Session 53, Port Ahn and Meeting with Blackmoor
Paldegora
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Session 53 – 2025-05-24
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Summary
In the shadowy outskirts of a small town, a tense scene unfolds as Tobin, a young boy, accompanied by three guards and a wagon, ventures into the night, disappearing into the forest’s depths. Brynna, a key figure in the town, waits anxiously, joined by the Company. Cal remained outside town with their horses and wagons. Brynna, scanning the darkness, her expression betraying concern. Symon, noting her unease, probes about an unusual detail—someone with green skin, hinting at possible fey in the area, which Brynna dismisses, as she knows no fey nearby but acknowledges the oddity of green skin.
Brynna, addressing the Company, requests their assistance as outsiders to scrutinize visitors during the ongoing festival, despite their original intent to enjoy the event. She assures them the matter is grave. Shortly after, Tobin returns, informing Brynna that the wagon is enroute. She sends him home, deeming he’s seen enough, and questions the guards, who reveal they’ve retrieved a dead woman’s body, as Tobin reported, now secured in the wagon. Brynna instructs the guards to watch the wagon briefly and asks the Company to wait while she consults with visiting merchants. Upon her return, she gathers everyone near the wagon to address the grim discovery.
Brynna announces that a woman, not from Middlesfeld, was found dead in the woods with severe wounds—slashes and stabs—her identity and purpose unknown. She urges anyone who recognizes the woman to come forward to aid in bringing peace to her soul and justice to her killer. Francesca uncovers the body’s face, revealing Lina Ravenshadow, a half-orc known to the group. Angelique, shocked, identifies Lina as someone who attacked her in a bar, linking her to past conflicts. The guards confirm Lina’s half-orc heritage, and Brynna, apologizing for the disturbance, dismisses them. Cassandra examines the body, noting a deep gash, a chest burn, and signs of being run through, while Eryn questions the guards about the scene, learning they found no tracks due to poor visibility.
Angelique, determined to investigate further, requests to visit the site and seeks out Cal, finding him where they'd left him. She gifts him a cloak for warmth, which he accepts, and briefs him on the situation. He agrees to skirt the town and meet them on the other side. Guided by a guard, the Company arrives at the discovery site, illuminated by a lantern’s continual light gem. The ground shows signs of a scuffle, and Cal’s tracking reveals only Lina’s tracks from the south, with no others departing, suggesting magical concealment by the killer. A wisdom check reinforces this theory. The proximity to town and the estimated time of death—within five hours, coinciding with the group’s snowball fight—deepen the mystery.
Cassandra connects Lina to the Blood Moon Syndicate, recalling their tavern attack led by Kalandra, who, like Lina, escaped but was later killed. Symon speculates about the involvement of “the twins,” referencing a letter outlining Lina’s Syndicate mission to target the group, secure a map rod and artifacts, or face Aphobis’ wrath. Her failure likely led to her death, with the burn mark hinting at magical involvement, reducing the likelihood of the twins’ culpability. Cal, concerned that the group’s presence endangers the town, urges departure. Angelique, Symon, Eryn, and X’or inform Brynna of their intent to leave, while Cal and Cassandra retrieve their horses and wagons. Brynna orders the guards to move Lina’s body north under a black cloth.
Angelique discusses her mother, Beatrice Blazecaller, with Brynna, who recalls meeting her years ago in Greyspire. Sharing their plan to leave to protect the town, Angelique requests prayers, and they pray together, sensing a divine presence akin to their experience with the Lotus Flower. Brynna gifts Angelique a scroll of blessing, urging its wise use, and assures her a place in town. Despite their plans, Brynna invites the group to the Frostfire Revel’s final dance. Cal and Cassandra stay with the wagons, but the others join the hour-long, firelit dance, which concludes at 10 p.m. Brynna blesses the town, and Angelique promises to return when safe, thanked Brynna for their inclusion.
The Company departs, traveling south for an hour to camp. Angelique attempts to heal Cal, who resists, though she sneaks in one heal. The night’s watches—Cal, Eryn, and X’or—pass without incident. After two uneventful days of travel, they reach Port Ahn, a fortified city, by late afternoon. The warmer air carries less snow, but the city’s gates are congested, with smoke and yelling deep inside the city suggesting unrest. Cal observes from a distance, unable to gauge the guards’ alertness. The group debates splitting up but opts for their cover as researchers fleeing the northern chaos, citing lights in the sky and attacks.
