Thanee
First Post
[smallcaps]Reconquest of Sokol Keep[/smallcaps]
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[smallcaps]Third Chapter of the Pool of Radiance campaign[/smallcaps]
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[smallcaps]Third Chapter of the Pool of Radiance campaign[/smallcaps]
1348 DR, Day 8 of Mirtul (spring)
Rested and prepared for whatever might await them today, the adventurers head down from their rooms. Breakfast is due, and then... Sokol Keep.
As Kylest munches on his breakfast he briefs his companions on the guardsman's story.
"I'd wager we're going have to face some kind of trap or spell that's guarding the keep. Designed to stop the invaders, now it'll cause us trouble trying to reclaim the darn place."
Arriving early for breakfast, Eldwyn orders a hearty meal and seems as jovial as the little dirge singer ever gets. "No doubt you are right Kylest, we must hope the long dead fellow thought to permit the pure of heart to enter unmolested by whatever magic he left behind." Eating his large, but meatless breakfast Eldwyn asks, "What can we do but try? We've taken the commision and must do our best regardless of the hazards."
Kordunn says, "The old priest may have warded it against humanoid races only. Or he could be haunting it personally and that would explain their not going in after its fall. A ghost protector would be welcome, though undeath can bring corruption of the spirit and we may have to face him down regardless. It is well we kept Norris' sword and the undead's shortsword in case we need magic to fight ghosts. I am ready, let us see what the keep holds. The earlier we set out the more likely we are to have daylight on our side."
Glad that Intrepido will be able to accompany them on this particular trip, Selvaggio silently eats his meal and listens to what the others have to discuss.
Aylor eats her morning meal vigorously. Since her capture, sliced sweat potatoes have never tasted so good. After thoroughly clearing her plate of food, she relaxes into her chain by stretching her arms and then casually reaching for her morning tea. Looking over at Eldwyn she smiles slaps him on the back jokingly while saying, “Wheeph, last night was bloody blast! Right, Eldwyn? That bar fight was one the finest I’ve been in! If that’s what’s this town is going to be like when we’re done, freak’n sign my ahort butt up!”
Oog digs into his sausages and eggs greedily. Better than goblin slop anytime! "This keep does sound promosing... let us start soon!" says the "Halfling" eagerly.
A little overwhealmed by the bosterous dwarf woman, Eldwyn smiles gamely and just nods. "It is a town with a great deal of potintial." Eldwyn sees that his riding dog, Rover, is well fed before they set off.
Having finished his meal Kordunn says, "Then let us have an early start and be off." and goes to gather his fine dwarven ranseur and new magic sword.
Right before arriving at the keep he will cast mage armor on himself and Aylor.
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After fetching their equipment, the adventurers head out. Intrepido and Rover are obviously happy, that they are not left behind this time. It's not a long walk over to the pier, where a bearded, middle-aged man in warm clothes is already waiting for them.
“You must be the passengers, I have been told to get over to Thorn Island. Come, follow me, please.”
The boatsman leads the group to a small riverboat, just large enough for a dozen passengers.
“Guess you already know, what they say about the Keep, being haunted and all the stories. I will get you over there, but I would prefer to wait here for your return, if you don't mind. Once I see you ready to return, I will come and fetch you. Don't you worry about that. Wouldn't want anyone to swim in this mess.”
Becoming used to boat rides, Eldwyn steps lightly aboard and calls Rover to join him. "Thank you Captain, we couldn't ask for more." Eldwyn sits near the front of the boat where he can feel the spray and spends some time in prayer for the success of the mission and their safe return.
Kordunn steps fearlessly aboard the boat, despite the fact that it is merely a small flimsy piece of wood floating in an expanse of dwarf drowning river.
Kylest hops nimbly aboard and finds a corner to stow himself for the voyage. He looks out over the expanse of water and wonders what awaits them beyond.
With a grin on his face, Selvaggio takes in the rocking of the boat as the approach Thorn Island. With a sigh he tries to forget about the city and the scum that surround him and his friends. This is for a good cause, he thinks to himself.
Even though they are somewhat used to it by now, the pungent stench from the river and its more than unhealthy coloring still make the adventurers nervous as the boat glides over the its surface towards the island. When the boat finally lands on the shore, they gladly disembark, carefully trying to avoid the nasty fluid. The boatsman then steers the boat back towards the harbor.
The shore and much of the open area of Thorn Island is covered by high reed grass, Eldwyn and Elmus (Oog) almost vanish completely between the grass, as do Intrepido and Rover. The tall frame of Selvaggio towers above, while the three dwarves barely stick out of the reed grass with heads and shoulders. Here and there some larger stones are dotting the landscape, but otherwise the island seems empty - except for the small keep, of course, that occupies about half of its expanse.
