Some options for our next course of action: continue exploring the ruins of Fort Ang; going to the Haunted Mansion with Kaldur Black to fulfill our destiny.
As we leave the tomb, a member of House Petraud gives us 4000gp and offers to craft armor or a weapon to the best of their ability. After some arguing, Randy gets some better armor.
We talk about what to do with Green Guts. After much debate, SG decided to take Green Guts back to Lon’s Thicket, to “steal from the elves.”
We start in Rime. This day, Sheila G returns from her side-quest. There are 12 days remaining until our meeting with the Crypt Dragon in the Boneyard.
Stackor has a dream. I miss most of it, but it sounds bonkers.
Sheila G proposes that Green Guts be given land to establish his own barony.
Mummrah and Randy awake. Mummrah heads straight to the graveyard; Randy heads to Stackor, with intention of getting them to the graveyard.
Sheila G returns, and is informed by Celia about the graveyard. The warriors of Gorum were mobilized to deal with the large amounts of undead at the graveyard in Rime. They have been generally successful. SG “refuses to play into their hand”; Harvey and Gartug boogie on down to the tomb; Withatwist and SG head to Boobons to talk with him.
Randy meets up with Stackor, and they begin leaving for the graveyard. On the way, they run into SG and Withatwist. SG catches Stackor up on her adventures in Flint. Green Guts gets a snail.
Leaving, the party rediscovers Green Guts. At the inform of the party, he returns a dwarven rib-bone to the dwarf he took it from. Later, he asks Harvey if taking a hat from someone that has two hats is wrong. Upon learning it is, he follows-up asking if, after taking it, if he gives the hat to someone, it’s still wrong. Harvey says yes, but that it’s a nice thing. Green Guts hands him a dwarven helmet. Green Guts then redistributes one of Stackor’s books to SG; it’s the diary of the dead necromancer’s apprentice from Flint.
We loot the room! We find some broken muskets and pistols, a magical axe-musket, a masterwork adamantine handax, and some assorted ammunition and black powder. Stackor takes the handax; Taliah takes the axe-musket, powder, shot, and the dragon charges. The rest goes in party loot.
We call it here, standing in the corridor looking at the pit. We decide to continue moving down the corridor. Eventually, we come across a mechanism that would close a hidden door, sealing the corridor we just moved through. We can move straight, left, or right. Right will take us to Fort Ang. Straight will take us to the ice bridge on the northern coast of the continent. To the left is unknown. We move towards Fort Ang.
Moving towards Fort Ang, we notice some slits in the ceiling, likely for dumping pitch or other substances to discourage movement. Moving further, we come to the end of the slits, and there is a pressure plate on the floor in front of us, which Taliah disarms. Moving further, we come across what appears to be some filament along the walls, and a heat-shimmer in the hall. It is determined to be a magical trap, and walking through the shimmering air would cause the walls to explode with rock shards. Stackor dispels the magic, and we move forward.
Past the magical trap, we come to a porticulus with a dwarven skeleton pinned beneath it. Taliah assumes a gaseous form and floats through the gate. Looking around, she sees three hallways: forward continue beyond her sight, to the left is an everburning torch above a large intricate chest, and to the right in a blocked-off hallway. Above her, a bronze metal disc in the ceiling. Floating up and through gaps around the disc, she finds a room with 7 20-lb cannons, a few dwarven skeletons, and another disc. Moving further up, she finds another similar-sized room, this one with a sloped hallway with many chains, and another hallway with stairs. Returning back to the gate, after some alchemy and buffs, she finally manages to open the gate.
The party enters, and looks around. The blocked hallway obviously moves further. Along the hallway to the chest is a pressure plate that would drop the entire hallway floor; Taliah disarms the trap. Checking the chest, Taliah disarms the trapped lock, and also opens the lock. Inside is a single gold piece minted from an elvish kingdom; a dwarven “fuck-you” to whomever opens it. We decide to continue forward.
We move past more murder-holes, and come to another porticulus. Stackor stone shapes a little gully under the gate, then uses his staff to reduce us all to small, and we slip under. Beyond, to the left is a big iron-studded door with a big obvious lock. To the right is a hallway with doorways heading back the way we came. In front is a stairwell heading up. We head up the stairs.