At the gate, Silver Spire guards inspect wagons, and the Company overhears a driver’s dispute over meat preservatives. Eryn and Symon present their story, supported by their wagon’s scholarly contents, gaining the token needed to enter. However, a rider delivers shocking news: Princess Seraphine Valoris was kidnapped by pirate Jessie Jack Johnson after her yacht was sunk. The gates close amid crowd protests, forcing the Company to camp outside. They discuss finding Captain Ambrose Hurst, a retired pirate hunter, to locate Johnson’s ship, the Blade, and decide to avoid guards and seek Hurst near the docks.
A man, Willard (Weasel), emerges, offering to guide them into the city via a secret route, presenting a letter from Benjamin Blackmoor of the Thieves Guild. Despite Cal’s distrust, they accept, securing their wagons and following Weasel, who uses magic to render them invisible and leads them through a hidden passage. Inside, Port Ahn is chaotic. Weasel guides them to a warehouse where Blackmoor awaits with food and his crew, offering hospitality. Under a Zone of Truth spell cast by Angelique, Blackmoor reveals he knows their quest involves Gregory’s diary, dragons, and the Blade, and that multiple factions pursue them. He proposes helping them find Hurst, who doesn’t work for him, to locate the Blade, which isn’t in Port Ahn.
Blackmoor shares Port Ahn’s history: fifteen years ago, pirates plagued the Emerald Sea until Silver Spire issued letters of marque, birthing merchant houses, with House Raven, led by the Primrose family, being the most legitimate. After Lord and Lady Primrose’s murder and Anita’s kidnapping, officially blamed on a half-orc pirate flying the flag with three “J”'s, House Raven's size and position declined. Blackmoor’s man, Elijah Burnside, aided House Umbridge, whose captain, Nathaniel Hawthorne, was the true culprit. Jesse Jack Johnson later targeted Umbridge, while tinkerer Fritz Grim, who created an explosive powder, is forced by Umbridge to produce it in the sewers, possibly with his sister as leverage.
Blackmoor proposes the Company rescue Grim and destroy Umbridge’s operation, offering to connect them with Hurst afterward. He reveals Cal’s father, John Laroque, was Hawthorne’s second-in-command, giving Cal a personal stake. The group agrees, and Blackmoor reunites Cassandra with his wife, Shea. Descending into the sewers with Eryn’s key, they face carrion crawlers, paralyzing several members, but defeat them. Further exploration yields dead bodies—likely Blackmoor’s men—and more crawlers, which they dispatch. A black pudding ambushes them, damaging Eryn, but they kill it. In a large room, another pudding destroys Symon’s dagger and X’or’s sword, but Cal finishes it, ending this session.
Exp: 500 + 50 = 550 for accepting the quest from Blackmoor. Exp: 947 + 95 = 1,042 the killing.
Please start the recorder.
Detail
In the darkened outskirts of a town, Tobin led three guards with a wagon into the night. They vanished into the forest’s shadows while Brynna waited. She was joined by rest of the Company except for Cal who was outside of town with the horses. “They’re heading west,” she confirmed, her eyes scanning the dark. The Company stood nearby, observing. Symon glanced at Brynna, noting her fretful expression. “You look concerned,” he said. Approaching her, he asked, “Ever seen someone with green skin? Sounds unusual. Are there fey in the area?”
Brynna shook her head. “No fey that I know of. Green skin is strange. I know everyone in town, but we’ll wait and see who it is.” She paused, addressing the group. “I’d like you to stay, as outsiders, to help check visitors. I know you came for the festival, but this is serious.”
Soon, Tobin returned, approaching Brynna. “They’re bringing the wagon,” he said. She nodded. “Go home, Tobin. You’ve seen enough.” He slipped into the crowd. Brynna questioned the guards, who reported finding a dead woman, as Tobin had described, now loaded in the wagon. “Watch it for a moment,” she instructed, then turned to the group. “Wait here, please.” She walked off to speak with merchants that were visiting and working the festival. They returned and joined the others near the wagon.
