Present and accounted for:
Mace Blackstar, Human fighter (Mike)
Kane, Human Monk; (Al G.)
Wilbered The Silent, Human Cleric of Saint Cuthbert (Bob)
Trygvie, Elf Magic User (NPC - Bob)
Whisper, Halfling Thief (NPC - Mike)
Castor Bean, Human Fighter (NPC - Al G.)
DM’s note: After a four month hiatus, we finally got the
game started up again. Some new faces have joined us at the game
table. A big welcome to Bob and Al G., who joined us for the
first "new"
session on the 2nd. We started the session by reviewing our
character
sheets and familiarizing ourselves with Marshville and the current
situation.
Having attempted to visit the Baron of Marshville and been
refused entry, the players decided to head back to the inn.
They returned to their room and spent some time looking at the
robes and crowns they had found hidden in the attic of the inn earlier.
Since they were uncertain of the significance of these items,
they decided to
see what would happen if one of their number put on the robe and crown
and
showed himself to the locals. Being a natural performer, Castor
the
Bard was elected for the job. Mace, Trygvie and Whisper entered
the
bar room and took up positions around the room. Castor came down
the
stairs dressed in his finery followed by Kane and Wilbered stood at the
top
of the stairs to guard their backs.
An audible gasp and muttered curses came out of the locals as the
bard entered the room dressed in the pointy silver and gold crown and
robe.
The bartender, Gunko Divlop, shouted, "take that off!" and the
chairs
were heard scraping the floor as the angry people began to get up and
approach
the bard. Mace stepped between the bartender and the bard and
told
the bartender to calm down while one of the townsmen grabbed the bard
and
got him in a bearhug. The bartender reached under the counter and
came
up with a club and began shouting, "Hestal! Hestal!"
Meanwhile, Trygvie unleashed a sleep spell on the majority of the
townies in the bar and about half of them fell back into their chairs,
snoring.
One of the locals pulled a knife and stabbed the halfling rogue.
Upstairs, the inkeeper's daughter attempted to force her way past
Wilbered the cleric and join the growing fray downstairs.
Wilbered grabbed ahold of her and prevented her from getting
past.
The bartender's wife ran out of the
kitchen with a kitchen knife
and stabbed at the monk while Mace began to beat the bartender on the
head
with the flat of his sword. A door to the back room opened and a
bizarre looking creature, like a half man half fish, emerged and with
claws and teeth ran at the monk, who stood closely.
The villagers all fought fiercely. Kane the monk went down
under the claws and teeth of the fishman and a villager and the
inkeeper's wife were tken down with magic missiles by the elf as they
tried to alert the rest of the village. The innkeeper's daughter
broke free from the
cleric, stabbed the bard with a knife and was killed, in turn, by
the
cleric. When the inkeeper was rendered unconscious, the fight was
over. The strange fish man ran out of the room and the cleric
revived
the monk with healing spells and potions. The villagers who had
been
put to sleep by Trygvie's spell and the unconscious bartender were
bound
up with rope while the bard locked the front door. A quick search
of the area found a cashbox with a few silver and gold coins, some
scattered
copper and silver as well as six small blue bottles filled with a
mysterious
liquid.
They revived the bartender and he resisted their attempts to
interrogate him, attempting to shout for help. They stifled his
cries and Mace intimidated him into cooperating. Gunko, the
inkeeper, revealed that the crown and robe were garments worn in
religious ceremonies and that they were sacred -- they had been
required to attack the unbeliever when he profaned the garments by
wearing them. Gunko could not tell them the name of his god but
did not explain why he could not do so. The fishman, Gunko
explained, was his brother, Hestal. There were no elderly people
in town because when they reached a certain age they underwent a change
and became
more fishlike.
The players explored the room that the fishman had run into to
escape. They found a door leading to the cellar and a door
leading to the outside as well as food supplies and a large wooden
bathtub full of water. They didn't think it likely that the
fishman had escaped out the back door since they hadn't seen fishmen
showing themselves in public in town. The rogue made a half
hearted attempt to check the door for traps while the
cleric and mace bound the protesting inkeeper to a chair, intending to
use
the chair to hold him in front of them as they proceeded down the
stairs.
Castor reported that he heard some sort of noise from downstairs,
intensifying
their suspicion that the fishman was waiting for them.
The party proceeded down the stairs, the inkeeper bound to a chair
in front
of them. Suddenly, there were multiple little "twang"
sounds and
four crossbow bolts flew out of the darkness. The inkeeper was
killed
instantly (friendly fire?) and Mace was wounded seriously. Hestal
the
fishman and three other fishmen leapt out from behind piles of boxes
with
tridents and attacked. Although the party took serious injuries,
they
eventually prevailed and the fishmen were cut down.
A search of the room found lots of common inn supplies (blankets,
firewood, candles, food, ale, etc.), as well as six large tubs of
water. There were wet footprints on the floor, leading the
players to believe that the three fishman who had joined in the fight
with Hestal, the inkeeper's fishman brother, had emerged from those
tubs. Trygvie found a secret door in the corner.
The party debated the merit of hiding in the inn to regain spells
and hitpoints
but thought that if the rest of the village discovered the secret of
the
fishman was known, they might attack in greater numbers. They
decided
to see if they couldn't use the secret door to escape.
The secet door led to a dank 5 foot wide hallway of stone that ran
south about eighty feet and then turned east and went down a slimy set
of stairs. The hallway was damper and water dripped from overhead
once they went down the stairs. After about another one hundred
feet, a set of stairs went up and ended in a wooden door. The
lock of the door was crude and old; the thief opened it easily.
The door opened onto a 10 foot wide hallway with a door to the
east and a short passage to the south. An eerie greenish light
was coming from the south passage.
The party went south and saw that the hallway opened into a large,
pillared hall with a floor of soft sand. The walls and ceiling
seemed to emit the greenish light. A stone altar stood at one end
with a large silver chalice encrusted with pearls and two candlesticks
with unlit candles. Behind the altar was a small stepped platform
with the statue of a disturbing fishlike humanoid with a tentacled head
like a huge octopus.
The party gave the altar and statue a wide berth. A five foot
wide passage in the west wall led to steps up. Mace and the
halfling followed a ten foot wide passage of rough stone at the far end
of the temple over 100 feet and then came back to rejoin the rest of
the group.
After short debate, the party elected to try the door. The
halfling pressed his ear against it and reported hearing someone
speaking in an unknown language...
The adventure ended here for the night....