Campaign of the Month: December 2014
camaraus journal 18
We take the rest of the 23rd to recover in the room that was filled with sarcophaguses. It seems the safest because the door is magically trapped. We’ll just have to be careful leaving. We all are weary of sleeping in such a place, but we need to gather up our magic. Our group is quite dependent on our divine connections and fighting is wearisome work.
We keep shift listening at the door and keeping an eye on the dead. The next day we peek out the door, nothing. No change has seemed to pass. Perhaps we are unnoticed, but we cannot afford to assume that.
We continue to explore, keeping up with our precautions. We find an alchemy room, it has been smashed to pieces, but with careful inspection we find some useful thing are still intact. Lindsay may be able to use these to great effect.
As we go further David and Sergei both stop us at once. They have a feeling that we should return to the entrance. It is like a voice. It seems like some sort of divine intervention, but they say it is like the voice of a woman. It doesn’t sounds like Halav or Balthac. Perhaps Lady Callarii, but I did not hear her. After much deliberation on if we should trust it, and which way to go, we head back the way we had come. Getting back towards the first lit hall that we had encountered, we glimpse a group of gnolls passing ahead. It seemed like one was carrying a struggling person. Then an Ogre walks past, they are too far away to charge, but they are getting away. I let an arrow fly.
They notice this, and start to file in, approaching us at a trot but not a sprint. The ogre rushes past them, crushing one of his allies as he comes. We direct all of our attacks on him, luckily bringing him down before he can smash anyone’s head in. The rest of the gnolls fall or flee. But none get far.
We find their prisoner, a dwarf who calls himself Smef the Locksmith. He is quite thankful for his rescue and offers his services. It could be useful to have a locksmith and he says he can fight.
We peek to the entrance, but it seems that perhaps Smef is the reason the voice called out to us. We go back in, and this time search the western side of the dungeon, following where it seemed that the gnolls were going. We find a locked room, and after breaking in find a group of prisoners all locked up.
We unchain them. There is Tom and Sarah Kettle, from Nulb, their housemaid is with them. Odis Turbid is another merchant. Will is a servant from Gromlet to Lord Grom. Skimmer is a sailor from the area. A group, Cleg, Davos, Brend and Thomas are militia men, and ask about their captain. All of them have various stories of angering local bandits or ugly characters. The name Mendel is a reoccurring theme. It seems evil has rooted in Nulb and has been sending them here.
Some of them want to fight with us, we decide that we’ll keep all of them with us for a moment while we continue to clear this, as it is not safe to send them away alone. We give them some weapons and continue.
This side of the dungeon, similarly to the eastern wing, has a room full of ghouls. We are perhaps more prepare for them, but their number and size makes for a fair fight. There is even a ghast or something among these ones. Larger ghouls and ones with a foul stench that unsettles the stomach.
As we finish the ghouls, the men at arms call out that there is an ambush. Some of the temple’s troopers are coming down the hall. We kill more gnolls, and some humans, I have no pity for either down here. In the fight we loose Skimmer. Poor soul, never again will he return to the sea.
We should get these people to safety, so we decide to take them to the tower that the bandits had been in.