06/09/1493
Combat is over. We took over Water Gate Keep. 1 bug bear, 2 wave reavers, 3 bandits. One bandit is bound and laughing hyserically.
Lord Jolly - trying to repair a castle.
The Flood is in the deep.
An Elf is in the - Amdir
The fist of dust is broken and capped with death. Hex is at the flood gates covered in blood. Avoid the town of Easts twin, our flame disappears.
Now is the time to strike. Prepare to consume the tree in flames of its namesake in 7 suns.
Purify the wicked and immoral in holy flame. In her name,
-E
The big reaver is praying to Lord Gar asking for protection.
Chapel - The keeps chapel contains plain wooden pews facing a large altar at the west end of the room. No idol hints at what deity is venerated here. A crude symbol is painted on the wall above the altar, resembling an X with a horizontal bar linking the bottom limbs. Several straw pallets lie near the chapel door.
Bedroom - locked cabinet - one spear, short sword glowing with blue runes - Xomba takes them.
Armory has spears, a horseshoe shield,
Communal bathroom - Two big wooden wash tubs
Various reports of gang activity including the details of their crimes, and other notes like a letter about a Carivan traffic in Red Larch note mixes block letters and script
In the Great Hall, Amarant touches the stone of a different color in Jolliver Grimjaw's room. The stone doesn't do anything when touched, pulled, or water poured on it.
The stone is 1ft. by 1 ft behind the chair and it just looks newer.
The colored stone is a door. It maybe gets used 5-6 times a year. It's new within the year. There is nothing around the door to know how to open it. Amdir uses the tapestry hook to attempt to open the door.
Xomba tries to open the door
29 slaves - starving and hungry. We take everyone to the Great Hall for food and warmth.
Xomba +1 spear and sword in the murder room
Justran Dehl - sent the letter, we've met him before, Ale buyer, but spy for the water cultist
Northwest Tourret - Filthy furs and discarded bones litter the interior of this tower. A rank animal stench hangs in the air. The room had the bugbears.
Yazhi and Peaches find the stables with 5 horses, 2 appalosas, 2 palamino, 1 bay named: spoon, fork, sunshine, goldie, speck, freck. Yazhi feeds the horses and they like her.
The gates open to a thirty-foot passage leading east. A portcullis blocks the far end of the passage, but you can see the castle yard on the other side. An arrow slit in the southern wall of the passage provides defenders a way to fire on intruders who get this far.
This is the ground floor of the gatehouse tower. A door leads to the east, and stairs climb to the floor above. Arrow slits in this room offer a view of the ground outside the castle and the gate passage to the north. Two double-bunks stand against the walls.
Yahzi finds 168 gold in gambling winnings which was a secret stash in the wall behind a bed of one of the cultists.
Amdir hands over 29 gold (added to party loot)
Dixon picks the lock and reveals an eye hole about 1in wide. Amarant looks through the eye hole.
The desk had a button, there is a staircase that spirals down into darkness. Amdir casts Wandering Eye to check the area below. Decent 3-4 floors, It goes west into the mountain, it goes underwater, fresh, non-salt water, moss and darkness, three feet of water and three feet to the ceiling. The sunlight is most likely the dock we saw earlier. Amdir finds the hidden boat landing 30 ft. under the passage way with two boats tied up. When the eye checks under the water just outside from the dock you see a writhing mass of humaniod bodies. They have glowing green eyes, dead skin, black claws. This is a mass of ghouls waiting to kill us. It would be a day trip to see everything. At the end of the 2-mile mark, you see the archetecture change. It's hundreds of years old. Dwarvian tunnel - Work of the Belsamir dwarves. Looks like the lost kingdom of the Belsamir Dwarves. The arch gives way to a cavern with lights moving, things moving with torches, deep underwater lake, there might be a boat on the underside. Humaniods carrying the torches. This tunnel was dwarvian that's been flooded. 4 disticnt entitites with the torches. Reavers, Priests, Water Elemental (Myrmidon), something else maybe a water cultist. The person, who hurt Amdir, was on patrol. This is where the power is.
Upstairs - Uhshanora's room is the library - Old bookshelves line the walls of this room, but most are empty. One old shelf has been cleared and restocked with a selection of tomes. A single bunk sits under the narrow window at the far end of the room, near a small desk, a wooden chair, and a chest. The floor looks wet.
Locked check in the library, 12 books in great shape, They have a lot of in (25 gold pieces each) 12 is a full set.
Inside the chest - 290 gold pices, 38 (x10 gold) platinum, scroll of haste, scroll of wall of water, scroll of ice storm. - Dixon found these in the chest.
A large semicircular room occupies the western half of this floor of the keep. Three narrow windows look out over the countryside outside the castle walls. The rooms furnishings are very plain, including a hard-looking bunk, a small wooden table, and a couple of simple chairs. Several (3) large chests occupy the rooms southern corner and a wardrobe.
We find some research, two things written in margins, the J rune and the B rune.