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    Canonfire :: View topic - A Lendore Island Campaign
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    A Lendore Island Campaign [ 1, 2  Next]
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    Adept Greytalker

    Joined: Apr 21, 2013
    Posts: 378
    From: Minnesota

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    Sat Aug 27, 2016 10:15 pm  
    The golem

    Southar, Zalco, lantern and the golden shield before him, moves up the passageway towards the approaching horde.

    Dalic jumps up from his knees. Tathar carefully approaches Dalic. After hearing the sound of the enemy, Dalic charges forward seeking combat. Tathar is wise enough not to try and stop the battle raged duergar.

    Cirdan tries to wake Grimlock but the half-elf does not respond. In a display of his strength, Cirdan lifts Grimlock and throws him over his shoulder.

    Kuba, in the lead element of the group holds his ground and prepares for battle.

    Speck stays near Breymeer who appears yet unable to fend for himself.

    Bofor and Bhut arrive from the rear.

    A sound echoes down the passageway that raises the hairs of one’s neck. An immense impact of iron on stone is heard. Every few seconds the sound is repeated as if the gods themselves were hammering the stones of the mountain.

    The distance to the sound cannot be judged for it is too far off and echoes through many chambers. There is one thing that is certain; it came from deeper in the mine.


    Southar & Dalic cannot hear the sound of the approaching horde over the heavy footsteps of the charging duergar and considerable softer snake-man.

    The pair round a slight jog in the passageway that takes them a little right and then back to the left.

    Quickly thereafter, Southar’s lantern light glitters off the dull chain armor and shields of three dead dwarven soldiers/priests. They are positioned in a defensive wall, one up and two behind. All three are chanting or praying in some fashion.

    The attack is immediate. Southar and Dalic are met by a flying hammer. Dalic handily deflects the missile with Delven Bastard. The hammer turns and continues to harry Southar and Dalic.

    A sudden fear comes over Southar at the same time both adventurers feel a sluggish pull on their muscles.

    Dalic remains unaffected by the spellcasters. He throws a seemingly unintentional wild elbow in Southar’s direction and then rampages on. The hammer follows Dalic like a barn fly. It hammers in vain upon his plate mail armor. The undead dwarf at the lead of the trio controls the hammer.

    Southar fights the power that stiffens his muscles. After a few hard fought steps, Southar regains his vigor, sets down the lantern and charges ahead just behind Dalic.

    “Did I not speak the truth! We are invincible!” cries Zalco.

    The dwarf soldier/priests attempt a shield wall.

    Dalic smashes into their line slashing with his bastard sword. His first blow is blocked by the lead dwarf’s shield. Sliding between the shields, his follow up strike cuts deeply into the head of the second dwarf who stands on Dalic’s left (16, 8/24).

    Southar attacks the third dwarf. Zalco cuts through the rusty shield and it’s the dwarf’s neck (12, 5/17). The blow exposes the dwarf and Southar brings his shield into play, swinging it sidearm. The edge of the shield catches the dwarf at the eyebrows and its head is destroyed. It flops over unmoving. “Another one bites the dust!” cries Zalco victoriously.

    The dwarf ahead of Dalic reaches out and touches him on the left shoulder while cursing the duergar. The evil touch causes Dalic pain (4, 29<34>/40(49)).

    The heavy pounding sound, nearly rhythmic, continues but does not appear to be coming noticeably closer. It resembles immense footsteps.


    Kuba leads the charge up the passageway. He moves carefully to avoid an ambush or trap.

    Bofor, Tathar and Cirdan follow. Cirdan still fireman carries Grimlock.

    As they move forward, over the sound of combat, Zalco’s voice can be clearly heard, “Another one bites the dust!”

    They can see Southar’s lantern light just around the bend.

    Breymeer cannot move yet and Speck stays behind to protect him. Bhut also remains behind but moves ahead of Speck to the tee intersection to watch both ways. The halfling watches the rear.

    The heavy pounding sound, nearly rhythmic, continues but does not appear to be coming noticeably closer. It resembles immense footsteps.


    Dalic continues his onslaught, chopping through the right shoulder of the zombie before him. The body and arm fall separately to the floor; defeated.

    The sole remaining continues to command its floating hammer against Dalic who easily blocks it with his shield.

    Southar engages the final zombie. He strikes, leading with his shield. The zombie steps away from the force of the blow. Southar swings Zalco but the blow is defected off the zombie’s shield.

    The battle continues while Kuba comes into the lantern light. He moves carefully up towards the battle.

    Behind Kuba, Tathar appears. Then Cirdan carrying an unmoving Grimlock. They are followed by Bofor.

    Down the northern tunnel, deeper into the mine, the heavy pounding sound continues.


    Bhut remains vigilant at the tee intersection. The sound of the melee continues up the passageway.

    The heavy pounding sound also continues but much farther away.

    Speck watches the rear as Breymeer remains fixed and unresponsive.



    The heavy pounding from deep in the mine continues as the battle comes to an end.

    The final zombie falls under the blows of Delven Bastard and Zalco. Southar is careful to keep his distance from the battle crazed dwarf; he keeps the golden shield up in case the berserker sees the snake-man as a threat.

    As the zombie drops, its spell-enchanted hammer disappears.

    Most of the group begins to re-organize near Southar and Dalic.


    Speck and Bhut remain with Breymeer guarding the helpless warrior.


    A strange thing happens next. Those harmed by the hook armed bone fiend have their injuries fade until the hurts are gone completely as if they had never happened. Breymeer, Cirdan, and Bhut all have injuries disappear.

    Bhut is the most affected. He now stands completely healed.

    Cirdan feels a strangeness among his belongings. Checking, both of the tails from the hook armed bone fiend have disappeared completely leaving no trace.

    “Illusions!” guesses Cirdan with his spellweaving background, “The damnation was an illusion!”

    Over a period of several minutes, as the party deals with the changing events, Tathar’s torch burns out leaving the illumination to the lanterns held by Southar and Bofor.

    Dalic shrinks back down to his normal size. Exhausted, and having no more enemies to face, the duergar collapses against the tunnel wall, physically spent from his fighting.

    Grimlock slowly regains use of his body and comes out of the enspellment. Breymeer soon follows; again standing under his own power.

    Kuba, Speck and Breymeer join the group in the passageway.

    Finally, the heavy pounding ceases. It never appears to have come much closer and certainly does not threaten to approach now. Somewhere, deeper in the mine, whatever caused the sound has come to rest.

    Dalic stands, wipes the foam from his mouth and checks himself over. For the most part, he remains relatively healthy suffering a few minor cuts and bruises. “Aye!” he speaks, announcing his readiness.

    A calm and quiet settles upon the passageway. The only sounds are those of the party; a creak of leather or the shifting of chain or plate armor. The rest of the mine is a quiet as death.

    Dalic approaches Tathar and asks the elf priest to administer whatever aid he can to his head wound (+2, 31/40(49)). Grimlock gets in line to have his head bandaged as well (+3, 17/29(32)). The priest quickly has the two wrapped in strips cut from cloak and blanket.

    Looking over the party, Tathar can see everyone is relatively healthy. Only Cirdan and Grimlock have wounds and they are not severe.

    Bofor, appearing to analyze the party as well, states, “I suggest we continue exploring under the initial plan. Keeping to the right most tunnels.”

    Cirdan counters, "I recommend we rest, regain our strength, study our spells then continue, fully prepared to meet this creature and destroy it. I have no desire for my body to find its eternal rest in this place!"

    Kuba seconds the motion, "I agree, now that things are quiet we might want to take time to rest."

    Speck adds, as he plugs his nose and waves his hand fanning the stink of Kuba away, "Yes, and maybe clean up a bit." Moving away from Kuba and towards Grimlock he says, "I'm hungry. Maybe we should stop a while and have something to eat and figure out our next move."

    Grimlock, looking dejected, is the most beat up looking party member. He questions the duergar, “Dalic, how long for his will to return after Foesmiter left you?” He looks to the party in general, “I need a few minutes to rest. I wish to rest and eat some rations.”

    Grimlock sits against the passage wall. He looks to the snake-man ranger, “Southar, thank you for your help although I wish you to return Zalco to me when my will has returned. Will you do so?”

    Zalco answers in elvish, “I choose to stay with Southar. Should you find yourself worthy again, half-elf. You can pry me from his cold, dead hands! There is a priest to slay in vengeance for Foesmiter. One of you, should you be brave enough, shall fulfill this destiny.”

    The elves translate the statement for the rest of the adventurers.

    A pause follows and the group settles in for food and a breather. Speck drops down next to Grimlock looking at him with concern. He pulls open his pack and pulls out food and water for the half-elf.

    In the quiet that follows, with each adventurer silently contemplating the current situation, Tathar uncharacteristically speaks. In a quiet voice he states to no one in particular, "I have seen what the dwarves uncovered." His eyes close for several moments as if recalling his thoughts. "We will continue through a cavern of sparkling ice. We will descend a stone stairwell that enters into a cavern with large pools. In a rectangular room we will find a statue cut from reddish stone. It is of a devil. A huge statue with huge ruby eyes and horns that sweep back from its head." He pauses a moment and then opens his eyes. He looks at the party members with a primal fire burning in his eyes. "This, Sehanine has shown me! Her message is this: If we do not persevere and rid this delve of the evil that inhabits it, many will die.”
    Dalic, unfearing, offers his sword, “I am prepared to continue.”
    Bhut, Bofor, and Southar pledge to continue.

    The group is refreshed some by the rest but it is cold in the tunnel and once the group pauses, it causes the sweat to chill and the adventurers to get a chill.

    The group spends about ten minutes at rest, eating, changing bandages, etc.

    As the group packs up and prepares to move out, Grimlock voices a complaint to Tathar, “I do not understand what got into you but I hardly agree with you abandoning me when I was alone fighting zombies. You left me alone. Why? It almost cost me my life if not for Southar. I was alone and you returned to aid eight companions.”


    When Speck opens his pack to give food and water to Grimlock, he slyly motions into his pack indicating the loot and give a quizzical look to Grimlock. Using thieves cant, the halfling hints that he wants find out if he has some magic items.

