Friday, December 12, 2014

Session 67 (12/12/14)

*Squatter's Rights (To Die)*

Ivric, Verget the 15th, 838 ID

The PCs are beset upon by a number of spiders of various sizes, all equal or greater to a man, and they seem to reflect a steely tint from the lava below their strangely thick, rubbery webs. Though the creatures seem to be resistant to numerous forms of attack, they are quite easily dispatched by magic from Baro and arrows from Badger, to the point that the melee fighters barely got to engage any of them. Gruulsh explores a ledge near the webs to find a few old boxes, one of which is still locked and contains some loot and an interesting script. As the heroes pick their way across the rest of the great web to a new area, they notice a gargantuan spider beneath, rolling in the roiling magma, possibly a more mature end-stage to the vermin they just destroyed... 


They end up in an egg-chamber, loaded with 100s of the spider-things in their embryonic state. Some are destroyed, but they notice that there are tools lying about, a sign that other humanoids had come along and removed some of the things. A nearby tunnel has a strange ribbed appearance, and as they travel to the end of it, they find the corpse of a dwarf who must have escaped one of the miners' many struggles above (or below). Wendel suspects the tunnel itself might be the maw of some great beast, so they are hasty to pass through. Pressing on, they find a number of strange stone statues which seem a little too realistic for comfort, in a large cave where there is also a pool of strange gray sludge. Neighboring caverns contain a number of additional statues...humans, dwarves, troglodytes, and larger creatures. They decide to avoid the larger concentration of the things and enter a chamber marred by steaming magma fissures which must be connected in the deeps to the lava pool beneath that massive spider's web. They carefully wind their way through to avoid being scalded.


In the next area, a rocky cavern with uneven ceilings, they run across a trio of other 'explorers', unusual squatting giants which have the ability to 'unfurl' and grow more powerful wherever the ceiling is high enough. A gruesome conflict erupts, and though the PCs are eventually able to bring down the violent beasts, Gruulsh is battered to death...and upon her death, the damnedest thing happens...her womb splits open and a dwarven babe spills forth. Baro recalls the strange 'pricking' incident from the Sunken Forge, when they were exploring the shrine of Sharindlar, and puts two together...believing that the same gender-swapping magical trap must have simultaneously impregnated Gruulsh with what might be the avatar of the newly-rediscovered dwarven goddess!

Ivric, Verget the 15th, 838 ID

Thankfully, Solveig is skilled enough in her natural magic to reincarnate the bugbear, only into a new form...that of a halfling, the next day. Gruulsh must adjust to her new form...which is wildly different than the previous.

PCs: Badger, Ballyhoo, Baro, Gruulsh, Solveig, Wendel

Friday, November 7, 2014

Session 66 (11/7/14)


Ivric, Verget the 15th, 838 ID

After their nasty run-in with the umber hulk, the PCs have now healed and rested to regain their spells, before setting off further into the Crowslode. They find another cavern area which is was a last stand site for a group of dwarven and human miners. Within is a slightly preserved journal kept by one of the prospectors, Slott Squatbottom, which has a few entries intact. He has named this top region of the caverns the 'Hazard Shafts'. Apparently the explorers and miners had discovered a number of antagonistic races within the depths. Deep gnomes have rigged specific areas with some truly deadly traps, while bands of troglodytes have been harassing and killing them, recently massing to repel the decades old expedition. Slott himself appears to have died from the infection of wounds sustained in such a battle. And it looks like a lot more of the old remains in the cavern belong to the dwarves than trogs. The PCs decide to press further, finding a pit to the next lower level, which is unfortunately guarded by a stone golem that activates once they try to use it. Although the construct proves impervious to many forms of attack, and renders the melee fighters' attacks weaker, the group eventually manages to bring it down through teamwork, though Wendel hangs back for safety.


Once lowering themselves to the second level, they find a corridor oddly guarded on both ends by a low wall of placed stones...with a few shreds of cloth swirling around inside. They sense that there is strong illusion magic in the area, but Wendel can't figure out if it's trapped, so they decide to check out another cavern and discover several hidden caches of small-sized weapons, in mine carts that were tucked into alcoves in the wall. The PCs return to the strange corridor that bars their progress through the 2nd level, and dispel a chunk of the corridor, revealing a complex system of churning, completely silent spiked columns of death that will grind anyone up moving through the area. Wendel can't disarm it, so they decide to send Gruulsh through in gaseous form just to scout out the other area, where they get a peak at the next room. She returns and becomes corporeal again, and they attempt a number of other bypasses like using one of the mining carts to jam some of the columns, but it fails because the cart is too big. They decide to return to the first level to see if there is anything they might have missed...rather than send someone to an almost certain death.

