MERP: Marcos

The giant crab feast on the bodies at the bottom of the pit, only slightly slowed by the fact that the bodies have reanimated and are attacking as zombies. The players move on and fine a magic fire ring in a small pool. After the giant crab attacks them from a large pool, and eats Helena, they leave the caverns and return by longboat to the ship. Drogo gives the fiery ring to Delcarnon.

Orin is the last Mendocian alive, but they also bring the body of Mellie the Ranger for later burial. The pregnant woman turns out to be a half halfling named Nina Harfoot, a Holf (half hobbit, half elf) trained as a blacksmith. Her mother has gone to the Grey Havens, her hobbit father lives in Pesterwin, Nabal Mayzri. She is from Shrel-Kain.

Oldahr’s thrush brings a message that Elentaria has taken over Shrel-kain, Brilthen, and now beginning in Lest. The party stops to meet Oldahr in the Smiling Crocodile and delivers Orin and the body of Mellie. We also meet Wendell, our contact who gave us a bounty on the cultists, from whom they collect the bounty of 750 gp.

There’s a slender blond man with tired eyes and black clothing watching the Smiling Crocodile intently. To avoid him, the party goes in the back door. Inside, they meet Logoth Escarion with Oldahr. They deliver Mellie’s body to Oldahr, and are leaving with Logoth to give him his book at the ship when the slender man with tired eyes enters and insists on having them hand Logoth over to him. The party refuses. Drogo drags Logoth out the back door while the rest of the party blocks the man’s advance. The slender man’s black sword cut the leg off one of the bouncers, and cut the other in half. Grafarlig and Feldenkraith attack the man and Delcarnon hit him in the chest with a flamestrike. In the next round, Feldenkreith severs the man’s neck and carotid artery causing intense bleeding. Then the man disappears.  He was probably Marcos the Enforcer and is loyal to Elentaria. Elentario and Demetrios the Gardener are the only sirens left. Morlamen was known as the Nightmare. Lofalmas was the Princess and Lomeilinde was the liar.

Outside, Drogo teleports Logoth up to the roof and then leaps after him. He questions the man and learns that Redmane’s brothers buried it on one of the eastern most islands in the Mayzri archipelago.  There is a secret entrance (a rocky outcropping) on the cliff face and it is on the east island. Need to cross the shallows without grounding. Oldahr want him to get it.

There are screams of horror out in front of the inn as the man flees, bleeding profusely and teleporting himself away. Delcarnon pursues him, but loses him at the sea.

Drogo lowers himself and Logoth down and calls for Grafarlig to join them. Together they head for the ship, while Feldenkraith talks to Wendell. Drogo tells Logoth not to tell any of the others about the palantir, as they might be either servants of evil or would wish to use it for corrupt reasons. Logoth agrees.

Then the party talks further and works out that Delcarnon’s black sword should be destroyed (as it may have many souls locked within it). They also decide that the cold ring they found should also be destroyed, as it was a tool that sirens used to transfer their souls. Drogo hides it very well, and tells no one where it is hidden.

When they arrive in Dilgul, the party goes ashore into two separate groups. Feldenkraith, Delcarnon, and Nina go ashore and rent a smithy for an hour to try to destroy the sword. They manage to do so, but Nina goes into labor. The baby reminds Delcarnon and Drogo of Lomeilinde. Is it possible?

Grafarlig and Drogo go ashore next, and sell the ancient gold coins for a great deal of money to Lord Windsor and survive to split it with the others. With the money, the party buys top of the line gear, and prepares to sail for the Mazry islands.

 

 

 

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The Map of Barony Rodes

I decided I needed a map of the entire barony for this campaign, so I created county maps of Martabus, Ruthven, and Braedt, and then stitched them together to create a 30×30 inch map of the barony, then printed it for our use. It turned out too dark, but it is still pretty.

A Map of the Barony Rodes, composed of the Counties Martabus, Ruthven, and Braedt

The detail of The Pass (located at the southwest corner of Braedt) show what it looks like up close.

