Session 3: Patsy, Horace, and Mortis Goom
We start the session in Ashburne, having recently arrived and received an appraisal of the items we’ve acquired along the road. We continue by deciding what to do with the items still in our possession, having sold the gems for gold. The boots and the dagger go to Trilovian, and Nerium is given the ring of protection. In learning a little about the town of Ashburne, we hear that Bahamut, the God of Justice and Law, is dominant in Ashburne. Also notable is that there is a strong underground black market, as well as a military academy. From the treasury, we each take 20 GP, and leave the rest in communal funds to draw on as needed. Some of the group purchases additional rations and ammunition.
Upon our adorable new pack ponies we bestow the names of Patsy and Horace, then stable them at a location near the central plaza. We head over to the Silversword Tavern, known for being more “outsider” oriented, and less of a local gathering place than the Dragoneye. We all enjoy some beverages, while noticing that the tavern is filled with dwarves, humans, elves, minotaurs and orcs-a diverse group. The minotaurs and orcs appear to be enjoying themselves especially well, and are particularly rowdy. Ryallynn approaches the elves to speak with them, and discovers that they are merchants. The elves speak of evil magic rumored to be afoot, and goblins coming up from Sandpoint.
Bonack Bonackson, the head of the guard, is also present at the tavern, and Nerium decides to approach him and introduce himself. Bonackson instructs Nerium to meet him later at the temple for further discussion. There are some dwarves drinking Dwarven Rockgut. Anderian approaches them and buys them another round, before engaging in conversation. The dwarves report that they were attacked on the road by goblins, and it’s clear that these are no ordinary goblins. They seem possessed, and contrary to what one would normally expect from goblins, they show no fear and they never retreat. The goblins were overheard muttering something incomprehensible about Cyric. The dwarves also recount spotting a human female during the attack who wore the same amulet as the goblins. When asked what became of her, they report that she simply disappeared.
Reminding ourselves that we were sent by Craginoor to get in touch with Thorngaar, the mayor, we finish our meal at the tavern and head towards the mayor’s palace. Anderian, Ryallynn and Trilovian approach the mayor’s palace while Nerium and Whittlebert continue on to Felzner Hoop’s house- Felzner being the head of the thieves’ guild, with whom Whittlebert wishes to meet and pay his “respects.”
After being granted permission to enter the mayor’s palace, the group is instructed to wait in a grand chamber by Peter the Bold, the personal servant to Thorngaar. When Peter returns he leads us to the mayor who is sat in a beautiful, elaborately appointed throne room where he is introduced to us as “the slayer of dragons, taller than most halflings ever will be, Thorngaar the mighty, the bold.”
Through conversing with Thorngaar, we resolve that we will help Thorngaar determine the root of the goblin problem, as well as attempt to rescue Tilly Redhands, the daughter of one of Ashburne’s most prominent merchants, who was kidnapped recently, somewhat mysteriously, as no ransom demands have been forthcoming. It is then learned that Mortis Goom, a well known mage purported to be a necromancer with ties to Asgaroth, has also gone missing from the city. Coincidentally, or perhaps not so coincidentally, Mortis Goom’s house is quite close to Lord Redhands’ estate; they are neighbors.
It is decided that the group will travel to the ruins of Ethel, as it is believed to be the source/ hideout of the possessed goblins. Ryallynn negotiates with Thorngaar and they arrive at an agreement for compensation- each member of the party will receive 75 GP each, including Nerium and Whittlebert, who aren’t present, but whose abilities are touted. Thorngaar denies our request for horses to aid in our travels, but graciously provides the group with a third pack pony. At this time, Thorngaar invites the group to feast with him, and a three hour meal ensues.
We speculate that Mortis Goom may have had something to do with Asgaroth becoming a lich.
Meanwhile, Nerium and Whittlebert have called on Felzner Hoop who is described as a somewhat hefty human man with grey hair- somewhat resembling Santa Claus. Whittlebert says he’d like to pay his dues to the Thieves Guild, and Felzner requests the standard payment of 40 GP. Whittlebert attempts to bargain, but to no avail. Whittlebert, having only about half of the required sum, requests the remainder from Nerium, with the promise that he will pay him back soon, and well. Nerium informs Whittlebert that he will give him the sum from his own purse, but will not violate the trust the group has placed in him by dipping into the communal bank. We have now discovered that our beloved minotaur is not only stealthy, but honorable to boot!! Felzner then gives Whittlebert a cygnet ring and instructs him to show it at any local “import/ export” businesses to receive “proper service.” (That’s what she said.)
The group meets back up again, and we leave our new pack pony with Patsy and Horace at the stables.
