Thursday, June 4, 2009

At Last, Henutsen

This recap begins with the PC’s starting where they last stopped: At the gate to Henutsen, city of outlaws. As they state their business to the old gatekeeper and are subsequently allowed entrance, they fail to notice a quiet half-elf who slides in with them. Quietly, the group heads north to “The Low Skye Inn” in order to hitch their wagons and find shelter for the nights ahead. Raell, the half-elf who snuck in with the group also heads to Low Skye, though only coincidentally.


Upon arrival the PC’s find the place to be fairly cheap, though no great shakes as far as service or lodgings is concerned. The food is barely adequate; in fact it’s almost inedible according to Raell who orders a meal and drink almost immediately. Before he is seated however, he asks Neesa, the apparent proprietor of Low Skye Inn about the possible location of a particularly easy to spot, nasty looking dwarf that he is looking for. She shakes him down for a couple silver pieces but tells him that former pirates of “The Old Salt” who make their home in the tavern called “The Longest Mile” located on the east side of town may have some information about slavers and their ilk.


The elves find that there are only five rooms to rent and Raell, having already rented one of them, has left only four rooms for the PC’s party of five. They decide to bunk MacBrady with Loomis. The other three get rooms for themselves, much to Ryan’s disapproval. After the payment for the rooms is made the elves inquire about places of interest, specifically where they can sell goods that they have for market. Neesa tells them that the marketplace is on the east side of town, south of the Baron’s palace. She neglects to tell the elves that market day is another two days from now. She also neglects to tell them about the fee to enter the east side of town.


Deciding against wasting time the elves immediately begin the hunt for a place to unload their surplus supplies. After they leave the inn, Raell notices a rough looking couple seated at the inn, hunkered over some eggs and ham-hash. The Halfling and Loomis head to their rooms, MacBrady stays behind and orders breakfast.


After a few bites, Raell comes to the conclusion that the ham may have turned and decides not to eat it. He notices a rough looking elderly couple and asks to be seated with them. They reluctantly agree and Raell inquires to the old man about a dwarf that may be in town. The severely scarred and broken old man politely reminds Raell that he is in a town full of people who don’t want to be found. Raell acknowledges his understanding and assures the old man, likely an outlaw himself from decades past, that he is not a man of the law and only wishes to “settle a dispute” with the dwarf he seeks. He tells the old man a convoluted version of the truth, explains that when things didn’t go as the dwarf planned while transporting a shipment of goods, rather than deliver the goods as expected, he destroyed them and fled north with the gold he was given as an advance. The old man says that the dwarf doesn’t sound familiar, but that an older, one-eyed dwarf shouldn’t be too difficult to find. He tells Raell he’ll keep an eye out for the dwarf and he’ll pass along any info he comes across. Raell pays the old man for the information given.


Seeing MacBrady shovel the food Raell despises into his gob with maddening efficiency, he decides to curry favor by offering his leftovers to him. The barbarian hungrily accepts and allows Raell to be seated near him. Raell strikes up a conversation that leads to drinking, mostly done by MacBrady. Raell gleans some info about why MacBrady’s group is in town and is satisfied by what Ryan has told that he and his companions are not outlaws themselves.


The elves, not interested in anything the west side of town has to offer, head immediately toward Henutsen’s east side. They come to a bridge in the center of town that crosses a narrow, but swiftly moving river. They find out later that the river is called “The Hanuionehein” (pronounced: HAN-wee-own-HINE). Upon nearly crossing the bridge they are confronted by a constable that demands 5 gold pieces for entrance to the east side. They reluctantly pay the fee once they are told that the fee is a “tax” put forth by the Baron. The constable reminds them that next time they will have to pay 5 gold for each individual crossing into town.


