Present and accounted for:
Mace Blackstar, Human fighter (Mike)
Castor Bean, Human Bard (Steve B)
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)
We were very pleased to be joined by a new player this night --- Steve Burk --- welcome to Blackmoor, Steve! We'll call him "Steve B." in the log entries to differentiate him from "Steve G" (Steve Gunnels). Steve B. chose to play the part of Castor the Bard this night.
WARNING: This is
a LONG entry!
Last session ended with the player characters huddled in the abandoned temple of Neptune in Marshville. It was about 6:30 am and the players were eager to decide, "what next." They were fairly certain that the fishmen and their allies were aware of their prescence in the tunnels beneath the town but were fairly confident that the Marshvillers would not look for them in the old temple since it had a rather "ignored" look and the people of the town had apparently forsaken the Worship of Neptune for a more sinister unknown sea god.
The players began to search the temple. They overturned
the table in the back room so it covered the trap door in the floor.
The halfling and the elf checked inside the blue robes and
vestments that were hanging in the back room while the Bard checked out
the altar and the monk searched the front of the temple. The monk
looked out the small window at
the front of the temple and saw an old woman wrapped in a cloak and
robe
coming up the path to the temple. He alerted the others and the
elf,
monk, cleric, thief and fighter went into the back room and pulled the
curtains in the archway closed while the bard ducked down behind the
altar.
The players heard the door open and the woman entered the temple.
They heard her walk up to the altar, set someting down on the
altar and then she began singing some sort of hymn in a low voice. The
bard peeped up
over the edge of the altar and saw that she had set a bowl of water
upon
the altar. From his hiding place, the bard recognized the hymn as
a prayer to Neptune. They recognized the woman as Essie, the old
woman who lived down by the docks in Marshville and who had warned them
of the danger in the town previously. Reassured, the players
revealed
themselves --- Wilbered stepping out into the main temple area and
greeting
her respectfully.
Essie seemed quite surprised to see them there and loudly
declared, "I thought for certain you were dead!" She praised them
for having killed a fishman named Gurglflek, who was apparently one of
the more feared of the bunch. The players asked her for further
details of the curse and
Essie told them that the Marshvillers looked like normal (if somewhat
unnatractive) humans when born but as they aged their bodies underwent
surprising changes -- eventually becoming fishmen. This was the
reason why there were
no old humans in town other than herself, Booral the merchant (who ran
the
trading post) and old Adok Guffle -- the town drunk. Essie
repeated that she did not trust the trader, Booral. Essie stated
that she
remained in town to care for the temple of Neptune -- she was a
priestess
of the benevolent sea god Neptune. Many years ago, Essie
told
them, the fishing had been bad and the few crops the Marshvillers
raised
seemed to fail. The people grew desperate. The Baron
DeMornay
returned from one of his many sea travels with an apparent solution to
their
troubles -- all that was required was that the townspeople switch
allegience
from Neptune to a different sea god named "Dagon." In addition,
they
had to intermarry and breed with some of Dagon's worshippers that the
Baron
had brought back with him on his ships. The desperate people, faced
with
starvation, agreed.
The people born of these marriages looked normal enough at birth,
but
as they aged, they grew less and less attractive as they transformed
into
the fish men. When the transformation was complete, they became
nocturnal creatures that lived beneath the waves. Dagon was, in
Essie's opinion, an evil and destructive god. When the players
asked her why she
remained, she replied that she stayed behind to keep an eye on the
temple
and on the Marshvillers themselves -- and when innocent travellers
arrived
in town she attempted to help them and prevent them from running afoul
of
the fishmen.
She offered the party some healing spells and stated that if they
remained in the village they would be caught and killed for certain.
"You
can't stay in the temple," she repeated, "the Marshvillers will search
here sooner or later. They are out looking for you now."