Nerium suggests multiple times that we give our group a name, but somehow, everyone seems to keep getting distracted. At least I did. I think we still don’t have a name, but maybe I just missed this part because I was distracted…
At this point the group decides to head for the Dragoneye Tavern which has a reputation for being a “local bar” to secure rooms and have a drink, and see what we can learn. Nerium heads off to meet with Bonack Bonackson. Bonackson gives Nerium a dagger and tells him, “You’ll have to go through Mortis Goom to get to Asgaroth.” He further indicates that in order to destroy Goom, we will need to destroy the necromancer’s sanctum, or resting place. Nerium inquires as to whether the enchanted horn we have been carrying could be destroyed at the temple of Bahamut, and Bonackson agrees that it could be. This seems to eliminate the need to carry it into the east to find an arch mage to destroy it, and Nerium, eager to be rid of something that he views as vile and unnatural, agrees to leave the horn to be destroyed at the temple.
MORE DETAILS NEEDED: I have completely forgotten what happened at the Dragoneye Tavern, except that there was a dragon’s head mounted above the bar that Trilovian didn’t feel completely comfortable with, but we did get some food and drink, and secured rooms for the evening. Trilovian engaged somebody in conversation, but I’m not sure who it was, or what was learned from this exchange. I do remember that he asked lots of questions, and was very confident, considering one of his brethren was mounted on the wall.
At this point our illustrious DM granted us all 250 xps for roleplaying, and we all leveled up.
We decide that we have plenty of time to do a little reconnaissance, and so we head off in the direction of the West Gate, which is near to Mortis Goom’s house as well as Lord Redhands’ estate. On the way, Whittlebert pickpockets someone and barely gets away with it, nearly putting the group in a dangerous position. Only Nerium is privy to the contents of the stolen purse.
We inquire after Tilly at Lord Redhands’ house a little before 9:00 PM. He tells us that ten days prior Tilly said, “I love you, Daddy,” left the house, and had yet to return. He reports that she had always been a good girl, but had started acting strangely after she began associating with Mortis Goom. He shows us a portrait of her in a red dress with long, flowing, red hair. He also informs us that Tilly was a student at the academy where Mortis Goom taught. We assure Lord Redhands that we will do everything in our power to return his daughter to him, and he says that if we were to accomplish this feat, he would reward us with “all he has.” Ryallynn feels skeptical about this claim, but doesn’t express it to Lord Redhands. At this point, we decide to head off for the house of Mortis Goom on the recommendation of Lord Redhands.
We cautiously approach and enter the Goom house, noticing that the windows are broken, the curtains are in tatters, and there are piles of what appear to be furniture and junk scattered about the first floor. After some careful checking of the stairs and the fireplaces, we determine that the building is empty. A shed is discovered in the backyard, and in it, what looks to be a previously undiscovered trap door. We decide as a group to open the trap door and go down the stairs.
At the bottom of the stairs we find ourselves in a crescent shaped chamber filled with statues. They all appear to be statues of Cyric the Mad, and glitter strangely in the darkness. There is a door in the middle, and we decide to go through, with Nerium in the lead. Upon entering the door, we see a giant zombie, eight feet tall, and more than half as wide. He almost instantly immobilizes Nerium. Ryallynn misses her attack, but Trilovian and Anderian both hit. After another solid hit from Trilovian, Ryallynn finishes him off (or believes she has), and the zombie drops to the floor. Ryallynn moves into the room to investigate what appears to be an old well emitting an ethereal blue light.
Suddenly, the zombie arises, he has apparently reanimated with about half his original strength. We notice that there is a chest in the room in the process of attacking the zombie a second time. Whittlebert manages to pick the zombie’s pockets during the attack, and pilfers a ball of goo. Nerium deals the final blow to the zombie, and he falls for the final time, exploding in a shower of goo. (This might be a slight exaggeration.) Whittlebert examines the ball of goo to discover a key inside, which he gives to Nerium. Nerium retrieves the zombie’s flail/ chain, and we open the chest. Ten rubies and a ruby amulet lay within. But their hands were stayed momentarily, for on the amulet was…they symbol of Cyric.
It is then decided that we must descend into the well. Peering over the edge, we are able to see what appears to be the ruins of Ethel. Nerium is the first to make his way down the rope and into the well, and upon finishing his descent, we see him peering back up at us, although he doesn’t seem able to see us. We all decide to follow, and suddenly find ourselves within the ruined castle walls of Ethel, however the castle keep is miraculously intact. We investigate the perimeter of the keep, and ascertain that there is a single portcullis guarded by four scimitar wielding skeletons, although they do not make any move to attack, or even register that they are aware of our presence. Whittlebert scales the rear wall to investigate, and finds that there are four additional skeletons guarding each corner of the keep. He climbs back down, gives us a report, and it is determined that we should all regroup, and make a plan as to how to proceed.