Map detail of The Pass

The party’s base is at Restwell. They are currently in Kukgul and will visit Amidst next, which will require a long trip through the underground tunnels that lead to it and the potential danger of Trog attack. Like I said though, the map is dark, so I made up an easier to view version of Braedt County.

Easier to read map of Braedt County

The red lines are the county borders, the yellow lines mark the major trade routes. As one can see, The Pass is a very tiny part of the county. If, however, the party is able to reopen the underground Pass, it would open up trade from Hawk’s Vale and Fenthor, and even divert a good deal of trade from Blem itself. Since Blem is the county seat, that might not be very popular with their Count, but since Alexios received his title from Baroness Rodes herself, the Count may not have much to say about it.

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Navah: Don’t Touch That Sword

The giant Begbones limped desperately away from the cave entrance, but the two archers pursued him relentlessly, eventually downing him for good. After searching him and finding nothing, the party returned to the caverns and explored the area beyond his mate Godeva’s corpse. They found a pile of bones, weapons, and armor and piled what was still usable outside the entrance to the cave. The best of these items was a broadsword of quality (+1), which they presented to Sheriff Humfreyye. He was suitably thankful.

Then they began the exploration of the rest of the cave. The passages to the rear of the cave were so narrow they had to go single file. When they ran into an underground river crossing the passage, Josette climbed over Ian, Brendan, and Alexios to shape footholds in the wall so they could avoid the water.

Pressing on, they unknowingly reached the region where the Necromancer Sely once lived. In one section of the river, Alexios spotted something the size of a dog or larger in the water, moving against the current, though he couldn’t see exactly what. They found several old narrow wooden bridges crossing the river, and were careful on them. Most supported the weight, but one collapsed.

They came to a laboratory and torture room, with a suit of plate armor in each corner, posed with arms resting on a broadsword. The cage and manacled torture table in the center of the room were the marks of a necromancer, though the party did not know that. Alexios voiced a fear that the armor might animate, so no one touched anything, for now.

The next room was a well-appointed ladies bedroom, with four poster bed, chaise lounge, chest of drawers, two chairs, and a chest. Everything was neat and tidy, without dust, but the linens were very old and rotten. A shield of quality (+1) leaned against one wall. The party was puzzled and worried by this strange find. Who lived here? And where were they now?

Greed quickly won out, and Alexios de-activated the steel scorpion sting trap on the chest and then opened the lock. In the chest they found a pile of silks and jewelry. Alexios pushed this back and forth with a sword, looking for another trap within, but found nothing. As the chest was connected to the floor, Ian decided to find something to pry it up with. He went to the previous room and tried to grab a sword from one of the armors, at which point they animated and attacked him.

Brendan was looking in that direction and saw two suits of plate rushing to attack Ian, and alerted the rest of the party. Approaching the room, he found Ian surrounded by the four suits, and taking multiple wounds, including a grim wound on his right thigh as he broke free of the circle. Brendan considered nocking an arrow, but seeing that Ian had done no damage with his longsword and that Ian needed help to return to the narrow passage, he helped Ian instead. Brendan supported Ian from the back, and Ian fought a rearguard action against the armor, which now had to attack him one at a time and could no longer penetrate his defense. Brendan searched his brain for lore of the creatures, and remembered that these were Guardians of Blackwile, creations of a necromancer. He did not remember that they were made by binding a poltergeist to a suit of armor, but he did remember they could not be hurt except by elemental, faerie, or demon weapons.

Behind them, Alexios was waiting to help. Josette sensed danger (based on her Telepathy skill) but realized that it was not from the armor but from behind her. Whirling, she found herself under attack. Two air elementals were trying to suck the wind from her lungs, making her unable to speak. And around a corner was running a large ugly woman in mithril half-plate with a broadsword. Josette forced the elementals from her with a wave, but could not banish them entirely. She then scuttled away from the attacker as best she could. Luckily, the woman was an atrocious fighter (skill of 5) and she could not land a blow on Josette (fighting skill of 2!) while Josette was retreating so quickly. The next round, Alexios and Humfreyye came to Josette’s aid, both striking the woman. Josette considered sending her fire elemental into the air elementals (which would have caused an explosion) but instead sent it against the Guardians. Brendan shouted back what he knew of the creatures, confirming the action.

