====== 2021.10.10 The Broken Keep ====== ++++ Back at Sea | The captain is able to figure out where we are. It takes us 2 weeks to get to a port. The captain wants to refit for a couple of days. ++++ ++++ The House of Ilmatur | The paladins take their horses to be kept in fields for a few days. We visit the local shrines. We go to the church of Ilmatur and offer our services as healers (those who can, that is). We notice many similar (defensive?) wounds. I ask the wounded, but they are close-lipped. The monks tells us that there is something attacking the yeomanry outside the walls. CedricVonSaberhagen asks the monks if any will talk with us, and they direct us to a patient in the ambulatory hall. ++++ ++++ The Diviner | CedricVonSaberhagen asks about a Diviner that could help identify the magic items we have recently acquired (not the orb, because we don't really trust wizards. First wizard is off exploring the planes. Next one, the door is open (larger on the inside--magic). There is a translucent figure inside, which walks out of the room. Soon a woman comes and discusses price with CedricVonSaberhagen. They cut a deal (200 sp, 2 to 3 days for all the items). ++++ ++++ The Outer threat | I find Randal in the dining hall. He tells me of creatures with ghastly glowing blue eyes. Lost a couple of field hands. They moved as men do, but not naturally. It was too dark to know if they used weapons. I get his permission to visit his farm (he gives directions). I ask the monks about the nature of the wounds--weapons or claws. They sent a group of men off a couple a weeks back, but they have not returned. There have not been any new wounded recently--maybe they problem is being dealt with? ++++ ++++ The Orb | OswynVanDyse learns the orb is come sort of deep gnome communication device. Maybe used by the Gnome King and the Witch King! ++++ ++++ What the Diviner Found | CedricVonSaberhagen receives a message from the diviner, urging us to meet. The paladins summon their horses and we go to the wizard's shop. * **Green Steel Dagger** - Abyssal dagger. Effective against lower planar creatures. +2/+3 vs abyssal * **Red Steel Dagger** - Belonged to a great prince of a bygone era. +2/+3 vs cold creatures * **Short Sword** - +2 flame tongue * **Amulet** - Darvin's Amulet. Gauntlets of Ogre Power. * **Ring** - Ring of Jumping * **Ring** - Ring of Mind Shielding She would like to know where we got the things. Haggling. Trade info about scrying and the location where we got these items (Gnome Island). ++++ ++++ The Expedition | We get our horses and make our way to Randal's farm. Some slaughtered cattle. Looks like a brigand raid (farmhouse ransacked and plundered). We look around. Eventually we make a wide circle with the horses and find a heavy track, mix of foot and horse. We bury the 2 dead farm hands. ++++ ++++ Camping Out ... with Skeletons | We stand watches. I see 6 pairs of blue glowing eyes. 4 foot, 1 mounted and their horse. - Round - CedricVonSaberhagen has his blade bound by his skeletal opponent. - I miss - OswynVanDyse ... - Undead ... - Round - We all ready weapons - Undead ... - Round - I stab one of the undead. - ... - Round - I drop one of the 2 on me with my new flame tongue shortsword. - CedricVonSaberhagen misses - ... - OswynVanDyse smacks one with his mace. Kills the rider. Horse bolts. - Round - OswynVanDyse rides past CedricVonSaberhagen, attack the undead. Hits hard. - I hit one. - CedricVonSaberhagen hits one on him, dropping it. - undead ... - Round - I kill one. - CedricVonSaberhagen drops the last one. We find some nice equipment on the bodies. ++++ ++++ Following The Trail | We follow the trail into the woods for 4 days. We find a broken keep. ++++ ++++ The Broken Keep | We find several skeletal horses in the stables. We quaff some potions. I set the stables on fire. We kill 3 that escape, a fourth collapses in the doorway and the rest die screaming in the burning stables. ++++