Once in the east side the elves head northeast and spot a familiar face. The shirtless, hairy barbarian smith known as Aben has apparently found work here. He explains that the former smith had some sort of “accident” and that he was given rights to the former smith’s shop and all tools therein, as long as he makes his timely tax payments to the Baron. Aben states that the taxes are high, but fair given the circumstances. Cor’Nal notices that Aben is attempting to replace the sign that once hung above the shop’s door and offers to assist him in creating a new one. Aben agrees. Ademar requests that two special swords be made to honor people from his past. Aben says that he has the material and the will to do the job, but the masterwork pieces will be expensive, and the intricate runes that Ademar wants carved into the blades will add to the cost and the time required to finish the job. Ademar has no problem with the extra cost or time involved and makes a hefty deposit to make sure the job is done. Aben gives the elves directions to the marketplace but politely tells them that market day is another two days away. Hearing this, they decide to sell some of their steel goods to Aben, who needs to add to his stock anyway.


Frustrated, the elves do a little exploring heading southward. They notice that the houses on this side of town are larger and better kept than those on the west side. As a matter of fact, everything seems nicer on this side of town, the homes, the shops, even the foliage. They also notice watchmen patrolling the streets. A strange irony of course, though they never noticed constables on the poorer, west side. They surmise that the expensive bridge toll likely keeps out those that are deemed undesirable. It seems that society and class structure doesn’t change, even amongst outlaws. They spot a general store called “Three Bridges” and a tanner’s shop run by a man who calls himself Bryson. At the tanner, Cor’Nal buys a pair of soft leather boots for Ademar. After a little more exploring they head back to Low Skye.


Still at Low Skye, but before the elves arrive MacBrady drinks several ales on Raell’s silver before becoming tipsy enough to go upstairs and “bother the Halfling”. Now alone in the tavern (the elderly couple having left by now) aside from Neesa, Raell is confronted by Baron Von Strohm and his half-orc sheriff, Throad. The Baron, clad in enormous, fancy skins upon which rests a massive square shaped, golden amulet set on its side, the gold necklace holding it is itself a rope nearly an inch thick. Raell cannot make out the design on the amulet.


The baron introduces himself and Throad and beckons Raell outside. Caught at a disadvantage and likely fearing a shakedown, he is understandably reluctant but decides to “take a walk” as requested. Once outside the Baron attempts to put his massive arm around Raell’s shoulder asking Raell if he minds while doing so. When Raell informs him that he would prefer he not make contact with him, Throad responds by saying: “Let the Baron put his arm around you.” Raell wisely decides to change his mind.


During the walk Baron Von Strohm tells Raell that he hopes he and his friends enjoy their time in Henutsen. He tells him that they are welcome to stay as long as they like provided they don’t cause any trouble and remember to pay the Baron what he is owed in taxes. Raell tells him that he and his friends won’t be any trouble, and takes the opportunity to inquire about Farkas Winslow, the dwarf he is searching for. Von Strohm tells Raell that he is unaware of the dwarf he speaks of but will forward anything he can through the resources available to him, providing that one hand remembers to wash the other. The Baron asks him to make the elves and their friends aware that he is looking for them. Raell agrees and the Baron leaves without incident.


Shortly after this exchange, the elves return with their lighter load. Raell informs them that the Baron is looking for them and that he thinks Raell is a member of their party. He also informs them that MacBrady is drunk and upstairs supposedly sleeping it off.


Luethar, meanwhile has remained inexplicably absent since checking in and has remained in his room ever since. MacBrady attempts to pester the Halfling but is unsuccessful as Luethar largely ignores him and triumphantly blows him off. MacBrady eventually retreats to his room with the now pants-less Loomis. Luethar quietly returns to his business of reading his book.


From there the group mainly rests at the inn. Cor’Nal creates the sign he promised Aben, Luethar reads his mysterious book while MacBrady sleeps off the mild drunk he acquired while making friends with the enigmatic half-elf.


The following morning Raell meets MacBrady in the common area of Low Skye and they agree to scout the town together. After a quick breakfast they head to “The Longest Mile” no doubt in search of information regarding a certain dwarven slaver.


Once up for the day, Ademar inquires about public baths and is told that he can procure one at “The Longest Mile” he goes there alone, and with all speed. He spends his money on a package deal, paying for a rather fine whore, a bath, some drinks and a night's stay at the inn. All this for 35 gold pieces.