The only place above they hadn't examined further was the chamber mostly submerged in water, so Gruulsh and Wendel head out to the little island and examine the small hooded skeleton. They find an everburning torch inside the lantern, a silver fishing rod and a gorgeous goblet, and bring over Baro to examine their magical radiations. When he raises the fishing rod, the skeleton also raises, and begins to follow the evoker. He also notes that divination radiates from the lantern, and conjuration and necromancy from the goblet. After further exploration of this cavern, including some diving, the PCs return to the second level, where they keep banging up against the obstacle of the trap corridor, until finally Mistlethroe identifies the lantern to possess proprietary detection and negation properties, which not only give a full reveal of the 60' hallway of grinding columns, but they also neutralize it. The party squeezes through, while Baro goes last, backwards, making sure the lantern is keeping the trap from restarting. Once through, the columns begin to spin, silently, eternally, again...

In the next chamber that had been scouted, there is a massive six-armed statue to a troglodyte god with emeralds in its headdress. The deity is so obscure or ancient that even a well reasoned Religion knowledge check can't place it. There are offering bowls surrounding the thing, some filled with the charred remains of reptilian humanoid offspring. Badger decides to remove some of the emeralds while standing on Gruulsh's shoulder, and he picks out too, but is cursed after each. Luckily for him, Ballyhoo has an ability to counteract the effects of said curses. They decide to leave the rest of the emeralds be, and then head south into the next area. a larger cavern full of rubbery, steel-colored webbing that also serves as the floor...deep below there is a red, bubbling glow of what is most likely magma. Ballyhoo uses his tongues spell to shake the webs and hopefully communicate something to whatever has made the webs, but the only response he gets is an overwhelming emotion of...

'HUNGER'.

PCs: Badger, Ballyhoo, Baro, Gruulsh, Solveig

Tuesday, November 4, 2014

Online Session 65 (11/4/14)

Here is the link to the transcript for online session 65. We're now messing around with the Roll20 web browser gaming interface, so I've saved this one as a Word .doc for the time being.

Coincidentally, this is the final session involving Six-Shite, who we have retired since it made sense for the character and in favor of running a 5th edition solo game in the same campaign/setting. This new character will not be able to cross over with the normal Udders Well group until we've made the jump from 3.5e sometime later this year, but they will still run concurrent and can potentially affect each other in terms of events. The fate of Private Tharbalas has yet to be determined, though the Wintersbreath defector left him with as much shelter as possible while he heals from his wounds...


Monday, October 20, 2014

Online Session 64 (10/20/14)

Here is the link to the transcript for online session 64. We're now messing around with the Roll20 web browser gaming interface, so I've saved this one as a Word .doc for the time being.


Friday, October 17, 2014

Session 65 (10/17/14)

Essel, Verget the 13th, 838 ID

After unsuccessfully searching for hidden exits from the chamber where they discovered the illithid skull, the PCs decide to drag the copper-dowsed dwarf back to the entrance area and then proceed down the one tunnel they had yet to explore. They spied an unstable chamber covered with webs of cracks and nooks in it, and a damaged cart track. A single mine cart remained, and from this they saw glints of something shining...so Gruulsh and Wendel went into to get a closer look, while the rest of the party stayed near the entrance. It turns out there was a pressure plate trap, so rather than attempt to disable it, Wendel recommends the party stay clear of the cart and the coins stacked within, and press onward. They do so, but somehow their very presence manages to trigger an enormous 10' x 15' worked stone block falling in the entryway! Had Wendel removed the coins earlier...the rest of the party might have been completely crushed...

They pressed on to the next area, and found a ribbed looking, naturally eroded cavern where some water was dripping from the mountainside above. Four strange stalagmites were scattered through the place, and there were weird, spongy net-like surfaces on the ceiling which seem like they might have been left behind by the miners. Unfortunately, as they began to search the walls for anything less than obvious, they were attacked by deadly Strength-sapping strands, as the stalagmites turned out to be aberrations! Furthermore, the things on the ceiling joined the battle, lurkers above who would drop and then attempt to grapple the heroes, a dangerous proposition if they've had their Strength drained. It was a dodgy battle, with Ballyhoo, Mistlethroe and Wendel finding themselves in potential danger; inevitably the PCs proved victorious over the aberrations. They found some treasure in a shallow pit on the floor beneath where one of the creatures was prepping its ambush. It was also in this battle that Ballyhoo and Baro discovered their teleport-like spells did not seem to function in the Crowslode... perhaps this explains the abjuration the evoker detected near the entrance to the caverns.