    During the muster to continue, Cirdan approaches Grimlock and questions him privately. Cirdan asks Grimlock how he fares and finds the half-elf weak of will but otherwise normal. Cirdan asks Grimlock if he recovered Paelae's spellbook.


    Tathar looks calmly at Dalic, “When you were drained by Foesmiter. Did the power of Sehanine give you strength of will?”

    “Aye,” answers Dalic.

    Tathar approaches Grimlock, “When I left you, you were in no danger. I am not obligated to follow you to death because you were possessed. Hold still . . .” Tathar takes a hold of Grimlock and prays to Sehanine, asking that his strength of will return to him (+4 wis, 8/12). Grimlock is noticeably improved.

    Tathar backs away from Grimlock, “I am now of little use to the company as a healer. I must rest and pray to Sehanine. I vote for falling back to a more defensible position and taking an extended rest.”

    Grimlock, standing straighter, asks the entire group but specifically calls out each member who was with Paylea when she died. “Why was she left behind? She was incredibly important to us and a friend. In addition, her spellbook was not retrieved which would have served us well now. We seem to not care what happens down here. Are we under some kind of enchantment? We are leaving companions behind! There are illusions of injuries and walls, how can we trust images from gods? This all sounds to be something too powerful for us to deal with especially in our weak state; by which I mean our ability to use magic. Both Tathar and Bofor are sapped of spiritual strength. I vote we return to the first level and fortify and rest. If we are worried about a black blob then ready any fire we have. I would rather fight it now and clear out our retreat then proceed and have to flee through it in even a weaker state.”

    He next focuses on Southar. “For the matter of Zalco, Southar, I am not asking Zalco to return to me . . . I am asking you if you will return it when I am able. If you are choosing not to, I would ask you to do two things for me. First, place it out the ground and all of us should step back from it. I have had the pleasure of both Zalco and Foesmitter being in my head; I know a great many things about both of their plans and how they intended to carry them out. Even more interesting is they did not always agree on the ultimate goal they each have. This I will comment on further after Southar responds with his actions.”

    Southar looks coldly at Grimlock, “You were too weak and now your greed wissssshesss the blade’ssss return. Zalco and I will be moving deeper into the mine to finisssssssh thissss tassssk. I fear not devil nor priest.”

    He begins to walk slowly backward heading north down the sloping passageway.

    Bofor cautions, “I am for pressing on, but would warn those who would want to stay and rest, the treasure belonging to the dwarves and the mine are not yours for the taking.” The looks from Speck to Grimlock before breaking his gaze and following Southar.

    Dalic concludes, “I fear there will be just as much resistance back up the mine facing undead. I am steadfast to make the final leg.” Dalic joins Bofor and Southar.


    Speck votes, “I will happily go back for a day's rest.”

    Kuba looks at his dung covered clothing, “I need to clean up a heal a bit but if the majority wants to continue, I am able to fight on.” Speck shugs, “I will follow the big guy, he has kept me safe so far.”

    Bhut, having come into friendship with the crazy duergar, votes to continue on.

    Cirdan has already voiced his opinion to rest and regroup.

    Breymeer holds his tongue and watches how the scenario plays out.

    Dalic quickly interjects having seen the decision go a certain way in the past, "Whatever the decision, we must not split up. I fear we will all fall victim to the Delve should we not stick together. We can make quick work of nearly anything we encounter if we remain together, just look at the enemies we have faced since regrouping in this lower section. No more than a few moments pass from their appearance before they are no longer a threat when we focus our efforts. The same will be true of what lies ahead. Those unable to contribute but save for the most dire situations must and should do just that. Save your strength if you must, but destroying the evil ahead may be the only way to grant safe passage back to where we came from. We have able bodies for melee and range, armed with weapons that can kill the mystic vile things that lurk here. Let those able to cut through to our final safe return. The magicks can be spared for the final push iff'n need be but we must finish ahead if we are ever to make it back.”

    Grimlock, putting off Dalic’s words for a moment, lowers his voice so that Southar cannot hear him, “We must be quick as he will charge on as Zalco has taken control of him. We cannot abandon him but we cannot proceed as it will be to our doom.”

    “Does anyone have anything to hold him and if not I suggest we take him by surprise and overbear him. That sword must be removed from him and stowed. It will be needed for the final tasks to be completed.”

    “I vote we overbear him if there is no magic which can hold him. All those in favor, say Aye.”

    Dalic continues, calling after the snake-man as he walks away from the group, “Southar there is no point in hiding the fact Zalco is swaying your actions. Grim and Dalic hab' both felt it an' I know more than I ever knew how ta tell a possession when I sees it. We will free you yet but that cannot be tha fight of now. Fight it if ye can an we can shield ourselves from whatever Zalco has in store fer us, but iff'n ye cannot free yerself, embrace Zalco for his power and help us finish this.”

    Dalic then threatens the sword, “A warning ta ye as well Zalco. Foesmiter was strong enough ta control yer sway before he was extinguished by mine blade. Remember this. Twas by my blade your master perished. You are outmatched should anythin' befall me friends.”

    Lastly, Dalic addresses Grimlock, “Grim, leavin Peylae was not ideal. We must retrieve her at once when the time is not ill-fitting our survival. Let us make an accord to ensure we all escape this Delve in life or death. Our comrad's remains will not be left to this evil pit. I will stake my life to fulfill this accord."

    Dalic takes a breath. Winded from probably the most he has ever spoken in a group in his entire life. Instead of cowering at the exposure now though he smirks as if he just defeated a foe in speaking so.

    Grimlock replies soberly, “Dalic no one questions your might of arms or will in battle, but I do not choose to go into battle with such foes. We are talking about DEMONS and DEVILS, without magic on our side. Our healers are spent on their ability to render aid. Do you warriors feel our chance of victory is great with no healing and magic? If you do, then you don't truly appreciate and understand the powers outside of muscle and steel. I was stopped dead in my tracks due to magic of which a novice priest can cast and with no ability to dispel the effects our many can be reduced to few in a heartbeat. I will not continue under the circumstances. Your wisdom is true with staying together but if I proceed further with you we will be together in death. I have chosen my course, if you choose the same we need to stop Southar now! If not, I will take my leave."

    Dalic after exchanging words with a few party members and watching as the party splinters, becomes agitated.

    Breymeer supports Grimlock, “I believe it would be best for our healers and spell casters to rest for us to finish off our devil foe.”

    Bhut, Bofor and Southar continue down the passageway. Bofor calls back, “Dalic is correct. We must press on.” Bhut pauses momentarily to see if Dalic follows deeper into the mine.

    Grimlock watches the group carefully.

    The others are gathered together as the situation comes to the cusp of a decision.

    Kuba and Speck begin prepare to withdraw.

    The elves hold a quick conference. Tathar advises, “I can hold him but only for a few seconds and that is only if he is overcome by the spell’s effects. If his will is too strong, there will be no effect on him at all. We will have one chance to overpower him if the spell is successful.”

    Tathar removes his hemp rope and gives it to Speck. “If we are able to get control of him, and if he will not come with us, threaten to take his shield. I believe it is cursed and he will do anything to keep it. Everybody get close, and if he stops moving, pounce on him at once.”

    Cirdan adds, “If Tathar cannot hold him, I may be able to hold him with webs. I say we let Tathar try, and if he keeps moving, I will cast webs directly in front of him, where he will have little chance of escape. I am, maybe, the strongest, I will get him from behind. Others grab his legs and arms. If I see the spell has had no effect, I will call forth the webs.”

    Breymeer cautions, “I stand by the belief that our only hope is to get our magic folks what they need. I will stay with them. I believe it is the only way to accomplish our mission successfully. The others may continue if they wish. Those continuing on and splitting up the group have made their choice and fighting them is not productive.”

    Bofor stops, seeing the discord, he gives a dwarven version of a rally speech, “You elves are spreading cowardice at the final leg of the journey. You very own god said we are near and even shows your cleric the way.” Bofor is obviously showing his bias towards elves.

    “You pointy-eared forest sprites cower in the face of danger. Fine then. I release you from your contract. It was a fool’s errand to employ the elves in the first place. Keep the non-mine treasure you have acquired so far as payment. If your fragile bones can carry it that is. Run to your forests and strengthen yourselves.” He spits upon the floor and directs his attention to the humans.

    “Don’t let the gentle fairies dissuade you men. I have seen strong men and you are among that rank. Come Dalic, let us who belong in the mountains lead these brave men forward to victory before the elves have them singing, painting and planting gardens. You are suppose to be the heroes of Restenford. Stiffen your spine and see this through.”

    “Come Dalic, if death shall find us, it shall be in glorious battle not in dishonorable retreat!”

    The appearance of the dwarf priest calling upon the duergar warrior for aid would seem odd any any other time and place.

    Grimlock walks with a purpose towards Bofor as Tathar looses an arrow from his bow. The arrow passes Bofor near his head; an obvious intentional near miss. Tathar immediately nochs another arrow. “If you question my loyalty to Sehanine again, or call me a coward again, only one of us will live! If it weren’t for the elves, you would have died in the cages on the first level! Or have been overcome by the magic with the skeletal snake! You are the coward if you count the dwarves abandoning this delve and hiding behind your forges in Farmin, waiting for humans and elves with enough spine to come here! By my count, two elves have already died for your cause! Take back your words!”

    Before Bofor can speak, Grimlock walks up and punches Bofor hard in the face with a right fist. “For insulting me and my kin.” Grimlock prepares for Bofor’s counter.

    Bofor speaks through a split lip and blood washed teeth, “Well, ya see lads, the elves have some fight in them yet. And I insult not your god. It is ye who appears to tarry when the way has been shown.”

    Bofor turns and catches up to Southar.

    Dalic replies, "It is my greatest honor to travel with these, my now brethren. I have a duty to you all in a sense for I don wan ta see another man fall. I trust any of you ta make it ta safety back that way without me as well. I would be cursed by thought iffen even one should fall moving forward should I not join to aid them. If there be any of my company going forward I will too. This includes the demon stricken Southar. I will join Southar into battle to hopefully save him for the day he is free of Zalco."

    Bhut nods in agreement to his little friend. Dalic and Bhut fall in behind them. The foursome leave the rest of the group to withdraw in peace.

