Present: Zharko, Sam, Oric
Zharko awakens to Jock shaking him. “Mister, are you alright? You look like shit. I’m pretty sure you’re not alright.” The wizard looks at his hand and Jock tells him that his hand looked pretty bad, so he tried to patch it up. “I put some ointment on it. It may smell funny and turn a weird color, but it’ll be ok, i promise.” Zharko asks him who he is and Jock tells him it isn’t important right now, as he is in danger of dying due to cold and blood loss. He helps Zharko stand. As he is trying to steady himself, Zharko feels an invisible hand on his shoulder steadying him.
As they walk, he asks Jock if he found a goat with him. Jock says yes and that he was bringing it back to the stables when an angry farmer came looking for it and he handed it over. He advises that they should get to the inn without Zharko being seen, or else things may go poorly for him.
They make it back to the inn without further issue and Zea, seeing how badly Zharko is doing, escorts him directly to his room. She sends for food to be brought to him and some time later the loinclothed elf from the tavern comes by with some sort of sausage soup. He drinks it and goes to sleep as instructed.
As Oric and Sam are looking for some jobs they can do, a farmer comes to the center of town and is shouting and angry. “That absolute bastard cursed my house, took my goat, and killed it!” The farmer begins to draw a crowd and the crowd too begins to get angry. Sam, figuring that Zharko is the cause of the commotion, tells Oric that they should probably work on smoothing the situation out. Sam walks over to him and asks him to come speak with the two of them in private so that they can resolve the issue without getting everyone riled up.
They follow him to his house where he places the goat down on the porch and sits on the ground and moans loudly into his hands. “I understand that this has not been the best day for you,” Sam says as she leans on the railing of the porch. “What can we do to make this day better?” The man says that they can kill the person who did this to his ‘prized milker’, but Sam offers to replace the goat instead. He says they own all the goats in town, but…. 60 coin would about cover it. She offers him 20 coin and the necklace they got back from Vella. He tells Sam to keep that evil wizard away and he will just tell everyone this was all a bad joke. If he sees Zharko again, there will be problems.
Sam loses 20 coin
Oric loses gift necklace
Sam and Oric head back towards the market district and are on their way when Jock gets their attention and tells them that he found Zharko and tried to clear things up as best he could and that the wizard is back at the inn. Oric asks about the status of the supplies he wanted from the alchemist. Jock tells him he got equivalent components that were cheaper to save them some coin. Oric hands him the 10 coin needed to buy the necessary materials and another 3 to buy a backpack and some supplies.
Oric loses 13 coin
Oric informs Elder Wells that they will be ready to go in the morning and the elder says that he’ll have the teams ready at the north entrance of town tomorrow morning. They head to the inn and Zea informs Sam and Oric that some deliveries have arrived for them and hands them a crate. Inside are 16 days worth of rations and 6 bottles of drunken hawk special reserve wine.
Oric gains 5 days’ rations
Oric gains 2 bottles of Drunken Hawk Special Reserve
Sam gains 5 days’ rations
Sam gains 2 bottles of Drunken Hawk Special Reserve
Zharko gains 5 days’ rations
Zharko gains 2 bottles of Drunken Hawk Special Reserve
Zharko, in a brief moment of consciousness, analyzes the situation in the snow and believes that the invisible servant contract is in effect again and that he should be able to call on those beings once more. After he goes back to sleep, Oric sneaks in and snags Zharko’s coinpurse. He takes enough to recoup the cost of the food Zharko walked out on paying for and the goat he killed. As he reaches around in the bag, he finds a rolled piece of paper tied with a string. He grabs that as well. After giving Sam her coin, he heads to his room to read the note. It’s actually addressed to him. “Oric, You promised to tell me everything” it says.
Zharko loses 23 coin
Sam gains 20 coin
Oric gains 3 coin
The next morning as the party heads down to the lobby, they are met by Jock (who is ready to set out on this adventure!) and Zea (who wants her damn keys back!). Jock also lets the group know that there are 9 people that the mayor sent waiting for them across the street in the tavern. Sam heads to pick up Max, and Oric and Zharko head to the tavern to meet with the party and get some breakfast respectively. Oric meets with the leaders of the groups and gives them a general sitrep on the cave itself and the dangers within. The leader of the guard group is uneasy when the otyugh is mentioned, but Oric reveals a plan to draw it out using the black powder charges he had Jock scrounge up. He spends some time making the powder he needs out of the gathered ingredients and the group all head to the undertrails
Oric gains 3 flash bombs (2d4 damage)
The town guard group tells the surveyors to stay in the back and get out of there if things get bad. Oric forms a plan with everyone to flush the otyugh into the crystal room where the melee fighters will be waiting down below and the ranged fighters will be on the ledge above. The surveyors are measuring the cavern size in different areas and are left to their work while the guards and the party set up in the crystal room.
