The Tribulations of Bai'Shahoi

The Lead In

Post any character back stories you would like to have here. The adventure logs will be forthcoming after the actual first adventure.

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Day One: The Quickening

So on the first day, our intrepid group finds itself forming on the road. Three humans and a drow meet up and decide to adventure together.

After a bit of boredom walking along the tiny trail leading from their home, they happened upon an abandoned horse drawn cart with boxes of cheap pottery inside. As they searched the area, they found drag marks large enough for a horse leading into the bush. With only a little bit of complaining from the Mage, they pressed on to find out what was up.

After a bit, they found what appeared to be an encampment of goblins. Three were hacking a horse to bits while two others stood around with spears. Jara, the Drow Brigand decided to try some diplomacy and called out to them in their native language. A startled “Surrender or die” came the reply, along with spear points. Ah for now the battle was on!

The thief, cleric and brigand approached and attempted some reconnoiter to a limited success. They determined that this was a well dug in location with crawl holes, half ruined buildings to hide in and trapped alleyways. Then came the volleys of rocks over the walls.

Once the numbers were determined in the first building, a sleep spell took down most of the enemy. But then they came from the holes. And kept on coming. Even though the party had the upper hand, they decided that caution was the better part of valor and made a hasty retreat. But on the way out, Jara filled her pack with large hunks of raw bloody horse meat and Brother Morgus, the body of a felled enemy. More to come on both of those later.

As they fled the scene, they were not pursued. This was obviously because the goblins were afraid. Or all dead. Or digging in and gathering more to their numbers. Either or. So camp was made after several hours of running away and as the sun set, Jara was attempting to feed the group with half cooked horse flesh. Brother Morgus offered up the goblin as a burnt sacrifice to his Lord Cthuga and ate the heart of his enemy, so he was full already. Cyril tried some but decided to keep with the rations.

After the first watch was started, a bear came sniffing after the bloody horse meat. It was chased off with the combined efforts of the group despite Brother Morgus trying to tempt the bear by throwing the horse meat upon himself and Jara. But I digress.

Come the morning sun, the group pressed on with Morgus and Jara being particularly odorous. After finding a stagnant pond to wash in and the fortuitous meeting of some amateur tailors, our group once again was clean and fresh as a daisy! Huzzah!

They learned of the village known as Hamar which lies four days to the south. While making their way to it, they passed by a tower that was off road. Exploring the area revealed a statue holding a sun icon, several unmarked graves and the tower at the end of the road. Jara kicked in the front door, which dropped several glass bottles balanced along the top. The five giant rats were then able to gain a surprise attack on her. But again the party prevailed. As they tried to ascend to the second floor of the tower they were stopped by a resident. He appeared to be somewhat of a hermit and he attacked the party after being talked to in a threatening manner.

He proved no match for the group who subdued him and tied him up. A collection of several glass pieces were found in the rubble. Also on the roof of the tower stands a sun icon mounted on a brass staff that can be rotated in a full circle. The mage detected magic from the pile of glass before it was discovered and so now the question is: which piece is magical and what purpose does it serve?

Stay tuned for our next episode!

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Day Two: The Deadening

So after a bit of experimentation, the group figured out that the magic glass shard fit into the spindle on the roof of the tower and it opened up an entrance to a earth covered tomb that was built behind the statue. As they approached it, they were met by the latest member of the group, Dagad the somewhat enigmatic dwarf.

After some awkward introductions, the dwarf decided to join the group on at least this adventure and they approached the tomb doors. All the doors inside were sealed with the strange sun symbol. As they delved into the structure, they found a dart trapped hallway they lead to a large burial room. There was a very scary trapped body there who not only let them know that they were trespassing, but it also alerted several skeletons to come and defend the area. This lead to a wonderful heroic leap by Cyril who selflessly dove into the sarcophagus and covered himself with all manner of fungal spores. But in the end, the group prevailed over the (regenerating) skeletons and pressed onward.

The next room was an urn room. Two urns that radiated magic, each with some coin and some dust of some sort. Our intrepid Drow determined that the dust from one of the urns caused uncontrollable fits of sneezing, much to everyone’s entertainment.

As the group moved through the tomb, they kept finding clues that someone was in there before them but left in a hurry. Gloves, a staff, a boot and now a robe were found here and there. There was a pull ring stone set in the floor with the robe caught in it…how odd. At any rate the no nonsense dwarf pulled the ring stone up and revealed a metal ladder descending into the darkness and apparently, some water.

While the adventurers were coming up with a plan, they made enough noise to draw the attention of some residents in the lower level – six zombies to be exact. But using some interesting tactics that could only be described as Scorched Earth, they were removed as a threat. Now the only thing that was potentially harmful was the fetid, black stagnant water and the fungal spores that were everywhere on the level at the bottom of the ladder. But no matter, we couldn’t care less about some potential disease…there’s loot to be found!

So after a bit more exploring it was shown that the entire lowest level was flooded and there was a dead preparation area at the far end after six empty tombs. And here is where they whole story was explained. At some point in the past, two members of the Children of the Sun came down here to create six zombies. The master gave some orders that were very likely not well thought out, resulting in his death and the hastened escape of his cohort. Ghostly images replayed the final confrontation of the two over and over again. How long this has been going on is anyone’s guess.