Unfortunately, the fire elemental was a small one and could not do anything to the Guardians. Brendan took Ian’s place and held the corridor as Ian sank to the ground from blood loss. As the only medic in the party, Ian began once more the now familiar act of performing surgery on himself. It is a good thing he has a high WILL. Meanwhile, the attacking woman fumbled an Intelligence roll and continued to fight. Bad move. Alexios landed a major wound on her chest, enough to put her down. She quickly bled to death. Josette then turned her attention to the Guardians and tried banishing them. She did so successfully for all four Guardians, though it took all of her fortunae to do so.

Alexios began stripped the woman of her valuables. Her mithril half-plate was built for MASS:10, and Alexios was only MASS:9, so it was a bit big, but it was wearable, and he replaced his old Jacke with it. He also appropriated her Weylan’s Cloak (it flutters impressively around one, powered by an air elemental), and her broadsword of quality (+2 to hit, +2 damage). The woman herself was very ugly, and her clothes were old and rotten like the rest of the linens, and heavily stained. While everyone’s attention was on Alexios, Brendan explored the chest and found silks worth 500 s., 12 emeralds, 3 necklaces worth 120 s. each, 300 s., and a golden chamber pot worth 20 F. He immediately claimed the chamber pot as his own.

The party put the pale dead woman on the bed, along with a partially-healed but now sleeping Ian, and set Humfreyye to guard them as the party completed their sweep through the local tunnels. They found the passage unexpectedly blocked, and Josette searched for a possible earth elemental in the area. She found it, and happily bound it to her service, naming him George. He was a grumpy and resentful elemental, especially when they used his head as a stepping stone to cross one of the creeks, but he reopened the passages he and the other earth elemental (still on the loose) had closed. The party found nothing of worth. The most interesting element was four empty chests. But they went far away from the chamber with Humfreyye. And for some reason, the referee kept asking Ian and Alexios (who controlled the NPC Humfreyye) to make some rolls.

Returning to the room, they found Humfreyye bleeding out and astride Ian’s body (Ian had not awakened). Alexios tried to sew Humfreyye’s wounds, but instead made them worse, but they prodded Ian awake and he was able to sew them closed. Josette could then heal the Sheriff, who told of being attacked by five emaciated men with long nails like daggers. He fought them off, though he doesn’t know how. Nothing he did to them did any damage (the warriors in the party noted that Humfreyye’s sword was not silver coated) and they were so strong he is amazed to be alive. They took the woman’s body and left, thank Grom, but he didn’t see where. He was too wounded. Alexios searched the area for tracks and found wet footsteps leading back to the underground river.

After Humfreyye mentioned that there were werewolves to the north, the party decided to return to Kukgul with their booty and heal. Aig the squire and the Selkie rejoined them. While at Kukgul, they consulted the wise woman of the town, a midwife. She told them the caves were the ancient haunt of Nicrodemos, a powerful dragon. After Brendan and Ian chortled at the fabrication, she got very huffy and flipped off the party. Alexios made some amends, but she was on the whole displeased with the rest of them.

Alexios and Brendan toasted Humfreyye’s deeds and all had a marvelous night at the inn, though Ian was chagrined to discover the limitations of the kitchen. He had wanted to buy Humfreyye a royal meal for saving his life, but that was beyond the cook’s abilities. It was, after all, a very small village. They also gave a suit of plate from the caves to Humfreyye, who then gave it to the blacksmith to clean, refurbish, and prepare for his use. The party plans to return to the caves and clean them out, and then visit Amidst, the third village of the Pass.

 

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MERP: Sirens, and the Cult of the Long Night

Feldenaith goes back and gets more crabs from the room, and then the party moves on.