Essie urged them strongly to leave the town. The party stated
that they didn't feel their work in town was done -- they had given the
fishmen better than they had gotten in every encounter and didn't want
to stop now -- they just wanted to rest up, regain some spells and heal
their wounds. She offered to give them potions that would
allow them to breathe under the water. She said she would gow
down to the rive and call her friend the nixie -- the players could
sneak down to the river, drink the potion, and walk underwater -- along
the bottom of the riverbed -- until they reached the ocean. Since
the fishmen were nocturnal, they would all be asleep in their fishy
beds and since the party were known to be surface dwellers, the air
breathing townspeople would never think to look for them in the
river. The party could walk up the coast under the water, and,
when
the potions wore off, they could surface and climb back on land out of
sight
of the town. Essie then stated that she had to go -- if she spent
too long at her morning prayers, the townies might become suspicious --
they always kept an eye on her since she didn't worship the new god.
She
gave them 2 silver flasks and promised them that each flask contained
sufficient
potion to allow six people to breathe underwater for a number of hours
--
unfortunately, once the potion took effect one could not breathe air
until
the potion wore off. Also -- one should be care because once the
potion
wore off, the user would suddenly no longer be able to breathe water
---
so one wanted to be near the shore or surface when it wore off.
To
make the situation even more maddening, Essie was unable to say exactly
how
long the potion might last --- "a couple hours -- given the variations
in
body weight, halflings, versus elves, etc..."
Essie left, stating that she would summon her friend the nixie who
would wait for them at the river and she would then go home. She
urged
them again to leave town. After she left, the characters debated
what to do. The Monk argued that Essie seemed truthful enough and
voted to do as she reccomended. Mace looked doubtfully at his
armor
and weapons and said that he preferred to take his chances on dry land.
Wilbered seconded Mace, stating that he preferred finding a place
where they could hole up somewhere in town and then either trying to
rescue
the town or destroy the fishmen. Castor the Bard recalled that
there
was a silver chalice and two candlesticks in the basement temple that
looked
to be worth some money. Kane agreed that if the party left it
would
be very difficult or impossible for them to return in order to destroy
the
power base of the fishmen --- probably the best hing would be to remain
hidden in town, refresh their spells and heal their wounds and resume
the
guerilla action. Thus the party decided to return to the tunnels
beneath
the temple of Neptune.
The
party returned to the trapdoor into the basement and went through
to the secret door. Lighting their way with Mace's magic sword,
Darkcleaver, they went down the narrow stone steps into the hidden
Temple of Dagon.
Castor walked up to the altar and picked up the chalice -- almost
immeadiately two giant crabs burst forth from underneath the sand and
ran
at him, tearing him up with their gigantic pinchers. As the rest
of
the party attacked the crabs, Castor staggered across the room and
collapsed
in a bloody heap. Wilbered the cleric began ministering to the
wounded
bard as the rest of the group fought the crabs. The crab claws
bit
through even Mace's full plate with ease and their thick shells turned
most
of the player's blows. After a tough fight, the humans prevailed
over
the crustaceans -- but it took most of their healing to cure the
wounded
afterwards.
Whisper removed the chalice and the candlesticks from the altar,
half
expecting more crabs to emerge but apparently there were only two ---
no
other creatures appeared to defend the altar.
The group proceeded down the hall to the northeast -- which went on
over two hundred feet under the ground. Castor heard footsteps in
the
hall ahead and he alerted the party -- Mace sheathed his sword to douse
the light, leaving the group in complete darkness in order to hide from
the unseen enemy. Something whizzed past the monk's ear and the
halfling
shrieked in pain. "Arrows!" cried Wilbered. Mace whipped
out
his magic sword and, by the light of the magic blade, they saw crossbow
bolts
winging down the hall, one of which had hit the poor hobbit.