    Southar looks back at the group, his snake eyes showing a strong will and his forked tongue licking the air through a large grin, “Do assss you wisssshhh. We ssshhall be fighting and winning!"


    Dalic chuckles at the sight of bofor being struck in the face. "Ha. Sorry. Should have seen that coming. An by tha way dear Bofor, ye be much less kin ta me than these'n elves. Don't be so quick ta count me in mutual opposition ta them."

    Breymeer can hold his tongue no longer. “Bofor, your mouth has irked me to a point where I can take no more. We’re obviously not retreating, just taking time to finish this contract, as you call it, properly. And I believe your attitude needs an adjustment!” Breymeer begins to stride towards Bofor with his axes in hand. “Your option dwarf, fists or steel?”

    Bofor spouts back, “If you still have fight in ya, bring it into the mine. That is where I will be if you wish to fight me.”

    Breymeer pauses as the dwarf appears to back down.

    Bofor takes a few steps and pauses. He looks back to Breymeer and the elves, “I fear my tongue has spoke too strongly my bearded friend. I thank you in advance should I never see you humans and elves again. You have fought hard to this point. I suppose someone should clear the path out of the mine for us. Should you remain in the hill upon our completion, I will consider your part of the bargain upheld.”

    Kuba calls to Bofor, “When we return, we will know where to find you. We can just follow the trail of defeated dwarf zombies.”

    “Sssseee you ssssssoooon!” Southar grins, checks his shield and grips Zalco.

    Bofor sets the second lantern down upon the floor, “You may need this.”

    Passing for a fairwell, the short burst of insults and a solid punch to the nose represent the splintering of the group.

    Bofor puts his hand on Dalics back and allows the duergar to pass. Dalic steps up to Southar’s side. Dalic has the black bladed Delven Bastard in hand.

    Bofor, taking Southar’s lantern from the ranger to free up his sword hand, steps behind Dalic. Bhut, axes at the ready, steps in behind Southar.

    Dalic gives a look back to his only friends and, with a nearly imperceptible nod, he turns his collar toward the task at hand.

    The foursome walks down the passageway and eventually the lantern light slips from view.


    Grimlock waits until the foursome are beyond sight before speaking again. “I suggest we follow at a distance; unknown to them. Maybe us being split is not a bad option. We can act as rear guard and back them up. I do have some magic left but would like more health restored if any can aid me.”

    Grimlock pauses to study the group. Breymeer interjects, “If we follow, Bofor gets his way. This is bull.” He looks more disturbed than normal. “But I will do whatever we decide.”

    Grimlock encourages support for his idea, “Tathar you still are a dead shot with your bow. We have two fighters. Anything the others engage, we can judge if they need assistance. I can go invisible and track them, reporting back to our group. We will live if we leave but without them we cannot finish this mission.” Grimlock gets a grin on his face, “But then again, we are not under contract and now can take what we wish.”

    Speck’s ears perk up.

    Tathar watches the other group leave with an arrow still notched, a fire still burning in his moon-eyed face. “Bofor has paid me a mortal insult. He has questioned my loyalty to my deity and has not retracted his words. For anyone to do this is inexcusable, but for a fellow priest, it is . . . unforgivable. If he will not take back his words, I will push on in hopes that I may help him pass on.”

    Tathar walks over to Grimlock and states, “By anyone going to heal Grimlock, you mean Tathar? Will you help me with Bofor? He owes me an apology.”

    Grimlock agrees to accompany Tathar but he wants to follow his plan of stealth.

    Tathar lays his hands on Grimlock’s shoulders and mutters a prayer, “May Sehanine ease your pain my half-brother (+7, 24/29(32)).”

    Cirdan watches the other group depart, knowing one is cursed, one is a warmonger, one is stupid and the last is going along for the glory. “I am still for falling back and resting. They seem to have forgotten there is a mage to be dealt with besides this demon Tathar talks of. I trust Sehanine. She is a beautiful, illusion-filled elfin deity. If she says we must prevail, then we must, but I am the only one truly able to deal with the mage, and I have no, well, almost no ability to call upon magic. I need rest and to study.”

    Speck tugs on Cirdan’s arm. “I have slain a mage. A green robed fella. When everything went poof in the throne room, I found myself alone in a cavern. I had no idea where everyone else went. There was a door that I wasn't about to go through and I heard some chanting from near by. The chanting I heard was the Mage. I was just going to just sneak by but he said things that showed he was no friend of our group and then started casting a spell so I shot at him hoping to disrupt his spell. My first shot missed but the second shot hit true just as he vanished from sight. I only found him because half my arrow was still visible. He lays dead in the chamber on the far side of the magical darkness." Speck points back in the direction of the black ooze layer and chamber beyond.

    Cirdan looks pleased at the defeat of the enemy mage but still shakes his head, looking to the north, deeper into the mine. “We’re all going, aren’t we?”

    Looking about the group, it appears the elves are fully intending to continue after the dwarves. Kuba lets out a sigh and Speck steps closer to his warrior friend. Breymeer just shakes his head, “This is madness. But, I will remain at your side.”

    With a quick spell, Grimlock vanishes from sight.

    The foursome moves north down the passageway. The temperature continues to fall as they move deeper into the mine. The walls soon become white with hints of frost. The passageway opens to a very large cavern. The walls of the cavern are completely frosted over. The temperature hovers at freezing sending a chill through the adventurers.

    Following Bofor’s wishes, the group moves up keeping the east wall within sight. The western wall quickly drops out of clear view. The lantern light flickers off the shadowy western wall showing the cavern varies from 120 to 150 feet wide. The ceiling rises to the edge of the latern light at 60 feet in height.

    The eastern wall is very uneven, jutting into the room and retreating again to the east several times creating unseen pockets the group is forced to tactically work their way past. It makes for a long 350 foot walk. The temperature grows steadily colder and the frost turns to ice as the chamber necks back down to a wide passageway bending to the northwest. The connecting chamber is generally about 30 feet wide and 100 feet long.

    The foursome moves carefully through the transition from one cavern chamber to the next. The room is very irregular shaped but essentially the same size as the previous expanse. It stretches over 300 feet heading generally northwest. The ice-coated cavern is filled with stalactites and stalagmites, some of which have joined to form columns that support the 60 foot high ceiling. Icicles clinging to the ceiling occasionally fall to the floor, shattering like glass.

    The walls and the floors are very slick. The temperature is far below freezing. Southar, appearing to be more susceptible to the cold, shivers like his human companion Bhut. Dalic also is beginning to show a reaction to the cold; frost coats his beard. Bofor, stouter that the others, only now begins to show his discomfort. He, too, has a white frost on his beard.

    The foursome take their time crossing the treacherous icy coated chamber. The footing is very slick and the many stalagtites and stalagmites offer many hiding spots for ambush. Dispite the obvious tactical advantages offered by the icy chamber, no attack comes. In fact, they place seems vacant.

    The cold begins to take its toll on the group as they get half way across the chamber. Exposed flesh stings and becomes red. Numbness creeps upon fingers, ears and noses. Dalic’s plate mail has frosted as have the rings of Bofor’s chain mail and the studs on Southar’s leather. The metal armor acts as a conduit for the cold as it easily crosses from metal armor though sweat soaks padding.

    The party begins to contemplate a retreat until an illumination radiates bright enough to be seen to the north although the far end of the chamber is mainly screened by an outcropping of wall and a large pillar of ice. The group is unable to make out the source of the light.


    Grimlock lays out his plan, “I will stay back bout forty or fifty feet, moving silent. The rest of you stay back about 150 feet. I will move back and forth to report. If I throw one stone, keep coming, two stones means stop and hold and a handful means run up at full speed. I will make clicking sounds when I approach you. Hood the lantern so the dwarves do not see your light. Kuba will have to cope; help guide him if he needs it.”

    Speck arms himself with his bow while Kuba keeps his sword and shield ready for melee. The halfling walks beside his human friend with his free hand helping to guide the warrior. Kuba holds the handle of the hooded lantern in his sword hand. He shutters the lantern to keep the light all but out. The human can see only a few feet of floor in front of himself as he relies on his companion for guidance.

    Tathar moves behind Grimlock with whomever wants to join him. He looks in vain for the arrow shot past Bofor. He will keep his bow out.
    Cirdan moves to the middle. He drapes his blanket across his shoulders warning everyone, "It's gonna get cold."

    Breymeer has his bow in hand. His vision is lost at the shuttering of the lamp so he moves up directly behind Kuba; keeping very close.

    Grimlock, unseen, moves ahead of the group. Tathar falls in next, staying slightly ahead of Cirdan, Speck and the humans. Cirdan walks just ahead of the humans.

    Following the path north. The temperature continues to fall as they move deeper into the mine. The walls soon become white with hints of frost. The passageway opens to a very large cavern. The walls of the cavern are completely frosted over. The temperature hovers at freezing sending a chill through the adventurers. The foursome continues on through this chamber, staying to the right. The elf led group follows.

    Grimlock watches the dwarf led group move across the chamber. The western wall quickly drops out of clear view. The lantern light flickers off the shadowy western wall showing the cavern varies from 120 to 150 feet wide. The ceiling rises to the edge of the latern light at 60 feet in height.

    The eastern wall is very uneven, jutting into the room and retreating again to the east several times creating unseen pockets the group is forced to tactically work their way past. It makes for a long 350 foot walk. The temperature grows steadily colder and the frost turns to ice as the chamber necks back down to a wide passageway bending to the northwest. The connecting chamber is generally about 30 feet wide and 100 feet long.

    As the dwarf led group exits the cold chamber, Grimlock returns and throws one stone toward Tathar advising him to continue forward.

    Grimlock moves up to the wide passage between chambers as his companions begin to cross the large cold chamber behind him.
    Dalic saunters on, keeping a steady pace while avoiding risk of falling. He shows steady determination to take the chamber while avoiding any unneccesary exposure to the cold.

    Passing by the obstructions, the far end of the chamber comes into view. The ice covered walls are a constant excepting the glowing light illuminating a descending stairwell moving slightly to the north-northeast. The stairs are long and steep traveling down nearly 60 feet at a 45 degree angle down. The stairwell is only about 10 feet wide. At the bottom, it opens up to the right and begins to widen.