Feldenaith finds a rotten flooring in the next cavern, and Drogo flies across and secures a rope to the wall so the rest of the party can get across. He doesn’t seem to have died by traps. His body has leather and broadsword (rusted), and several Sylvan scrolls on him. They read the scrolls, which talks about not killing someone because she is so beautiful. The party decides to continue down the corridor, but discover that it has become endless in both directions, and they are seized by a great fear. In reality, they have been put to sleep by four priests and each experiences their worst fears. Drogo casts Batsight and closes his eyes. He knows he is the original chamber and the tunnel is an illusion, but then he finds himself in a large cavern, with 30 Children of the Long Night on a trapdoor over a pit, held up only by a rope. Galen appears and tries to convince him to help him cut the rope and kill the Children, but Drogo resists. Ultimately Drogo realizes this is yet another illusion, and becomes infuriated. He hates dark sorcery and even more than that, he hates being controlled. He has never been this angry. Drogo finally tires of Galen and kicks him hard in the groin. Drogo immediately wakes up, realizing he is kicking a robed priest in the groin instead.

The rest of the party begin to wake up. Grafarlig gets up and slices off a priest’s leg. Feldenaith knifes another priest. Delcarnan sets a priest partially on fire. Drogo finishes him off with a blow of his staff. Grafarlig hits Delcarnan’s priest and Delcarnan finishes him by boiling his blood. Feldenaith then kills his. Drogo continues beating his priest with his staff long after he is dead, screaming, “Don’t EVER do that to me!”

When they come fully to their senses, they retrace their steps. Chel & Del have died in the corridor with the rotten floor, and their smashed bodies are being eaten far below by crabs. Drogo flies across the cavern and secures a rope on the other wall. He flies Grafarlig and Delcarnan across and Feldenaith climbs across.

In the next room a thin membrane covers the floor, with a chest as an obvious trap near the center. Drogo flies over, opens the chest, grabs a bone scroll case, 100 s. and 3 human hair robes. He then flies over to the other side. The others follow.

The party then finds a large worship chamber with 30 cultists, which looks exactly like the room in which Galen tempted Drogo. A slender ascetic man (Morlamen) is talking to Galen, Oren, and Elena. Two strong Northmen are next to him (Tarfaluth & Grimly). Lomeilinde appears next to the party as they peep in. Her face is next to them, in a barred window in the wall. “Destroy his staff!” “Where is Meli?” asks Drogo. “She is an empty shell, a backup for my current form. She took my soul a while ago,” replies Lomeilinde, disappearing again.

Drogo teleports Delcarnan next to Morlamen so the elf can cast fire on the evil one’s staff. He does so, destroying it. Galen is enraged and screams, “Why don’t you people die?!” Grafarlig runs in but is smashed upside the head with an enormous blow, stunning her for two rounds. Feldenaith runs in to defend her and wounds one of the big men. Drogo teleports Morlamen to the ceiling and drops him 30 m. The old man is tough, and is only stunned. Delcarnan picks up the old man and uses him as protection, threatening to kill him. Galen goes after Delcarnan but misses.

Drogo teleports Morlamen again and this time he splatters on impact. Lomeilinde laughs from the far side of the room and gives Drogo a thumbs up, which he returns with a smile. Galen and Elena menace Delcarnan, who is protected behind a wall of fire. Drogo tries the same on Tarfaluth, but he has been protected magically by the priest, and cannot be teleported.

Feldenaith misses one of the Northmen. Drogo boosts Galen to the ceiling, but the sailor makes his acrobatics roll and only broke a leg in the 30 m. fall. Grafarlig and Feldenaith hit Tarfaluth. The priest casts a protective spell on himself and edged towards the curtains at the back of the room. Drogo flies across the room and strikes him with his staff, blocking his flight. Lomeilinde sings a song that enrages the Children and causes them to tear Grimly to pieces.

Tarfaluth strikes Grafarlig. Oren misses Feldenaith. Delcarnan throws a fireball towards Galen and Helena. He gives Helena minor burns and stuns Galen for one round. He sets Tarfaluth aflame and kills him. Drogo buzzes around the priest and does no damage with his staff, though he keeps him from casting spells. Grafarlig strikes Oren who gives up.

