Deepwater's Restless Dead

The Reinforcements

The group spends half the morning translating the bigger book and find out that it is a ritual to summon a demon to assassinate someone. There are four signatures at the back of the book Grendhel Harcourt, Jacinda Calleville, Petyr Foussard, and Arvind Mantel.

Half way through the translating process Raven and Neargrim get bored and decide to go out and search for more information. They discover that Lady Calleville had a large shipment of wood and stone shipped in before the undead menace started. The shipment was to be taken to her mansion in the sea ward.

While out Neargrim notices Janell Harcourt, his werewolf infatuation, and starts to pursue her. Raven follows hidden behind him. They chase her into an ally way and discover a sewer entrance in the ally. At that time a group of mercenaries come around the corner and spot Neargrim and question him about where Janell went. He pretends to be a street cleaner and states that he has not seen any body.

They head back to the inn to get the rest of the group. The group arrives and descends into the sewer and discovers the mercenaries beating up on Janell and a bunch of wererats. They come to her rescue but barely succeed in saving her thanks to Raven giving her healing ghost fish.

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The Mob

After getting the small book translated so we can translate the bigger book the group heads out of the cemetery. On their way out they run across Eyore who decides to travel with the crew again. At the entrance of the cemetery they are confronted by an angry mob lead by Harkan Hammerfast and are accused of being undead lovers and attacked. During the scuffle the group decides that Harken should not be spared their wrath and defend themselves by ending his life as well as some of the members of the mobs.

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The Rescue

The group is able to go to the location of Beorgrim, the Ghost who is able to translate one of the books the group has been carrying. As they enter the crypt that he is said to reside in they stumble on a group of undead creatures imprisoning Beorgrim. In the process of freeing him Raven goes unconscious while continuing to burn. The party helps to put the fire out and revive him after dealing with the rest of the undead. Another thing of note is (Blake’s character)’s awesome maneuver of double shooting a flaming skeleton into a pool by shooting it once in the knee and then again in the arm that it had stopped its fall with.

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The Crypt

The band heads over to the Harcourt Crypt to follow up on Ophelia’s fortune hint to go to the oldest crypt and see who is there that is not in the genealogy book. They discover that the crypt entrance is trapped with a dual key block drop trap. Raven and Bliss pick the locks and discover another lock inside the previous picked locks that requires them to turn the tumbler mechanism at the same time. They succeed at picking the last lock simultaneously but cannot open the door and do not want to risk letting go of the mechanism so Neargrim and Fletcher step forward and open the doors.

Inside the Crypt, in the center of the room is a pool and on each wall, set in evenly spaced alcoves, there are four different Statues on each side. On the wall, on the entrance side of each alcove, is a closed door. The room is unlit so Neargrim and Fletcher light torches. Neargrim throws his torch into the room next to the pool but in front of one of the statues. He then goes to pick it up and is scorched by a stream of flame coming out of the statue.

Fletcher runs forward and jumps into the pool which is filled with a thick fluid, not water. He then dips his torch close to the liquid to see if it is flammable while still in the pool and is fortunate that it is not. He then decides it will be difficult to move through the liquid and decides to climb back out of the pool.

Raven heads over to the statue close by Neargrim and starts to tamper with the statue and thinks that he disables the trap by jamming a torch into the statues mouth, where the flame stream originated from. He then tests his disarming attempt by moving forward to the next door next to the next statue.

Bliss decides to try the statues on the other side of the room but stumbles and sets of the trap by accident. Luckily her stumble keeps her from getting burned.

About this time flaming arrows come out of the darkness but they miss Fletcher and Neargrim.

Girmidin and Bherik then enter the crypt and head to what little cover there is. Bherik attempts to help put out the fire that is burning Neargrim but does not have any luck and throws a javelin blindly into a corner of the room hoping to stop the arrows from flying. Lucky is hanging out in front of the doors which close almost catching his tail in them.

