Summary 43

The assault by the bipedal lizards is eventually beaten off after you descended into the labyrinthine levels beneath the tower. High points were a 'lizard god' mechanical construct that managed to do more damage to itself than you, discovery of a range of statuary and interesting wall inscriptions (describing the history of the Gospodar peoples) and some religious furniture. Sadly, all of this is now under water as an explosion ripped a whole in the wall of a lower level and flooded it all out. The tower seems sound. The lizardmen seemed to be under the power of the mysterious hobgoblins, who controlled them via a machine that produced sound and a brazier producing pungent smells. A mysterious hooded figure appeared to be in command and was apparently responsible for flooding you back up the stairs. All the evidence and any treasure were lost in the flood.

You spent much time in the company of the wizards, recovering. Jakob, Wolf and Morgan all joined the Order. You can all gain D6 social level points. The others refused. As you were beginning to get bored, a boat appeared and a man alighted and entered the tower. You were sent to greet him as the wizards were too busy.

Alexei Quist tells you the story of the death of his father. He wishes you to help him and offers you 10% of the gross hoard recovered. Claes Quist, a successful businessman, well-respected alderman and senior master in the Futterinnungsmeister (the Guild of Forage Merchants) is dying and swears that his wife will have none of his money. He buries it secretly and then dies and swears on his deathbed to return from the dead to protect his hoard should it prove necessary. This upsets all his family, some of whom believe that they could grab the money from the wife. Not to be swindled out of her 'dues', the wife hires a diviner to search out the hoard, and is accompanied by other members of the family to keep an eye on her and their share (or lack thereof). The diviner finds the hoard after a host of magical evocations, but a series of hauntings take place and everyone flees the site. Hiding in the house that night, the haunting continues as furniture is thrown about, walls rattle and crockery is smashed. The diviner agrees to return the following day to try again, together with exorcism materials. Alexei decided to visit the Order for someone he can trust (or buy!).

 

Other characters:

 

You take boat for Bocholt (though Wolfgang whines as he cannot retrieve his armour), narrowly missing another attack by the sea creature. Kara fends off a (metal) projectile with an oar and you become more suspicious of the nature of this 'thing'. Morgan seems to drive it off with his fireballs.

 

Experience 
Jakob  30
Wolf  30
Whys Parr  60
Kara  90
Morgan  70
Thomas  100