They took the corridor running east, and found a place where rivulets of water running down the walls were beginning to pool, and a heap of humanoid bones and scales which they deduced might belong to troglodytes, since they are aware the Marrow Suckers and other tribes are reported to dwell beneath the Vernal Wall. Within the bones, they find a shale-encrusted, slowly pulsing egg which must have been hidden here by one of the stone ropers in the previous fight, and they claim the thing, deciding to press further along where the water was gathering. A larger cavern, with dank, opaque water at least 4-5' deep, full of bioluminous cavern fish, the surface slowly rippling and undulating. There is an islet in the center of the chamber with what a cloak-shrouded, small humanoid skeleton sitting alone near a lit lantern on a leaning pole. Badger fires an arrow at the figure to see if it moves, and then the party decides to search elsewhere and then return here later, once the mages discern there are numerous sources of magic on the islet...including necromancy.

They next come across a cantine of some sort that had been set up by the miners, who must have assumed their operation would be quite large and prosperous. A number of stone benches and tables hewn from the cavern floor itself are in the place, dubbed the 'Crows Nest' in dwarven on a small sign near the entrance. To the south of the area is a semi-circular bar-like structure. Stone bowls and crude utensils lie strewn about in webs and dust. The 'scout team' of Gruulsh and Wendel heads towards the bar, with the rogue searching all the while for any traps...there are no 'traps', it turns out, but a massive and terrifying umber hulk has taken up residence in a burrow at the middle of the bar, and it 'rises to the occasion', using its confusion ray on the two scouts! Shenanigans commence, but luckily Baro, Badger and Mistlethroe are on the job, raining down hostile magic upon the thing whilst Solveig turns its burrow into a thick mud with a transmutation. spell. It is hard to fell, but manages to only get one heavy attack off on Gruulsh who can take it, before Baro's disintegrate erases it from existence! A close call...if the beast had been able to take action again, it might have slain one or more of the confused characters.


They find it's treasure within the burrow, after digging through the mud, and set Monch to identify an item, which he does for the cloak of the mountebank, that is given to Wendel. The PCs heal and then decide to rest and regain some of their spent magic, before pressing further into the Crowslode.

PCs: Badger, Ballyhoo, Baro, Gruulsh, Solveig, Wendel

Friday, September 12, 2014

Session 64 (9/12/14)

*Where Crane Flies Dare*

Varony, Verget the 11th, 838 ID
 
After arousing suspicion from several groups of Last Eidolorn soldiers for his strange armaments, the explorer Wendel Eumatic Tork III is led to the Fiery Rat Tavern in Floivin Keep, where he is treated to a meal by the curious Flake Falloway. Flake determines that the wandering rogue's unique skill set might be aligned with the needs of Captain Banghorn's men (the PCs), and offers to put Tork up for a night at the Seven Floods Inn if he's willing to speak with them. Afterwards, Wendel goes to reserve his room with the offered coin and then jaunt over to the Cathedral of Blades in search of curative elixirs should he end up with some dangerous employment.


While they wait for Badger to finish selling items, and to connect with this wandering rogue they've heard about, Gruulsh and Baro decide to discipline Privates Chara and Laisso in the Armory Square. Solveig cannot wait to get out of the city and move into the next chapter of her life, since the locals at Floivin Keep do not seem very comfortable around her pet bear Hrufgar. Lord Ballyhoo decides to head over to the Seven Flood Inn once he is informed through Flake that Wendel would be headed there. The rogue does arrive, after being unsuccessful at procuring potions, but had a nice chat with some of the acolytes of Eleste. Meanwhile, Badger goes to the Dirty Dagger Alehouse, making the barkeep and clientele nervous, after what happened the last time. He tells them his brother is dead and none of them seem to upset. He also notes Monch Gnarlbottom entering to meet up with his chosen bodyguard, Baxter the Mighty, who none of the current PCs have met but their predecessors once traveled with for a spell. Badger introduces himself and tells them they'd best gather up with the rest of the PCs shortly.

