BK 600CY

Welcome to Rookroost

While waiting to enter the city of Rookroost during a late spring day in the year 600 CY, the PCs find themselves in the western Outwall District. While standing in the Funery Gate’s line, they hear various rumors about the monsters ravaging the northern Bluff Hills area. The rumors center on a shadowy dragon, known as That Which Slept, which had attacked the city of Groucester at the end of 596 CY.

While fending off beggars, the PCs notice a street urchin attempting to pick their pockets. After scaring that one away, they notice another urchin attempting to steal a purse from an orc. The orc notices the attempted theft and knocks the urchin out with a hit from the flat of his falchion. When the nearby crowd begins to talk about the orc selling the urchin into slavery, the PCs decide to intervene.

Upset that the PCs are interfering in his business, the orc and his cronies refuse to release the urchin and a fight ensues. The PCs defeat the orc and his cronies, rescuing the urchin—who turns out to be a female halfling named Ripley Gonagin. Ripley is very grateful to the PCs for rescuing her.

After the fight, Ahren, a page of the Plar’s Court of Rookroost, approaches the group, impressed that they had been willing to stick their necks out to rescue a petty thief from slavery. As a result, he is interested in keeping tabs on the PCs in case he ever needs adventurers to help him with something. In order to impress them with his position, he escorts them to the front of the gate’s line and waives the normal 5sp fee required to enter the city. In doing so, he escorts them past Grindell’s normal harassment.

The PCs escort Ripley into the city, leaving her to enjoy her freedom. Ripley vows to put in a good word for them with the Gonagin clan leader, a halfling named Mysta Gonagin.

Ahren recommends that the PCs, who are all strangers to each other, find an inn to stay in for he hopes to a use for them soon. The PCs decide to stay at the Green Dragon Inn.

In-game time elapsed this session: 1 day
Total in-game time elapsed: 1 day

Treasure/boons earned this session:
The favor of Ripley and possibly the Gonagain clan
The interest of Ahren

In Search of a Scroll, part 1

After resting overnight in the Drunken Dragon Inn, the PCs are given a note by the innkeeper from Ahren. In it, Ahren asks the PCs to meet him at noon outside the Noble’s Gate.

After agreeing that they should all go see what Ahren wants with them, the PCs spend the next several hours exploring the city. Hendrick, accompanied by Adeipho, attempts to find the Gonagin House but they are unable to do so. Deacon Ash attempts to perform to a nearly empty common room back at the inn but is asked to stop by the innkeeper.

Around noon, the group makes its way to the Noble’s Gate and meets with Ahren. There, Ahren asks for their help in retrieving a scroll which he had accidentally dropped down a storm drain while going about his errands to and fro the Wizards’ Tower the night before. While Ahren is a Page in the city’s court, he does not want to make the local constabulary angry with him by ordering them into the sewers to retrieve the lost scroll; thus, he is hoping that the PCs will help him. As enticement, Ahren reminds them that it might be handy to have a friend in the city who is a functionary, albeit a minor one, in the local bureaucracy.

After the PCs agree to help Ahren, he leads them to a nearby guard station. Along the way, he points out the storm drain that the scroll had fallen into after he dropped it. At the station, they meet Sergeant Joh, who is First Sergeant for this particular guard station. Sergeant Joh leads Ahren and the PCs into the station’s basement, in which is a trap door which opens into the city’s sewers. Ahren points towards where he thinks the scroll should be and then exits the station to stand outside the drain in order to better guide the PCs. When Sergeant Joh opens the trap door, the stench of the sewers fills the small basement room. While the stench is powerful, only Deacon becomes nauseous. Despite Deacon’s upset stomach, the PCs climb down a rope ladder and into the sewers. Sergeant Joh then tells them to knock three times, then two, then one upon their return before he shuts and locks the trap door.

The sewers are nasty but easily navigable and the PCs soon arrive under the indicated storm drain. However, there is no scroll case to be found. After searching around, Deacon notices humanoid tracks in the nearby muck. Hendrick identifies them as goblin tracks and the party begins to follow them, assuming that the goblins had found Ahren’s scroll and made off with it.

After a short journey, the PCs find a makeshift dam blocking the sewer. While examining the dam, they are attacked by a darkmantle. After its defeat, Hendrick manages to stabilize the dam so that it won’t collapse while the PCs climb over it. While doing so, he notes that the dam has created a small pond of sewage on the opposite side.

After the PCs have all climbed over the dam and waded into the pond of scum, Lireal spots a lever on the fall wall and approaches it. As she does so, a large alligator, which had been hiding in the muck, attacks her. After a fierce battle, the alligator is killed.

Lireal pulls the lever, opening several sluice gates; these allow most of the pond’s water to drain away.