Bliss then decides to run over to the next statue door on the side that Raven had disabled the statue of and open it. Inside is a room with a sarcophagus in it and a panel on the wall of the statue alcove. She throws open the panel door and attempts to jam the trap mechanism. She then changes her appearance to look like a ghost of the Statue in the alcove.

Another set of flaming arrows come out of the darkness and some miss Fletcher but a couple hit Neargrim who is still on fire. Neargrim then tests the statue trap that bliss disarmed by running in front of it but it was not properly disarmed. He takes another hit from the flame stream but moves on and stops in front of the door before the third statue on the left side of the pool. He then throws his torch but fumbles and the torch only flies a couple of feet. The distance the torch travels is enough to reveal four skeletons with bows lined up against the far wall.

Raven jams a dagger into the trap mechanism that Bliss failed to disarm and tests the trap again by running up to the next statue. The flame does not activate. At the next statue he decides to jam a cloth into this statues mouth and hide in the alcove with the statue.

Fletcher attempts to cross over to the side everyone else is on by moving along the edge of the pool but his foot slips and he falls into the pool. He then attempts to climb out of the pool but splashes back into the pool again.

Girmidon then moves forward and stands defensively next to Neargrim. Bherik moves up behind Neargrim and tells him, “Stop complaining about your burnt shirt. You can replace the shirt but cannot replace lost life and get back into the fight.” Lucky moves up and stands behind Girmidon.

Bliss moves up to the last statue on the left side of the pool, not setting off the third statue trap, and jams a dagger into the throat of the statue cutting the fuel line before the fuel can be ignited and shot out of the statue. She then steps forward appearing like a ghost of the second statue and commands the now revealed skeletons to stop attacking his guests.

Raven charges forward and attacks the skeleton in the corner and chips away at its bone structure. Lucky moves forward and chomps at the same skeleton just dodging its neighbor’s wild swing. Neargrim still hurting from the fire psyches himself up as he moves forward and attacks the second skeleton and hews the third skeleton and finally puts the fire out.

Fletcher wades through the pool to the side everyone else is on and pulls himself out of the thick liquid and charges the first skeleton hitting it and destroying the enchantment that animated it. While Bliss slips in between the second and third skeletons ducking the second skeletons attack. The second skeleton drops his guard enough with the missed attack for Neargrim to strike again with his great axe chipping some ribs loose. Bliss attacks the second skeleton while it is distracted by Lucky and breaks away its left arm.

Grimidon then charges the second skeleton and clobbers it dispelling the enchantment that gave it life, and creates a Rune in the air in front of Neargrim which closes up some of his wounds and hardens the group’s skin for a short time. Bherik moves up next to the third skeleton and lets his guard down by telling Neargrim to attack the skeleton again but the skeleton does not take the bait and dodges Neargrim’s swing.

Neargrim then swings again at the third skeleton and knocks its left arm off. The remaining skeletons then recover from Bliss’s command and attack back. Both of them miss with their attacks.

Raven then slips between the third and fourth skeleton and attacks the third skeleton and breaks its back bone, disenchanting it. Lucky moves next to the last skeleton and bites at it and breaks off some of its fingers. Fletcher then challenges the skeleton to face him or be destroyed and charges in and breaks a couple of its ribs. Bliss then slips in to a flanking position with Raven and snaps its back bone disenchanting it.

The group then takes some time to disable all the traps and search all the sarcophagi and pick up all their gear before heading through the doors at the rear of the room and down the stairs to the second floor. (All the treasure and information is yet to be discussed with the group.)

The second floor doors open into a square room with two sarcophagi in the middle of the room with an equal distance between them. There is a set of double doors in the back of the room and a lever mechanism on the floor to its right. Floating about the room are four grave motes, light blue balls of light. Bliss gets the drop on them and stabs one of them. The grave mote does not like this and bursts out a cold cloud aura that attaches itself to Neargrim and Bliss. The Mote that was damaged then moves towards bliss and disappears. The other three then move towards Neargrim and Bliss and disappear as well.

After the Motes disappear a ghost appears above the far sarcophagus and says, “Who disturbs the resting place of Grendal Harcourt? Answer quickly or die.”

