Clockwork

00183
In which we attempt a fort save...

LOG

After a week or so on the open waters with no action, our goblin crew is getting a bit restless. Fortunately, our go-between says he knows of a port we can pull into for some shoreleave. On arrival, the “port” turns out to be a walled fortress that had been overrun by one of the local goblin armies.

Or would have been, if they place hadn’t been recently abandoned after apparently falling victim to a meteor strike.

The team goes ashore to investigate and see what supplies they might find laying around. This goes about as well as expected. They clear the town of what life (and unlife) remain, but only uncover more questions than answers. Specifically – who or what has a fire going in the central keep. But, physically and magically exhausted, they decide to put that off for the morning while Serribon and their minions comb over the town.


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00182
In which we reap the benefits of a solid plan of action...

LOG

<synopsis>


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00181
In which things go to shit...

LOG

heh. log.

Investigating the source of a foul stench on the wind (which Vargas swears isn’t his doing), Miriam discovers a pair of scrags swimming upstream to investigate the party’s presence at the cabin and rushes back to warn the others. She, Serribon, and Vargas make relatively short work of them, despite the mistake of letting them stay in the water. Congratulating each other on a job well-done, they don’t notice until too late that one of the mounds of debris on the other side of the stream was actually a very angry ogre mage. Irate that the gang blitzed through his minions, he animates the dunnyheap behind the cabin – unleashing a massive nightsoil golem.

The melee-ers are not at all happy about this development.

When running for the hills proves unfeasible, they suck it up and start hacking away at the beast. Eventually, the turd-monster falls (mostly on Serribon’s head) and the day is… saved? I guess?


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00180
In which we make short work of some short people...

LOG

Following the slaughter of the hobgoblin cook and his pets, Serri and Miri leave Ibram to clean up while they scope out the nearby town. A quick look-see shows the village to have been taken by a force of goblinoid raiders, and many of the menfolk captured and affixed with omnious-looking collars. They ambush the detail dispatched to check on the cooksite and take one of the goblins prisoner, taking him back to the cabin for interrogation. Thanks to Ibram and Serri, the party gains much useful intelligence and begin to make their plan for liberating the villagers and securing crew for goblins’ vessel.


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00179
In which we secure breakfast...

LOG

After finally wrapping-up their business at St. Malcus’s, the gang decides to do a bit of sight-seeing – dropping in on the crystal fortress and the salt cathedral carved out of the mountain beneath it. Deciding that now not be the time to go delving into a death-trap, they return to the monastery and set out on the next leg of their journey south.

Several days in, while Vargas recovers from an inconvenient case of food poisoning, the others scout a bit inland, where they discover a small pack of worgs and the singing hobgoblin cooking them breakfast. It’s Miriam’s turn to alert the enemy by stepping on a twig, which she manages in short order, and the battle is joined. Things look a little hairy when the hobbo proves to be a professional singer and the worgs took time studying up to be savages, but the gang comes through in the end.

As the curtain draws, Serribon spots a village through a clearing in the trees. The plot thickens.

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00178
In which we take care of business...

LOG

Epilogue

<synopsis>


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00177
In which we get up to no good.

LOG

<summary>


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00176
In which we hasten the collapse...

LOG

Vargas chats with Benedict for a time before the party returns to Queensport via teleportation. When they arrive at the base camp in the Queensport ruins, nothing seems to be amiss. Ibram and Miriam prepare the barge for their return to the ship while Vargas and Serribon search for Gina. She never manifests, but they do notice a plume of smoke in the distance. They eventually set sail (or set polling) towards the smoke, and discover their ship has been set ablaze. It is a complete loss, and one of their horses is dead. They find Gina, and search the ship was attacked by the Fallen. Miriam and Ibram divert to rescue the horses while Vargas and Serribon go on a mad chase to rescue Kid from the Fallen before they sacrifice him to the Old Ones.


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00175
In which bones turn to dust...

LOG

Serribon has not had long to recover before the monastery falls under attack. A great horde of skellingtons, both humanoid and bovine, have risen from the grave to attack. They are led by a mohrg, and a skeletal rider. Ibram faces down the rider in single combat, but loses his sword. He runs off into the night to find it, leaving his comrades to hold the line. Eventually Serribon shows up to provide reinforcements while Miriam goes scouting on an undead courser named Old Skeller. The bones were piled high before they finally withdraw to the safety of the monastery walls.


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00174
In which the point is to make us despair. To see ourselves as... animal and ugly.

LOG

The time has finally come. After years of suffering, the exorcism to save Serribon’s soul had finally come to pass. Vargas elects to serve as Benedict’s second for the reading of scripture while Miriam and Ibram volunteer to serve as witnesses to keep Serribon’s body under control. Benedict’s prayers torture the demon, and eventually it resorts to taunting its captors. It cajole’s Vargas through his relationship with Bre, and it twists Ibram through his father. Finally it slanders Miriam for her past as a sex slave. Nonetheless, they all follow Benedict’s warnings to neither engage the demon, nor answer his demands. The demon, Caleb, is expelled and Serribon is finally free.


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