Luethar remains at the Low Skye Inn, still enthralled by a book he has been reading, Loomis also stays in his room. Cor’Nal, eager to explore but not to pay the bridge toll decides to turn himself into a hawk and fly around town.


Ademar is first to arrive at “The Longest Mile” and is in his room by the time Raell and MacBrady arrive. Raell takes a long look inside the empty but very fancily furnished inn. Everything about the place is dark; the lighting, the wood of the walls, floors, chairs and tables (seeming made from walnut or dark oak), the window dressings are thick and block outside light. The artwork that occasionally peppers the walnut walls is dark in nature and execution, mostly depicting scenes of a seafaring nature. There are no patrons here and the bar area is empty until the two arrive and sit down at it. From an adjacent room a tall, frail looking human male with long, thinning brown hair and a pencil-thin mustache greeted them. His look and demeanor made him seem out of place in this den of low character. He was well dressed and polite, though an air of pretentiousness seemed to envelope him. He introduced himself as Flanders.


Raell begins to question Flanders about the “Old Salt” and their dealings. After wryly denying any knowledge of such a group Raell questions him about slavers. When the conversation goes nowhere, Flanders offers Raell and MacBrady a job for adventuring types. When told of the conditions Raell asks Ryan to head back to “Low Skye” to fetch the rest of his friends.


Eventually, Ryan returns with the entire group in tow aside from Loomis and Ademar, the latter of whom cannot be found. Regardless, the group meets with Flanders and agrees to meet with a third party, the leader of the group that Flanders has (supposedly) no knowledge of. The only catch is that only two members of the group can meet with him in person and so Raell and Cor’Nal enter the chamber, a sort of auxiliary space, behind the bar.


Once inside they are greeted by a large, corpulent man, already seated. He has jet black hair, peppered with flecks of gray and a thick, though well-manicured beard. He is wearing expensive and exotic furs of black and dark red. Gold and silver jewelry hangs around his neck, rings dot nearly every finger. A walking stick rests conspicuously against an armrest of the chair he sits in, itself a symbol of status as it appears to be fashioned from ironwood, the handle made of some exotic stone, maybe marble. The man oozes riches the likes that even the baron himself may have never known.


He speaks, introducing himself by the name given him by his mother combined with the name given him by those who feared him during his days as a seafaring marauder: Black Rhett of Orndjulein. He is quick to business and wastes no time telling the two what he needs from them. He claims that The Widow MonTorrey, a rich woman whose husband passed away several years ago has in her possession a ship’s log that Black Rhett believes belonged to an ancestor of long ago. A man who captained the ill-fated ship known as the “Crimson Chimera” He says that he has tried to procure the log through peaceful, legal means but the widow will not see him and has rebuffed earlier attempts to purchase it. He asks that they sneak into the widow’s home at night and steal the log for him. He will pay them 150gp and promises Raell that he will look into his search for the dwarven slaver he seeks. They agree to his proposal.


Once away from Rhett the group reunites with Ademar who was in The Longest Mile all along. Cor’Nal and Raell tell him of the job offer and he readily accepts. Later, they decide to scout the home before charging headlong unknowingly, sending only one of them at first to see what lies in store.


Ademar volunteers to be the lone scout and he sets out some hours after nightfall, scaling the wrought iron fence moving in from the east. Once at the house he approaches the large, L-shaped porch. The wood is knotted, gray and warped from years of neglect. On the far east side of the porch rests a lonely, yet pristine rocking chair made from a dark wood, likely cherry or walnut.


Ademar attempts to look inside the dwelling but all the windows he can find seemed to be covered in an opaque film of dust and grime. The only way to get a look inside is to go in through the front door. Before he is able to do that he notices the empty rocking chair begin to rock, slowly back and forth. At first he seems to dismiss it, reaching a hand to it to stop its creaking movement. When he moves southward along the east wall, just before reaching the corner that turns to the front door the chair begins to rock again, this time at an unnaturally quick pace, as if mocking the elf.