Stepping forward, Brynna addressed everyone. “A woman was found dead in the woods, bearing grievous wounds—slashes and stabs. She’s not from Middlesfeld, and we don’t know her purpose. If anyone recognizes her, speak now, so we may bring peace to her soul and justice to her killer.” She gestured for the group to approach the covered body. Francesca uncovered the head, revealing a familiar face—Lina Ravenshadow. Angelique gasped. “Yes, I recognize her. She attacked me in a bar.”
The guards confirmed Lina was half-orc. Brynna dismissed them, apologizing for the grim interruption. Cassandra examined the body, noting a deep gash, a burn on the chest, and signs of being run through. Eryn asked the guards about the scene—tracks or clues—but they admitted it was too dark, and they hadn’t looked closely. Angelique requested to be taken to the site, and Brynna assigned a guard to lead them to the site. Angelique sought out Cal, finding him nearby where they'd left him. “Cal, I have this for you,” she said, handing him one of the cloaks she'd picked up. “They're supposed to be extra good for keeping you warm in the cold.”, she added. He tossed it over his shoulder dismissively. She explained the situation, asking if he’d help investigate. Cal agreed to scout around town and meet them on the west side.
The group, led by one of the guards, reached the spot where Tobin found the body. The light from a lantern with a continual light gem revealed trampled ground and signs of a scuffle. Despite the disturbed scene, Cal’s tracking skill revealed a single set of tracks approaching from the south, matching Lina's. Oddly, no other tracks led away, suggesting the killer hid their trail, possibly with magic. A wisdom check confirmed this suspicion. The body was close to town, within sight of its lights, and appeared to have died within the last five hours—likely during the group’s snowball fight.
Cassandra recalled Lina’s ties to the Blood Moon Syndicate, the group that had attacked them in a tavern, led by Kalandra. Kalandra and Lina had escaped. Kalandra was killed north of Middlesfeld. Now, Lina lay dead as well. Symon mused, “This smells like those twins again, doesn’t it?” He referenced a letter they had found, confirming her Syndicate mission: target the group in Munville, secure a map rod and artifacts, or face Aphobis wrath. Her failure likely led to her death. The burn mark on her body hinted at magic, making it less likely that she was killed by the twins.
Cal warned that the group’s presence endangered the town and suggested leaving. Francesca, Symon, Eryn, and X'or returned to town to let Brynna know that they must leave, while Cal and Cassandra skirted the forest to retrieve their horses and wagons. Brynna instructed the guards to move the wagon with Lina’s body north, out of town, under a black cloth. Angelique spoke with Brynna, asking if she'd ever met her mother, Beatrice Blazecaller. Brynna hadn’t seen her recently but recalled meeting her years ago in Greyspire. Angelique shared their plan to leave to avoid bringing danger to their town, requesting her prayers. They prayed together, feeling a strange shift, like a divine presence, reminiscent of the feeling they got with the Lotus Flower. In a trance, they sensed a change—not bad, but significant. Brynna offered Angelique a scroll of blessing for the group, urging wise use, and assured her a place in town. Angelique thanked her, mentioning the upcoming dance.
Brynna invited the group to stay for the hour-long dance, the Frostfire Revel's final event. Cal and Cassandra remained with the wagons. At the festival, Brynna announced the dance, and music filled the air. The group joined the firelit dance, which lasted an hour, ending at 10 p.m. Brynna blessed the town, thanking all for attending, and hoped for a prosperous season. Angelique thanked Brynna for their inclusion, promising to return when safe. Brynna welcomed them back warmly.
By 10 p.m., the group left town. Cal seemed relieved as they regrouped. They traveled south for about an hour, finding a campsite off the road. Angelique tried to heal some of Cal's damage but he resisted. She snuck in one heal anyway. Cal took the first watch, which passed uneventfully. Eryn took the second watch, patrolling quietly, and no threats emerged. X'or took the final watch. The group rose at 8 a.m., traveled two more days without incident, passing travelers but sensing no sign of pursuit. By late afternoon, around 4 p.m., they sighted the walls of Port Ahn, a large, fortified city. The air had warmed, with less snow fall, though some remained on the ground.
Port Ahn's walls loomed, the largest city they’d encountered as a group. A crowd clogged the gate, causing a traffic jam. Cal observed from afar, unable to discern if the guards were on high alert. They discussed splitting into two groups to avoid suspicion as a six-person party. Symon disagreed, proposing they use their prior cover as researchers from the north, fleeing chaos. They approached, noting smoke rising from the city and distant yelling, hinting at unrest.
