Day 19 – Oct
Early the next morning, Tas and Wm, hear scurrying and a tree blight jumps out of the doorway. Bv casts a fire spell at it and it collapses. We rest the remainder of the day and sleep through the night.
First thing in the morning, we climb out of the crevasse and check on the ponies, but it looks like some wolves got them. It’s a cold day and Bv notices a winter storm brewing in the north. We circle back around the hill to the monastery to check things out. Near the wall, Tas, Bv and Wm move ahead to quietly look around. We think we see some movement within. Once at the wall, we silently look over, into the enclosed area of the monastery, but see nothing moving, so we jump over the wall and hide behind one of the burnt sheds. As we sit, we think there’s something moving on the other side. We sneak around but again, see nothing. We keep walking around until we reach the door to the shed and look in, noticing the remains of some bodies. Bv then thinks she hears some movement near the other burned out shed, so we sneak over. Bv walks around the corner and stares a lizard man right in the face and asks “Did you kill the bad orcs?”. Somewhat uncertain, the lizard man steps back, but we slowly manage to talk with him and find out some information. He’s from near a village called Hayden’s Landing, with whom his people do some trading. The village is empty now though, with signs of violence happening, so he is here trying to find some answers. Tsurok and Badger arrive, and we all sit down for some food.
Once finished eating, we walk over to the tower to look around. There’s a wolf’s head symbol carved in the door. Wm. feels it’s simply the symbol of the craftsman that carved it. Tas checks for traps, then tries picking the luck, but can’t open the door. The lizard guy then lifts Bv up to the nearest window and she goes through into the tower. She notices that the door might be trapped. There’s a box above the door, with a coppery pipe running out from it, and a lever that can be pulled. She doesn’t touch it but tells us to step aside as she opens the door up. Nothing happens, and we all go inside. Wm, Tas and Bv then head up to the next level to check things out. Not much there, looks like a bedroom, so we go up to the next floor (the top floor), which looks like a library or study of some sort. Shelves all along the walls with some books and texts that appear to be primarily spiritual and devotional in nature. One it titled “Monastery of Cord, St. Cuthbert: Mind/Body Training, by Heronious”. For the most part it appears the monastery is dedicated to “good” gods.
We search for secret compartments but don’t find anything; nor do we find any on the first floor. Back on the main floor there’s a door leading into the basement. We lift the door with a rope, and then take a look down. It’s pretty dark and dank smelling. There’s a bunch of crates, small jugs and shovels and other tools. Tsurok heads down the ladder with a lamp, and the rest of us (except Badger and the Lizard Man, who says we can call him “Greeny”) follow. Tsurok looks for hidden doors etc. and quickly notices that a passageway has quite recently been walled up with stone. Bv. Wm. and Tas then go back up and out of the tower and quickly look around the sheds to see what species the dead bodies inside are. In the one shed that looks like a stable, there are the remains of 8 bodies, ranging in size. It looks like 2 were halflings, and the rest human, with one child. In the other shed, which appears to have been a home for the monks, we don’t see any bodies.
When we get back to the tower, we ask Greeny if there were any halflings in Hayden’s Landing, and he says there was. After we tell what we saw, he mentions that it was just monks here at the monastery, no families. The bodies are therefore probably those of the people of Hayden’s Landing.
We go back down into the cellar. Greeny stays outside to watch our backs. Tsurok sets to work on breaking down the wall. On the other side is a passageway, 5 feet wide and about 40 feet long. As we walk along, we notice humanoid skeleton on the floor. Tas then lights a lantern so we have some light. We go to the end of the passage and it opens up into a circular room. Bones are scattered around the walls.
Just as we step across into the room, the bones rise up into skeletons and attack. Tsurok quickly smashes two. Wm. really likes the new dagger Bv gave to him. After a lengthy battle, we finally win. Badger was knocked unconcscious, and Bv. heals him up. We then head down the south passage, where we notice some light coming through some vents, or grates, in the ceiling. On the floor are a number of grooves, and it looks like this was a system to collect rain water. The grooves all funnel into one track that leads out of the room through a doorway on the east wall. We walk over and through the doorway and notice the groove funnels into a little pool. Tsurok and Bv move closer and a big wave flies up from the pool and attacks. We defend and fight back as we slowly retreat. After quite a while we leave the room with the grooves, and the water monster doesn’t pursue us.
End of game day Feb. 23/2002
///missing journal entry from William to finish day
Explore level a little more
Uncover a bricked up passage way.
Find a crumpled note on ground saying something about “will return to finish job on Oct 6”
Come to a large set of double doors off of the circular room and able to faintly hear music from behind the door. A single string instrument playing slowly and sadly
Decide to go back out to tower
Greenie still there
Consider heading back to a town to rest and train but very bad storm seen coming in
Party decides to rest in tower
Very bad snow storm
Huge battle in the tower, from above and outside
From below a powerful evil human cleric an ogre
From outside zombies, half orc cleric (recognized from Bandit Keep battle), Taela Ciderfaste (missing daughter of Applehaven’s mayor) who has glowing eyes and very powerful (similar to Raven) and an ogre
Defeat all, half-orc cleric escapes
Rest in tower