    The foursome gathers near the top of the stairs trying to steal a peak into the area below but it betrays nothing. The press of the cold forces the foursome to make a hasty decision; go down the stairs or risk injury from extended exposure.

    The dwarves, stout people by nature, have resisted the cold better than the humans. Even with the metal armor on, they shiver but remain unharmed by the frigid temperatures. Bhut, in non-metal armor, rattling like a baby toy, is very cold but yet unharmed. Southar, on the other hand, has begun to show more problems from the cold. He shivers uncontrollably and he is becoming more sluggish (4, 30/52).

    Up the stairway radiates a warmth although the cause of the warmth does not appear to be related to the magical radiance that illuminates the stairs in a powerful white light. Dalic is forced to shield his eyes as the light bites painfully at them. The others are forced to pause until their own eyes adjust. The foursome moves ahead, reaching the bottom of the stairwell. They pass by a distinct line of frost near the ceiling level of the chamber at the base of the stairs.

    The stairway gives way to a wide passage to the northeast. It quickly opens into a generally square chamber. As the group moves to the edge of the chamber it becomes apparent this chamber is also illuminated by some similar magical light. The light of the chamber is dimmer, much to Dalic’s relief.

    The room is bare rock with a 25 to 30 foot irregular ceiling. A narrow natural passageway, some 8 to 10 feet across, leads into the darkness to the northeast.

    A large iron statue of a dwarf warrior in full plate armor and a great helm stands as a sentry near the northwest side of the room. A might sword is sheathed upon its back. It faces the center of the room. The surface of the armor is smooth and finely crafted by the hands of the dwarves. This fact is accentuated by the dwarven runes that adorns it.

    This room appears to be the source of the increasing temperature. This chamber is well above freezing again. In fact, with each step away from the stairwell, the warmer it gets.


    Grimlock returns to tailing the dwarves as the rest of his companions bundle up for the cold chamber that lays before them.

    As they make their way across the chamber, Grimlock watches the dwarves cross an ice covered chamber. The room is very irregular shaped but essentially the same size as the previous expanse. It stretches over 300 feet heading generally northwest. The ice-coated cavern is filled with stalactites and stalagmites, some of which have joined to form columns that support the 60 foot high ceiling. Icicles clinging to the ceiling occasionally fall to the floor, shattering like glass.

    The dwarf group moves slowly. The walls and the floors are very slick. The temperature is far below freezing.

    Grimlock shadows them long enough to see them reach a descending stairwell at the north end of the chamber. As they descend, Grimlock returns to his companions.

    The short time he was in the ice filled chamber betrayed the extremely cold temperature in the chamber. His fingers and toes began to numb and the bite of the air threatened to frostbite his face. Only by wrapping in his cloak did Grimlock avoid the damaging effects of the air.

    Grimlock sees Tathar and the others as they gather in the area between cold chambers. They await a signal from the half-elf.


    As the group slowly presses into the room, multiple low basins come into view. Each circular stone basin is 20 feet in diameter and rises about a foot from the floor. An unpleasant odor fills the air yet the air seems fresher here than other chambers. Each basin is filled with a low, tangled, lichen-like plant. The sickly purple stuff grows in a brown sludge that fills the bottom half of each basin. Dalic recognizes the trick immediately as Bofor explains, “For those that do not already know, that is Airweed. It helps to make the air less stale. It does carry an odor unfortunately. It is a harmless smell anyway.”

    Dalic speaks, “If the swords we know this, many be evil in tha pit here. Bofor, can you sense evil in it? Is it likely trapped? I say we ignore the sword for now and press in avoiding the statue.”

    “You would perish without me,” calls Zalco. “I am the greatest sword ever forged and he who wields me shall fear nothing. But if you do not want my help. I shall give you none.”

    Bofor tries to interrupt Zalco, “I can ask Fortubo to show me the presence of evil here if you wish. I am getting near exhaustion though and fear I should say my power for any dangers we may encounter. If need arise, I can try and counter the evil by asking Fortubo to bless us.”

    Bhut redirects the conversation, “Dalic, I agree we need to avoid that statue, it has a foul look to it.”

    “Let’sssssss prossseed, ssssshall we?” asks Southar. The snake-man appears to be gaining his strength back now that the temperature is more reptile friendly.

    The sound of steel rubbing on steel is heard to the north drawing the adventure’s attention to the statue. Its head, once staring directly forward, has moved slightly to the right and it now appears to stare directly at the group.


    Grimlock’s whispered voice warns of his approach. He brief’s the group and warns them to bundle up for the next chamber.

    Once briefed, Cirdan says, “Let us cross quickly to avoid the cold as much as possible, but watch vigilantly for falling ice and monsters.”

    Grimlock moves ahead of the group as the halfling’s pace slows the difficult crossing of the ice coated passageway.

    Although bundled, the frigid air of the room quickly begins to take its toll on exposed flesh or partially covered bodies. Those in metal armor find it a conductor for the heat sapping air. Fingers go numb, noses sting painfully, exposed flesh reddens. The desire to speed up creeps into the conscious but to do so would invite falls and possible injuries.

    As the party crosses the room, a faint light appears from around a small outcropping on the east wall. Drawing the group in like insects to light, they round the bend to see a very well lit stairwell descending deeper into the mine. The stairwell is roughly 10 feet wide with a little larger head clearance. The source of the light is unknown but it is a brilliant white light that just seems to be everywhere on the stairwell.

    It is assumed Grimock has descended to scout ahead. There has been no other obvious other paths to follow.

    Grimlock moves slowly down the brightly lit stairwell. It radiates a warmth although the cause of the warmth does not appear to be related to the magic that illuminates the stairs. Grimlock passes a distinct line of frost near the ceiling level of the chamber at the base of the stairs.

    The stairway gives way to a wide passage to the northeast. It quickly opens into a generally square chamber. The dwarf group has moved to the edge of the chamber. The chamber is also illuminated by some similar magical light although it is dimmer than the stairwell.

    The room is bare rock with a 25 to 30 foot irregular ceiling. A narrow natural passageway, some 8 to 10 feet across, leads into the darkness to the northeast.

    Grimlock steps soundlessly up behind the group to examine the room. The group has been conversing quietly as the half-elf arrives. Grimlock does not hear what it was they were discussing as he stays a fair distance from Zalco remembering the sword was able to sense Cirdan even while the elf was invisible.

    Looking around the room, Grimlock sees a large iron statue of a dwarf warrior in full plate armor and a great helm stands as a sentry near the northwest side of the room. A might sword is sheathed upon its back. It faces the center of the room. The surface of the armor is smooth and finely crafted by the hands of the dwarves. This fact is accentuated by the dwarven runes that adorns it.

    The room also contains four stone basins. Each circular stone basin is 20 feet in diameter and rises about a foot from the floor. An unpleasant odor fills the air yet the air seems fresher here than other chambers. Each basin is filled with a low, tangled, lichen-like plant. The sickly purple stuff grows in a brown sludge that fills the bottom half of each basin.

    The air is much warmer in this chamber than above. This chamber is well above freezing again. In fact, with each step away from the stairwell, the warmer it gets.

    The sound of steel rubbing on steel is heard to the north drawing Grimlock’s attention to the statue. Its head, once staring directly forward, has moved slightly to the right and it now appears to stare directly at the group.

    Grimlock stealthily watches the dwarf group’s reaction.


    Dalic quickly quips, "Based on tha statue coming to life, I thinks it be evil . . ." His statement trails off as he readies his daggers for a ranges attack. "Goin' in we shoul focus on ranged attacks when possible and gang up our melee when necessary."

    Southar bangs Zalco on his golden shield, “Finally, a worthy opponent!” Southar moves forward a couple steps and then breaks into a charge with a hissing war cry.

    Zalco joins the shout, “Vengeance!!!”

    “I will flank it to the right!” Bofor offers. He skirts along the east wall.

    Bhut follows his companions lead. He stows his axes and withdraws a throwing knife in each hand.

    The statue squares is shoulders to Southar’s charge. Its right hand reaches to the hilt of the great sword sheathed on its back. Its left hand forms a fist as it drops its right leg slightly back, squatting a bit in preparation to strike. It moves with a ponderous yet smooth gait.


    The elf group arrives at the top of the stairs awaiting the return of their spy. They remain flanked on either side as the powerful light shines brightly on anyone looking down the stairwell. The precaution is taken even though the dwarf group is not visible at the bottom.

    Breymeer shakes his head, “I am an idiot for following.”

    A warmth appears to drift up the stairwell. It is all the group can do not to break cover and move down the stairwell to avoid the extreme cold. Everyone shivers and fingers and toes have started to if not already gone numb.

    The quivering is interrupted as Cirdan mumbles a short song, just loud enough for the group to hear,

    "Ohhhh, how I love the feywine!
    It's the only good glass of cheer!
    Once we go in to the bright light,
    We'll drink it every day of the year!"

    It is obviously an elven celebration song and Cirdan is making fun of going into the lighted stairs as he thinks they are going to their deaths.
    Tathar, trying in vain to shake off the cold (1, 20/24) snickers a bit at the joke.

    The sudden sound of a sword banging on a shield catches the elf group off guard. It echoes up the stairwell from below; just out of sight. The group next hears Southar shout, “Finally, a worthy opponent!” Southar then gives a hissing war cry. By the sound of the cry, Southar is running generally away from where the elf group now stands.

    Zalco’s voice joins the shout, “Vengeance!!!”
    Adept Greytalker

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    Sun Aug 28, 2016 8:03 pm  
    The Iron Golem and greed for Zalco

    Grimlock throws a handful of stones up the stairwell toward his waiting companions. He then turns and moves forward to watch the melee.

    While Southar charges wildly ahead, Bhut stays put and throws both knives from where he stands. He is at the limits of his arm so he is forced to put a significant arc to the blades. Neither blade connects with its target.

    Dalic runs a wide arc to the right toward the exit and juts back left calling to Southar to flank left. Southar adjusts accordingly.

    The statue turns towards Southar as he closes in from the left flank. As planned, this exposes the iron statue’s rear flank to Dalic. The duergar positions himself where the statue’s back faces him within accurate throwing range for his daggers.

    Bofor continues to move up the right flank.