At the gate, Silver Spire guards inspected wagons, pulling some aside. The group overheard a driver arguing about delivering preservatives for meat to the admiralty, eventually passing after a heated exchange. A guard approached their wagon, asking their business. Eryn spoke, explaining they sought shelter after fleeing the chaos in the north—lights in the sky and attacks in towns. Symon added they were researching Nordanlun and Cold Spire’s history but fled when violence erupted. The guard, skeptical but satisfied, inspected their wagon, finding only papers and books. The guard admitted the lights scared everyone, and Port Ahn was checking all entrants to keep out trouble. He handed them a token to enter.
As they prepared to move, a rider galloped up, distributing papers to the guards, who reacted with shock. One paper landed in the snow, and Symon grabbed it—
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By Order of the Royal Valdernost Navy and Silverspire
PUBLIC NOTICE OF GREAT SORROW
Hear ye, good folk of Valdernost! On the morn of Naafall 23rd, in the Year of the Red Dragon 2365, a terrible crime struck our beloved land. The royal yacht of our dear Princess Seraphine Valoris, the light of Valdernost, was attacked and sunk while she traveled the seas. The villainous pirate Jessie Jack Johnson and his wicked crew have taken our sweet princess captive, and her fate is unknown.
The people of Valdernost weep for their beloved princess, whose kindness and grace have warmed our hearts. The Royal Valdernost Navy, led by Admiral Bartholomew Gilthonal Silverlight, will hunt this pirate with all its might to bring our princess home. We call on every loyal soul to keep watch for Jessie Jack Johnson and his band of cutthroats. Any word of his whereabouts must be brought to the nearest guard or naval post in Port Ahn, Silverspire, SeaSpire, Taro Harbor, or any coastal town. A great reward awaits those who help return our princess to us.
Let us stand together in this dark hour and pray for the safe return of Princess Seraphine!
By the Grace of Ahn and the Will of Silverspire, Lord Admiral Bartholomew Gilthonal Silverlight Royal Valdernost Navy, Port Ahn
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Suddenly, the lead guard shouted, “Shut the gate!” The gates slammed closed, and he announced they’d remain shut until morning. The crowd protested, and the city’s din grew louder, suggesting riots. The Company set up camp outside, wary of entering a city in distress. They discussed their mission to find Captain Ambrose Hurst, a retired pirate hunter, to help them find and possibly pilot the Blade, Jesse Jack Johnson’s legendary ship. Symon suggested avoiding the Silver Spire guards and seeking Hurst near the docks.
As they debated, a voice interrupted. “That’s a good idea.” A man appeared, introducing himself as Willard, alias Weasel. He offered to help them enter the city, handing them a letter. Cal drew his blades, wary, but Symon was intrigued, recognizing Weasel from the Frostfire Revel in Middlesfeld. Weasel stepped back, giving them space to discuss.
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To the Esteemed Company Clandestine,
I trust this missive finds you well, though I know the road you have traveled has been fraught with peril. I am most pleased to hear you have made it this far. Your journey has been no small feat, and your reputation as a band of formidable resolve precedes you.
It is time for me to repay the favor I owe you for your past deeds. I propose a meeting under truce and parlay, where we might speak openly and without fear of betrayal. You may keep your weapons, provided you agree not to draw them during our counsel. In return, I offer you the ancient rites of hospitality—salt and bread—and my solemn promise of protection for the duration of our meeting.
I must caution you against entering Port Ahn directly. The city teeters on the edge of chaos, and you have yet to grasp the full scope of the dangers you face here. The situation is far more treacherous than you might imagine, and I would advise you to tread carefully until we have spoken.
I seek the opportunity to bring you up to speed on the matters at hand and to propose an arrangement that I believe will prove mutually beneficial for us all. Meet with me at the abandoned warehouse just north of the docks, where my man here will show you a secret way into the city. Come prepared to talk and listen, and I shall ensure your safety while we parlay.