At this time Fletcher steps forward, with his silver tongue and diplomatic skill and introduces himself, Bliss, and Neargrim and tells Grendal that we are here for information. Grendal then told us that Korvan had 12 disciples and that some of them where the members of his family. Any of his family members that fallowed after Korvan where left out of the Genealogy. He also said that Korvan would be interested in Raven because of his powers connections to the shadow realm. He also said that Raven is the only one that has a minuscule chance of hurting Korvan because he is the only one that has the closest to the proper type of power to hurt Korvan if he was still around because he should have died a long time ago. Grendal also said that he would help him if we brought him the Rod of Arathim which is owned, last he heard, by the house of De Moy.

Raven then asked if he could translate the Glyph book the group is carrying. Grendal said no but he knows of another ghost that might be able to. Bherik, who stayed out in the stairway because he did not want to interfere with the conversation by upsetting Grendal because he is a half-elf, whispered in, “I am getting a bad feeling about Grendal so be careful what books you show this spirit because some of them could be used to do bad things."

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The Research

After the fight with the Ghouls, Bherik is asked to head back to the Inn/ tavern to deal with a costumer complaint by Fletcher, the Inn owner. Fletcher offers to stay behind with the rest of the group and handle whatever is in the next room of the basement.

After dealing with the costumer situation (Tracking down a missing coin purse that is now empty due to a light fingered Halfling, Raven, who is nice enough to leave behind empty purses after lightening the burdens that they have to bear). The rest of the group shows up for food minus two people. Eyore is called away to another job somewhere else in the city. The group tells Bherik that they had to fight a Giant Demon Hand that bleed and Ahisma has decided to join the Harkan Hammerfast rabble to hunt nonliving creatures because of her beliefs about not hurting creatures that bleed.

After eating their meals the group heads out to Book Street to research Vrokor. They are joined once again by the ever tidy dwarf, Neargrim. They go to Bliss’s Book Emporium and meet a female Halfling proprietor who introduces herself as of course Bliss. She takes one look at Raven and tells him to keep his hands to himself. The book store is in disarray and that makes Neargrim very uncomfortable so he starts stacking the book piles into book stacks as the rest of the crew asks about History books predating the settlement becoming a city. Bliss points the band to a pile of books in the back of the store as she hands a dust rag to Neargrim.

The group heads over to the stack and starts to leaf through some of the books. Raven gets bored and starts to wander the ship examining the walls. The Girmidin finds a book with a time date just after humans and dwarfs started to settle the area but it is written in Elvish. Bherik reads elvish and scans the book for any mention of Vrokor and does not find anything and says so. At this time Bliss shouts out that she has also heard him called Korvan so Bherik sits back down to scan the book again. He discovers a section that mentions Korvan was an elf lord who attempted to drive of the human and Dwarf settlers.

Raven mentions that we should also research Necromancy because that is what Vrokor / Korvan was said to have studied. Bliss announces that there is a secret vault somewhere in the store but she cannot remember where or how to open it. Just as she finishes saying this Raven hits a switch and the vault opens up. Inside are four books one in common which turns out to be an early Human lineage record for the settlement. It states that the oldest Human family to settle in the area was the Harcourt family and that most of them where wizards. Another tomb in elvish but that is just gibberish to Bherik. He can identify a few words but not enough to understand what is written in the book. The other two books are written in languages that the group does not recognize. One of them is pictographs.

After hours of research and cleaning by Neargrim, he finds a book on the grooming habits of Lycanthropes and offers his services to Bliss. She says he can keep the book he has found and pays him some money but declines his offer and says that his work should last for 6 years. He then asks Bliss where he can buy some male Lycanthrope pee to impress a certain female werewolf. She tells him of a perfumer close by that can duplicate almost any sent.

The group then decides to head out and talk with some ghosts at the cemetery. Bliss says she has some things to take care of but if the group will wait she will join them. Raven decides to go to the fortune tellers, Medium Ophelia, house right across the street. She proceeds to read his fortune accurately and tells him something about going to the oldest crypt in the cemetery to receive answers that we seek. Girmidin enters the store and is gifted by Medium Ophelia with a book about runes. The group then convenes outside the shop with Bliss and head off to the cemetery.