    Southar reaches the towering animated statue as it draws its sword from its sheath. The thick blade is eight inches wide and nearly six feet long. The blade is made of sharpened steel set into an iron pommel. Fearlessly Southar drives Zalco into a joint near the creature’s waist. Shockingly, the blade cuts into the iron being (13, 79/92).

    “Watch it!” warns Zalco.

    As if shooing away a fly, the iron behemoth swats at Southar with its free hand. Southar blocks the blow with his shield while spinning away from the forceful impact. His shield rings and the impact stings the ranger’s arm but he remains upright and unharmed.


    Cirdan looks at Breymeer and Kuba. "Well, it's warmer in the light and there sounds like entertainment to watch, shall we?"

    Tathar rallies to Cirdan, "We are not dead yet, noble elf, and Sehanine has charged us with prevailing over this foe. Get moving."

    Cirdan, being sobered by Tathar's words, nods and starts down the stairs. Tathar follows. Two small impacts on the stairwell are heard as two invisible stones are thrown, one after the other, as a signal to stop. The two elves cease their descent. Grimlock has signaled a stop.

    Cirdan signals the two human warriors and the halfling sneak to halt. Cirdan remains halted a few steps down from the top.

    Tathar continues to descend carefully. Staying to the right, Tathar makes it to the bottom few steps before he stops his advance to study the room.

    A loud clang rings from out of view in the chamber below. Judging from the sounds of previous encounters, something very large has struck Southar’s golden shield.

    Tathar can see Bhut standing about forty feet in front of him. He has just launched a dagger at a target. Judging from the angle of departure, the target is near maximum range (roughly 90 feet). The wall of the stairwell prevents Tathar from seeing further into the room but it also acts to hide him. He slips slowly forward along the final ten feet of wall hoping not to be spied by anyone. Tathar is unsure where Grimlock went after tossing the stones up the stairwell.

    Kuba and Speck remain in the upper chamber peaking down the stairwell. Now that they have quit moving, the arctic cold of the chamber creeps into their body relentlessly.

    Cirdan remains a few steps down from the top. It is obvious the cold is not as invasive where he stands.

    Breymeer, the bearded northman, is not one to pass on a fight. He moves quickly down the stairwell, “We choose to come here. Let’s get into this battle!” The stairwell warms as Breymeer descends. The line of frost ends just above the level of the ceiling of the chamber below. The chamber below is well above freezing and illuminated evenly by some unknown source of light. It is dimmer than the intense illumination of the stairwell.

    The sound of the battle increases in intensity. The ringing of steel on iron along with shouts and orders. It appears the dwarf group is becoming fully engaged with something or someone.

    The stairway gives way to a wide passage to the northeast. It quickly opens into a generally square chamber. The room is bare rock with a 25 to 30 foot irregular ceiling. A narrow natural passageway, some 8 to 10 feet across, leads into the darkness to the northeast.

    A twelve feet tall iron statue of a dwarf warrior in full plate armor and a great helm battles Southar near the northwest side of the room. A might sword in its hand. The thick sword is the length of a man and 8 inches across the blade. The surface of the dwarf’s armor is smooth and finely crafted by the hands of the dwarf craftsmen. This fact is accentuated by the dwarven runes that adorns it.

    Scattered about the room are four circular stone basin is 20 feet in diameter and rises about a foot from the floor. An unpleasant odor fills the air yet the air seems fresher here than other chambers. Each basin is filled with a low, tangled, lichen-like plant. The sickly purple stuff grows in a brown sludge that fills the bottom half of each basin.

    Tathar remains in the stairwell on high alert.

    Bofor moves up the east wall carefully. He has reached the northeast basin and uses it for partial cover as he skirts around its eastern arc.

    Bhut charges from just ahead of the stairwell towards the giant iron dwarf. As he runs, he removes both of his axes.

    Dalic lets two daggers fly and strafes to his right to get a more direct line at the statues back. The first dagger strikes the statue clean in the back of the neck but deflects harmlessly off. The second dagger deflects off the back of the right shoulder. Neither appears to have had any effect on the iron dwarf. It completely ignores the attack.

    Bhut arrives as the iron dwarf releases a blast of noxious orange gaseous vapors from its mouth at Southar. The vapors billow out filling about a ten foot cube ahead of the statue. Using his superior dexterity, Southar dodges to the side of the gas and drives Zalco into the iron dwarf’s left ankle damaging the joint (6, 73/92).

    The gas hangs heavy in the air being slow to disperse further into the chamber.

    Bhut, keeping one axe to parry, brings the other axe down upon the back of the dwarf’s left thigh as the statue brings its leg forward while swinging a killing stroke towards Southar. The blade rings as it deflects off the solid iron leg. Bhut’s hand stings from the impact but he retains his grip of the weapon. Even though the blow does not seem to harm the leg, it is not without effect. The blow throws off the balance of the iron dwarf just enough to cause its swing to come across too high. The nimble snake-man easily dodges the cutting stroke. The iron dwarf regains its footing and fights on, continuing to face the scale skinned ranger. The step of the iron giant creates a small shock wave that reverberates through the chamber nearly stunning those close by.

    Grimlock turns his attention to the closest basin. He sneaks quietly along the southern wall to the protection of the small rock outcropping near the edge of the southeast basin.

    He ponders what the basins are for. He guesses they have something to do with defeating the iron dwarf. Seeing the ineffectiveness of everything but Zalco so far, he assumes he has no ability to harm it. Grimlock contemplates how to prevent the others from walking into a death trap.

    Fearing a trap within the basin, Grimlock stands ten feet from the stone basin. He tosses an invisible bolt towards the large interior of the basin. The shaft lands and quickly sinks metal tip down. Grimlock can see the pressure the bolt puts on the vegetation. The amount of vegetation prevents the bolt from falling far beneath the surface.

    From where he stands, Grimlock detects no reaction to the wood, quill or metal.

    Grimlock draws his sword and sticks it into the vegetation testing to see if it grabs the blade. Nothing happens. He places his sword into Zalco’s scabbard and moves forward towards the melee rounding the raised pool in the process.

    Breymeer’s deep war cry alerts his companions of his charge. Not having a clear shot, Breymeer charges with his dwarven made battle axe and hand axe. Tathar remains behind near the base of the stairwell.

    The cold finally takes its toll on Kuba and Speck. They can no longer resist the comfort offered by the warm radiating from below. Kuba decides to follow Breymeer into the battle. Speck follows closely on his heels. They pass Cirdan as the move down to the base of the stairs. The air warms as they descend. They pass by a distinct line of frost near the ceiling level of the chamber at the base of the stairs.

    Kuba moves slowly to allow Speck to keep up. As they near the bottom of the stairs, Tathar comes into view. The elf stands at the bottom of the stairs looking into the room. The sound of battle spurns the human and the halfling to hurry to the base of the stairs.

    The stairway gives way to a wide passage to the northeast. It quickly opens into a generally square chamber. As they move to the edge of the chamber it becomes apparent this chamber is illuminated by some similar magical light. The light of the chamber is dimmer than that of the stairwell.

    The room is bare rock with a 25 to 30 foot irregular ceiling. A narrow natural passageway, some 8 to 10 feet across, leads into the darkness to the northeast.

    A twelve foot tall iron statue of a dwarf warrior in full plate armor and a great helm stands as a sentry near the northwest side of the room. A might sword is sheathed upon its back. It faces the center of the room. The surface of the armor is smooth and finely crafted by the hands of the dwarves. This fact is accentuated by the dwarven runes that adorns it.

    This room appears to be the source of the increasing temperature. This chamber is well above freezing again. In fact, with each step away from the stairwell, the warmer it gets.

    The room also contains four low basins. Each circular stone basin is 20 feet in diameter and rises about a foot from the floor. An unpleasant odor fills the air yet the air seems fresher here than other chambers. Each basin is filled with a low, tangled, lichen-like plant. The sickly purple stuff grows in a brown sludge that fills the bottom half of each basin.

    They move up next to Tathar.

    Bofor approaches the iron dwarf from the rear closing half the distance from the eastern wall to the melee. He moves carefully around the low stone basin deciding what his next move should be.

    Dalic, seeing common steel does little damage to the iron dwarf, charges in for a direct assault on the giant’s back. He draws the Delven Bastard during the charge.

    The gas cloud expands outward away from the statue forcing Southar to move a few feet counter-clockwise around the iron dwarf. The iron dwarf turns with pounding footsteps to match Southar’s move. The vibrations can be felt in the solid stone floor.

    Southar darts in and drives the point Zalco into the dwarf. The blade slips into the molded beard cutting deep into its throat (28, 45/92). The iron dwarf’s head reels back as it swings wildly at the Gnarley Forest ranger. The great sword arcs toward Southar and he instinctively pulls up his shield. Steel meets gold. The overwhelming strength of the blow drives Southar back hard into the wall crushing him painfully (15, 15/52). If not for the magical shield, Southar would have been hacked in half.

    “We are invincible!” cries Zalco as Southar remains standing. The blow has rocked the snake-man but he brushes off the pain to remain in the fight.

    Bhut chops at the rear of the statue but fails to do more than put small scratches into the hard iron foe.

    Breymeer’s charge closes in at the same time as Dalic’s. With the new positioning of the statue, both warriors slam into the rear of the enemy while staying to the east of the gas cloud.

    Breymeer hacks with both of his axes. He delivers two telling blows. The dwarf forged battle axe puts a faint mark across the iron dwarf’s back. The hand axe cuts deeper into the back of the left knee joint (1, 44/92).

    Dalic drives Delven Bastard into the dwarf’s back with both hands (4, 40/92). The black blade cuts through the iron dwarf and sticks out its chest. The iron figure kicks its foot back to crush the duergar. Dalic tries avoid the blow but is partially caught by its crushing weight. His plate mail armor saves him from death. Instead of turning Dalic into a gore stain, the armor deflects much of the blow knocking Dalic away from the smashing step. The duergar is badly battered and knocked back five feet but he remains alive, conscious and on his feet (24, 7/40(49)).

    Kuba catches a glimpse of the massive iron creature. He stows his sword and takes out his war hammer. Telling Speck to stay put, Kuba enters the chamber to join in on the attack. He moves up carefully as he studies the battle and the large iron dwarf’s movements. Kuba reaches the western basin.

