From session 18, Morwen gets +4xp for seeing off the Treants and Perran +1 for finding the ruined tower. These will be applied during their next downtime.
Maps by Dyson.
As mentioned in the previous session (part 18), I am using the Bones dice, or my homemade version of them, and the Deck of Signs (online version) as my oracles.
Monsters
Skratt : Five foot disease laden humanoid scavengers with rodent heads, furred bodies and bald tails. (see ToA page 199 for stats).
Chuul : 8ft unnatural crab like humanoids with tentacles where their mouths should be. (see ToA page 176 for stats).
Exploring the old ruined tower.
Thursday 12th February.

After an uneasy nights sleep, the watery light of daybreak flows through the great forest and trickles into the ground floor chamber of the ruined tower and awakens the companions within. Heckle, Derowens Owl, flies through the entrance, its sharp, curved talons lightly scratching Scraps the dogs head, startling the slumbering shaggy mutt.
“Everything alright Heckle”, Derowen asks her avian companion, (Yes, Fortune). Heckle settles down on Derowens shoulder then flies to the far corner of the room and hoots, Scraps the dog, nose to the floor does likewise, and woofs.
Derowen and Hedrag both go over to see what the commotion is about. There, stacked neatly in the corner are the following items (random treasure, Valuables A, Valuables B, Minor Magic Items ), a tin ring with geometric designs, (value 30sp), am intricate bronze necklace (value 40sp), a double finger ring depicting a pair of fish, (value 50sp), and a spellbook containing an ancient and powerful spell (Conclave of Wind and Sky. ToA page 241).
I give Peran the double fish ring as he is a keen fisherman (Note: I altered this treasure from the one I rolled up in ToA. The ring in the book depicted birds and value of 460sp which I felt was to high), Hedrag takes the tin ring and Derowen the bronze necklace. The spellbook obviously goes to Morwen.

The companions pack up their possessions and get ready to leave. Peran and Scraps the dog venture outside to look around and make sure it is safe to leave. Peran notices at the side of the old tower there are stone steps leading down into the ground. Scraps, nose once again glued to the ground runs down them, his keen sense of smell having picked something up.
Peran follows Scraps down the steps, (do the steps lead anywhere? Yes. Fortune. What is at the bottom of the steps? Hanging figure, Ancient, Relic.). At the bottom of the steps Peran and Scraps descover the body of a man hanging from rope tied to a hook secured in the roof of a cave entrance. There is just enough thin watery light in the cave for Peran to make out an ancient great helm*. The helm looks like it has been knocked over, possibly deliberately. Peran and Scraps run back to their friends to tell of what has been found.
* The helm is in fact an ancient relic and is known as Storm Caller, see page 258 ToA
Heckle and Scraps are ordered to stay with the horses while Peran takes his three companions to the cave system below the ruined tower. They cut down the body, (does it show signs of a struggle or fight? Yes). Derowen examines the poor unfortunate man, “There are rope marks on his wrists, bruises and cuts too, looks like he has been brought here deliberately”.
Hedrag picks up the helm, “a fine helm indeed, of ancient make but all the finer for that. I claim it, shall we go deeper into the caves, who knows what other artifacts may be hidden here”.