Benjamin Blackmoor
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Symon noted Blackmoor’s ties to the Thieves Guild, with informants tracking them. Eryn, asked Weasel about the wagons. He suggested leaving them, as he could ensure their safety. Cal, distrustful, demanded to know why he should believe Blackmoor. Weasel reminded him that they were meeting under the rules of parlay. They would be safe and free to leave at anytime. Cal told them that they should continue without him, he would take the horses and wagons and go north, effectively leaving the group. Weasel first told him that Blackmoor specifically wanted him at the meeting. He told Cal that this meeting would be important, emphasizing, “for you!”. He also reiterated that they were meeting under the rules of parlay. After some more persuasion, he reluctantly agreed to the meeting. They secured the horses and wagons in a wooded area with much grass to graze on.
Weasel stretched out a rope for them to hold. He then cast a spell, rendering the group invisible, and led them up to and along the walls. When he reached the spot where he wished to enter the town, he cancelled the invisibility spell. He pushed on several bricks, opening a hidden passage into the city. Eryn took note of the entire process and the location of the spot. Inside, angry crowds roared, and two men ran by, cursing. Weasel guided them through back alleys to an old warehouse. He knocked twice, then three times, and the door opened. Inside, a table bore food and drinks, and Benjamin Blackmoor stood, welcoming them. “Come in, have a seat. I promised salt and bread. You must be famished.”
Symon inspected the food, finding it better than road fare. Blackmoor introduced his crew: Ishmael, Lira Willowshade (a specialist), Arraon, Brandor, Hodar, Tomin (all his top men), and Thurd, Willard (Weasel), and Arean (his “correction crew”). He said, “When things are not right, they make it right for me.”. He named everyone in their group to his team: Eryn, X’or Frost Edge, Symon, Francesca err Angelique Blazecaller, Cassandra Green, and Cal-El-Dor Eryindor, urging Cal to join them. Cal stayed back, expressionless. Blackmoor offered food and wine, and his crew covered the windows and doors.
Symon remarked on breaking bread with Baron Benjamin Blackmoor of the Broke Lance Mob. Blackmoor recalling their last meetings at the Dog Butt tavern, and then the courtroom. Blackmoor dismissed discussion about a missing associate, Theo. Cal still untrusting, stayed back. Blackmoor offered Angelique a scroll of Zone of Truth, suggesting she cast it for trust sake. Cal wrote “liar” on his board, but Angelique cast the spell, covering everyone at the table. Blackmoor proposed a truth-telling game, claiming he knew their quest involved Gregory’s diary, the dragons, and the Blade. He confirmed that Aphobis, Silverspire, Bounty Hunters, and the Sahn cult were all trying to find them. He suggested that they carry something that these others want and that it had something to do with the diary. He claimed to have no interest in whatever they had.
He added that since they'd come to Port Ahn, that they were looking for a ship? Angelique answered yes. Eryn answered, “The same one everyone is looking for!”. He said that he could guess what that was, “Everyone is looking for the Blade.”. He warned that no ships would leave Port Ahn amid the chaos. He invited Cal to join them again and again Cal just stared at him expressionless. He suggested that Cal had a personal stake in what is going on and then called him by an extended name, Cal-El-Dor Eryindor Laroque. He then asked what they were looking for specifically here. He said, “You know you won't find the Blade here.”. He added, “Whatever it is, I can help you find it.”. Eryn told him that they were seeking Captain Ambrose Hurst. Blackmoor recognized the name and knew him as a retired pirate hunter. He told them that he could tell them where he was and introduce them. Symon asked if Hurst worked for him to which Blackmoor answered, “No, he does not. He works for himself.”. Symon asked if Hurst owed him any favors. Blackmoor told him no and said that he didn't owe Hurst any favors either.
Blackmoor shared some history about what's been going on here: fifteen years ago, pirates plagued the Emerald Sea. They were harassing all of the merchants. There were a lot of merchant houses then but none of them were particularly big. The Lords of Silver Spire issued letters of marque to curb the pirates, turning some pirates legitimate. Hurst has a letter of marque. This birthed three merchant houses—House Mordecai, House Umbridge, and House Raven. The only legitimate one, the one that never got into the piracy was House Raven. It was the biggest and most powerful of the houses.
House Raven, was led by the Primrose family, until Lord and Lady Primrose were murdered, and Anita Primrose was kidnapped. Official accounts blamed a pirate, a really big half-orc, flying a flag with three-“J”'s on it. That was enough to send everyone after this pirate but then the officials just dropped it. The official account was a lie. George Mary, a survivor, named Captain Nathaniel Hawthorne of House Umbridge as the attacker. Hawthorne is over all of the ships of House Umbridge, House Raven fell fast. They were attacked and raided and have only barely survived. The only remaining member of the family was Jessica Primrose. She is married to Captain Smythe who is the head of their fleet. Lord and Lady Zacharoff, cousins, came in to take over the operation but they're not really merchant minded. They have gone from being the biggest house to the smallest.