    Bhut continues to hack away in vain behind the left knee with one axe while defending with the other.

    Zalco begins a continuous string of shouts and chants; all designed to steel the nerves of the embattled warriors.

    Dalic, reeling from the blow, knows there is no way to survive unless the giant is taken off kilter. He targets the legs of the beast hoping to slash completely through at least one of them. The Devlen Bastard slashes a deep trough in the right ankle of the iron giant (9, 31/92).

    After hacking at the leg Dalic strafes with the body to ensure he isn't hit by the falling giant showing his experience gained in the fighting pits. While moving, he catches a glimpse of Breymeer and grins. "Welcome ta tha fight!"

    Dalic silently prays that he doesn't catch another blow like the last one and trusts his size will work to his advantage in dodging another blow.

    The iron adversary spins to face those to its rear. Using the force of his spin, it brings its gargantuan blade around in a massive descending arc. The sword cuts the air just above Bhut’s head. Dalic, moving to his left, remains under the stroke. Breymeer is caught fully by the blade. The bearded ranger reacts to the attack with an attempted parry bring both of his axes up to deflect the blow. The haft of his dwarven crafted battle axes is cut in two but his dwarven runed hand axe takes the blow as it impacts into the side of Breymeer’s head. The dwarven metal holds strong keeping Breymeer’s head attached to his body. Unfortunately, the blow still impacts the side of the ranger’s head causing serious blunt force injuries. He is instantly thrown back and to his left; nearly 10 feet. His body is as limp as a boned fish. His stout hand axe drops five feet to the left of where the ranger had previously stood. It comes to rest at the edge of the slowly expanding gas cloud.

    Breymeer lay in a pile on the chamber floor; unmoving. The expanding cloud of gas threatens to overtake the northman’s body.

    Southar, emboldened by Zalco’s encouragements, steps forward renewing his attack. He drives his blade deep into the left hip joint (16, 15/92).

    Bofor, holding up by the eastern basin stands ready with his shield and hammer poised. Seeing Breymeer go down, he rushes over to aid him. He reaches his fallen comrade and checks for signs of life.

    Tathar moves over to his right and inspect the southern basin while keeping an eye on the action. On high guard, he visually inspects the basin’s contents finding nothing alarming about it.

    Cirdan keeps an eye on the fight and an eye on the staircase. Speck remains at the base of the stairs as suggested by Kuba.

    Grimlock charges forward to the west side of the northern basin. His footfalls are unheard above the ringing and cries of the nearby melee. He sees Breymeer fall but also witnesses Bofor’s move to aid the ranger. Grimlock continues to his destination and continues to analyze the battle.

    Bofor is surprised to find Breymeer’s head intact. The ranger is breathing shallowly and appears to have no mortal wounds. The dwarf priest calls on Fortubo to aid the fallen ranger and lays his hands upon Breymeer’s head (+5, 5/49(57)). The ranger’s eyes slowly open. He remains confused and very weak.

    The dissipating gas begins to drift over the dwarf and man. Bofor begins to drag Breymeer away from the gas.

    Grimlock’s voice carries over the battlefield. It comes from the north end of the room near the northern basin. “Southar, slide Bloodletter over to the north basin so that I may use it and join the fight!”

    Kuba, seeing Breymeer nearly beheaded, makes a cautious approach. He keeps his shield ready to block any attacks. He moves in swinging for the knees. The human warrior catches the inside of a knee sending a ringing throughout the room as the dwarven war hammer finds its mark.
    At the same time, Southar, ignoring Grimlock’s voice, drives Zalco, who is still shouting triumphantly, into the iron dwarf’s lower back (14, 1/92). The towering iron dwarf begins to teeter.

    Dalic exploits the advantage. Dalic strikes with the Delven Bastard. The first blow deflects off the knee attacked by Kuba. Dalic weaves to his right.

    The backstroke of the iron dwarf’s blade blow crosses above Dalic’s head, deflects off Kuba’s shield and catches P’innr Bhut full. Bhut, having kept one axe on the defensive, catches the great sword just below the head of the axe. The haft snaps like a dry twig. The deflection is enough to save Bhut’s life. Flattening his body with the force of the blow, Bhut is able to take the impact from the flat of the blade as opposed to the edge. The impact hits him in the left upper arm. The force of the blow knocks the sellsword a few steps back. To everyone’s surprise, the street fighter keeps his feet although the blow has knocked his helmet clean off his head. Bhut’s left arm aches greatly as the huge blade has wounded his entire upper arm.

    After ducking the blade, Dalic slashes at the right knee and then rolls between the giant dwarf’s legs. Dalic’s black bladed bastard sword cuts the knee toppling the iron dwarf (6, -5/92).

    The massive iron body falls forward just missing the frantically backpeddling Kuba. The body strikes the ground with a deafening clammer. The bonds of magic holding the construct’s life force fade and the creature stills itself in a massive iron heap.

    Only Breymeer has fallen and he still draws breath. Dalic, Bhut and Southar all feel pain as the beating dealt to them begins to take hold. Only Kuba, arriving late to the melee, stands tall.

    The brave warriors share a silent moment of triumph as they look each other in the eye with pride.

    Bofor looks around at the group and bows his head. As the echo of the fallen iron statue fades, Bofor’s voice is heard, “I do apologize to one and all. Breymeer, I see now your willingness to lay down your life for your companions. I am glad that Fortubo has kept you among us. Your party deserves my respect and my respect you shall have.”

    The dwarf priest looks truly moved as he raises his head. He speaks what others are already guessing themselves. “We must be near something important, this guardian is no trifle. Its presence here must signify something.”

    Speck has moved ahead and taken cover behind a shallow outcropping of rock near the stairs. It is from this vantage point he catches the tail end of the victory.

    Ciran remains in place on the stairs watching for an ambush and any sign of something coming to investigate the sound.

    Tathar remains near the southeastern basin.

    Meanwhile, Grimlock circles to the north side of the basin and dips his silver longsword into the basin. The blade strikes bottom before reaching the pommel. The water is less than 3 feet deep. Nothing out of the ordinary occurs.

    Dalic looks around to ensure everyone is far enough away from the gas. Everyone appears safe. The gas is thinning quickly. Dalic mumbles a bit to himself almost shameful of his pride but definitely not shameful of his pride, just more conscience of the fact that self praise in this group is uncommon, "Not ta be so bold but.. Ahem... Dalic did notice that 'twas my blade that took down the beast. Just sayin'..." He inspects his finger nails nonchalantly with a smug smile across his face.

    In the form of instant and comedic karma for his pride, he doubles over briefly as a sharp flash of pain forces a severe wince to replace his smirk. After a second, he regains composure, "I may need some aid meself. But you shoul' see the other guy."

    Bhut, dazed and confused, inspects the damage to his arm. He asks for water as he feels dehydrated. He slowly walks around looking for his throwing knives. He picks up his helmet and returns it to his head. He only locates one of his knives. Also, one of his battle axes has been destroyed in the battle.

    Cirdan advances and investigates the iron dwarf. Its structure is very ornate and full of detail. It appears to be made of solid iron. The only unattached part is the sword that was removed from the sheath. The sword itself is too large and heavy to be wielded by any other than those with the strength of a giant.

    Tathar applies first aid to P’innr Bhut (+1, 17/40(46)) and then Breymeer (+3, 8/49(57)).

    Once that task is completed, he turn his attention to Bofor. He strides purposefully to the Fortubo priest with fire in his eyes and shoves him. "Do you believe me now dwarf? Of do you still think me a coward who doesn't follow the words of his deity? I have fought many battles with these, my companions, and would die for each and every one of them, including that crazy duergar," he points to Dalic. "But you come late to the party, insult us, and lead us recklessly into unknown dangers. If not for sheer dumb luck, you would have gotten everyone killed!"

    “Kill the rigid priest!” shouts Zalco in elvish trying to encourage Tathar to violence against Bofor.

    Ignoring the sword, in a quieter voice, his rage seeming to have ebbed, Tathar says, "You still owe me an apology for calling my loyalty to Sehanine into question. Without it, you can consider me your enemy. I will not kill you, but I will certainly not help you live."

    Tathar moves to Southar to give him aid as Bofor studies him. Bofor also looks to Southar holding Zalco. “I believe you have misinterpreted the intent of my statement. For that I do apologize. I did not mean to question your loyalty to Moonbow. I was only pointing out that Sehanine also wishes this task complete as you had stated. You should save your angst for the final push.”

    Bofor, in a matter-of-fact-tone, explains, “I know the elves battle desperately upon Bone Hill. Whatever haunts that keep is tied to this hellish place. Without our victory here, the elves may not triumph. This is more your concern than that of the dwarves.”

    “And do not think that we are blind to the ambitions of the elves. The short-lived men do not pay your kind enough attention but those of us in stone halls do. We shall not be moved or harassed from what is rightfully ours. You may crawl all over the surface of hill and dale but do no think you will drive the Thesdrorlum clan from the mountain’s deep halls.

    While Bofor speaks, Tathar renders what aid he can to the snake-ranger (+3, 18/52).

    Bofor walks over to the duergar and lays a hand upon him, “Fortubo grants your request. May he ease your suffering.” Dalic’s pain remains but he is grateful for the aid (+4, 11/40(49)).

    Grimlock joins Tathar at Southar’s side not attempting to hide his normal soft footfalls. The half-elf requests, “May I have Bloodletter in case we run into another creature needing magic to harm it.”

    Grimlock continues, more to the group, “I suggest I scout forward of the party.”

    Grimock then turns his attention on Zalco, “Are you willing to work with us and not against us. By which we decide when and how to attack and cease charging into every encounter and to give us time to access each situation we encounter first.”

    Zalco counters, “Be not ashamed you are not as brave as Southar the Defeater of Iron. You are as free to do as you please as Southar the Supreme.”

    Southar appears to bask in the glory bestowed upon him by the sword.

    Zalco continues, “However, Grimlock, you do speak with wisdom. Southar of the Scales shall relinquish you the lesser blade named Bloodletter; but only on this condition. You shall return him my scabbard.”

    The snake-ranger looks to where the invisible half-elf stands and nods his approval of Zalco’s bargain.

