Session I: The Quest for Erudite Report
General Summary
Act I: On to Whitesaddle
The Tavern
After travelling for a while now, Marcar of the Wilds and Edward Jones meet up with a new associate of theirs: Exypnos Agios. They introduce themselves in a local tavern in the town of Geldern, where they agree to set out on foot to the village of Whitesaddle found to the north, two days of travel separating the locations. Edward asks to be woken up at 3 am, while Exypnos puts on a show in the tavern earning a few coins on the side. Marcar morphs into a cat, climbs down the tavern's wall and starts scavenging for herbs around town. After a few hours, he returns to the tavern for a good night's rest similar to Exypnos. Edward is woken at 3 am, takes a stroll around town and joins his companions for breakfast. After all but Exypnos ordering cod, the companions set out to Whitesaddle.On the Road
During their travels, the companions spot a carriage coming their way. Upon further inspection they realize this is an armed transport of iron ores. The adventurers make a chat with the captain of the transport and continue their journey. After a day of travel through the mists they reach the outskirts of a pine forest. They set up camp for the night, and continue the road through the forest.The Screaming Woman
Around 12 am the adventurers hear the scream of a woman in the distance. Upon nearing her they find a woman surrounded by a few corpses, two goblins aiming their blades at her, a hobgoblin, who would become known later as Dirck, and a mage. Although Edwards attempts to talk to the goblins in their tongue, he unleashes his radiant wrath upon the goblins. The mage turns out to be a conjurer, and conjures a Scamp Weakling to aid him in battle. After exchanges of blows, the goblins are killed and the hobgoblin knocked unconscious. The mage loses his limp to Marcar, who bit of his leg while morphed into a bear, and the adventurers bind the bleeding leg. They decide to wake up the mage who knocks himself unconscious on a rock after awakening. Upon inspection they find multiple feathers on the mage, unable to identify their originating beast. They continue their interrogation with the hobgoblin, who tells them about a stone circle further up the woods, where the goblins and the mage, Melchior, exchange caught prisoners for goods. He does ensure the adventurers he does not know of the dealings occurring there exactly, as Melchior takes care of this business while he and the goblins remain further behind. The adventurers offer Dirck his freedom in exchange for guiding them to the stone circle, to which Dirck agrees. The adventurers continue their questioning to Elizabeth, the earlier screaming woman. She tells them how she was ambushed and lost her dear husband Roderick. She and her husband were travelling to her uncle in Gloomhaven, the mining village further down the road to the north of Whitesaddle. She offers the adventures 30 gp to escort her to the town, to which they agree.Arrival at Town
The adventurers set up camp a 20 minute walk from the village, straying a bit from the road. Marcar decides to stay in the camp and guard the prisoners Derck and Melchior while Elizabeth, Exypnos and Edward go into town. As they approach the outskirts of the village in the pouring rain, they are greeted by a townguard who seems envious of them going inside. They reach the local tavern, the Gilded Goat, where they are met by a young girl named Betty. After a bit of chatting, Betty is called inside and the adventurers continue into the tavern.The Gilded Goat (1st Night)
Exypnos attempts to persuade the local bartender and owner of the inn, Stefan Berebald, to allow him to perform. Stefan denies his request and answers him quite cranky. Exypnos continue to ask the same request to multiple members of the staff, including Stefan's wife Martha after which he becomes quite mad at Exypnos threatening to throw him outside. Apart from our adventurers, the tavern is filled with a group of halflings, a quiet old nan on a wobbly chair, Ulf & Lanar who are playing Farkel in a corner, a group of townguards, Rosie (daughter of Ulf), Estelle (oldest and beautiful daughter of Stefan), Martha (wife of Stefan), Betty (youngest daughter of Stefan) and Stefan. After taking a bath upstairs, both Exypnos and Edward are offered a local specialty, the Whitesaddle Goatfish, which gives 1d4 temporary hit points for 4 hours. Later that evening, Stefan apologizes to Exypnos for treating him this way and offers him a gig to play along with Estelle's singing. Exypnos accepts, not knowing the extend of Estelle's singing capabilities. As it turns out, Estelle is a very bed singer with but a few people enjoying the performance. After the performance the crowd still claps as they are stared at by Stefan. After asking around a bit about the mysterious mage Artego, the adventurers learn that they should talk to Revenant Paullus about this, and that Artego was a friend to the local weaver Renier. After a bit of chatting, and Exypnos losing a game of Farkel to the drunk Lanar, the adventurers call it a night.Act II: Where is Artego?