After exiting the pond, the PCs note that the sewer’s tunnel is lined with niches. Each niche is occupied by a limestone statue whose features have been worn away. Deacon picks up the goblins’ tracks again; they lead into a niche on the right. After examining the area, the PCs find that the statue conceals a secret door.

After opening it, the discover that a small tunnel leads into a rubbish room. Lireal begins poking around in the rubbish, finding a shiny stone. As she bends to retrieve it, she is attacked by a trio of giant centipedes. After fighting off the voracious insects, the PCs return to the main tunnel and continue their search. Hendrick identifies the stone as a cracked dark blue rhomboid ioun stone and tosses it above his head where it hovers silently.

Deacon finds more goblin tracks which lead to another statue farther down the right-hand side of the tunnel. Another secret door is found and opened; behind it, a short tunnel ends in a T. As the PCs scout the new, smaller tunnel, they are attacked by a swarm of spiders. Using acid flasks, the PCs are able to defeat the spiders.

In-game time elapsed this session: 0.5 days
Total in-game time elapsed: 1.5 days

In Search of a Scroll, part 2

After defeating the spider swarm, the PCs continue exploring the smaller tunnel. After a short distance, the tunnel opens into a larger one filled with cobwebs. Two giant spiders move out of the cobwebs and attack the PCs but they are killed before anyone gets seriously injured. The PCs spot a long-dead armored body deep in the spiders’ webs and relieve it of some treasure.

Hendrick finds a hidden door which opens into a rough corridor that runs to the right, parallel to the main passage previously left behind. The PCs follow it until it opens into a larger room that has another passage leading away from it as well as a pair of doors at each end, one of which likely leads back out to the main passage. As they enter the chamber they are ambushed by two ugly, hairless dogs. Deacon identifies them as rodents known as goblin dogs.

After defeating the goblin dogs, the PCs briefly explore the other passage until they are attacked by a pair of giant ants. After killing the ants, the PCs decide to avoid going farther down that passage it might lead to a giant ant colony.

The PCs open the doors that lead deeper into the complex. Beyond is an odd-shaped room; a door at the far end is being guarded by a half-dozen goblins. After defeating the goblins and looting them, the PCs open the door to find a huge square room that appears to be the lair of the goblin’s leader. While looking around, the PCs are attacked by an invisible goblin spellcaster and a fierce battle ensues. Several of the PCs force the goblin to flee out a secret door and into the main corridor. The goblin leader attempts to invisibly ambush the PCs out in the main corridor but he is eventually cut down by the PCs. The PCs loot the goblin leader’s lair, finding Ahren’s missing scroll case as well as other loot.

The PCs then begin their journey to the station’s sewer entrance.

In-game time elapsed this session: About 2 hours
Total in-game time elapsed: 1.6 days

Against the Slavers, part 1

The PCs reach the guard station’s sewer entrance and alert Sergeant Joh to their return. Upon entering the basement, Ahren begins casting prestidigitation spells to clean the PCs up as they inform him of what they found in the sewers. The PCs give Ahren his missing scroll and Ahren examines the party’s loot, identifying various magic items for them. Ahren then thanks the PCs and points out that they make a good team and that he’s sure he’ll be in touch with more work for them in the future.

For the next week, the PCs explore the city and begin to settle in to their new lifestyles. Several of the PCs procure day jobs.

Ripley shows up at the Green Dragon Inn looking for the PCs. After the PCs rescued her, she told Mysta Gonagin about them. Now, Mysta would like to meet them to thank them and to ask for their help with something. The PCs agree that they would like to meet Mysta and hear what she has to say. The next day, Ripley leads them to the Gonagin House on Cheap Street. Mysta comes outside to tell them that a group of gnoll slavers have been roaming the Outwall District. Mysta knows that they have taken several female halflings prisoner and she is worried about their safety. In addition, a human female was captured as well despite the woman’s husband’s attempt to fight them off. Mysta asks the PCs to do what they can to rescue the slavers’ prisoners; because they are holed up somewhere in the Outwall District, the city won’t allocate the resources necessary to conduct a search and rescue operation. To entice the PCs into helping, Mysta tells them that should they do this for her, she will owe them each a favor.

After the PCs agree to help Mysta, Ripley leads them out the Funery Gate, into the Outwall District, and to the human victim’s husband’s hovel. Just before they arrive, a gnoll exits the tent, spots Ripley pointing at him, and takes off running in the opposite direction. The PCs give chase!

The gnoll leads them to a small tent guarded by another gnoll and a hyena. The lookout gnoll attempts to open a trap door, that conceals a vertical shaft that must lead into an underground complex, in order to warn his fellow slavers. The PCs prevent the trap door from being opened and defeat the two gnolls and their pet hyena. The PCs prepare to enter the complex as Ripley keeps a lookout for any more gnoll slavers.

