A shadowy figure, at home in both the wilderness and the town, has made it to Phandalin. A ranger of some skill, she has a knack for disappearing into the shadows and striking foes from afar with devastating precision. She had joined forces with the other members of visitors, as while she feels more comfortable alone there is something about this collection of people that was so... interesting. Alas as the situations that arose became more and more dangerous the young human left leaving little trace behind bar some of the magical knick knacks she had on her person. Her fate is unknown.
Koraliki Verque
Appearance
Hair
long, dark, loosely tied back
Eyes
dark and unfathomable
Skin
weathered, sun-browned
Height
5'
Build
slender, wiry, athletic
Age
38
2023-03-08 Session 13
2023-02-01 Session 12
Session 11
Session 10 (player absent)
2023-02-08 Session 9: 9 Tarsakh
2023-02-01 Session 8: 6-8 Tarsakh 1492
2023-01-18 Session 7: 7 Tarsakh 1492
2023-01-04 Session 6: 6 Tarsakh, 1492
2023-01-11 Session 7: 3 Tarsakh 1492
2022-12-14 Session 5: 20-21 Ches 1492
[[Joined by Factore, gnomish tinkerer and wannabe artificer who gave us her prototype "scoped repeating gnomish crossbow" to use; Koraliki invited her to join us in case it breaks so she can help us fix it.]]
2022-12-07 Session 4: 20 Ches 1492
We break camp and part company with the Rockseeker brothers. While they head back to Phandalin, we make our way to Gnomengarde to ask the gnomes for any inventions or magical items they may have that could help us fight a dragon. The weather looks reasonably clear if unseasonably cold, though the mountains in the distance are swathed in an unnatural snowstorm.
After about an hour's travel, Idris's backpack starts buzzing and glowing; it's apparently the crystal found in the dwarven temple. Some very odd magical effects occur, including Zenari returning, still trapped in a tangle of plants. After a moment, some of the effects pass, but some stay: Siax has grown a rather nice set of antlers, and I seem to have de-aged by about four years. There's definitely some kind of wild magic going on here, although I'm not yet sure of the source. At the group's request, I mark the place on the map I keep.
A few hours later, a goblin darts out of hiding and runs for a group of orcs waiting further up the road. I immediately bolt for a hiding place in the trees, readying to shoot if they become clearly hostile. They're probably hostile, but until they attack or otherwise declare their intentions, it's hard to be certain.
They turn out to not want to fight us, but they are interested in finding a new home, away from the dragon that drove them out of their lands. Just as we're getting ready to leave, the goblin calls out that the dragon is coming and everyone bolts for cover.
The dragon crashes into the bush where the orcs are hiding, and their leader tells his group to run. The dragon freezes him and eats half, then flies off to find the escaping orcs. It eventually returns and finishes eating the orc leader. It's wounded, we notice, with one wing nearly torn off. [[Siax also notices that it had wounds around its neck, as though it had been wearing a collar for a long time. So far, he has not shared that information.]]
A few more hours travel brings us to Gnomengarde, or at least the base of the waterfall where we were told it would be. There's a couple of islands in the small lake, and a rope bridge across the waterfall, at least 50 feet up from where we are. Pine suggests we make our presence known rather than just walking in - a good plan. It's always polite to knock on the door and wait for an invitation that to just barge in.
As Siax and Idris begin to approach a bit closer, a voice from the underbrush (or perhaps the tree) calls out, demanding our purpose and accusing us of being spies. Idris and Siax respond, eventually mentioning that we have a letter from Sildar Hallwinter. Idris follows the voice's directions to show the letter, and a gnome appears (from somewhere else), apparently satisfied that we're not spies.
Upon asking for somewhere to take shelter from the dragon (which the gnome had originally professed to disbelieve), he points us to a path on the opposite side of the stream and tells us to let them know that Steve the Ranger sent us inside.
The guards are polite, especially after we introduce ourselves, though their mastiff is overly enthusiastic in his greeting. Idris convinces them to explain why this is a bad time: there's a serial murderer on the loose (three dead already), and King Korbozoz has locked himself and his husband (King Gnerklilekli) in the royal chambers and refuses to come out in an effort to protect his partner. We somehow manage agree to hunt down the murderer in exchange for their help acquiring items to assist against the dragon.
[[Guards Ulla and Pogara, mastiff Brutus; murder victims Tranta (kitchen), Warryn (outside), and Chief Artificer Orryn (throne room; carpet)]]
2022-11-30 Session 3: 18-19 Ches 1492
Session starts mid-combat with oozes - one behind Koraliki, and a used-to-be-one-but-is-now-two in the corridor in front of her.
2022-11-23 Session 2: 18 Ches 1492
A young child runs through the corridors, knocking on doors and announcing that it's time to get up. Shortly after, Pine and Idris knock on the door to our room, and we all head down for breakfast. Siax is absent, having gone out early and isn't back yet.
Breakfast is delicious, although I eat it outside to avoid the crowd. Afterward, we head over to Barthen's Provisions to stock up on cold-weather gear. The others collectively buy a pair of tents, while I look for blankets, rations, and cold-weather gear. The blankets and rations are easy enough to find, but the cold-weather gear has already been bought by the locals.
Idris wants to sell his spare sword, so we traipse across the square to Lionshield Coster, where weapons and armor are sold. He's quite inept at bargaining, but he does manage to sell his weapon.
Pine decides to check in at the local shrine, which has expanded into a full-fledged house of worship with multiple clerics and acolytes tending it. He asks some questions about a historical figure - sounds like a legendary hero of his people - and then we set off for Umbrage Hill.