The companions decide to explore. Taking time to organise themselves, Peran leads the way down a narrow corridor, in one hand his short sword, the other a torch. Hedrag is next, Longsword and Shield at the ready. Next is Morwen, she holds only a dagger, keeping one hand free in case a spell needs to be cast. Last is Derowen, she too has a short sword and torch.
The companions walk about 60 feet down the corridor. There a corridor branches off to their left, ahead it splits in two, “Which way now?” asks Peran. (Roll Bones for dungeon event, Yes. Event – Warning, Read the Signs – Strange, Marking).
Peran notices that at the corner of the corridor that heads off to their left, a five sided star within a circle has been marked out on the cave floor, the circle is a about six feet in diameter and looks to have been made only recently.
“Whats that?” asks Peran pointing at the star circle on the ground.
Morwen walks over and takes a look, (INT (Arcane Lore) check. d20 roll =20, Fail), (Sense Magic check, INT(Arcane Lore), d20 roll = 10. success. No magic detected), “I don’t recognise that symbol, or why its been put there, I cannot sense any form of magic”.
“Probably there to ward us off going down that corridor”, pipes up Hedrag, “So that’s the way we should go”.
“Then we need to get going, these torches don’t burn forever”, Derowen says as she takes the lead down the corridor, Hedrag follows close behind.
“Best you follow Hedrag, Morwen, I’ll be rear guard”, Peran nudges Morwen forward and follows her.
After walking about 70 feet along the corridor, their path is barred by a door. Derowen attempts to open it, (Is the door locked? Yes, Fortune), “Its stuck fast, there is a lock, Peran?”.
Peran steps up to the door and, rummaging through his thieves tools, gets his lock pick, (Perc check for traps, d20 roll = 6, Great Success. Is lock trapped? No, Fortune). Peran can see that the lock has been used recently and is not rusty, indeed, it seems very well maintained. There is no trap and he easily opens it.
He pushes it slightly ajar and peers inside the room. (can Peran see anything inside the room? No). (can Peran hear anything inside the room? No)The room is in complete darkness, the air is still and all is quiet, Peran can only assume that the chamber behind the door is currently empty. He pushes the door fully open and walks in, torch held high for maximum light, short sword in hand. The others follow.
(is the room empty? Yes) Apart from some fallen masonry and rubble, the chamber contains nothing. Hedrag, disappointed at finding nothing, walks over the only other door in the chamber, and gives it a kick. (does the door open? Yes, Misfortune).
The door opens with a loud clatter, startling (#4d4 = 6) six Scratt (hd 1d8, 5hp), that are feasting on what looks like a rotting corpse.
Hedrag, still filled with anger at finding nothing in the chamber, lashed out at the nearest Skratt with his long sword, (damage 6 hits) its a clean strike and almost cuts the creature in two.
Derowen is quickly beside him and thrusts her torch towards a second. Skratt. Always keen to avoid physical danger where possible, the remaining Skratt abandon their meal and flee 50 feet down a corridor before the companions here five splashes of water, Derowens torch, enough to illuminate the corridor, allows them to see the Scratt jump off what looks like a bridge and into a stream.
Peran and Morwen look over the corpse, the Skratt have done their job and all they can tell is that the corpse is humanoid, probably human, how long it has been there and how it died is impossible to tell. With nothing of value to be found the companions quickly move on.
Half way down a long corridor the companions cross over a stone bridge under which runs a stream, the colour of the water is that of blood red. There is no sign of the Skratt that jumped into the stream. The stone bridge has no sides and looks very unstable, the companions cross it with great caution.
They continue 60 feet down the corridor until they come across a another corridor to their left. Straight ahead, about 20 feet in front of them is another closed door. They ignore the new corridor and investigate the door.
Peran and Derowen both know that they have not got long before their torches go out and argue that if this room is empty it would be better to go back and leave the cave system while they still have light. Morwen agrees but Hedrag is not happy with the suggestion.