Renier's Weaving & Woving
After meeting up with Marcar, the adventurers first go off to Renier. After having a bit of joyful conversation, they learn from Renier Artego indeed lived close to the village, but has passed away a year ago. A bit reluctantly and doubting the adventurers' intentions, he tells them he is buried at the local cemetery near the chapel.The Cemetery
Upon entering the cemetery, the adventures see Martha working the gardens and a novice of fire working the graves. Exypnos distracts Martha by talking to her, while Marcar and Edward search for Artego's tombstone. After finding the right one and inspecting the grave, they see a different color of sand near Artego's grave compared to the surrounding graves. In addition, they see a lot of rose petals scattered around the graveyard. When they are just about to leave, Revenant Paullus joins our adventures and asks them for a kind donation to the Chantry of Fire. After a bit of chatting, the revenant suddenly feels an ominous presence of dark magic. Marcar takes from his pockets the silver ring holding an amethyst, which Paullus declares the source of the dark magic. He offers to take the ring and destroy it, which Marcar denies and he takes off from the graveyard. Exypnos & Edward reconvene and decide to question the fire novice Ivo about Artego's grave, to which he responds quite nervously and starts cleaning the grave. This requires some tools in the shed, to which Exypnos & Edward follow Ivo. They corner him in the shed and use a sleep spell on him. Just when they were tying him up, someone knocks loudly on the door and opens it with force. Revenant Paullus encourages them to declare their intentions, or feel the wrath of Innos in place. Exypnos responds by using a Suggestion spell on Paullus, after which Paullus is convinced they were just frolicking. Paullus tells Exypnos & Edward to clear the grounds and punishes Ivo for his odd behaviour. Ivo, being the frightned lad he is, does not spill the truth to the revenant.The Hunters
The adventurers return to their camp outside of town, when suddenly during their rest they are greeted by a few odd-speaking hunters. Edward approaches them while Exypnos & Marcar remain vast asleep. Upon further inspection, the hunters grow distrustful towards the adventurers and an elf and human hold a knife to Edward's throat. The other hunter finds a deceased man missing his lower left leg in the camp. He demands the adventurers drop their weapons and join him towards the Marshall's office. A bit reluctantly the adventurers accept, with Exypnos staying behind with Dirck in camp while Marcar leaves his weapons behind and follows the hunters and his shackled friend. Upon entering the town they are scolded at by the populace as if guilty of murder. The local folk particular don't go easily on the orc. Edward is thrown in a cell and Marcar is bid to the Marshall's office. The Marshall inquires Marcar on the transpired events to which he answers truthfully. The marshall warns Marcar that should he and his friends cause any more turmoil in town, he will bring them to justice personally. Nevertheless, the marshall is convinced of the adventurers' innocence and discharges them. The adventurers return to camp, after which they start planning a heist to kidnap the fire novice Ivo.The Heist
Exypnos & Marcar sneak towards the retirements of the chantry. Exypnos casts a Silence spell, after which they smash a window and enter the building silently. After a bit of exploring, first entering the revenant's quarters instead of the novices, Marcar encounters two novices sleeping in beds. Not being able to distinguish the novices, he knocks both of them out and rolls them over. Upon closer inspection he finds out who of them is Ivo, ties him up, and takes Ivo along with him. Just when the two are about to leave the building again through the broken window, a guard passes along. Both remain stealthy and are able to leave the building after the guard passed again, ending the heist in a success.The Interrogation
The adventurers tie Ivo upside down to a tree and wake him up. Ivo, being frightened of the adventurers, pees his pants which causes pee to run over his face. Ivo spills everything he knows, namely that the grave was recently robbed. After the robbery, many feathers were laying around. He did not spot the graverobbers, but ensures Estelle has likely witnessed the ordeal, as she and the local guard Brad tend to secretly make-out there with Brad bringing her roses. The adventurers decide to let Ivo live and return to the village, if he convinces them he was drunk and smashed the window. Ivo agrees while crying and scared, running back toward town. After Ivo left, Dirck offers to aid the adventurers on their quest if they share their loot with him. The adventurers comply and arm Dirck once more, who now accompanies the adventurers. Dirck also shares a daedric incantation Melchior used to practice in camp.The Stone Circle