In-game time elapsed this session: 1 week (7 days)
Total in-game time elapsed: 8.6 days

Against the Slavers, part 2

The PCs open the trap door and try to quietly head down a ladder that descends into the complex as Ripley keeps watch. The shaft opens into a short hallway with two doors on its left side. Assuming that any gnolls in the complex had heard them, the PCs kick open the first door to find a bloody dining room. Four gnolls attack the PCs and a fierce battle ensues.

After defeating the gnolls, and taking two prisoner, the PCs move into the next room and discover a dire hyena breaking free of its chains. While they are fighting the dire hyena, another door in the room opens. The gnoll jailer, a flind, joins the fight! At the same time, a hidden door on the opposite side of the chamber opens to reveal a gnoll archer and another hyena. The PCs are surrounded!

During a furious fight in which one of the PCs, Baldin, is slain, Hendrick runs to summon Ripley to help. Just as Ripley arrives, the PCs defeat the gnolls and hyenas. While searching the complex, the PCs rescue four female prisoners; two halflings, one human named [[Leeza], and one elf named Suzyn. The PCs give Suzyn and Leeza their gear when they find it in the gnoll leader’s quarters. Suzyn and Leeza both offer to join the PCs on future adventures if needed before taking their leave of the complex.

The PCs bring the halflings and gnoll prisoners to Mysta after looting the lair. Mysta takes the gnolls into her custody to interrogate them about the recent rise in slaver activity in the city. To thank the PCs, she advises that her favor is worth the following:

  • Access to one spell from her spell book for copying purposes
  • Will put in a good word for the PCs with a local organization
  • Will upgrade armor with the shadow special ability for 75% of its normal cost

In addition, due to their bravery in rescuing the prisoners, tales of their deed spread through the Outwall District and the PCs gain a +2 renown bonus to Charisma-based skill checks in the Outwall District for 1 year when they identify themselves as the slayers of the gnoll slavers.

In-game time elapsed this session: 2.4 hrs
Total in-game time elapsed: 8.7 days

Creepy Crawly Dungeon Crawl, part 1

Two weeks after the PCs defeated the slavers, Ripley meets them at the Green Dragon Inn to give them an update from Mysta Gonagin. According to Mysta, the slavers are being organized but she hasn’t been able to figure out by who yet.

Later that day, the PCs receive a note from Ahren asking them to meet him near the Temple of Celestian. The note asks that they be prepared to deal with vermin.

Party receives note from Ahren requesting that the party meet him outside the Peak Gate near the Temple of Celestian. When the PCs arrive, Ahren greets them and leads them to the nearby residence of a wealthy merchant. Outside the house is a swarm of activity as members of the city’s constabulary, including Sergeant Joh, are preventing anyone from entering the premises—including the merchant and his wife. The pair are hysterical because their young daughter was taken from her room during the night.

Ahren brings the PCs into the house and shows them a hole in the living room floor that looks to have been made by a pick ax from something digging underneath the house. A collapsed tunnel leads away from the hole. As laborers begin to clear the collapsed tunnel, Ahren explains that this is the second such abduction in the city; the first having been a month ago in a different part of the city. In both instances, cockroaches were found in the missing girls’ bedrooms. Ahren, on behalf of the City of Rookroost, asks the PCs for their help in investigating the abduction. The PCs agree and move into the tunnel after the debris is cleared out.

The tunnel dives sharply down into the earth and does not intersect with the nearby sewers. As the PCs move farther into it, they encounter a carnivorous cockroach swarm. After defeating the swarm, the PCs discover a warren of tight, twisting passages overrun with vermin small and monstrous. The PCs encounter and kill giant scorpions, giant camel spiders, centipede swarms, and a huge centipede.

After dealing with all these vermin, several of the PCs are suffering from poison-induced ability damage that they are unable to heal. As a result, they are forced to retreat back to the house. As they relay what they had found so far to Ahren, he sends a runner to fetch Cazamir, ranking priest of Zilchus, the Moneylender, in the city. As the merchant is a devout follower of the Moneylender’s, and because the PCs are on official city business, Cazamir arrives to help. Using his divine magic, the priest cures the PCs of all poison damage while Ahren restocks the party’s supplies of alchemist fire and acid flasks. Soon, the PCs are ready to re-enter the tunnels and continue their search for the merchant’s missing daughter.

In-game time elapsed this session: 1 hr
Total in-game time elapsed: 22.8 days

Creepy Crawly Dungeon Crawl, part 2

The PCs head back into the tunnels and defeat more vermin. After exploring the tunnels, they finally discover a trap door. After defeating the large camel spider that lairs in that chamber, they examine the door for traps.

Unfortunately, they fail to find the trap; when the trap door is opened, a section of the floor drops away, dropping several of the into a sand-filled chamber 30’ below. As the rest of the PCs make their way through the trap door and down a ladder, a juvenile ant-lion emerges from the sand to attack! After a close call, the PCs kill the ant-lion.

