Back at the Fox’s Respite, the group of new friends gathers together over a pint of ale to discuss the day’s adventures. Many of the party members are concerned with their recent inability to gain access to the magic they have been studying. As they continue the conversation, the door bursts open and in walks a dwarf. Glaive waves to the dwarf and invites him to their table. Willem is a member of the Kaveri and took advantage of a slight warming of the weather to make his way into town. Willem has not noticed any issues with his magic, but agrees to help the party figure out what is causing the disruption.
Holcombe inquires of other guests at the Fox’s Respite if they have been having issues with their magic. The party quickly determines that anyone who stayed the night at the inn has not been able to regain their spells.
The party heads to the Spillway and over to the other side of the peninsula. Taking refuge at the Wolves’ Den (a Sea Wolf tavern), the party goes to sleep convinced that their troubles will soon be over. However, most everyone sleeps fitfully and no spells are regained!
Meanwhile, the small magical stone that the party recovered in the Spillway keeps disappearing from Sinead’s pockets and ending up in the pockets of Reegar. Eventually, the party tracks down a scroll of Identify and determines that the stone is cursed and gives off an aura of sleep disruption.
In discussing a way to remove the curse from the stone, the party goes to visit a temple to see if the priests might be able to help. They agree that for a price, the party’s help in clearing out their sepulcher of skeletons, they will remove the curse.
It does not take very long to clear out the skeletons, but the party did suffer some wounds. The priests thank the party for their help by removing the curse and then providing the group with a handful of magical items.
Once the curse is lifted, the entire party immediately retires to their beds in order to regain their spells.
Thoroughly rested, the group heads back into the Spillway towards the Fox’s Respite. Stopping by the Diabolist’s part of the dungeon, the party notices he has taken on the little boy as an apprentice. He asks the party for help in procuring a number of items – sulfer, water from a water elemental, and hell hound’s teeth among them.
Once back at the Respite, the party hears a rumor that a large warehouse has been invaded by troglodytes and the owners are offering a handsome reward for help in clearing them out.
The party agrees and battles the foul creatures. Glaive gives everyone a potion of anti-toxin, to help offset the stench of the building. The party adventured forward into a the building, hearing the doors lock behind them. They knew what they were getting into, but would they be able to get out of it? Sinead unleashed a mighty entangle spell, blocking off most of the main floor and prevented the trogs from being able to swarm. Reegar took to the second floor, and started to fight the spear throwers from the second floor. Holcombe and Glaive started around the entangle to take the fighting to the trogs, Willem offered support to Sinead, and Arriana played in the background. Sinead boldly drew fire from the trogs from behind her new barkskin spell, allowing Glaive and Holcombe to start taking out the trogs on the bottom floor, and Reegar to start attacking those on the second. Willem seeing that Sinead knew what she was doing was not going to allow the fight to happen without him, started making his way around the building. Reegar finds himself flanked, and proceeds to toss one of the trogs off the edge, Glaive slices though another of the trogs in his path, the body not hitting the floor as his boot steps on it to push forward. Holcombe takes to the second floor to assist Reegar, Willem and Glaive meet in the middle, two warriors that have shared time on the battle field together before reunited in this trog hunt, and Sinead deflecting spears chucks rocks at the entangled and helpless trogs. With a series of mightly leaps, Reegar leaps from the second floor, using the downed trog as landing pad, leaps to another set of boxes and throws a mind blade spear throwers by Holcombe. Holcombe takes out the other spear trogs and joins up with Glaive and Willem cutting through a small swarm in the middle, Sinead continues to draw the fire of the trogs, and allows the group to only have to deal with masses in small groups. It is about this time that the effects of the trog stench start to affect the party. With Holcombe and Sinead being the first to become overwhelmed by the stench while Willem fights through, the stench not bothering him, to Glaive, who did not seem to be affected in the slightest. Holcombe and Sinead break ranks, trying desperately to grab fresh air, leaving Reegar, Glaive and Willem to finish off the trogs.
With the last of the trogs defeated. The doors are opened, daylight and fresh air start to permeate the building. The Warehouse manager orders part of the wall removed to help air out the building and the party goes through finishing off any eggs, and trogs on the verge of death. The party begins to notice something about the warehouse, it is packed to the brim with unrefined silver, and other metal ores. Normally, it is easier to process ore on site of the mine, or ship in small amounts, this takes planning and money. The party is paid well for their troubles and they got to keep the small amounts of magic that trogs had one them.
Magic items from both fights:
2 scrolls of Knock (one goes to Arriana)
2 scrolls of Fireball (one goes to Arriana)
scroll of Identify
Quall’s token, tree
Potion of +3 shield of faith
Potion of CMW
Wand of lesser vigor (fast heal 1 10rds) X 10 charges
5 X sleep bolts
Potions of Bull’s STR
Wand of CLW X 10 charges
Wand of Enlarge X 10
Gladiator Gauze (free action to stop the affects of bleeding) X 2
Crawling Tattoo of Concussion X 2
Gold total of 2400gp or 400 gp each.