Blackmoor revealedhe had a man in House Mordecai, Elijah Burnside. He is a master with the books and able to keep two set of books flawlessly. He was skimming, from him and even from me. He started aiding House Umbridge in targeting my smuggling ships. A year after Anita’s kidnapping, Jesse Jack Johnson reemerged, attacking Umbridge ships, nearly catching Hawthorne, who stopped going sea after that.
Fritz Grim, a tinkerer, vanished after creating an explosive powder. Blackmoor demonstrated the powders power by igniting the powder from Eryn's canister that she'd poured out for him. This was the powder that a Broke Lance Mob member had given her back in Frosthaven. The powder showed great explosive power. That powder is why Fritz is missing. Umbridge was forcing Grim to produce it in Port Ahn’s sewers, possibly holding his sister hostage to make him do it. Blackmoor had sent three teams sent to stop it. None ever returned.
Blackmoor added that Umbridge was having Fritz manufacture this power to outfit his ships. He told him that once all of his ships were outfitted with this powder, it would be too late. It would all be over. He would run the city of Port Ahn then. He is a cult of Sahn follower and the terror he would bring is not something anyone would want to see happen.
He proposed the group rescue Grim and destroy the operation, offering to introduce them to Hurst afterward. Cal’s father, John Laroque, was Hawthorne’s second-in-command, and one knife-in-the-back away from taking over the whole operation. That gave Cal a personal stake in all of this. Blackmoor asked if Eryn still had the key, that would open the door. She felt he must have meant the key that the Broke Lance Mob gave her and answered, “Yes!”. He warning of tight security down there or even something down there that would be very difficult to deal with. He thought their group would be perfect for the task.
The group deliberated, noting Blackmoor’s self-interest but also the merits of stopping Umbridge’s weapons. It was also evident that Jessee Jack Johnson likely didn't kidnap the princess. Naming him as the culprit would help Hawthorn deal with him by having the royal navy join the hunt. They decided to rescue Grim and his Sister. They let Blackmoor know. He brought out Shea, his wife, knowing that she and Cassandra would want to see each other. They were thrilled to see each other. Shea let her know that she was not only safe, but very happy.
Cal removed the manhole cover, and they descended fifteen feet, then twenty more down some stairs, to a locked door. Eryn’s key unlocked the door, revealing a damp, stinking hallway. She checked for traps and found none. She led them through sewage, finding no markings or indications of a path to follow. At a junction, two carrion crawlers attacked from the disgusting muck. Eryn dodged one hit. Cal was eventually paralyzed.
X’or moved Cal out of the way. On the next round, he was paralyzed as well. Symon cast a light spell on a sling stone to light up the area. Angelique’s bow struck true, and Cassandra knocked over X'or so she could get by him. She charged a crawler, knocking it back so everyone could see it and attack it. Symon’s magic missile and Eryn’s attack weakened each of the crawlers. Eryn was hit and paralyzed after that. They finished off the crawlers and waited out the paralysis.
Continuing, they found dead bodies—likely Blackmoor’s men—yielding 15 gold pieces. They found three dead ends before they found a circular chamber, two more crawlers attacked, paralyzing Eryn and Cal. X’or’s critical hit along with the rest of their attacks finished them off. Beyond a gate to the south, a dry hallway led to a door. Eryn opened it, finding steps descending to another dry area with a body, stripped to bones. Further on, a black pudding dropped from the ceiling, dealing Eryn 10 acid damage. They battled and killed it.
They continued on down another section finding a large room with another body that is mostly just bones. They found another room south of that and another black pudding. Eryn got a great first hit and Cassandra followed up with a hit as well. Symon hit it with dagger but the dagger didn't survive. As it returned to him, it melted away, damage from the acid had destroyed it. X'or hit it and his sword dissolved. Cal finished it off. This is where the session ended.
Exp: 500 + 50 = 550 for accepting the quest from Blackmoor. Exp: 947 + 95 = 1,042 the killing.
Please start the recorder.