After walking a few hours, the adventurers near a clearing with a hill situated in the middle of the clearing. On the hill they can see the stone circle mentioned earlier by Dirck. Marcar walks to the stone circle to inspect, while in mouse-form. He finds a soul gem situated in the main pedestal of the circle. He morphs back into his orc form, and Edward & Exypnos join Marcar on the hill while Dirck remains near the forest's edge. After assembling on the hill, Marcar speaks the daedric incantation. Suddenly a very sharp tone erupts from the stone circle. A few moments later the adventures hear the clasping of wings and they are able to make out three harpies in the sky. Two of them start singing to Exypnos & Edward, while one starts talking to Marcar in Daedric. They share some words after which Marcar is charmed by the harpy. Exypnos & Edward are able to protect their minds from the harpies' chanting and combat ensues. Many epic moments transpire, a few listed here: Exypnos successfully casts a Sleep spell on one of the harpies and catches her before falling on the ground, negating any damage the harpy would have taken thus ensuring she does not wake up. Another is burned down by Edward's radiance. The one who earlier charmed Marcar, now faces of against Marcar and loses one of her wings to Marcar's bear teeth. In the end, the adventurers are victorious and are reinvigorated (leveling them to Level 4).Act III: Artego's Lair
Approaching the Keep
The adventurers approach the keep from the woods and attempt to sneak into the fort from a ruined tower. Exypnos casts a Silence spell on the tower and Marcar climbs into the tower. He finds a harpy and attempts to take her out in one blow. Being unsuccessful, the harpy flies out of the spell's area of effect, screams loudly, and combat ensues. The adventurers are met by a mage atop the wall, who conjures a Flame Atronach to aid him in combat and battles Edward. Marcar fights of multiple harpies who come to their sisters aid, while Dirk and Exypnos stave of zombies in the courtyard. During the fight, Edward jumps down the wall a few times to avoid the atronach's Flame Geiser. In the end, the adventurers are able to clear the keep and start looting it. Searching the mage's corpse they find an Amulet of Health, providing Edward with ample Constitution. They come upon a chest in the ruined tower, which Edward attempts to open. He is however surprised by a Mimic, who attempts to eat him alive. Now unconscious, his comrades come to his aid, defeat the mimic and stabilize him in time to stave off death. Luckily their efforts were not in vain, as they find a few potions of healing, a spell of Conjure Daedra and the Ring of the Ram. They return to their resting spot outside of the fortress and go for a Long Rest.The Cell Block
The adventurers return to the keep to find it empty. Upon exploring the keep further, they find a few harpy eggs in the north-eastern tower, along with a locked door. Furthermore, they find a small chamber with a bed and a pedestal with a Daedric incantation book. They take the book and search the room, but to no avail. Still in search of Artego's ring and the Mistress, they return to the spiral staircase leading down from the north-eastern tower. After descending the stairs, they find themselves in a long hall way with multiple smaller cells on the left- and right handside. At the end of the hallway, there's a large metal door with 2 glass windows which are misty from condense. They enter the hallway, when suddenly a blue-ish crystal lights up and small blue orbs fly into the cells. A group of skeletons is resurrected, along with a skeleton mage at the end of the hallway. Finally, a Dread Warrior, who was just before hanging above the door-frame, drops down charging at Marcar. In the end, the adventurers are able to stave off their attackers and decide to look through the glass panes. While it remains difficult to see much without any light in the room, they see a large beast walking the next room who makes eye contact with Exypnos. The adventurers run up the stairs and hear loud knocking on the door.Damn, it's a Minotaur...