After having discovered that Swyft the Tailor is weaving a platinum outfit for the Yellow Hen (to surpass even his own gold outfit), and commissioning a truly expensive gem-studded outfit of his own, he decides to magically disguise himself as the other minstrel and mess around with the tailor. Swyft falls for the ruse, partly distracted by a new customer (Wendel, whom the Lord has brought along to freshen up), and manages to make Swyft brainstorm an outfit imbued with magic and or magical items, the one thing that might surpass Ballyhoo's projected jewel-clothing. After this, most of the PCs gather up to ride off towards Littlewolf and Ettenhead and get their mission to the Crowslode going. Captain Krennyk has stocked a wagon full of rations, torches, casks of water and a few of ale (a gift he hid in there).

Gruulsh and Baro had already teleported to Littlewolf earlier to talk some business with Silas about the missing relics and possibly acquiring them later. They confront a few of the snotty house guards and also meet Grail 'Whistleblade', a former citizen of Littlewolf who is back in the village briefly. Gruulsh does not convince him to come along for the Crowslode quest, and in fact the elfin duelist tries to discourage them from journeying anywhere near the Underdark, but he does agree to help patrol the Ettenhead for a stiff fee, since the Lt. and Sgt. fear that the 'talent level' of the present defenders might not be enough to turn away any retaliation from the giants in thrall to the Titan of the Glen. After this, they too head out to Ettenhead, and by late night, all the PCs have gathered once more. Monch is happy to see his cousin Scuff, and Wendel shows off his inventions to the dwarf engineers and laborers who are inevitably impressed. Mistlethroe shows up.

Verne, Verget the 12th, 838 ID

After organizing marching orders, gathering their last minute supplies and eating a delicious, massive breakfast courtesy of Odd Jon Stuckle, the expedition sets forth, westward along the Vernal Wall. En route, they get to know the new folks. Baxter speaks highly of the late Mudgol and all the other old PCs he knew, and eventually they arrive at the Pinewater, but are forced south to ford the river with some rowboats at the abandoned Cedarway. Evening has fallen so they decide to set up camp here, testing their watch rotation. In the middle of the night, a bunch of giant stag beetles enter the camp area, foraging for plants and smashing up whatever gets in their way, but they do not seem highly interested in the party, and there is no confrontation.


Essel, Verget the 13th, 838 ID

After a breakfast of rations and departing Cedarway, the expedition turns back northward and rejoins the Vernal Wall west. Gruulsh realizes this is Blood Eagle territory, his former kin, and that survivors have been known to ascend to the heights (reported by Doorjamb and Ginkwrench among others). The foothills become spotted with nooks and small caverns, so they must be near the old hazardous mine. Monch eventually leads them to a half-circle copse of trees which conceals the Crowslode entrance. There are signs of recent firepits, probably set up by daring prospectors or humanoids from the Skunk Ridge, and the mouth of the mine itself is barricaded by a wall of timbers, support posts, overturned mining carts and tree trunks over which a kudzu has begun to creep. There are other signs of damage, like evidence of an avalanche or two flanking the entrance. Baro detects magic and learns that the entire place beyond the barricade seems to radiate abjuration...

Wendel puts himself to work immediately, discovering that one of the old mine carts is actually a swinging door set up to allow access to the 'Lode proper, and he disarms an old wire/dynamite trap well enough to permit passage to the PCs. Unfortunately, Hrufgar won't fit, and Solveig decides that the bear would not enjoy the subterranean spaces beyond, so sets him to hunt in the area and stay out of trouble in her absence. The PCs enter to discover the opening area has been blasted out by some sort of explosive from within, perhaps an unsuccessful attempt to seal it off forever. Despite some rumbling in the walls and ceilings of the place, meaning it could be unstable, they press forward, finding an old netted off pit containing heaps of copper ore. They also come across a horrific site...a dwarf dowsed in melted and hardened copper, stuck to the top of an overturned mine cart. Badger shoots an arrow into the unfortunate's eye to make sure it's not alive, and then he overturns the cart...revealing a sack...

And in that sack, they find a familiar looking humanoid skull....that of an illithid, obviously stashed her as a warning, perhaps by the copper-dowsed victim himself...this does not bode well for the depths of the Crowslode.

PCs: Badger, Ballyhoo, Baro, Gruulsh, Solveig, Wendell

NPCs

Private Chara (human male): A nervous, pale, scrawny new recruit to the Last Eidolorn who has the misfortune of being paired up with Private 'Party' Laisso. Known to wet himself when the pressure of his position becomes too much.