Now fully creeped out Ademar ignores the seemingly possessed chair and heads for the door. The rocking chair suddenly stops. He approaches the door and finds it unlocked. He opens it and heads inside.


Inside the house Ademar finds the place to be dusty, but far from empty. There is a large rug upon the floor in the center of what appears to be a sitting room. There is a hearth in the southwest corner, a wooden sofa with upholstered cushions on the west wall, two chairs along the north wall and an upward staircase to the east. In the wall under the staircase there is a door. Ademar presumes it to lead to another staircase leading down, possibly to the location of the ship’s log. There are passageways on the north wall, leading northeast and northwest. Deciding the place is unsafe for further exploration without suitable backup, he leaves to inform his companions of what he saw.


Upon return, the group agrees to continue with the original plan of infiltrating the widow’s home, however there is a disagreement about when to do so. Ryan and Luethar voice interest in going tonight while there is still dark, but the rest of the group wants more time to prepare. When a vote is proposed, MacBrady is hung out to dry by Luethar, who suddenly changes his mind without warning, and is the only one who votes to leave on the current evening. It is quickly evident why Luethar changes his mind.


When the rest of the party goes to sleep for the night Luethar sneaks out and unwisely enters the widow’s home alone after casting a shield on himself. Quickly assessing his surroundings he, like Ademar before him, immediately notices and is intrigued by the door under the staircase. Ignoring everything else in the room he moves toward the door, opening it with ease he enters a small room that contains exactly what Ademar suspected: a downward staircase.


Taking the stairs to the bottom, Luethar is ambushed by three ghouls and a ghast. A one-sided fight ensues as Luethar begins to retreat back up the stairs. He unleashes a torrent of magic-missile blasts from one of the wands he procured from Tonguescum’s shamen, killing the ghast first, and doing enough damage to the ghouls while avoiding taking damage himself which causes him to become overconfident. Reaching the first floor, Luethar scampers away from the reeking undead, finding himself at the front door. With an opportunity to flee the house at hand, Luethar, winning the fight handily at this point, decides to stay and finish them off. A lucky strike by a nearly dead ghoul causes Luethar to become paralyzed. Helpless, another nearby ghoul slashes his claws at Luethar’s exposed throat, killing him instantly, spraying the Halflings blood upon the outer wall of the house. His lifeless body crumples to the ground, more blood pools upon the porch from the gaping neck-wound. Once his breathing stops, the ghouls drag his body within the home and down to the basement.


The following day, none of Luethar’s companions can find him. They wait for night to fall, hoping at some point that he will show up. As twilight approaches there is no sign of the wayward Halfling and so the group decides to go on to the widow’s estate without him. A decision made easier with the recent addition of Raell.


After night has fallen the group cautiously enters the home, some discussion occurs about where to go once inside the sitting room. Some want to go through the first floor and explore (MacBrady) while others want to go through the door under the stairs (Cor’Nal and Ademar), still there is one who wants to go directly to the second floor (Raell). With no established leadership combined with strong wills Cor’Nal, growing impatient, decides to go toward the lower staircase, despite what the rest of the group wants. With that going on Raell, of similar mind, takes the stairs leading upward.


After ascending about half a dozen stairs they collapse suddenly, sending Raell through the staircase to the cellar beneath. He lands, nearly twenty feet down onto a second staircase, this one carved from stone, taking damage from the fall. Stunned, he lay upon the stairs, catching his wind. Ademar hearing the crash and watching the half-elf fall through the stairs orders the group down through the staircase door. Cor’Nal opens it and begins his descent, MacBrady begins to follow him. Ademar, bringing up the rear takes the quickest route to the staircase door which leads over the immense area rug. Upon nearing the center of the rug it comes alive, wrapping the scarred elf like a cigar. Screaming in fear and agony as the rug simultaneously constricts and crushes him, Cor’Nal and MacBrady return from the downward staircase in an attempt to rescue their friend, not knowing the danger that awaits their new acquaintance in the cellar.


