Library of Howling

20. An Old Enemy

Quick Links:
1.First Logs
2.Second Trip To Redfern
3.Return To Tail
4.Church of the Bandit
5.Mercenaries for Hire
6.Speartip Attack
7.Speartip Attack Continued
8.Logistical Nightmare
9.Strangers in a Strange Land
10.Cleaning House
11.Summoner Beware
12.A Parting and Meeting
13.Last Man Standing
14.Reunited
15.City Livin
16.Urban Explorers
17.Lesson 1: Don’t Touch Anything
18.Lick Your Wounds and Get Some More
19. Magnetic Personalities

During the night the party stays in the armory in the city, Bill notices five figures in the distance watching. He suspects they are the priests from inside the large temple (Magnetic Personalities) and does nothing, and the creatures are gone by morning. The party makes their way from the barracks to go to Charm. They come to the bridge where Ox previously fell because the bridge is in disrepair (Reunitied). It is decided to split the loot to give Ox a better chance, but to no avail. He still falls through the bridge but is able to swim to the opposite shore.

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19.Magnetic Personalities

Beginning by looking around the exterior of the largest chapel building, the party finds a large hole in the rear of the structure and decide to enter there. Moon slowly leads the way as everyone moves in and eyes adjust to the large dark room. Bill casts his sensing spells which reveals that there are creatures in the nearby area, but they seem to be disguising their position somehow. He lets the party know and Red does his sensing magic, noticing nothing moving in the nearby area.

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18.Lick Your Wounds and Get Some More

The party, performing one last search of the area of the large angel fight, discovers a fierce-looking hilt nearby. Adding that to the loot bag Ox carries, they decide to retire back to the palace to allow everyone to heal up so that one last exploration effort can be made the next day before they are forced to return to Charm for more food. They do notice a grand-looking entrance near them to some sort of coliseum area, but do not want to continue on having taken such a beating from the demon in the candle stick which Bill captured.

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17.Lesson 1: Don't Touch Anything

As the party has retired to the “couch room” for the night, those on watch think they hear what is singing going on all night. Only when they are very quiet can they hear it, but no one can distinguish what is being said in the song. Bill and Thin Boots decide between them that it is a chorus of people singing, not just one, but again nothing can be understood of what is being sung.

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16.Urban Explorers

The party stands outside of what appears to be the palace in the city. The door of the outer gate has been completely ripped off and is lying on the ground on the path leading in. The party moves into the courtyard surrounding the palace and spreads out to investigate. To the left is a fenced area leading towards some sort of park, which they stay well away from. Small water inlets can be seen going under the walls of the palace on either side of it, and a pavilion type area is situated in front of the doorway. The party immediately notices the door of the palace, a piece worth quite a large sum being made of precious metals, has been ripped off and lays crumpled in the entryway. Red fires off a location spell outside the palace, but can feel nothing.

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15.City Livin

The party, sleeping once again in a hole created by Red for night shelter, awaken to a would-be earthquake shaking the walls down around them. Everyone manages to grab their gear and make it out, but a few of the party suffer wounds along the way. Dusting themselves off and covering the light wounds, they turn and head north following the road towards the city.

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14.Reunited

In the days following the attack on the dog-men camp, the party spends its time recuperating and collecting all of the loot from the area. Much armor and weapons can be saved from the barbarians, and it is all transported back to Charm (the newly-named tower compound) for later use. While collecting these items, the now one-armed captain of the barbarians returns to the ruins and begs mercy from the party. After much deliberation, they agree to protect the captain, provided he shows them the location of his boat and pledges fealty. He does so, and the group finds a lot of food and water on the boat, along with another green ring and a chest.

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13.Last Man Standing

The story picks up with Moon and Ox leading the barbarian troop to the rope bridge across the river mouth. Crossing there, the troop forms up across the river and moves north towards the dog-men’s camp. Along the way, Thin Boots catches up to the troop having decided that perhaps Moon and Ox might want a little help or at least someone friendly watching their back. It doesn’t take long before the troop reaches the outside of the ruins.

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12.A Parting and Meeting

Having decided that Switches and Brand will need to return to Tail with a selected book and also return with supplies and more bodies, the group begins working towards this end. Bill scouts out Whistler’s Island where the boat should be but, on the first day of searching, finds no boat. Work on the wall continues as normal until it is noticed that a trail of blood is leading to the tower walls outside. The group decides to wash away the trail of blood as best they can in case something is being led in their direction, but continues work as normal afterward.

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11.Summoner Beware

The next day work continues on the wall since Red has regained consciousness. Double guards are posted on each end of the wall to watch for whatever has been shooting people with darts while Red works.

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