Oric stalks off to the hallway and throws his first bomb. It doesn’t do much damage at all, but the main hope was to get this monster scared and moving. His second one lands closer and explodes with more force. This fully drives the monster out of its pool and it begins to chase after Oric. He makes it into the ambush room slightly before the beast as Sam uses her new special arrow on the otyugh and hits it in its open mouth. It grabs one of the guardsmen and flings him into a wall. His armor protects him from the impact but he is winded. Zharko follows up the shot by Sam with a magic missle burst on the monster. The volley severs some of the stalks and tentacles.
Oric loses 2 flash bombs
Using some of its remaining energy, the otyugh slings a tentacle around and sprays a foul liquid around the room. Sam loses her footing trying to avoid the liquid. The guardsman up with the ranged folks rolls safely away but slips in the blood from the otyugh and falls onto his back and Zharko deftly avoids touching anything gross. Oric tries to get the creature’s attention again by hucking a dagger at it.
The otyugh lunges at one of the downed guardsmen and sinks its long needle-like teeth into his leg and breaks the teeth off. The guardsman frees himself after much bleeding and shouting. Sam takes careful aim and shoots the monster in the brain, killing it instantly. It lets out a death gurgle and seems to almost deflate as fat maggots and large flies come out of it.
Oric comes up to the guard with the teeth in his leg and feeds him some of his oil of tagit to knock him out. He asks Jock to take a look at the wounds. Jock borrows Oric’s lockpicks and uses them to pinch the teeth back out of the man’s leg. Zharko asks for him to put the teeth in a pouch he has. Jock shrugs and does so.
Oric loses 1 Oil of Tagit
Zharko gains 20 otyugh teeth in pouch (needle-like)
Sam digs around in the Otyugh mouth to get her arrow back out. As she’s doing that, she hears something metallic under the tongue. She pulls the metallic object out and finds arm armor with something in the enclosed fist inside of a leathery pouch. Inside the pouch she finds 31 coin.
Sam gains 31 coin
Sam sends Max to get the surveyors and they all regroup. The two conscious guardsmen begin to rig up a carrying system for their wounded friend. They ask if there are any more dangers that they need to be present for, or if they can bring their friend back to town. She tells them they can leave and the rest of the group(s) continue onward.
When they arrive at the stagnant funk water room, the surveyors ask what the party thinks should be done: bridge? drain the water? something else? Zharko casts his detect magic spell to see if the water is magical in any way that would inhibit progress. He attempts to attune his sight to magic, but the spell has a hiccup or two and it ends up being his sense of taste that is attuned. He shrugs and just tells them to build a bridge. Oric also recommends draining the water. Sam agrees with the plan to divert the water.
They make it to the rubble pathway and talk about reopening it and Oric warns them to be careful because it’s already been rigged to fall once and may do so again. The group sets up camp and rests for a bit. Before long, everyone makes it to the exit of the undertrails. The team that was taking notes begins to head back to the town of Bendfirst, and the remaining three carry onwards with the adventurers.
The weather remains almost painfully cold, but the snow has cleared so travel isn’t overly difficult. It is nighttime, so the group heads back to their own lodgings. Oric brings Jock to stay at his place for the time being. Oric asks Zharko to come with him so that they can talk.
He tells Zharko that a gang called the Crimson Hand is responsible for the death of his parents and that they are working to gain a foothold in this town. He says that they’re ruthless and that if they get a foothold in the town it will be bad news for everyone. Zharko fusses him a bit for reading the book, but tells him that he is proud of him for staying sane after reading them. Zharko says that of course he is willing to help, and he thinks that anyone else in the group would be willing to help him too.
The next morning, everyone is walking towards the Fisherman’s Inn when they see Vultus, Rook, and Bill. The slow realization hits everyone that it’s become much darker than it is supposed to be at this time of day. An almost perfectly smooth gray cloud is covering the entire sky. The cloud is hanging strangely low. It begins to swirl and pull down into a funnel that reaches down to almost 100 feet above the town. twelve figures on glowing discs emerge and spread out to float over the walls of the town. A beam of light comes out of each disc and where they meet in the middle, an enormous hooded face can be seen.
Evolve Bond: Zharko → Oric: Oric has confided in me and I will aid him in his quest against the Crimson Hand
Create Bond: Sam → Oric: Oric has proven himself to be quite capable and I will aid him wherever I am able
Evolve Bond: Oric → Sam: Sam has shown herself to be a wise companion. I will go to her for guidance more often.
Zharko: 4xp (1 bond, 1 alignment, 1 notable monster, 1 fail)
Sam: 1xp (1 notable monster)
Oric: 3 xp (1 bond, 1 alignment, 1 notable monster)