Feldenaith used his acting skill to threaten Helena with further fire attacks from Delcarnan. Helena drops her weapons as well.

The priest tries to cast song of soul stealing against Drogo fails and crumples with a horrendous failure. Galen gives up, but Delcarnan fireballs him but his leg is charred down to the bone. Drogo kills the priest. Feldenaith tortures Galen into unconsciousness. Then Drogo kills Galen.

Grafarlig begins meditation to heal herself. Meanwhile, Lomeilinde approaches the rest of the party.

Lomeilinde is happy that Morlamen is dead. While Feldenaith is distracted by Lomeilinde, Drogo searches the Priest’s quarters, finding 40 gp. and an inlaid golden harp in the chest. He stashes the 40 gp. The party will divide the treasure equally later, though of course the rest of the players assume Drogo is stealing it.

Lomeilinde explains that she is one of the 13 Sirens who possessed lesser rings of Sauron, which he destroyed. The sirens were able to survive Sauron’s death and the destruction of the rings. There are only a few left. Lafalmas was one, and died on the ship. Morlamen was one, and died here in the cave. That left only four, which suits Lomeilinde fine. She would prefer to be the last siren alive. The only ones left are:

  1. Lomeilinde
  2. Demetrios
  3. Marcos
  4. Eletaria, who has taken over Shrel Kain

Delcarnen made a decision; Lomeilinde must die. He burns the rope over the pit and 30 Children, Meli, and Lomeilinde are dropped into the pit. Most fall and are eaten by crabs, but Lomeilinde holds onto the edge, and Feldenaith tries to help her as she screams, “you bastard!” at Delcarnen. Drogo knows there is no going back. He likes Lomeilinde as a worthy adversary, but she is evil and Delcarnen is probably right, though he does not agree with the method. Even more importantly, the die is cast and if Lomeilinde survives now, she will kill them all. Drogo teleports her to the center of the pit, but the spell is only partially successful and will take two rounds to complete. Feldenaith screams, “No! Just break the harp!” But Drogo flies out of reach and the spell goes off in the second round. Lomeilinde pops from Felenaith’s grip, falls, and dies. Drogo then teleports the body out of the pit, though it is badly damaged by the crabs below. He instructs Delcarnen to patch the wounds now that Lomeilinde is dead, and once that is successfully done, Drogo breaks the harp and restores the girl. Then the party tries to save the remaining Children, saving only 7 of them.

The party ends for the night, having broken the power of the Children of the Long Night and having killed two former servants of Sauron. But they are depressed by the deaths of the innocents, and decide to turn Oren and Helena over to the Rangers. The entire team is depressed at the end of the evening. Grafarlig suggests that Drogo use his share of the treasure to get professional help from a therapist. Drogo thinks this is an excellent idea. Now where can he find a white wizard?

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The Dark Tower (2017)

I just watched the movie, and really, it is not too bad. Everyone said it was disjointed and hard to follow, but it wasn’t. It was pretty clear what was going on. The main problem was how much they shoved into one movie — it could have been several movies, but of course the start was so slow that the pacing would have killed the first one. I was never able to finish the actual novels — it always seemed too contrived. A dark tower, meh. A gunslinger? Nah. But the movie was ok. Not fantastic. Not enough character development — Blade was a lot more fun in that category. And all the kid’s relatives died as meaninglessly as they did in Time Bandits. So not a great movie. But it was a solid apocalyptic fantasy, and we can always use more of those. I actually think a sequel could do a lot better, but I doubt we’ll ever see one, unless some independent company does a low budget version. They have a gating technology that allows them to travel to other dimensions, which worked for Stargate.  And more sorcerors or demons could be faced.  Maybe the true successor could be a Grimjack movie. Gunslinger, plus magic, plus multiple dimensions, plus plenty of plots. Yeah, that could work.

Grimjack introduction

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Navah: A Pair of Giants

The party built 9 houses in Restwell — 4 timber-built and 5 wattle and daub — that would see them through the coming winter. They also built two guard posts at each of the four entrances to town, and the mages raised a 1.5 meter earthwork all the way around the town. During that time, they learned that the Great Boar was a symbol of the Barthold family, and had never been hunted as a result. They decided to follow that example.