One rough tunnel leads from the ant-lion’s chamber. The PCs follow it, discovering that it opens into a large, web-filled chamber. As Deacon moves ahead stealthily, he is attacked by a giant spider and a large black widow spider! After the spiders were defeated, the PCs discover a small chamber of worked stone. In it is another trap door. Hendrick examines the trap door and recognizes magical auras for abjuration and druidic fire.

Exhausted from a day of fighting vermin and exploring small passages, the PCs decide to camp for the night before moving deeper into the creepy crawly dungeon.

Creepy Crawly Dungeon Crawl, part 3

After resting overnight, the PCs are ready to continue searching for the missing child. Sometime during the night, Deacon Ash somehow managed to befriend a badger.

Hendrick attempts to disable the trapped door but fails and is bathed in druidic fire.

Once open, the trap door reveals a ladder descending 30 feet. Spiderwebs choke the passage. Hendrick, tired of spiders, decides to sit this one out (Al called in sick).

Upon descending, the PCs being to move down a narrow passage. Deacon and his wolverine are in front of the party when Deacon triggers a floor pit trap. Deacon jumps to safety but the wolverine falls into the pit. At that moment, a strange blue creature riding a giant spider, both of whom had been lurking upside down farther down the passage’s ceiling, charges Deacon Ash. During the fight, Deacon identifies the creature as a fey known a a mite.

After the mite and spider are killed, the PCs find a humanoid armored corpse in the bottom of the pit.

After several more hours of traveling, the PCs arrive at a glory hole: a large vertical shaft that connects several tunnels to each other by way of a spiraling ramp. As the PCs move into the shaft, four more mites, all riding giant spiders, exit various passages and move to engage the PCs. The PCs kill the spiders and 3 of the mites. The 4th mite is interrogated but he proves uncooperative and is therefore summarily executed.

As the PCs continue the search, they are ambushed by a giant scorpion. The scorpion is the pet of a skilled mite ranger who uses his bow to good effect against the PCs as the scorpion blocks the passage. However, after a furious fight, the scorpion and the mite ranger are eventually defeated.

In-game time elapsed this session: 10.4 hours
Total in-game time elapsed: 23 days and 8 hours

Creepy Crawly Dungeon Crawl, part 4

Hendrick rejoins the PCs as they continue exploring the passages. An hour or so after fighting the mite ranger, a giant stag beetle, with multiple mites riding on its back, comes barreling down the passage, trampling the PCs! The PCs fight back and soon the giant bug and its passengers are dead.

The PCs are later ambushed by an ogre spider that is squeezing in the small passage. The tight quarters make fighting the huge beast very difficult but eventually the PCs prevail. Farther down the passage they discover its lair. In the webbing they find the desiccated remains of a fey known as a pech. The PCs decide to rest in the ogre spider’s lair.

The next morning, the PCs hear the sounds of mining ringing throughout the nearby passages. Deacon Ash sneaks down the passage and discovers a mite on a large camel spider guarding three pech mining slaves. Unsure of how powerful the mite is, the PCs use trickery to approach—Lireal casts an illusion of the ogre spider and then runs into the mining chamber. She almost tricks the mite guard into thinking the illusion is real but then it sees Deacon Ash approaching and attacks. The mite turns out to be a druid. After another fierce battle, the heroes free the pech slaves. There is also a large collection of mined gemstones and mithral ore in the middle of the chamber.

Before the PCs can take the gemstones, the pech warn the PCs about something they call “The Man in the Earth” and advise that he is likely to attack if the gems are taken. The pech describe him as a 3-armed, 3-legged creature that can move through the earth. None of the PCs recognize the description but they decide to leave the gems there for now. The Pech warn them that the mite leader is a powerful druid and that they believe he is holding the human children, as well as a leprechaun, captive for reasons unknown.

In-game time elapsed this session: 2.4 hours
Total in-game time elapsed: 23 days and 10.4 hours

Creepy Crawl Dungeon Crawl, part 5

The pech also advise the PCs that the mite druid has an extremely large spider as a pet and that it hangs out in a glory hole that they will have to move through.

The PCs rest overnight in the lair of the defeated ogre spider with the pech.

The next day, the PCs continue the search. Within an hour or two, they see a glory hole ahead. Deacon Ash moves ahead and steps out of the passage. Ashe does so, a huge black widow spider descends upon him, biting him and severely poisoning him. As the PCs continue the fight, Deacon Ash succumbs to the poison and dies.

After Deacon dies, the party retreats back down the passage to regroup. They manage to lure the spider to where they can see it and eventually kill it with ranged weapons. Once in the glory hole, the PCs look up into the spider’s webs and notice a desiccated corpse.

In-game time elapsed this session: 10 hours
Total in-game time elapsed: 23 days and 20.4 hours


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