Sokol Keep, like much of Phlan, lies in serious disrepair. There once must have been a second floor overlooking the keep, where a lighthouse was located, but it has collapsed over the decades. The thick walls still stand, however, but are covered with cracks and molds. Only few vines grow here, most likely due to the poisonous water all around. The wooden gates do not appear most robust anymore, but they are still in place, one wing being slightly ajar.
A sharp wind whips across Thorn Island, having the reeds rustle and bend, as the group slowly advances towards the keep.
Walking a little infront of the rest of the party, Selvaggio examines the tall reed grass and the ground underneath for any signs of tracks or other recent activity on the island.
Oog stays in front, checking for possible traps, and letting his ears detect if there's anybody out there in front of 'em.
During the whole trip to the island, Alyor must have turned at least five different shades of green. Her head was, for the most part, permanently pitched over the side of the boat. The only time her head was not looking at the water, was when she gasping for breath between curse-mumbled retches. Needless to say, when she skiff finally made it ashore, and the constant rocking stopped. She thanked every deity she could think of and rushed off the boat. Once on stable land, she stays with group and attempts to clean herself up as best as possible.
Selvaggio finds a few weathered humanoid tracks, they must be a tenday old at least. Might have been orcs, but he isn't entirely sure about that. The tracks are headed towards the keep.
While searching around, the party also discovers an elven skeleton at the western side of the small island. Its weapons and equipment are badly rusted and corroded by salt, its leathers worm-eaten and crusted in dirt. Around the neck is a bronze medallion, crusted in patina, showing balanced scales resting on a warhammer, and there is a somewhat intact pouch attached to the back of its rotten belt.
Bending reverently over the fallen Elf, Eldwyn examines the medallion thinking it looks familiar. He says a quick prayer for the dead.
Indeed, Eldwyn easily identifies the symbol as the holy symbol of Tyr.
Kordunn stays alert for the tainted auras of evil creatures or the undead, his dwarven polearm at the ready as he proceeds with the party.
Kylest keeps his blade ready and his eyes sharp as the others investigate the body. He remains respectfully silent while Eldwyn prays.
Eldwyn will examine the contents of the pouch and try to cover the body with earth.
While Aylor is slowly feeling better, Eldwyn discovers a small, crumbling parchment scroll in the pouch. When he unfolds it, three words become visible, from the last one, however, some part is missing already.
Lux, Shestnik, Samos...
As far as anyone can tell, these words have no meaning in the languages they know.
“Whach’ya got there, Eldwyn?” Aylor asks as Eldwyn unrolls the parchment. Her voice is a bit on edge. As the dead skeleton and the whole general feel of the place has her a bit spooked.
"hmmm, I wish I knew. Just an old parchment with three words on it. He shares this with the others. Could it be long forgotten passwords or some secret code? I shall hold on to it unless someone else would prefer to carry it." If there are no objections Eldwyn carefully rolls up the scroll tucks it safely in a pouch.
“Bloody perfect… abandoned castles, disappearing clerics, rotting skeletons and old riddled parchments…” Sighing Aylor looks over towards the castle, be continuing, “This keeps getting better and better by bloody minute… I freak’n hate the undead…” Half cocking her head, Aylor looks back at the others she asks, “So what’s the plan?”
Streching onto tip toes and looking about Eldwyn replies, "My plan is to get out of these blasted reeds so I can see what is going on. Let's move closer to the keep and see if we can spot any of the unquiet dead."
"We proceed. If it comes to a fight with bodyless undead it has to be magic we use." Kordunn pats his new shortsword then takes the lead keeping alert for the taint of undead.
Kylest shrugs his ignorance at the parchment's contents and hefts his blade once more as he prepares to follow the others closer to the keep.
"Let's get a move on then. This place is kinda creepy."
Still wondering about the meaning of the words written on the old parchment, the party heads over to the entrance of the keep. The reed grass gets lower there, so even Eldwyn and Elmus (Oog) can see properly now. The somewhat rotten wood of the gate still seems to hold together, but it wouldn't hold the adventurers out, much less, since the gate isn't closed and locked; with one wing slightly ajar, they can even peer into a corner of the courtyard.
As they stand there in front of the gate, the characteristic creaking sound of a somewhat warped wooden door opening can be heard from the other side of the courtyard, but not in sight, followed by the rattling of metal armor and heavy boots moving in lockstep. The source of the sound doesn't seem to come closer, though.
"What strange sounds for an abandoned keep to make. Shall we have a quick peek to see if there is indeed a host arrayed before us? I can see nothing amiss from my vantage."