When we arrive at the windmill on Umbrage Hill, we find a woman leaning out a window bashing something with a broom handle. I circle around, and it seems to be an enormous wolf with icy breath. It speaks the common tongue, apparently, as it turns to look at the others and demands food. Idris attempts to negotiate with the creature, and it says it will leave if we bring it food - a deer or three, perhaps.
Ultimately, we agree to go hunting and provide it some food if it will promise not to attack the people. Siax tracks down some mountain goats, kills them, and helps the wolf bring them to its den, where it has a cub. The wolf thanks us for our assistance, and promises he'll not attack the people - he'll almost certainly move on, as this area is no longer a good place to raise cubs.
Once we get back to the windmill, we learn that Zenari has a letter written by Adabra Gwynn (the lady we saved from the wolf) for Sildar - she won't be coming back with us. After the others ask Adabra a few more questions, we get ready to move on - all but Pine, who first performs a ritual over the graves on the hill.
It's early evening by the time we reach a canyon with a crumbling black wall blocking it. The cart trail we've been following heads inside. Siax points out some orc tracks, which head in, stop at a bare burned patch, and retreat - and at least one of the orcs was limping on the way out.
Idris decides that the best way to approach this is to simply walk up and announce ourselves. I prefer to hide in the bushes while he does so, just in case he's met with violence. Once the others have made their way through the gate, I cautiously follow.
The others appear to have missed a rather obvious gap in the back wall, beyond which we find the Rockseeker brothers. They're arguing about how to proceed with their excavation - it seems they ran into some kind of creature that has scared them, and they want it gone before they go back in. Idris and Pine negotiate with the dwarves for payment if we clear out the temple.
Session ends mid-combat with oozes - one behind Koraliki, and a used-to-be-one-but-is-now-two in the corridor in front of her.
2022-11-16 Session 1: 16-17 Ches 1492
Having located the caravan about a day's journey from town, I join them as they make camp - no sense in staying alone in this dangerous area when there's a large group to shelter with. The leader of the caravan, one Ghelryn, asks several people (myself included, I presume) for assistance: He'd like us to walk up at the front of the caravan tomorrow, to put on a show of force to discourage any bandits or other unwelcome attackers. I don't actually tell him one way or another, but I'll probably do it - I'm heading back to town anyway, so I might as well make myself useful.
The morning begins uneventfully. We break camp and load up the wagons, and move out. I walk about a wagon-length ahead of the group, trying to be inconspicuous without getting too far into the underbrush. I'm alert to potential dangers, as always, but it's hard to concentrate with so many people nearby. Perhaps I should consider spending more time around people...
After several hours, a group of orcs steps out of hiding just before a bend in the road. It's not exactly an ambush, because they don't immediately attack, but they were clearly waiting for us - or at least, a group of travellers. They demand we leave them all our food, and they'll let us go unharmed. One of the others from the campfire last night steps forward and tries to reason with the orcs. Commendable, but not particularly smart. While orcs can sometimes be reasoned with, it doesn't seem like this group is in the mood for talking, especially given the general unrest and upheaval in the area. Unsurprisingly, the orcs refuse to negotiate and battle commences.
The catfolk is the first to engage the orcs, sprinting with incredible speed and attacking - so fast I thought for a moment he'd used teleportation magic. I shoot several times at the leader, but before long two orcs charge at me. I manage to escape up a tree, but that won't be safe for long. One of the others, the elf, is in trouble and I try to help by attacking his attacker. I'm unsure, now, whether I was of any help at all, because just about then a wall of ice appeared across the road, just missing the tree I was in.
Looking up, I see an enormous white dragon hovering above the caravan. It bellows something, but the only word I managed to make out was "cryovain" - it sounded like a name, although whether it was the dragon's name or the name of someone or something it's looking for I have no idea. Perhaps someone else understood what it said. At any rate, it flies away as soon as it's done speaking, taking the lead wagon with it.
As I rejoin the group, I see that all the orcs are either dead or gone, and several people are attempting to free something (someone?) from the ice. I attempt to assist, but their swords and such are far more effective than my arrows. Eventually the ice gives way, and Ghelryn's body is dragged out of the wall. One of the humans is apparently a healer, because she manages to save Ghelryn's life.
We finally reach Phandalin around midafternoon, and Ghelryn pays us each four gold pieces, thanking us for saving the caravan. I wish we had been more effective against those orcs, but it seems that Ghelryn was impressed. I must admit, the catfolk, elf, and two humans did quite well in that brief combat, despite two of them falling and all of us getting wounded. I wonder what their business here is - if it's interesting enough, I might even join them.
As we take our leave of Ghelryn and the caravaners, we notice a commotion at the entrance to one of the buildings - the Townmaster's Hall, I believe. A crowd of people has gathered by the door, and someone is pounding on it demanding Harbin Wester come out and do something - apparently the door is locked and barricaded. I circle the building looking for another way in, but the windows are all firmly shut and the back door is locked with an oddly complex lock. Not odd for a lock, really, just more sophisticated than I expected to find out here - not to mention the magical barrier just behind the door. The shouting at the other end of the building is annoying me, so I head off toward the inn to think and wait for the four I'm considering joining.
The others finally make their way over, and inform me that we have a job to do - several, in fact, and a letter that grants us room and board at the inn because we're in service to the town. A bit presumptuous on their part to assume I'm part of their group, but I don't really mind. It could be interesting to spend some time with these people, and I certainly don't mind assisting the town - or getting paid for it, even if it's just free room and board at the inn.
Dinner is simple but delicious, and we go upstairs to our rooms. They're a bit cramped, but then, most rooms are when compared to the outdoors. I probably won't stay indoors for long. It's really not comfortable. Perhaps, if the weather cooperates, I can find a nice tree or rooftop to sleep in next time we're in town. There's a few likely-looking ones around.