While upon the stairs, Raell is accosted by three ghouls. Immediately after recovering from his fall he is stricken with the paralyzing ghoul touch, rendering him helpless as Luethar was before him. Remarkably, he survives his first few moments of paralysis but is severely injured. Ademar however, is barely surviving his encounter. At one point, he briefly escapes, but the carpet immediately swallows him again and continues to buffet the elf. MacBrady and Cor’Nal rush to Ademar’s side to help. Ryan slashes the rug, opening a gash long and wide enough to see the near-dead elf inside. After the rug sustains the damage, it spits out the elf and engulfs the barbarian, whom it now deems to be the more immediate threat. Cor’Nal and his wolf continue to attack the rug, seemingly to almost no affect.


Recovering, Ademar scampers away from the fracas and draws his bow, reaching for a masterwork arrow that he now knows will come alive with fire. Drawing a bead on the animated ornament, he fires. Flames erupt all around the rug as Ademar’s arrow strikes true. Immediately, he draws another which also connects. This second arrow destroys the rug, turning it to ash as it falls; once again lifeless it collapses around Ryan who escapes with minor singing from the fire, but is near death from the damage sustained while in the grip of the rug. Cor’Nal, seeing his friends hurt but no longer in danger heads back to the downward staircase to assist Raell. Ademar, fearing a logjam upon the staircase heads toward the one Raell fell through to look into the hole he had made.


Raell, just emerging from paralysis nearly dispatches a ghoul before being rendered helpless again. Cor’Nal and company arrive and keep him from certain death. Ademar rains down fire from the open staircase above, destroying two ghouls in the process. After several seconds, Raell emerges again from helplessness in time to strike down and kill the last of the ghouls.


Cor’Nal spends the next few moments healing the worst of the wounded. Afterwards, the heroes search the mostly barren cellar that has been carved from the stone of the mountain that Henutsen rests upon. They find the dead body of the Halfling Luethar, his throat torn open, his body showing signs of some sort of post-mortem infection. They also find a large painting on the wall of a queen in the act of knighting a soldier as well as a silver ring on one of the ghouls. In various coin purses on the ghouls, they find a nice ransom of gold, silver and some platinum.


The group then attempt to agree upon what to do with the dead Halfling. Raell proposes taking him to the nearest holy temple and attempting to offer gold or services in return for bringing him back to life. Cor’Nal balks at this, stating that even if someone in town had the power to raise him, which he believed unlikely, they had nowhere near the resources required to pay for it. Raell disagrees, stating that perhaps they could trade their adventuring services, that it was at least worth a try, but he is ignored. Instead, Cor’Nal decides to tap his own power and reincarnates the dead Halfling; into a living dwarf.

8 comments:

  1. I knew talking about gaming again would prod you into posting this! I only have one correction, Ademar was looking for a hot bath. It just so happens that he also found a hot whore!!
    This was an especially creepy session for me. I had goosbumps standing there on the porch with that damn rocking chair! I almost did not go inside. Curriosity is such a hazard! I can't wait to continue this adventure.

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  2. I'm glad you liked what has happened up 'til this point. I only hope every one else was as entertained.

    I hadn't done anything horror-themed for D&D in years, so I was excited to try it again. Hopefully, it pays off without too much, um, death.

    One halfling is quite enough.

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  3. Wow! That was fantastic! I cannot wait for more! A dwarf you say? That should be interesting to see when he wakes to find himself not... himself.

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  4. Wethiel, if you thought that this last recap was good...

    I still can't believe what just happened in last nights session. If you had read it in a book, you'd call shenanigans.

    Seriously, it was unbelievable. I can't get wait to get to the recap.

    Only in D&D.

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  5. Yes, unbelieveable! All I can add to this is that the undead SUCK!

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  6. With holding comments on last game until the write up is posted...

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  7. Any day now... hehe.

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  8. Hm, eleven days and not so much as a comment.It seems that TMBTS has abandoned his own world.

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