Summary 41
Before leaving Tairopolis, you had to persuade the Imperial Kislev River Navy boat (a bolskip) to transport you. You used the time to consider the details of where you were heading, and managed to discover the following from various locations:
Back to the adventure, you surprised the GM by contradicting your decision at the end of the last session to completely avoid river travel, and take the boat. Taking the boat down river, you passed a 'secret' fortress on the banks of the river that you were instructed not to look at. You entered the Lake and spent the night anchored at Fort: The Vsevolod. Unsurprisingly, next day you were sunk, but apparently not by the supposed river pirates, but by a lake monster. The attack began when a strange mist appeared to arise from nowhere making visibility almost nil. Whys Parr did see a cylinder approaching the boat, which exploded on contact. A second similar device finished it off. As you were hugging the shore, you all managed to swim to safety but lost much equipment. A reminder, everyone lost pretty much everything except what you were wearing and carrying. This includes your missile weapons. Jakob thought he saw a creature swimming in the water pushing something in front of him. He thought this was the same type of creature as you all witnessed later.
By land, you managed to stagger to the Vsevold Communion monastery at Korsun. There you were helped (at a modest fee) and employed by Aksel Airo (their Head) to investigate and discover who was behind the attacks on the Lake - and provide reasonable information to enable them to stop said attacks. You all signed a very onerous contract, but negotiated a fee of 6,000 Marks plus a replacement of full armour for Wolfgang, who was very pleased to have won such a hard deal. The armour turned up the next day; the monks had simply sent a couple of slaves to swim down and retrieve it! Wolf then had to hire his armour back at 1 Mark per day (first 10 paid up) until the mission is complete. The Communion is to provide all reasonable equipment for the task, but only this task.
Completing your journey, you delivered the despatches and agreed to travel to Mishka's Tower on the Lake to deliver supplies. The Admiral thought this part of your duty, but Jakob, Morgan and Whys Parr found the thought of competent wizards a useful set of contacts in themselves. You arrived at the Tower with no difficulty, although the barge provided was worryingly leaky. As a safety precaution, Wolf left all of his armour in Baku. There were a lot of supplies (you would estimate around 12 months worth?), but then the Tower had not been re-supplied in almost a year. You tied up at a (very worn) stone jetty that simply seemed to descend into the depths.
The tower is made of 'giant stonework' and has no windows. All the light, you were shown, is provided by a large oil lamp on the roof whose light is reflected around inside by lenses. They were very pleased that you had arrived as oil was short - no oil, no light anywhere! The roof is protected by a wooden cupola, now cracked and in very poor repair. Entry is through a double-doorway, whose arched corridor is protected by murder holes. The Tower is a wizards' retreat and holy shrine to Mishka as could be seen by the inside. There are four floors plus a roof level, with levels one and two only as the more 'public' access areas. There is a lot of (empty) accommodation and even more (now full!) storage space. Stairs up and down are located inside the external wall, a rather claustrophobic affair. Below the first level the steps are blocked off.
Morgan's rather abrupt attempt at demanding to be made a full wizard was rebuffed, so you determined to investigate the missing apprentice as a means of currying favour. The wizards were not too interested, but you discovered 'knocking' sounds from below. You decided that the well was a suspicious(-ly obvious!) clue and Morgan volunteered to descend. You overlooked other downward access points, although the wizards can now inform you of these - the ovens and the refuse chute. Some 100' down, he ran into a creature that chased him back up the shaft, though a vicious dagger thrust disabled the creature. Next came the process of the party agreeing an appropriate response. The wizards confirmed that they could place a small snowstorm down the shaft or ice up the walls. Others were in favour of descending here or unblocking the suspiciously blocked off lower level(s). All such discussions were thrown into disorder by the remaining seamen (two had been slain) running in, and barring the door stating that you were under attack. Wolfgang and Whyss Par ran up the stairs only to discover the same creatures climbing up the outside walls and others at the boat. They ran back down the stairs bleating. This is where we restart; you are under siege and under attack.
The following NPCs are also present:
You have pitiful equipment (once again) and Wolf has no armour.
Experience (including carried over from last session)
Jakob 50
Wolf 45
Whys Parr 95
Kara 100
Morgan 105
Thomas 100