28 ; Wednesday July 17th, 2024 6:41:38 PM
Snark knows about Mummy Lords. (Know Religion 28)
"Oh yeah. The Mummy Lord. Or in this case, the Mummy Lady. Which seems a little redundant when you think about it. Anyway, for you new folks, she was kinda bad. Worst part is she was attended down here by some shadows and a bunch of other mummys. It was a real party."
As we start down the stairs, Snark replies to Benni, "Course I got a Feather Fall ready. But as I recall, we didn't have a problem last time with falling off the stairs. And like last time, let's see what we got down there."
Snark pulls out another coin with Continual Flame cast on it and tosses it down the shaft. At least that way we know what we're walking into.
"Let's go Herb." Herb moves down the stairway with the others, and his climb ability should make the Plant Companion fairly sure footed on the stairwell.
Part way down, Snark will cast Shield on himself. Near the bottom, Snark will cast Enlarge Person on Isaac. And when we reach the bottom where the coin now lights the area, he will cast an extended Haste spell on the party. (Snark is able to cast spells while the Plant Companion he is riding on moves carefully down the stairway.)
"It was about here that things got interesting."
The Unseen Servant carrying the other Continual Flame coin stays near Snark for now.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (9 min), Enlarge Person on Isaac (9 of 10 rounds), Haste (18 rounds), Unseen Servant (9 hours)
Spells, * = cast/used: 0 (DC15): Message, Detect Magic, Mending, Prestidigitation 1 (DC16): Grease (C), Mage Armor, Magic Missile*, Protection from Evil, Feather Fall, Shield*, Unseen Servant* 2 (DC17): Glitterdust (C), Minor Image, Burning Sphere, Web, Levitate, Scorching Ray 3 (DC18): Summon Monster III (C), Haste*, Fly, Fireball, Dispel Magic 4 (DC19): Summon Monster IV (C), Dimension Door, Greater Invisibility, Resilient Sphere 5 (DC20): Cloudkill (C), Wall of Stone, Wall of Stone
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10/10 charges Extend Metamagic Rod - 2 used
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Wednesday July 17th, 2024 6:57:07 PM
With a heads up from Snark Makis will cast 90 minutes of Barkskin on Eadric. [ooc] +3 Natural Armor. 90 minute duration.