After a Short Rest they descend the stairs once more, wishing to figure out what beast stalks the room behind the metal door. Exypnos lights the torches in the cell-block, hoping to better see the next room. Although successful at lighting a torch in the next room, he sees a Minotaur charging head-on toward them. The adventurers run into the cells and hope for the best. The minotaur makes a few charges at the door, before breaking the door's hinges. The minotaur charges at Edward and in one blow brings him unconscious. Before the Minotaur is able to down another party-member, the adventurers retaliate and successfully kill the minotaur. Marcar in bear-form picks up the scent of the minotaur, which seems strongly present in the next room. They decide it's best for Edward to find a resting spot in the tower, while the others march onwards.The 'Arena'
Exypnos, Marcar and Dirk venture onwards through the metal doorframe, to find the next room. A large opening with a sand-floor. A large wooden door shut before them, two paths leading respectively to the left and to the right. A balcony lines the entire room, which allows a vantage point onto the room. The adventurers follow the minotaur's scent to the right hallway to discover his lair. Digging to a heap of dung, they find a few Healing Potions. When they attempt to continue through the left hallway they suddenly hear a sharp metal sound, sounding like the opening and closing of a metal fence door. Four zombies approach the adventurers and combat ensues. Halfway through the fight, Exypnos decides to check up on Edward when he is met by a harpy scouting the tower. Exypnos persuades the harpies with the eggs they stole, bartering them some time. In the end they are able to clear the zombies, persuade the harpies and Edward completed his Short Rest. When they venture up the left hallway they find the metal bar door, with a lever on the other side.The Balcony
Suddenly, a ghost comes out of the wall who approaches the adventurers. He reveals himself to be the ghost of Artego. He shares with the adventurers he was imprisoned by the Mistress and is now bound to serve her for eternity. He pleads to the adventures to free him from her grasp, which they accept. Artego grants them one question, which they use to ask about the mistress' weaknesses. Artego responds by sharing the mistress is affected little by non-magical, non-silvered attacks after which he collapses into pain. Edward uses his quarterstaff to poke at the lever controlling the fence gate, and successfully pushes the lever. The door swings open and the adventurers start exploring the upper floor. To the walls of the balcony there are many cells, two of them still holding undead. One of them appears to hold a simple skeleton, while in the other a Draugr (read Wight) is found carrying a silvered short sword. Further down, they find a library with a Degauth inside it.Persuading a Demon
The Degauth approaches the adventurers, when Exypnos reacts by speaking to the Demon in infernal. In the meantime, Dirk runs away and starts hiding in the shadows. The demon answers that the mortals should bow before him to which they comply. Exypnos uses the power of a Suggestion spell to convince the demon that a treasure may be found in a cell approximately 80 ft. away. The demon takes Exypnos by the neck and starts flying toward the cell. Marcar attempts to stealthily crawl away, but the demon spots him and gives him his final warning. Edward leaves his stuff behind and starts crouching stealthily toward the library. He makes it without being spotted and starts scanning the room for loot. In the meantime, Exypnos uses his spells to make an ordinary skull look like a golden one. The Degauth responds by throwing Exypnos in the cell, and locks the celldoor. Next, he starts flying toward Marcar andRewards Granted
Ring of the Ram
Amulet of Health
Skyblinder Staff
Spell of Conjure Daedra
Silver dagger
Ring of Protection
Missions/Quests Completed
The adventurers successfully retrieved the Erudite ring from the disintegrated remains of the Night Hag, mistress of the Night.
Created Content
Gloomhaven
Magic Items
Comments