The Torment of Relg Thargûrm

Burning Down the House

Skulking towards the ruined tower and building Omortag spots a ratfolk moving towards the tower. It sniffs the air and hurriedly disappears around the back. Saxon lifts the wizard & rogue up into an open window – the bars have long since rusted away. He waits by the front entrance, “Shout loudly and I will kick down the door”.

Inside Barid and Omortag find some mundane writings and spook a ratfolk with a cup of tea. There is a crash and above a voice shouts “Who dares disturb the work of Mortan?!” – prompting Saxon to kick in the door. Two ratfolk assult Barid and Omortag, another runs away. Saxon kicks another door – which triggers a javelin trap, impaling him in the chest, but he keeps on kicking down that door. On the other side is a hulking ratfolk warrior with a huge sword and it swings at Saxon.

Barid and Omortag dispatch the ratfolk, Omortag goes to assist Saxon while Barid feels a compulsion sweep over himself but shakes it off. It is followed by cursing above and he sees an ugly dwarven wizard with a goat-like goatee and fur-trimmed skullcap. He holds a staff topped with a skull of a man or dwarf and two ratfolk skulls tied to it.

Omortag helps to slay the ratfolk warrior and Saxon charges into the passage beyond – ratfolk fleeing before him. The wizard too takes to the passage to flee, but Saxon barrels through over two of the rat creatures and seizes the wizard. Trapped and fighting for their master, the ratfolk hack madly at Saxon’s back, bringing him down bleeding just before Omortag cuts them down and Barid electrocutes them with magic. The wizard flees upwards into the mountain cave.

Saxon is revived with the last potion, and Omortag sneaks up the passage behind the wizard. At the top is an open chamber, looking out to the sea, the wizard has gathered a bundle and is fretting, pacing back and forth. Omortag takes the opportunity to rush the wizard and shoves him screaming over the edge.

But the curses following the fall reveal the wizard had some tricks still. They recover the bundle – a startlingly perfect clockwork arm. Further investigation by Saxon uncovers a giant spider’s lair – and he is brought down after forcibly removing two of its legs. His strong constitution completely ignores the venom though. Omortag sweeps the wizards workroom and recovers another parcel and the three swiftly leave carrying the barbarian on their shoulders.

Then they burn the place down.

Inquiries at Inebriated Waterfowl

Last session Saxon and Barid headed to the Drunk Duck to find someone who knows more about ratfolk. They learn of a shady wizard west of town, at the edge of the Windswept Wall who is rumored to employ ratfolk. The two travel out on the road but have to leave the safety of civilization for the forest in order to avoid the known dangers of the Mermaid’s Tears. But they were followed.

Before they enter the forest a mysterious figure reveals himself as Omortag, a fellow that can get himself in and out of tricky places. He offers his services if there is monetary gain to be had.

In the forest they are assaulted by a tree demon which uses most of its tricks to attempt to ensnare them. It bashes Saxon about the head, but its sap boils when Barid uses shocking grasp upon it.

Outside the western edge of the forest they rest, undisturbed in the windy night.

Theft! Mystery!

Tonight we discovered some interesting events. A theft has occurred in the Village Poisson. Two animated dead, skeletons with strange purple runes painted on their skulls wandered into the village at night. The next day an involuntary meeting was held with some of the less reputable members of the village in attendance at the invitation of the Mayor, Jaga Gûrdan.

A government artifact, a magical seal of some kind, had been stolen. The skeletons were, perhaps, a distraction for the theft.

Saxon, a barbarian, and Barid, a genuinely licensed wizard, put their heads together in an attempt to solve this mystery. They found a pair of roguish looking humans (Cleo & Bajui), a cleric of Aurai ( Dawnbringer Praox), a rifraff gnome, and the town drunkard in the room with themselves. Each group is trying to solve the mystery, either alone or in pairs.

At Fort Kearny they searched over the skeletons and Saxon found another rune pained on a piece of leather in a pocket on the skeletons mouldy leather clothes. Dawnbringer Praox couldn’t tell them much more about the undead, other than that it was unusual to see them about.

They visited the Mayor’s home, and harassed her gardener while looking for clues. They found a tiny glove with hairs in it and on it, a gambling die made of bone, and a small pouch with a rat skull in it. They poked their heads into the room where the item was stolen from.

On their way out they happened across the Gnomori fellow and cornered him in the village’s general store. He was a bit uppity and so Saxon grabbed him by the collar and hauled him outside – crying out and protesting at what uncivilized behavior was being wrought upon his person. they didn’t get much more out of him.

They went to the bar, Seamus Tavern to find something, anything. Cleo and Bajui were there, talking to an associate and they all picked up their drinks and walked to the back of the bar when Saxon walked in. There was a goblin too. Covered in tattered rags and mumbling to himself. Three guards/soldiers from the Fort came by with news for Saxon in exchange for drinks. They bullied the goblin out of the bar, and Barid followed.

The goblin seemed downcast and distrustful and when Saxon came out later having found a second gambling die left behind, the goblin fled and the two gave pursuit, only to lose him in a bolt hole in the warehouse district.

They felt like they were getting nowhere and were going back to their respective residences, when a shout revealed two persons relieved of their coin purses – saying that two small furry creatures swiped their things and disappeared. A crash and a scream later and they were back at the mayor’s house.

Saxon kicked down the door and rushed inside and up the stairs – a small furry creature ran down the stairs and attemped to dash between his legs. A heavy handed punch stopped it quick. Two more made for the door as Barid was coming in and lept on him and under him to escape.

Mayor Jaga, in a robe and holding a wand kindly asks them to take the vermin and go.


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