Casteel, Apfel, and Dangerbear arrived on the island after having spent two weeks on a boat. While Apfel was making friends with anyone who was remotely kind to him, Dangerbear spent his time declaring himself a master assassin and throwing trade coins at those he considered to be lesser than he. Quite nimble, the dwarf Apfel managed to catch 5 of these coins as Dangerbear watched, amused by the antics of the dwarf. Casteel couldn’t be bothered, and frankly seemed to quite loathe the other members on board, keeping mostly to herself.
As the boat neared the isle, they noticed quite an interesting tower. The tower’s initial construction had it standing straight, tall, and proud, until it dramatically angled to the right. It could then be seen that the tower sharply angled to the left, was then built horizontally before straightening out once more. All along the awkwardly built portions of the tower were chimneys, spewing out unique colors of smoke. As this was not their current destination, the adventurers on the boat paid it little heed after their initial astonishment.
Upon arriving at the island, they were accosted by a human, demanding identification. Realizing that certain people on the boat were adventurers, he regretted his chosen occupation. Once he collected unsatisfactory information, the adventurers quickly ignored him, and shifted their attention to some commotion happening further along the docks.
It appeared as though a half-orc with a remarkably disfiguring hump was being attacked by, and attacking, a human who had just disembarked the boat. While the cause of the fight was not overheard, the sheer intensity drew quite the crowd. One of the dwarves, Apfel, added to the commotion by claiming it was a race war. In fact, if one were observant enough, one may have also seen a shrouded figured taking bets.
Oddly enough, the half-orc was being thoroughly thrashed by the human, until he seemed to take note of his surroundings. Quickly adjusting his strategy, he forced the human further and further towards the water, until finally, with a mighty heave, pushed the human into the water, signaling an end to the fight. The shrouded figure returned some bets but kept others, preying on the gullible and telling the rest that since none had died, the fight was considered invalid.
Suddenly, the commotion continued as the human could not swim. The half-orc merely grunted and proceeded to ignore his plight, but the shrouded figure quickly jumped in and managed to save the human. He quickly mitigated his good deed by picking the man’s pockets.
Thus, the half-orc and shrouded figure met. The half-orc noticed the two dwarves, standing some distance away, and recognized Apfel, who had assisted slightly with his taunts and shouts. Upon some deliberation, the female dwarf deigned to speak with the non-dwarves approaching them, not failing to notice and comment on the half-orc’s lack of fighting prowess. Unable to completely dispute this, the half-orc attempted to justify it, and the topic was quickly changed.
The topic quickly changed to why people came to the island, for the treasure and for the fame, with the half-orc claiming prior knowledge of certain portions of the dungeon. Add the group discussed shares, they were set upon by a thin human boy, going by the name of “the Ladybug”, “the Shadowbug”, and “the Lightbringer” simultaneously. Entranced by the concept of being famous, he quickly became determined to join the party, especially once the half-orc (who kept changing his name) let it slip that he was a member of the party that slew the troll, deep within the dungeons of the castle tower. The half-orc set a test for the boy to determine his suitability, mostly to get the boy out of earshot.
Discussing the feasibility of having a Lantern bearer, the party decided to take him along, though they doubted aspects of his sanity as he claimed he could read and write, yet clearly could not, and used some of his meager coin to send another urchin to enquire whether the group had noticed his hiding location. It was decided that they would take him, giving him additional fame and none of the treasure. If he proved too inconvenient, it was agreed that he would die in the dungeon “accidentally”.
Incidentally, the box behind which the boy was hiding had managed to move up some 30 ft without the group noticing, so engaged were they in their conversation. This impressed the half-orc, and was indeed a contributing factor, as the boy demonstrated some skill aside from being easily excitable. In honor of the boy joining the party, he was dubbed “Traptester”, a name that thrilled him beyond measure and brought great concern to anyone else.
Agreeing to form an adventuring party, the half-orc generously offered to share the spoils from his previous forays into the castle dungeon. The dwarf, Apfel, took two divine icons, the shrouded Dangerbear took one icon, and the female dwarf Casteel took 6 torches, a Lantern, and two flasks of lantern oil.
The half-orc led them on a tour through the town with minor incidents spicing up the quiet town. It was learned that the owner of the Adventurer’s Inn was profoundly racist towards orcs, and immediately pulled a loaded crossbow on the orc as he entered the building. Beating a quick retreat outside, the half-orc proceeded to flip some tables due to his extreme ire. Upon asking if they could use their current gear as leverage towards a discounted rate on a private room, the party learned of storage rooms in the back of the inn, going for the price of 5 silvers per month of storage. While the price was good, they decided to return one they actually had something to store.
The party’s next stop was at a domed building, home to a group of clerics from the church of everlasting hope, known also as “The Caregivers”. The half-orc required some healing, due to the encounter at the docks, but refused the chance for free first aid. He donated much silver to the order, yet was unable to get any particularly satisfying result from them. The clerics justified their keeping of the orc’s silver, claiming that the whims of their God were not to be understood by mortal men. This served only to enrage the orc, who proceeded to flip a few tables, and quickly exit the building.
It was soon time to enter the dungeon. The half-orc led his party across the town down into a ravine, where the tower stood, seemingly harmless. The adventurers attempted to gain entry but were thwarted by the guards who demanded payment. The shrouded figure, Angerbear, managed to negotiate away one monthly pass from the guard, the other claiming to have long since sold his. This monthly pass would allow the bearer unlimited access within the 28 day period. The rest of the party, unfortunately, were forced to pay 2 silver pieces per day to gain entry.
