[WFRP 2e] Renegade Princeps 30

Vaervenshyael - Female Elf Duellist

My companions
Tankred "Silver Bear" Tenneckermann - Human Artisan/Mercenary
Wilhelm Hechland - Human Pistoleer/Engineer
Doctor Johann Wilhelm Woeller - Human Physician

(Previous Notes)

Vaervenshyael mentioned assassinating the female knights before leaving, so they don't get in the way. If she is able to convince the group not to leave Sulzerberg the next day, she is going to start tracking the knights' patterns during the day, and especially sleeping patterns.

"Other than Rosehilda's headstart, I do not see any reason for us to rush out of this town. Tankred is wounded and nursing stitches. Wilhelm needs time to...feel better after his recent intoxication. I suggest we wait a few days, maybe a week, until after Tankred's stitches are removed. What think you all?"

Tankred:  "We won't need a week. 3 days at most for me to be fit."

Johann: "I should like to do this. It will be lovely to spend some time here in this town. The local authority seems to be quite welcoming of us! Yes, some extra time is not at all unwelcome or inappropriate."

Vaervenshyael: "We could collect a lot of info about our destination in three days."

Vaervenshyael asked around town about procuring some poison. The last shopkeeper she asked drove her out of his establishment and threatened to report her to the authorities if he ever saw her around town. She went back to wearing her hood up after that.

Tankred healed, and the party headed north. They arrived at the lake, approximately 3-4 days behind Rosehilda's crew, according to a campsite they found. There was an island in the middle of the lake, as advertised, but no way for the party to reach it.

Tankred swam to the island and found some rowboats hidden offshore. He absconded with one and rowed back to the party.

On the island, the party followed an overgrown stone path to an old rock foundation covered in vines. There was an opening in the foundation.

Vaervenshyael led the way into the opening. She entered a chamber with columns around the edge and a shaft in the middle. Two heavy ropes were tied from columns and trailed down the shaft. She took Tankred's lantern and slid down a rope.

At the bottom of the shaft was a large room with an alcove straight ahead. In the alcove was a sarcophagus. When Johann arrived, he translated the script to identify the sarcophagus as the resting place of Abdul Al-Shar.

Columns lined the room, arcing around the southern wall and trailing north into corridors on both sides of the alcove. The party chose the eastern corridor and followed it to large wooden double doors. The metal parts of the door had rusted with the ambient dampness underground.

Inside the door was a faultlessly carved room with painted scenes on polished stone depicting events of a great leader's life. The paint was intact. While Vaervenshyael carefully checked the painting of a pillar, Wilhelm found a carved relief hiding a secret door.

The secret door led to a beautiful domed cave. One side of the cave was open to beach abutting a river. The river flowed west to east. Toward the west, the party could hear the hiss of a waterfall. On the beach were two rowboats, tied to stone moorings. Johann could tell the moorings had magical writing, but nobody could make out quite what the symbols meant.

Wilhelm fearlessly entered a boat to see where the current would take him. Unwilling to let the pistoleer die alone, the rest of the party jumped in.

The current carried the party down the underground river to a sizable underground lake. In the middle of the lake was an island. The island had three stone statues of naked women with bird wings. Vaervenshyael hopped out of the boat to moor it to the island. She then turned toward the center of the island to inspect the statues.

Johann's warning came too late. Vaervenshyael had crossed a magical circle surrounding the inside of the island. Dust fell off the statues, and three harpies came to life to attack the party.

Vaervenshyael made quick work of one of the harpies with her rapier. Wilhelm blasted another with his firearms. Tankred eventually took down the third, and the party had more time to check the island out properly.

If there had been anything of value on the island, it had already been taken by the group that arrived before the party. There was human blood dried onto the island, and not a little of it. The party searched the sides of the large cavern and found another beach to the southwest. They hopped in the rowboat, fought the current, and arrived to hook up to more moorings on the beach.

They found two large mounds, covered in cloaks looking to belong to knights from Sulzerberg. They also found a door, leading west into the cavern.

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