Peran tries the door (is it locked? No, Fortune). The door is not locked and easily opens. By the light of his torch Peran can see the room is on two levels with a set of stone steps leading down to the lower floor.
(is the room empty? Yes) The companions enter the room, again Hedrag is disappointed by the fact the room is empty apart from rubble and some old furnishing, (Read the Signs, Looting) indeed the room looks like it has recently been looted.
Derowen says that she has seen enough, the system has obviously been robbed of anything of value and she again suggests they go back before their torches expire. She does not need to encounter Skratt in the dark. Peran and Morwen agree but Hedrag feels certain that there must be more of value here and, drawing a torch he has in his backpack, tells the others that they will be able to see their way out. The party continue with their search.
Hedrag goes over to a second door in the room, this exit is on the lower floor. (Is the door locked? Yes) Hedrag tries to open the door but it is stuck fast. Hedrag calls Peran over, “think you can unlock this one my friend?” he asks.
(Is the lock trapped? No) Peran checks the lock and door for traps, finding non he tries to pick this lock, this time the lock is a little rusty and stiff, but with a little effort Peran gets the door open.
The companions walk down a short 20 foot long corridor which leads to a small open room which is also empty although there are three pillars, one in each corner, each pillar has arcane ruins etched into them.
The companions move on down a 60 foot corridor which then turns sharp right and after a further 20 feet they find another door. (is this door locked? No, fortune) Not only is this door not locked it is also partially open, enough for the companions to pass through without trying to push it further open.
(Is the room empty? No. Read the Signs, picture of a creature with tentacles on its mouth). Stepping out of the blood red stream at the far side of the room (about 30 ft from the companions) is a crab like humanoid with tentacles where its mouth should be, “Chuul!” shouts Derowen.
Chuul, AC 16, HD 5d8 +2 (27hp), Claw 2d6 and Tentacle, Poison, Luck(con) save or madness.
Hedrag readies himself for attack, Derowen stands next to him, Morwen begins to ready herself to cast a spell but this time Peran stops her, “Leave this to us”, he says and, handing his torch to Morwen, he attempts to sneak down the left hand wall towards a table and chair, hoping to circle around the Chuul and attack from the rear.
(Hedrag rolls for Initiative, rolls a 1, Great Success) Before the Chuul can react, Hedrag and Derowen are on it, (Hedrag rolls 20, a hit causing 6 damage, Derowen also rolls 20, causing 4 damage, Chuul down to 17 hp. Note, Chuul are immune to Critical Hits). The Chuul fights back, it uses its tentacles and claw to attack Hedrag and its tentacles strike (Luck(Con) save = 3) but Hedrag is able to use his shield to stop the creature harming him.
(Derowen rolls for imitative, success, the companions go first, rolls 1 to hit, fumbles) Derowen tries to cut off one of the Chuuls tentacles but her sword gets tangled and she drops it. Hedrag does better and lands a blow with his sword, (another hit for 7 damage). Peran has snuck round behind the crab like creature and jumps on its back, trying to stab behind its shell with his short sword, (roll to hit =16, success for 1 damage). The Chuul, (now down to 9hp) strikes with its claw at Derowen (14 a hit for 9 damage) and tries to use its tentacles to harm Peran on its back (3, a miss). Morwen draws her longsword ready to join the fight.
(Morwen now rolls for initiative, a 6, the companions go first) Seeing her sister in great danger, Morwen runs at the chuul and swings at it with her sword (19, she hits for 4 damage, blade trauma roll = 10+2, severed neck, Chuul Luck(con) save = 17, fail) using all her strength. She strikes the creatures neck and lops of its head. The others look at her in amazement.
Derowen picks up her sword and puts an arm around her sister, thanking her, “I have had enough of this place, lets just get out of here”.
They walk up to the blood red stream, the pool they have to cross looks deep but they either risk it or go back the way they came. Deciding to cross at the edge of the pool, they still wade through chest high water but are able to keep their torches dry.
They walk up a stone path next to the stream and climb a few steps into a corridor, turning left into a large chamber they realise they are almost back at the entrance, (is the chamber empty? No, Fortune).
Again, the room looks like it has been looted already but in one corner is some damaged furniture, they decide to search it anyway and are amazed to discover 55sp, an immaculate waterproof cloak made of fine wool (150sp value), a magical longsword (+1 damage and sword of wonderment ToA page 257) and a scroll (Rain of stone spell)
Peran takes the silvers, while Hedrag, not wanting another longsword, takes the fine cloak, Derowen takes the longsword and Morwen the scroll.
As their torches begin to go out they go down the corridor leading to the stairs and daylight. They decided to take the body of the man they found at the entrance and bury him, not wanting to leave him for the Skratt to eat.
Heckle, Scraps and their horses are still waiting at the entrance to the old tower and are pleased to see the companions return. Having buried the body and with a good few hours daylight left, they mount up and leave the old tower.

to be continued.
XP awarded this session. (applied during next down time)
I give each character 1xp for their part in defeating the Chuul, plus
Derowen, 1xp for her bronze necklace and 2 xp for the magic sword
Morwen, 2xp for her spellbook and 1xp for her scroll.
Peran, 1xp for his double fish ring plus 1 xp for his treasure.
Hedrag, 1xp for his tin ring. 3xp for the magic helm and 1xp for the fine cloak.
(Although Peran and Scraps found the helm, I decided to award the XP to Hedrag as he, a fighter, claimed and can use the helm).
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