Our young heroes arrived back in Jargon’s Fork after liberating the out post, freeing some slaves, killing many Hobgoblins, burning down a Hobgoblin raiding camp and meeting with Dieran’s Bugbear friends. Tired and seeking their reward, they tromped into the guild house looking for a bite to eat, a place to sleep and a paycheque. Upon a notice board, one of the companions saw a notice addressed more or less to Helmut. Titled, “Have you seen this pansy?”, the notice was basically an entire paragraph berating the young barbarian, calling him out and stating beyond the shadow of a doubt that the author, self named Ragnar the Red, was a much better warrior. Regardless as to how many times the notice was ripped down, it appeared again right back where they found it. Stumped by the powerful magic obviously contained within the evil parchment, Helmut grew quite angry. Humorous to everyone except Helmut himself, the group chuckled but agreed that something must be done.
Upon leaving the guild house, Helmut decided that he needed a squire, someone to jot down his many great deeds, polish his armor and axe to a gleam, feed his ego and pretty much do anything Helmut felt was “beneath him”. That young man was named Juan… A young street urchin he found peddling in the gutter, the first one with enough guts to actually approach the hulk to ask for money. Although he had originally thought to obtain someone a bit more suitable for the role of squire, the boy showed that he was brave, and bravery was about the most important attribute Helmut believed a person should have. The boy couldn’t speak much in the way of common, but he could take orders well enough, and knew how to ask for his pay. Helmut decided to take the young man under his wing out of compassion, that and for 5 coppers a day, you couldn’t ask for a better slave, er… deal. That night after asking some rather dubious (and as we’ll find out later, dishonest) characters as to the where-abouts of Ragnar the Red, the party finally found a clue and sent their sneakiest member off to infilrtate the inn room of their foe. After scaling a building, slipping in a window and awakening a very drunk, completely unaware idiot, the party realizes they’ve been dooped. The target was nothing more that the brother-in-law of the man they had recieved the tip from, and they learned nothing more than the fact that the 2 didn’t get along. Deciding on a different course of action, Helmut seated himself in a nearby tavern whilst his friends ran from tavern to tavern spreading word of Helmut’s whereabouts and boasting of his greatness in hopes of drawing out Ragnar. After they had made their rounds, they all met back with Helmut to await his self proclaimed adversary.
After many rounds of strong ale, Helmut noticed a dwarf calling out challenges for arm wrestling matchs, Helmut stepped up and took the challenge, sitting down to do battle against the hulk of a dwarf. As the match began the two warriors toyed with one another, testing eachothers strength, neither willing to show the other their true strength until the moment was right. As the battle was heating up, suddenly and without warning, a puff of red smoke erupted on the table infront of Helmut, as the smoke cleared there stood a small being no taller than a foot in height with a very impressive red beard and a massive smile on his face. Before anyone could react, the small sprite wound up and slapped Helmut across the face, then dissappeared with yet another puff of red smoke and a burst of furious laughter. With Helmut stunned and obviously distracted, the dwarf took advantage of the situation, slamming Helmut’s hand to the table, winning the bout. Realising that they had no way of following the little wretch, the band finished the night with laughter, liquor and an eventual win for Helmut against the Dwarf.
On a side note, during the evening, Nezethet the warlock was sitting infront of the fire in the tavern when he noticed an ugly little face appear in the fire. Knowing that some entities communicated using the elements in such a way, he promptly rented a private room with a fire place, lit a fire and waited for the face to reappear. After a short while the face did in fact appear and the figure introduced itself as Ipsie the Imp, a creature of the abyss. Ipsie proceeded to tell Nezethet of a shrine located in a mountainside. He was given the location of a mangled tree and of the shrine itself. The Imp whispered promises of power and glory that should be obtained at any cost. Cryptic much?
The following morning, the band met up with Dieran to see what was up next. He told them about a small family of owlbears living along the riverside, literally tearing everything apart. Apparently the mother had died and her cubs had just started killing everything in sight. Fearful for trading boats travelling the river, Dieran sent the heroes to dispatch the problem.
After a day and half or so of travelling, the party came upon the gruesome scene of 2 owlbear cub carcasses torn apart. Figuring the 3rd owlbear cub to be close by, the group divised a strategy for pinning the owlbear between a tree and a rock just outside it’s den, and relying on the owlbears bloodlust to keep it from thinking properly. Sending Morin the assassin and Helmut the barbarian up to confront the beast head on, the other 3 ranged fighters took their places in the rear, launching attack after attack at the raging monster. With expert cunning combined with the strategy they had picked, they managed to take down the beast before it even got a shot in. A perfect victory. They skinned the beast for it’s hide, chopped and wrapped the meat for food and to sell back in town.
After lighting a small fire and speaking again with the abyssal creature Ipsie, Nezethet led the group to an old tree that looked as though it had been blasted in half by lightning. The imp had told him that hundreads of years ago, a great being from the abyss had ripped a portal between the two planes and entered the prime material plane in this very place. A shrine was erected in honor of it, and the key to the shrine was hidden beneath the very tree it had ripped asunder. After digging three or four feet down in a few spots, the group finally managed to haul out a small obsidian case. Inside were 6 cubes, and hidden inside, was a scroll with what appeared to be a riddle. Across the river where Nezethet had indicated, was a small altar in the face of a rock cliff. After careful deduction, the party managed to solve the puzzle and dissolve what appeared to be an illusion guarding the entrance to the shrine. To each side of the entrance was a dais, each with a strangely insubstantial looking elf laying on it. Upon closer inspection the 2 looked to be alive, yet somehow, not whole. Figuring out that they could re-lock and install the illusion, they took the cubes and the 2 elves and headed for Jargon’s Fork to get help and try to identify the strangers.
I just wanted to get the logic problem posted if anyone wanted to check it out again and for Owen and Joaks who missed it. The puzzle was a stone ‘lock’ with 6 slots, or sockets, in it. Each slot/socket is sized to fit one of six onyx cubes, each of which has a different symbol on each of its faces. If the cubes are placed so the proper faces are showing they served as a key to unlock the path to a lost dwarven city.
Follow the clues provided to discern which symbol should be face up in each of the six slots!
Here are the clues for the problem:
and here is the worksheet which shows the six possible symbols from each cube matched up to their slots:
I don’t want to post the solution up until Owen and Joakim have had a crack at it.
Stay tuned for the full post from last session