    With the tension between Grimlock and Southar and the elf and dwarf priest, Speck remains sheltered near the base of the stairs.

    Breymeer remains on the floor, still waiting for all the cobwebs to clear from his mind. His head aches something fierce. “My axe,” he says weakly.

    Kuba retrieves the hand axe and hands it to Breymeer. The northman appears more relaxed as he wraps his fingers around the hornwood shaft.

    Tathar, listening to Bofor's words nods at Bofor's direct apology, and seems appeased.

    Grimlock replies to Zalco, "Nah, your scabbard has got to be worth more than Bloodletter in coin. I will hold on to it ‘til I can turn it into new spell books. If Southar doesn't want to hand over an unused weapon which would benefit the entire party then me thinks he is not of free will and I would prefer not to give you what you want as you still do not agree to work with us. Lastly, You still haven't told us why you commanded me to kill Bofor and why now you wish Tathar to kill him. Why do you wish Bofor dead?"

    Speck moves forward angling towards Kuba as Zalco argues with Grimlock, “You are correct. It is my scabbard and it is worth more than Bloodletter in coin. You are incorrect if you believe you will hold onto it. You know my strength. In fact, you only live because I slew a devil for you. I have worked tirelessly for this party to gain my revenge upon the dwarven priest. As far as Bofor is concerned, he is a dwarven priest and I trust them not.”

    Southar attempts to defuse the situation, “Grimlock, I am willing to ssssssshort term loan Bloodletter to you if it is of necccesssssssity.”
    Zalco continues his rant, “You see, the snake-man is in full control of himself.” Zalco appears to switch audiences and addresses the group. “I will aid you no further until this greedy mix-breed hands over my scabbard to Southar the Greater-of-the-Two-Warriors. The half-elf has all the greed for power of man but lacks the wisdom of the elves.”

    Southar, Zalco in hand, approaches Grimlock unerringly even though the half-elf is invisible. With his free hand, Southar unbuckles Bloodletter, sword and scabbard together, as he approaches. The ranger hands the sheathed sword hilt first to the half-elf.

    “Tis a shame the half-elf is so jealous of loosing possession of me. For I am able to show you the final hidden path that only I have detected so far. Enjoy the rest of your short lives without me.” With that, Zalco falls quiet.

    Dalic has spent his time seeking out his daggers. He finds both of his and the one Bhut had lost. One of Dalic’s blades was broken in the toss. Hearing the argument end, Dalic pipes in, "We need to figure out how we are ta survive the rest of the delve here. If Dalic be hit like that again, there be no comin back fer me. We must finish here though. If what the priest is right bout tha Bone Hill, I fear tha islands stand to tab over run with evil and death if we don't succeed this night. Also, Bofor this would hab been good to know earlier on.”

    Bhut approaches his fighting companion and collects his second throwing knife from Dalic.

    Southar gives his concurrence to continuing, “I shall check the other exit next.” He waits for Grimlock to take Bloodletter.

    Bofor answers the duergar, “It was more of a hunch when we started but both keep and delve suffer from a hellish influence. Everything seems to indicate one is tied to the other. Frelpic, the priest we seek, holds any further answers.” Bofor looks to Tathar as he finishes speaking, “I did not speak earlier for I do not trust the elves intent with the keep on Bone Hill. Nor do I now.”

    Tathar allows a small smirk to appear at the corners of his mouth before it quickly disappears. The Sehanine priest walks away from Bofor while saying, “The room with the giant statue of a devil with swept-back horns and red eyes is next.”

    Speck reaches his warrior companion. As he does, Kuba's stink catches him again and offers some advice, “May I suggests a quick splash of water from one of the basins to help with your odor?”

    Kuba chuckles and agrees with his minute friend. Kuba approaches the nearest basin and take his axe and tries to clear off a spot clear of scum. In so doing, he checks the water for any undesirable critters and such.

    “The airweed is not a pleasant odor but it will be better than your current condition,” Bofor informs Kuba.

    Kuba begins to sponge bath the best he can.

    Cirdan inquires to no one in particular, "What now? Do you all want to rest now, or continue to our deaths?"

    The gas cloud has dissipated leaving behind a foul but harmless smell that mingles with the rankness of the dung covered party members.

    The room is comfortably warmer than the chambers above. Having spent some time standing around, the group notices the room is warmer on the north end of the chamber. The illumination that magically lights the room appears to do so without heat. It does not seem to be the cause of the increased temperature.

    Both Dalic and Bofor agree the temperature is above what would be expected underground without some heat source.

    Dalic is irritated with the lack of progress. "Let us rest here and regain some strength in rest for the brawlers and learnin for the magical types. We will all perish pushing further like this. Also, shut up Zalco. Stop taking credit for the last demon anyhow. Southar, relinquish the sword to no one in particular but stow him. He breed deceit and in fighting. I will disarm you if need be but be gone with this for your companions' sakes!"

    Cirdan inquires of Bofor about "airweed" and if the basins are indeed safe for use.

    “Indeed, it is safe. Airweed is used by the dwarves to improve air quality. It smells not so kind but is very effective in deep mines. You may not want to drink of it but washing yourself is a good idea. You smell foul as well. As do you Southar.”

    Cirdan joins Kuba in washing himelf.

    Bofor turns his attention to Breymeer as the ranger tests his legs and balance. The bearded northman sways a bit and holds his head in pain but remains standing. He appears to be suffering a concussion. His stomach empties as the room spins. Slowly he continues to gain his bearings and footing.

    Bhut chuckles to himself. He appears slightly amused that Dalic is once again shorter than himself. “You look like you could use some rest. Your wasting away.”

    Southar continues to hold out Bloodletter to Grimlock.

    Grimlock grasps the hilt of Bloodletter, “Thank you.” The sword hovers in mid-air remaining visible while Grimlock continues to be invisible. Grimlock’s voice continues, “We can really end all this untrust with a very simple act of goodwill. All I request is you place Zalco in the northwest corner of the room. Then you walk over to the fallen statue. I will remain here with Bloodletter out so you can see I have not moved. I will give you my word I will stand fast if you do this.”

    “In doing so you will prove your will and control over Zalco. We can then have a conversation and, if you so wish it, at the end if our conversation I will return the scabbard and you can return to collect Zalco as your blade as I will not contest Zalco any longer.”

    “Very well.” Southar releases his grasp on Bloodletter and walks to the northwest corner of the room. “How ssssstrange,” mutters Southar as he reaches the northwest corner. “It growsssss conssssssssiderably warmer over here.”

    Southar, sidetracked from Grimlock’s request, continues to the wall in the northwest corner, “It appearssss to warm with each ssssstep.” Southar looks down as his blade as unconsciously nods.

    To Southar Zalco whispers quietly that there is a door hidden in the wall to the west and slightly to the south of where Southar now stands.

    Southar appears to be in contemplation and talking to himself. After inspecting the wall, he turns and sets Zalco down upon the floor. He analyzes the group and then walks to the fallen iron dwarf.

    Dalic draws his Blackened Delven Bastard. He mutters under his breath something about barbarian humans and donkey sweat without facing or acknowledging Bhut but clearly in response to the comment about his height.

    "I know little of these magix 'specially the evils we have faced these past weeks. But I know tha' it ain' right ta warm without fire this far down. Be ready men... also Bhut. We may not get a respite in any case.”

    Dalic begins strafing to distance himself from the walls, basins and other characters. He moves about 30 feet to the southeast while watching Southar. As he passes Bhut, he looks up and indicates with a tilt of his head to follow if he is so inclined.

    Bhut does decide to join Dalic, “I am thinking it would be wise to rest for at least an hour.”

    After Kuba cleans as much of the Orc dung off himself as he can he lets out a sigh, "Ah... Fresh as a daisy. Hey snake face, you may want to try this. The water's fine.”

    Speck hangs around those at the basin while remaining as alert as he can.

    Southar reaches the iron dwarf and looks to the floating Bloodletter, “Are you sssssatisssfied Grimlock?”

    Southar begins his return to the northwest corner, “I will be expecting Zalco’sssss sssscabbard.”
    Adept Greytalker

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    Wed Sep 07, 2016 8:31 pm  
    The squabble and the messanger

    Breymeer gathers up his broken axe and stows it in his pack. He looks a little unsteady. “I will be wanting to rest an hour. I can continue on but won't be much good in a fight for a while.”

    Grimlock hails Southar as Southar turns to the northwest. Southar pauses, looking suspiciously in the direction of the floating Bloodletter. Grimlock approaches the snake-man as given by Bloodletter floating through the air to the iron dwarf.

    The snake-man and the half-elf lower their voices and have a conversations. By the look on Southar’s face, they are not agreeing with each other.

    Grimlock tells Southar, “I would trade any interest in Zalco for Bloodletter and your magic rope. As a rogue, I believe it would be best suited for my skills as Zalco for yours. Bloodletter is of simple magic as is the rope for a very powerful sword indeed.”

    Southar responds, “You can have Bloodletter. Use your own darn thieving ssskills to climb wallsss Grimlock you sssschmuck! I earned the rope with a sssnake bite and am keeping it. A powerful magic ssssword is worth way more than some gemssss on a sssscabbard. If you don’t like the deal I will keep Bloodletter and ssssell him later for an even better ssssscabbard. You can attack with ssssticks ya greedy elf.”

    “That is fine. You can have Bloodletter and I will still contest ownership of Zalco. You did take it from my hand when I was held after all. That is stealing after all. I doubt anyone will argue if I took Dalic’s bastard sword from his hand in the middle of a battle while he was held I would not just get to keep it. You can return Zalco to me when we finish this thing. You obviously have no idea how powerful a weapon you have been offered. The thing healed me completely once even.”

    “You will not take my preciousssss!” Southar’s voice becomes very stern.

    “My offer is now rescinded.” Grimlock also becomes very serious. He hands back Bloodletter.

    “Zalco has chosssssssen the ssstronger owner. You can trade the sssscabbard for Bloodletter or not. I don’t care.”

    Grimlock warns, “I’m going for my sword back now since you no take my good deal I offered. You yellow bellied snake.”