Private Laisso (human male): Likes to par-tee. Par-tee. Where's the par-tee at? A fresh young recruit with wild hair and a one-track mind. Also enjoys dice games and not so subtly mocking anyone who doesn't like to party. According to Baro and Gruulsh, his name is now Pvt. 'Lacey' until he earns his own name back after a thoroughly brutal reprimand from the bugbear lieutenant.


Saturday, August 16, 2014

Online Session 63 (8/16/14)

*Mergers & Acquisitions*

In the flesh. Tabletop regulars were permitted to attend for a bonus experience session.

Evelais, Verget the 8th, 838 ID

Six Shite and Tharb make their way to the village of Littlewolf, where they are met with little but derision save for the elf maids trying to sell them candies, flowers and baubles. Tharb, relieved that the place hasn't been touched by the Kindness curse, decides to introduce the northerner to his uncle Visyo Reddenbalm, who snottily agrees to an audience. The elf patriarch attempts to convince Six Shite to retrieve a cache of heirlooms that was purportedly lost to a 'lake fairy', with which he might be able to embarrass his rival Silas Roodeye and his clan. Reluctantly, in need of cash, the ranger agrees, and a sum is settled upon, part of which is that the Reddenbalm clan ceases to insult Tharb over his hefty appearance.  On the way out, they run across Shayla the Swineherd, who asks Six Shite to return to her barn, where he meets another Wintersbreath refugee, Solveig, a druid who has sought Shayla's assistance. Solveig has arrived with her polar bear companion, Hrufgar, partly to find out why the Empire hasn't officially responded to her province's plight, as well as bear a warning about some massive footprints and other signs of passage she found leading into Floivin Province. The two agree to assist one another.


Meanwhile, in the Keep, Baro receives a message in the form of a shadowy crow from Shayla, telling him there are curious events unraveling with some strangers in Littlewolf. He summons forth his trusty phantom steed (Black Unicorn!) once more and rides off abruptly. Baro has gone off to get the treasure haul from the Haunted Horrn battle identified, and Gruulsh has a proposition to make at the Cathedral of Blades. Badger, mourning his fallen brother Ox, decides to neglect protocol and make a brief return to Nobbish where the half-orc could be properly buried. He pays for round trip teleportation via Teven the Worm, who takes him almost instantly to the city of Durmoral where he pays off a local soldier to transport Ox to their home village for burial. He pays the guard so much, in fact, that the soldier up and quits the Third Eidolorn instantly, realizing he has just made more than he will in decades of service...after that, Teven transports Badger back to his new 'home'. Gruulsh has inquired with Bishop Coniff if he might speak with dead, so they could ask the Score's late cleric leader Gremek a few questions. Conniff agrees, they will arrange the ritual once Commander Hoary can attend to hear the answers.

Ballyhoo arrives in a few hours to Littlewolf, where he is fawned over by the local female elven populace, before riding off to speak with Shayla. She tells him this is all business, but the lecherous bard still slips in some innuendos before he goes off to meet these unusual northerners. While he is being introduced to them, he discovers that Six Shite has almost gotten in a brawl with Lomi, the elf the PCs had sent to accompany the fisherman/brigand Bastaro on his task. Lomi is drunk and barely able to stand, so the bard dominates him to go relax in the shade somewhere, after hearing his explanation of how he lost the blind fisherman. Ballyhoo rides ahead to assist Six Shite, Tharb and Solveig in finding the Roodeye heirlooms, reaching the Everness Isle first, where he is tempted by a strange female creature in the lake-water. She manages to lure him to the depths and attempts to drain his very essence! Ballyhoo manages a slick escape once he breaks her grasp and reaches the service, and rides back to the other three on the boat, still approaching. They decide it's a bust, but Lord Ballyhoo vows to return for the shirt that was commissioned for him by Neddyn, which he had stripped off due to the lake being's seduction!


After severely pissing off Visyo Reddenbalm, Ballyhoo summons a phantom steed for Tharb so the fat elf can proudly show off in front of his people. The bard decides to race back to Floivin Keep and rejoin the other PCs, while Six Shite and his two companions head off to join the forces at Ettenhead and see what work Banghorn can arrange for them. Their journey is uneventful, and when Ballyhoo returns to the capital he finds that Gruulsh and Badger have been insulted out of the Seven Floods once more. The three go off to the Fiery Rat, where Flake gives them drink and meal on the house, sharing in the news and rueful at the loss of Mudgol. Badger drinks the memories of his brother Ox under the table, and then before long the three race off towards Ettenhead, arriving even ahead of the newcomers, who have set up camp nearby rather than approach the unsuspecting garrison at the old giant ruins.