The stairs move up and straight for about 15 minutes before coming to a platform in large cavern. To our left and right are piles of rubble and bones. Before us is a metal bridge, of plates and chain. We move along the bridge. Roughly half-way, we come across the remains of a weapon of some sort (which turns out to be a pistol), as well as the ruins of two statues. Continuing, the bridge ends at a some sort of suspended cube/building made of iron, with an iron door (currently open), leading to hallways. At the entry way are piles of more ruined statue. We move into the hallway, heading left.
Moving left, it turns right, to a tunnel. About 50-feet down, is a ladder straight up, a hallway that goes right, and the hallway continues forward. Larg climbs up the ladder, to a landing with hallways north, south, and east to a door. Upon the door are dwarven runes declaring “Small Arms.” Taliah unlocks the door. Within, there are more ruined statues and general ruin. It looks like the place was ransacked and burned. At the end of the room are a set of double-doors that appear to be sheared opened. Below, Stackor, Randy, and Mummrah hear the sobbing of a small human child coming from the norhtern hallway. Stackor heads up to notify Larg and Taliah of the sound. While there, from the sheared-open doors, we hear a sudden gasping noise.
The session is called here.
After some further progress, we discover a 90-degree left turn, and a secret tunnel which continues straight. Taking the tunnel, Larg informs us that Fort Ang is straight. We move towards the Fort. Moving along the corridor, we move past murder holes, and eventually come to another 90-degree left turn, and discover another hidden door. This one has no apparent mechanism, and so Randy uses his door knocker to open it up. Beyond, a giant pit awaits. After some bad investigation, Taliah flies through the room, discovering it to be a defense spot of some sort. There are massive stone cannons pointed at the wall we moved through, as well as a spiked pit along the ground, and trap doors along the ceiling.
We start in Rhyme, having returned via teleport by Stackor at the end of last session’s inventoring adventure! Stackor teleports us back to the iron-lined room, and we explore down the nearby tunnel. Taliah disarms the trapped door and opens it, the party explores for a bit, coming across the skeletal remains of a dwarf; it’s legs are broken. Continuing on, we come to a cave-in. Taliah burrows under, exploring the otherside briefly, discovering the temple opens up, and a stone sign-post with three directions marked: Temple of Folgrit, Central Crypt (marked as opposite the Temple), and Fort Ang (off in a third direction). We decide to postpone further exploration for now. We carry the one crate we found back to the iron-lined room and make to leave. Miningra grabs some of the deific artifacts and relics of Folgrit on the way out. In the entry way, we find weird slime trails with no indication of how or where they came from; Taliah gathered some up. We depart on phantom steeds, continuing towards Stormheim.
We return to SG, hang out at the inn, and prepare to head to the Village of Strangers. In the morning, a man from Fustadt arrives at the inn to discuss with SG that other sojourners have crossed to our realm without the mirror. After some discussion, the man leaves, and we teleport to the village successfully!
Immediately upon completion of our exchange, SG uses a scroll and teleports us back to the Spout House in Flint. We dine lunch with Pate. We rest at the Spout House, and the next day SG teleports us back to Rhyme. We identify some magic items, and call it for this session.
After clearing out the mine, we return to Sir Jack and inform him of the situation. The market guard check the market for any jet, but find none. After some discussions with Pate, we then move back towards the Spouthouse. On the way, some guards mention they’re looking for a witch, and also that an unusually tall guy was in town recently. We follow-up on the tall-guy rumor, settling on him as the “traveler” mentioned in the journals and other books found in the mine with the lunar wights. We learn that a girl in town massaged his feet, and we go to question her. At her home, we find a wight, and indications that a mule was recently galloped out of town. We pursue out of town, with SG flying and finding a lady riding a mule. He speaks with her, and after some back-and-forth, she runs. After some further confusion, eventually the entire party reconvenes at the crossroads outside Flint, where SG first discovers the lady, dead, with her guts ripped out in an attempt to spell a message.