They also met Dakshesh de Selby, seneschal of Her Grace, the Lady Rodes, who advised them to be careful and to watch for signs of corruption in the Duchy. With him they talked with Vaethairimoth Wharff, a legendary but ancient ranger. None of them had ever heard of his exploits (lots of failed skill rolls), but they questioned him at length regarding the region and its dangers. When questioned, Sir Wharff warned them of the power of the Cheesemakers’ Guild, and gained some idea that the party had run afoul of them.

While in his cups, Ian revealed that he had given “birth” to several demon children, and thereafter the townspeople kept their distance from him. His reputation is spreading quickly.

Once the houses were done, fall was coming, and Sir Barthold decided to visit his other two villages. He began with Kukgul, where Humffreye Stanton introduced himself as the Sheriff and swore undying loyalty to Sir Barthold. Humffreye had worshipped Sir Lorak Barthold, and now wants to repay the deep debt of gratitude to the new Knight.

The party messed around for a time with a painter named Guang, a truly unskilled artist. No one wanted his work, especially not the local trader who had already accepted twenty-five in exchange for food. Brendan tried to increase the value of the paintings, while Ian let it slip that he was considering murdering the painter and sprinkling his blood on the paintings to raise their value. Once again, Ian was not endearing himself to the general population! Brendan, however, actually got the sheriff to believe that GUang was an undiscovered master.

The alarm was raised in town when Aig Dyamysell, squire to Sir Roger Corderay of Jackhold, stumbled into town. Sir Roger had been killed by a giant, and his warhorse eaten. Aig had fled, but now volunteered to lead the party to the site of the ambush. Humffreye insisted on accompanying them, desperate to prove himself to his new lord. Since Humffreye was one of the few people who like them, and since Humffreye was the one who would be gathering taxes for them next month, the party spent a great deal of time protecting him for the rest of the adventure.

They found little left of the knight and his horse, which had been eaten. They tracked the giant to its lair in a cave and began exploring, leaving Aig and the Selkie outside. The party found nothing except some cave paintings and were heading outside to camp when they ran into the giant coming in. Of course, the mage was in front and the fighters in back at that point, so Josette tried a Domination/Control person on Begbones the giant, forgetting the spell was immensely slow. The giant swung first, greatly damaging the bear pouka, and then a SECOND giant (his mate Godeva) appeared and did the same. Josette retreated and got Rocky the Earth Elemental to pull the bear to safety, but before that could be accomplished, the giants had literally beat the bear into two halves.

The party retreated deeper into the cave and Shaped a section for protection. The next morning, they shaped an eyehole into the giant’s den, and spotted one of them asleep. Josette cast Sleep upon the beast, and Ian snuck out to cut Godeva’s throat. He accomplished his mission, only to discover that Begbones had come to investigate the shouting that Alexios was doing for the past five minutes. Ian jumped to safety at the last second, and Rocky moved to cover the hole. The giant landed a critical hit on Rocky, killed him, and set him flying. In a rage, the giant pursued the small antagonists, ignoring the multiple arrows they sent gleefully into his thighs, his chest, and especially his derriere. Eventually he was forced to flee the cave, limping as he went. The party used up all their fortuna in the battle, but next time they plan to pursue him and finish it.

 

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Savage Worlds Greyhawk: Holy Water & Ghouls

Having defeated the gnolls and recaptured the arms, the party headed for Tarilen in
Furyondy. They hauled the cart with a damaged horse. Kaelix tried to scout, but got lost,
so Dathgar led. On the third day, there was a gentle rain and a village loomed in the mist. The party heard a funeral dirge in the distance. A stone wall surrounded a cemetery, with a hundred people in attendance. A plain young peasant woman lay in the coffin. There were runes on the coffin, and the priest of Pelor blessed the coffin and asked for protection from the darkness. Two men then put a stake in her heart, cut off her head, and buried the body.