Aric, Verget the 9th, 838 ID

In the morning, the newcomers do at last arrive. Tharb and Gruulsh greet one another warmly, having met during the quest to crack open the Sunken Forge on Greataxe Isle. Scuff the dwarf and nearly a score of his workers are already at work on the ruined castle, and some of the North wall has already been completed, while cheap shelters have been built for the camp to protect the garrison from the elements until more permanent structures are finished. Badger finds to his dismay that Bernice the Golden Hen was devoured by some of the hungry dwarf workers, Odd Jon unable to stop them. Jon himself morns the loss of Ox and (possibly) Mudgol, while the archer goes off to his broken tower perch to mourn (and hopefully not fall off this time).

Learning that the Haunted Horrn hideout for the Score has been eradicated, along with some of the villains there, Banghorn urges the PCs to begin their mission to infiltrate the dreaded Crowslode mines, and the subterranean sprawl beneath. They are to assemble a team of three competent companions and seek out the Southerner Wendel Eumatic Tork III, who supposedly is seeking to test his mettle against the fabled, deadly caverns. They first convince Solveig that her interests lie in helping the heroes, and then decide upon Mistlethroe and Monch Gnarlbottom to join them, in addition to a personal guard hired on to protect the dwarf nobleman directly. Banghorn then decides it is time to promote Badger and Ballyhoo, so that he may also promote the newly recruited Six Shite to Lieutenant so he can start his own branch responsible for scouting out the Vandrakki fortifications and numbers to the north, and possibly pull off some assassinations. Six Shite chooses the loyal Tharb, and sergeant Grenjar Gnarlbottom to work with him, and so Ballyhoo and Gruulsh race off on phantom steeds to retrieve him.

After acquiring the dwarf, they stop back at Littlewolf, first accosting Lomi who has somehow been freed of his spell. Gruulsh is enraged, physically abusing the House Guard, who is now inhaling opiates in a wagon, and rolling him before Silas Roodeye, who is deeply offended, but offers a 'refund' by sending another soldier to work the Ettenhead later. The PCs and Grenjar go back to Evernesse Isle to find Ballyhoo's shirt, which is now gone. They do, however, find the corpse of Bastaro, drained of its blood, on the isle itself, with a last note scrawled out in his blood, as best a blind ma might: 'TO MY WIFE. FUCK YE! I DIED HAPPY IN THE ARMS OF A YOUNG BEAUTY. - B' They do not find the Roodeye heirlooms, and instead embark to Ettenhead once more. Grenjar is surprised that he has been called upon by Six Shite, worried that his unfortunate 'curse' might have embarrassed him, but the barbarian greets him warmly and thinks his 'skill' might be of some use ahead. The heroes rest, to depart for Floivin Keep the following morning.

Tault, Verget the 10th, 838 ID

The PCS, along with Grenjar and Tharb, all roll in to Floivin Keep, where they retrieve Baro and the items he had studied. They divvy up the goods, and fetch Commander Hoary for the death-speaking ritual, which Conniff conducts beneath the Cathedral. They learn that the Score was definitely hired by the Seven Lords of Syn, servants of King Tomas the Unspared of Vhorinyr, the being responsible for attempting to repair and resurrect the Death Titan Ulan Vhor. They also learn that Syriux is most definitely some sort of living construct, and that the Score not only had hideouts at the Skull Collar Hideaway (conquered) and Haunted Horrn (conquered), but in the Free-Mest and every town in Sothos Karr, whether it's a full-fledged safehouse or a cache of supplies or a sympathizer. That is all the pertinent information Gremek's corpse can provide them, since he seemed not to know too much.

Hoary ensures the PCs that a few squads of hardened Last Eidolorn soldiers will crack the Hud Horrn, now that the majority of the dangerous Blooded Lash captains and their employers have been taken out. There has been no news of the Kindness curse...the Cathedral has been freeing what citizens the clergy can from Castle Floivin, a few each day, but the surviving mob that fled towards Hobfast has not been encountered, nor have the halflings been heard from. Gruulsh and Ballyhoo have an audience with Monch, who is delighted to join them on their quest into the Crowslode, almost like he was planning on being asked...Badger takes a bunch of the PCs excess treasure haul to be sold and/or stored in their vault, and the group gets ready to seek out the southern adventurer Wendel while Monch arranges for the last member of their next expedition. Captain Krennyk begins to arrange a supply wagon for them.

PCs: Badger, Ballyhoo, Gruulsh, Six Shite, Solveig