There was the slap of feet on stone as four fishmen ran into the
radius of illumination. Trygvie cast his Scare spell and
two of the fishmen turned and ran back the way they had come. The
party quickly cut down the other two; a cursory search revealed that
the fishmen carried only daggers and crossbows. The cleric and
the halfling helped themselves to crossbows and bolts and the party
continued down the tunnel to the northeast, following the fleeing
fishmen.
The players heard the sound of the waves and smelled the saltwater.
A ten foot flight of stairs led down to a sandy cave with a large
saltwater pool and two smaller exits. The players could see light
from a tunnel in the pool that seemed to connect to the ocean outside
-- they could see faint daylight in the tunnel. Sharp eyed
Trygvie saw two fishmen
hiding at the far end of the room and used his web wand to web them
before
they could make a move. Two more fishmen who had been hiding in
the
pool emerged and fired their crossbows at the party. The players
heart
sank as yet another crab erupted from under the sand and attacked them
as
they stood in the doorway. The fishmen from the water tumbled
over
the giant crab and into the player's midst, flanking Mace and the
halfling
both. The players had superior numbers andeventually managed to
defeat
first the fishmen and then their heavily armored pet, the crab... but
Mace
got reduced to zero hitpoints in the fight and it took most of the
healing
spells left to restore him to the point that he was even conscious.
Afterwards, Mace attempted to use a magic trident he had looted from
the fishman Priest of Dagon earlier to kill the fishmen in the web
while the rest of the party set fire to the web with comical results as
Mace blundered and got his trident stuck in the burning webs.
Wilbered plugged away at the fishmen with his crossbow as the
fishmen attempted to slither through the sticky strands and escape.
After two less-than-clean kills, the players were alone in the
cavern.
The cavern had four exits -- the tunnel to the southeast, through which the party had entered, a narrow tunnel with stairs that lead up to the east, another tunnel with stairs that led up to the north and the tunnel in the pool that seemed to lead outside to daylight. The tunnel to the east led up to a small cave that contained two large stone chests. The hobbit thief checked both for traps, failed to find any, and began to work on the locks with his lockpicking tools. One of the chests had a poison needle trap that he halfling had failed to find -- it punctured his hand an injected a deadly poison. The hobbit failed his save and lost six points of CON. The bard gave him an antitoxin to drink and the hobbit managed to avoid losing more Con to the poison's secondary damage.
The first chest contained 30 small pearls, a shortsword in an
elaborate leather sheath and 3 silver flasks engraved with fishes.
The second chest contained 2 rings, 2 silvered tridents, 2000 gps
and 6 larger pearls. The bard "detected magic" on the lot
and discovered that the sword, the rings and the potion flask contents
were magical, the coins, the pearls and the tridents were not.
They packed up everything except the tridents, shoved the bodies
of the fishmen into the chests and debated whether to push the crab
carcass into the water or bury it. After Wilbered worried about
what the blood of the crab carcass would attract, the party just left
it and set off to explore the north exit.
A steep flight of stairs led up ten feet to a finished circular
stone room.
A narrow spiral staircase led upwards about fifteen feet and
simply
stopped at the ceiling. The party climbed the stairs and found a
secret
trap door in the ceiling. After they had determined how to open
the
secret trap door, Mace cautiously peered through, using his magic blade
for
illumination. He say a circular chamber almost identical to the
one
that they were in with a similar spiral staircase and an unusually
shaped
alcove on the southeast side of the room. The party entered the
room
and, after searching, Trygvie found a secret door in the unusually
shaped
alcove. The players speculated that this might be a good place to
spend
the night.
The adventure ended here for the night.
Experience:
Castor Bean (Steve B.) went from 2295 to 3395 (+1100; level 3!)
Trygvie (npc) went from 5009 to 5559 (+550)
Whisper (npc) went from 2076 to 2626 (+550)
Mace (Mike D.) went from 7526 to 8626 (+1100)
Wilbered (Bob S.) went from 4910 to 6010 (+1100; Level 4!)
Kane (Al G.) went from 4910 to 6010 (+1100; level 4!)