When they arrive they have no idea where to start or who to talk to so Bliss suggest that the talk with a ghost fish monger named Molly Melown and begins to sing a song as she walks through the grave stones. Soon Molly appears pushing a cart full of ghost fish and asks if the group would like to make a purchase. Bliss offers to buy a bucket of muscles and asks her if she knows anything about Vrokor / Korvan. She relates information that the group already knows and then offers to sell the group some of her fish. Neargrim asks her how much for the whole cart and the party haggles with her and end up buying a ghost cart and ghost fish. Bliss asks if she knows how to read the pictograph book Molly says that she cannot but she knows a ghost that can and says that she will take the book to him to have it translated. Bliss does not want to let the book out of her possession so she asks Molly for the ghosts name and where he can be found. Molly tells her that the ghost will not talk to someone he does not know. Bliss then changes her appearance to look like Molly. The group is impressed by Bliss’s ability to do this and Molly says that it is pretty good but she will have to do something about her living smell and then gives bliss the ghost’s name.

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070511

Tavern
-busy abnormally
-some guy name? Telling everyone how bad ass baristin the bold is.
Killed “100” skeletons
Works foe lord demoy
Says harkorts and coltorts are responsible for the undead

Something about Harmon hammerfist

Talk to capt from ship, get700gp

Jedda char gets asked to clear a house of… Slow zombies

Raven gets caught stealing

Go to the house to clear it

Some crazy dwarf inciting a riot, Kali and jefe char tell the smarter ones to get trig before taking on the vampires located in castle

Get to. Cellar zombies are fast and have a bondage thing. We kill them there is a black fog coming out of the barricaded door in back of room

Kalis char touches her staff to the door and it falls down and we see what appears to be a necromancers table.

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The Client

The night before, we were attacked by a group of Shadow creatures, one for each of us in our own rooms. (Maybe we should try and get a room to share so we have a better chance of fending off any future attacks). As the last one dissipated it mentioned Vrokor.

Some of the party members remember hearing or reading about Vrokor. Mothers use his name to scare children into behaving. Legends say that he is a necromancer from a long long time ago. He should have died a long time ago. He used to live in a tower near Deepwater Castle.

Deepwater Castle is said to be home to a Vampire Lord. Also the known Lycanthropes are said to live in the Cliffside District.

When we came down the stairs in the morning a regular at the Tavern named Kreagur was bragging about how his Cousin Beriston the Bold, a security guard for Lord de Moy, slew one hundred undead.

We also over hear that the ship Maiden’s Kiss was under attack by undead but was saved by a band of wererats who took some mundane items as payment for the rescue. The Maiden’s Kiss conscripted a new crew and set sail the next morning.

The group heads over to a table where the captain of the ship they saved is sitting and begins to discuss payment for their services. The captain hands the group a sack of coins which is quickly spirited away by the thief.

The Pest control specialist, Eyore, is approached by a young boy and asked to follow him to his benefactor’s house to vanquish some zombies that are infesting his basement. The boy says that his benefactor will double Eyore’s normal rate. Eyore agrees to help if the benefactor will triple his normal rate with the understanding that if it is not what the benefactor says is in his basement then there will be more compensation.

The group heads out to the client’s house and on the way they meet a Rabble Rouser named Harkan Hammerfast who is trying to raise an army to attack Deepwater Castle. Eyore and the Holy Beggar, Ahisma, try and convince the group to get organized and train before heading off to attack the castle. Ahisma attempts to convince a local farmer that he is the chosen one.

When we arrive at the client’s house he is upset with the boy for agreeing to triple Eyore’s price but shows the party to his basement anyhow. The group heads to the basement where they are attacked not by zombies but by fast moving strangling ghouls. After dispatching the Ghouls the Band finds a door at the back of the basement with black fog billowing out from under it. The door is opened and the group finds a dark alter behind it.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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