So with some nice candlesticks, a damaged incense burner and some urns and magic dust, the group made its way out once again. One last encounter with the tower resident unfortunately ended up fatal to him, but happily the group musters on now. To the village, the city or back to the goblins remains to be seen.

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Day Three: The Great Goblin Heist

As the group debated on the relative benefits of each of the options open to them, they were met by a half elven Druid by the name of Revan Hawklight. After a few introductions he joined the party and offered the opinion that goblins, being the feral, evil wastrels that they are should be eliminated for the good of the wilderness. Also Dagad the Dwarf expressed amazement that no loot was gleaned from the goblin encounter the last time. With those two ideas in mind, the party headed back to the ruin.

They found the goblins in much the same layout as before. This time they attempted a surprise frontal assault in hopes of being able to enter the former town undetected. When the volley of arrows and slings failed to drop the two outside guards and an alarm was raised, they charged forth to fight the good(?) fight head on.

They were met with great resistance, this time the goblins climbed the walls and threw down hunks of masonry on their heads. The access holes were however taken out of the picture with some quick thinking and stuffing the dead in them.

As the first wave was demolished, a second appeared along with some ground troops from some unknown location. It was then that the party learned that the Druid’s faithful wolf companion was in all likelihood, a better fighter than any two of them combined. Good thing he was on their side!

With the group low on hit points and out of healing spells, they naturally stormed the walls and went in to explore further. What they found was unnerving – many goblin young and females in a defensive posture. But no matter! They are INVINCIBLE!! Press onward! TO THE LOOT! It was then that they discovered that an angry mother goblin was just as dangerous as a soldier. They were stopped up in a hallway on one end and a large room on the other. Female goblins were coming in over the walls, down the halls and that’s when the third wave of male soldiers started to pour in.

Just as things started to look like they were getting bad (Jara unconscious and bleeding out, wolf at 1 hp, thief at 1 hp, Cleric stunned and out of spells) Revan pulls out an Entanglement spell and saves the day by putting a cork in the soldier advancement. It was then that the call was made to retreat and lick their wounds to fight another day. But not before Brother Morgus got in a bow to his god by torching the entangled goblins with oil and fire.

It was up over the wall and run away yet again. This time as before they were not pursued. Was it because all the goblins were dead? Was it because they were regrouping to form a better defense? Was it because they were all scared? Or was it because they were ordered to hold position by their Troll Overlords? Time will most likely tell.

Oh yes. As they were falling asleep safely at camp that night, a loud curse was heard from Dagad as he recalled that no one had attempted to loot a single goblin yet again.

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Day Four: The Retreat(s)

In the morning, the group found a note that was written by the Mage. In it he revealed that he became too homesick and therefore had to head back to the village from which he came. But, he did leave them the magical dust that was found in the tomb. (Retreat #1)

So the group mustered their waning courage and pressed on back to the goblin ruins. Upon their arrival, they discovered that the goblins had left the dead where they fell at the front entrance. This was a bit concerning because it was not normal. Were they all holed up with the chieftain in a last stand? The group was soon to find out. They bravely scaled the walls past the dead goblins and moved in.

What they found was an empty village ruin. No goblins left defending at all. There were some orcs tied up in what ended up being the goblin larder, but after careful consideration, the group decided they needed to die. So without further ado (actually there was just a teeny bit of ado), Brother Morgus piled kindling around them. Dagad decided that burning alive was a little too harsh even for orcs so he cut their throats just as the fire was lit.

Then there was the task of finding out exactly what happened to the goblins. The whole area was mapped out including the goblin tunnels. What apparently transpired was that the goblins being sorely depleted ran off into the wilderness and their footprints were only visible for a short time. So a hasty retreat was accomplished. (Retreat #2)

So with nothing to show for it, the group left the goblin ruins (no one was brave enough to search the refuse pit and claim the +5 Vorpal Blade). On the way to Hamar, they met a halfling who sold them a magical sword and shield. Once they arrived in town, they found out that they belonged to the Steward’s nephew who had been murdered recently. Rather than give up the man who sold them the items, they bravely lied and then went to great lengths to alter their campsite to corroborate their tale. While the falsified evidence was being planted by the Druid (because Druids are good at planting), the group was fleeced of their cash by the Public House bartender.

Once their lie was accepted, they then turned down an offer to retrieve a magical tome from The Shrieking Hollow, a local hangout in some nearby woods. Instead they decided to get out of Dodge as fast as they could. (Retreat #3)

But then they arrived at the path to the Shrieking Hollow and decided that perhaps they were being too hasty. They followed along and found a large sinkhole and climbed down inside. There they found a large underground cavern that was inhabited by some weird screaming mushroom with hostile tendrils. Ignoring those, they pressed on to find another sinkhole. Naturally, they went down even further.

In the deeper, danker, darker caves lurked weird creatures. Creatures that were able to ensnare the Druid and the Fighter/Thief and drag them up to a ledge high above the cave floor. A rescue was decided and the evening broke off in the middle of the battle.

Will this fight spur on Retreat #4? Only the shadow knows (but they haven’t encountered that yet).

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