Finally, despite many challenges, the party was able to enter the dungeon. They descended a spiraling staircase, winding up in the middle of a circular room with many doors. After some deliberation, the party decided to open the metal gate at the southernmost portion of the room. Apfel decided he should lift it, even though Traptester was ready and eager. This resulted in two arrow shafts being lodged in his body. Opting to retain the arrows, no first aid was given, though his movement was severely hampered, rendering Apfel unable to run without serious injury. Examining the gate, they found that wires had been attached, though one was now broken.
As the gate was now open, the party figured they may as well continue down the corridor. They sent in Traptester, who was promptly shot with an arrow at the next juncture and passed out. The party saw green figures that quickly darted away. Deciding they would no longer stand for being hit with random arrows, the party decided to follow the creatures, but opted to move carefully, sending their master assassin, Dangerbear, in first to scout. He stealthily made it around the first corner, where, in the middle of the passageway, his leg brushed against a wire, releasing a rather large stone block from directly above his head. Through virtue of his amazing agility, Dangerbear was able to escape unscathed.
Suddenly, two brown fuzzy heads appeared from the intersection that the party had ventured from, both creatures bearing crossbows. They fired wildly, missing absolutely everyone, threw down their crossbows and beat a hasty retreat. The party began to move towards the fuzzy brown creatures but it was too late, they were long gone. As some of their party was injured, the group retreated back up to the surface and to the domed building of the caregivers. The half-orc, still resentful, remained outside.
Once inside, Apfel began trying to barter for free healing by bringing out one of divine icons in his possession. The resulted in much muttering from the clerics, and two of the clerics began to insist that all members of the party that were inside walk with them to meet with the head cleric. The pair introduced themselves at the door to their destination as André and Halamar, and ushered the group inside.
Once inside the circular chamber, the party was introduced to Tender Rowling, head of this group clerics. He questioned the party as to how they obtained the divine icon. Apfel told a half-truth, that it was found within the dungeon by many bones. While this was indeed true, it was not Apfel who had discovered it. Tender Rowling informed the party that this particular icon had belonged to one of his clerics, a man named Malakar. He and another cleric, Sulin, had entered the dungeon but failed to return. The order had heard rumor that the church of agony worked within the dungeon walls but could find no proof.
Tender Rowling requested that, should the adventurers find the bones and/or the other clerics icon, he would be extremely grateful, to the point of free heals and potentially opening up the order’s coffers to dispense a monetary reward as well. He also said that should the adventurers find the location of the church of agony members and stronghold, his church would again be grateful and forced into action to deal with them. How they would do this was not mentioned, but the conviction behind his words carried no doubt that the caregivers would find some way to rally. As an initial token of thanks, Tender Rowling healed the wounded members of the party free of charge, including Traptester.
The party chose to descend into the dungeon once more, now being fully healed. They chose a different for this time; a locked door. Fortunately, Casteel’s skill with a pick was great enough to overcome the lock in a few short minutes. Behind the locked door lay a small room, containing many broken glass containers, along with three unopened containers of various substances. As they opened the containers one by one, the contents began to be revealed. The first was something long decayed, disgusting to the nose. The second appeared to be a container of sand, and as it poured out, nothing of interest was revealed. The third appeared to be wine, long past it’s prime. The half-orc smashed the containers with their contents, disgusted by the lack of value.
The party returned to the central room, eyeing the wooden door. Summoning Traptester, they moved to open the door.
The door opened easily, and behind it the party found three bookcases brimming with books that had not been touched in ages, as evident by the layers of dust surrounding them. Unable to read the books, the group decided that the books must be worth something, to be found within a locked room, and decided to take the books out. Making a few trips, the books were deposited in the center room, and then carried to town in backpacks, sacks. The quantity of books were so great that, unwilling to leave their spoils behind, the adventurers decided to carry the third shelf, books and all, rather than leave it behind and risk another adventurer claiming what was rightfully theirs.
Upon depositing the books and returning to the dungeon, the party established there was nothing else of value, and continued through the a nearby door. Unknown to the adventurers, the stone just beyond the doorway held a dangerous trap. Carelessly venturing forth, the pressure plate trap was activated, and a javelin burst from the far wall, nearly hitting some members of the party. Cautiously examining the room, the party found there was another door to their left, along with a tapestry directly in front of them, hiding them mechanism for throwing the javelin. The half-orc was furious, but (relatively) quietly instructed Traptester to take some water and sprinkle it gingerly around the room, seeking to find any more stones where the water would disappear down through the cracks. Traptester threw the water around carelessly, causing the half-orc to completely lose his temper. As Traptester basked in the half-orc’s fury, the door to their left suddenly opened, revealing three small green-skinned creatures who immediately attacked.
The party dispatched them easily within minutes, and, to ensure no further mishaps would occur with their party, etched an angry face onto the stone that contained the pressure plate trap. The group continued to explore, and eventually returned to the main room to open the final door. They were shocked, and please, to find the rear ends of another pair of green-skinned creatures, elbow deep in a chest. Moving quickly, the two assassins flew up to the creatures, and within seconds, dealt with the creatures. Grabbing their treasure, the party decided they had had enough for the day, and proceeded to leave the dungeon.