Ted went to speak with Father Galamar. Turim was the former priest, who was buried and then dug up (as have been many others). A stranger visited him and stayed overnight. Since then several graves have been opened and the bodies taken. The stranger traded his horse for Father Turim’s and then departed. The new horse died of lung rot. Father Galamar gave Ted some holy water, but since Pirillin suspected the priest, Ted tasted the water and confirmed it was holy indeed.

The party then went to the Gentle Rain Tavern, where they talked with the innkeeper, Nilik. Kaelix overheard the people in the tavern talking about how this all started two months ago, but then went and tucked the horse and cart away in the stable. He hid in the rafters guarding them, and was promptly forgotten about by the party for the night.

Nilik explained that the strangers was a demon sorceror in a cloak black as the night. He never revealed his face but he could make a bag of coins appear and disappear at will. He had some cider and food, which the serving girl Moiena took up to his room. Four hours later, he bought Father Turim’s horse and left town. A group of adventurers came through town and promised to help, including a big fighter human named Walgas ( he talked to the pot boy Cragus for a long time), Iami the halfling, Vortak the dwarf, and Kayim, a female human wizard. They went to the graveyard to investigate and never came out again. The girl in the coffin today was bit by a wild dog and died two days later.

Pirillin detected arcana on the room and found faint traces of some magic in the last
month, more recently than the two months since the stranger has been there. It was nearly a full moon. Serving girl Moeina said we could get wolfsbane from Garick the woodsman. She took the party to a small building on the edge of town, just south of the cemetery.  Garick is a young man in his mid twenties. There’s a few fresh nicks on his face, as if from shaving, so Ted surreptiously turned his shaving water into holy water, just in case. Garick said he had found Kayim dead after the first party went to the cemetery. She got caught in his coyote trap while running from something and broke her neck. Garick and Galamar burnt the body.

With Kaelix in the stables guarding the cart, the rest of the party went back to talk to the priest, who said that many had been dug up. From there they went to the cemetery and entered the crypt of Hagron, a famous paladin who had fought in the Greyhawk Wars. There were scratch marks on the sarcophagus and opened it, revealing a wooden ladder leading down. Ted stayed above to guard. Dathgar, Gertie, and Pirillin put wolvesbane potion on their blades and descended.

There was a set of double doors and a pile of loot from the previous party, including the axe of Hagron (+1 to hit, +1 damage, with silver and cold iron abilities), which went to Gertie. Dathgar unlocked the double doors revealing a long narrow room, where Gertie found a secret door, allowing the party to bypass a number of traps. The three entered a circular room with nine coffins. The one in the center was fancy sarcophagus, open-lidded, with an embalmed body in it wearing an amulet. The party was drawn to the amulet. The body was that of Jillameg, a hero who died in battle. Detecting Arcana, Pirillin felt that the amulet would protect with a sort of armor (Amulet of Protection). They left it for a time. Pirillin then continued his magical probling and found that five of the coffins had sources of negative energy in them. As Gertie and Pirillin discussed their options, they were attacked by five ghouls. Gertie taunted two of the ghouls into temporary paralysis. Two of the remaining attacked Pirillin and one attacked Gertie. Pirillin killed one ghoul with a fire bolt and wounded another. Dathgar’s bowstring broke and called for Ted. Gertie killed hers with an axe and Pirillin vaporized another. Dathgar drew his sword and killed one of the two remaining ghouls. Ted and Pirillin then anointed their fists with holy water and charged the final ghoul, Pirillin slaying it with a flying punch. Afterwards they found treasure including five canteens with special abilities. The amulet proved to not be magical after all, but was simply a trap to awaken the ghouls. Searching the rest of the area, they found three skeletons (dead, not undead), a secret message (“beware the vault”), and another ghoul (whom they killed). They went up again, taking the ladder with them, and went back to the priest.

Father Galamar wanted them to keep the axe. He also rewarded them with a magic mace (which Ted got), and promised to bless and rededicate the tomb to Hagron. The party then returned to the inn where there was much rejoicing. Figil was hanging out with the pot boy and having a great time. Poor Kaelix was still in the rafters.

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