    Southar gives his counter offer again, “I get Zalco with his ssscabbard and you get Bloodletter. If you don’t give up sssscabbard, you can beat things with your fistssss. The fact I took it out of your frozsssen grasssp is moot. It wasss alwayss meant for the likesss of the great Sssouthar.” Southar ties Bloodletter back to his belt.

    “You could have had both for a reasonable deal but you foolishly chose not to. Now you will just have to wait and see. I would rather have a fighter mad at me than a mage. I’m both.”

    Southar turns for the northwest corner again. As he walks away, he watches over his shoulder while hissing, “Very well. Try me.”


    During the conversation, Bloodletter is handed back to Southar who re-takes possession of it.

    The conversation becomes heated and Southar turns to walk away. He watches over his shoulder as he walks towards the northwest corner spouting something towards Grimlock as Southar departs.

    Dalic watches Southar carefully and silently. He watches for any commotion. As Southar separates from Grimlock, Dalic sits for a respite.

    Grimlock’s voice calls loudly to the rest of the party, “So, I just offered Zalco to Southar even though I believe it is rightly mine to possess. I offered him Zalco in return for Bloodletter and the magic rope but he refused the offer. I didn't want to give up Zalco to start with but in the interest of getting a better trade I would have accepted both in return. This offer was more than generous and I was on losing end as Zalco is worth far more than a simple magic long sword and a rope we have used all but three times.”

    Grimlock takes a breath and Southar continues walking away. “I no longer want to give up Zalco as the generosity of my offer has been thrown back at me. I would like to group to decide Zalco's owner. As Southar will state, Zalco wants to stay with him, but when do we care what a blade wants versus a living being’s right of choice? His wants are irrelevant and he would sooner jump ship to another if he though he could do an equal or better job as the weilder. Zalco has NO say.”

    “I have waited and not claimed any weapons less a silver blade with no magical characteristics while others, including Southar, have claimed magic sword such as Bloodletter and the Delvin Blade for Dalic. It was my turn to have a choice on a magic blade and if it be a more powerful blade than the ones others have claimed it does not change my right in turn.”

    “I did claim Zalco and had been using it quite effectively ‘til I was held by an undead creature. While I was held in battle, the sword was taken from me without my consent and never returned. If he had taken it to finish the battle that would have been acceptable but I believe unneeded. But he took the sword to keep the sword. I do know with all certainty if I took Dalic's Delvin Blade while he was held and did not return it upon his freedom, I would be dead or unconscious and he would still have it back in his hand. Cirdan, what if I took your staff? To any of you, if someone took your property from your hand and did not return it, would you just accept it? I think not.”

    “I do not hate nor hold a grudge against Southar, but I do want the blade returned to me. A compromise I would be willing to consider would be to return Zalco to me. If I cannot set the blade down upon my will or I charge off into crazy mode, then by all means subdue me and take the blade from me.”

    “Otherwise, I still believe the rope and Bloodletter are a fair trade if I cannot use Zalco. It is my turn for a magic blade. I was only under the control of Zalco because the spirit had reduced my will and I could not fight both and win.”

    “Southar was of free will when he took the blade from my held hand. He already had a magical sword. He is able to put down Zalco and walk away from it which means he makes the choice of his own free will not to return what he has wrongfully taken.”

    Grimlock finishes his speech, “I shall let all of you decide.”

    Kuba listens to the rant, and without any opinion on who gets the loud mouthed sword he joins those taking a rest and says, " Just let me know when it's my turn to claim a magic sword."

    Breymeer states, "Have we sunk to a level where we burn our energy whining over who gets the best toy? My head hurts as it is. It would seem it matters not as long as everyone has a hunk of steel in there hand and we work on getting out of here." Bremeer sits back down to eat a snack and drink some water with Kuba.

    Tathar sits on the floor and spends some time praying.

    Speck joins the resting group and shares some food with those who want it. He asks no one in particular, "How does one get to know if something is magical?"

    Bhut watches as the events unfold seeming not to have a care over who possesses Zalco.

    Cirdan, being a diplomat says, "He brings a good argument, Southar, what do you have to say in rebuttal?"

    Southar does not respond. Southar reaches the blade and takes possession of Zalco once again. He begins inspecting the northwest wall while keeping an eye on the rest of the party suspiciously. Bloodletter is tied to his belt. Grimlock retains Zalco’s scabbard.

    Dalic speaks again to the group, "Ye both squabble over a sword that neither has indeed earned the right ta wield. The irony of yer protest Grim is that ye stole tha vile thing from Dalic ta begin wit. I slew the smith that wielded the blade but ye tumbled by thinking it honorable ta snatch the blade now that tha enemy lay to waist at me hands. Even if Foesmiter were at the helm at the time, it would be of no consequence because it rightly belonged ta the demented dwarven Smiter who once again was smote at my hand. In any way of earning the thing Dalic has won it twice over. Now I prefer me my bastard sword as it be my specialty an wish not ta fight with friends over who ought own a demonic blade, but let us not speak of rightful ownership in this matter. Ye try to bargain a trade with a blade ye have not earned but stolen for the Bloodletter which was again not earned but gifted by me ta Southar after winnin tha thin at bone hill. This all be contrite and misrepresented at best. I will take the stand now, not ta wield it but ta shut it up. We can sort who wields tha beast later. For now, scabbard tha thing and relinquish it ta me for safe keeping. If ye should have an argument more logical than this then present it but I am at me last wit yer squabble and it ends now.”

    “What say ye? Am I incorrect in assessment for who hab won or earned what? If I were anything but a Dalgur I'd be offended at your squabble over mine accomplishments."

    Dalic demands the sword.

    Cirdan, turning from his question to Southar, addresses Dalic. "I do not argue your abilities, Dalic, but claiming 'your accomplishments' is arrogant at the least. I suppose that is common for a dwarf. Your 'kills' are in actuality, party accomplishments, because if you had come here or gone to Bone Hill alone, you would be dead already, with no one to brag to, and no claims over any items."

    "I feel that for that very reason, possessions and valuables found while on a quest should be divvied up fairly and honestly, or if not, agreed to by the entire company."


    Southar, Southar asks Zalco about the swords healing ability as indicated by Grimlock. “Indeed I can heal if I so choose. The half-elf is truthful about that. He however lies about not possessing a potent sword. The silver blade he possesses has been infused with magical powers. He is slippery and deceitful. Quickly now, trigger this door, defeat this vile priest and let us separate from this jealous thieving rabble.”

    Southar is still unable to trigger the door.


    Grimlock gets his things in order. He keeps his scroll case slung to his back for quick retrieval. He prepares to scout forward down north hall.

    Kuba and Speck are resting, eating, and checking equipment. They pay little attention to the argument about the ownership of Zalco. Kuba figures if who ever has it dies he may get a chance to get it.

    Bofor moves over to the north basin and continues to rest and regain strength.

    Breymeer does not comment. He continues to rest. He looks disappointed at the squabbling and greed.

    The others continue to rest near the northern basin resting and checking equipment.

    Bhut quibs, “Maybe Bhut should take it.” He laughs to himself.

    Dalic, standing next to Bhut about 25 feet south of the basin, replies. "It is an easy and trusty way of handling things yes. I need the sword little but have a growing disdain for the claims of rightful ownership as well. This place is one a party best get out of yet we linger for what seems an eternity and that Zalco makes it all the worse.”

    “Let us cut the rhetoric and finish what we can ta do. I agree with me friend here that as long as we hab steel in hand an work tagether all will work out.”

    “Southar or Grim I take no ongoing claim ta the sword but simply wanted ta point out the idiocy in the argument. True ta words spoken recently we should all be armed well and work tagether.”

    Dalic finishes with, “Southar, you appear less in need of the Bloodletter at present than our half eleven companion. Would you oppose he at least borrow it for the remainder of this quest? Zalco should proven to take your fighting hand and an enchanted sword wielded by Grimlock would help us all."

    Southar suddenly turns from the wall, “Zalco says he would welcome the chance to correct the demanding half-elf.”

    Zalco taunts the half-elf, “You discount me half-elf. If you feel you can control me, step forward and and lay your hand upon my pommel. I shall show you that no one owns me. The warrior that wields me does so only upon my blessing. Come if you dare and try and claim me. You shall see Southar alone has my permission to wield me. Only he is worthy.”

    Southar turns the blade pommel out towards where Grimlock had last stood.

    Grimlock is unseen so his approach to Zalco goes unnoticed by everyone but Zalco. “Keep coming Grimlock. We shall settle this here and now.”

    Grimlock’s voice sounds bold, “You will know I do not control Zalco if I act any less reserved than my usual self. At which time, I now give you permission to wrestle the curse from me. Time to ride the bull!”

    Southar releases the sword and it raises into the air as Grimlock takes ahold of it.

    Grimlock’s sense of victory is short lived. He immediately feels the battle of wills begin between he and the blade. Grimlock realizes his will is still not fully recovered and the sword takes the upper hand. Grimlock’s ego succumbs to the sword’s will. He feels the blade invade his thoughts and is helpless to stop them. The thoughts turn to action as Grimlock places the blade into the gem encrusted scabbard. He then removes the scabbard and sets the sword upon on the stone floor. Speaking without thought, he relinquishes ownership of the blade to Southar and steps back. Grimlock’s mind and will become his own after a slight disorientation. Grimlock realizes he is unable to control the sword without first recovering from the drain of will bestowed upon him by the living dead.

    A moment of baited breath. Several seconds pass and the sword slowly turns and is sheathed in an invisible scabbard. Only the hilt remains visible as it turns horizontal to the ground. It lowers to the stone floor. As it lowers, Grimlock’s voice, now weak and shaken, reports, “I now give the blade to Southar as Zalco, in his wisdom, has himself claimed as his wielder.”

    The blade is set upon the floor and Grimlock’s soft footfalls indicate he has stepped back from the blade.

    “It is settled,” calls Zalco. “Southar, come and let us find the vile dwarf priest that slew Khorliss Foesmiter.”

    Southar steps forward and claims Zalco and his scabbard.

    Southar again removes Bloodletter from his belt and tosses it to Grimlock who catches it as a reaction, “You can ussssse thissss unlessssss it sssssuitssss ssssssomeone elsssse better.”

    The trade complete, the group settles in to rest and regain their strength.

    The group finally reaches a unanimous decision. They all want to rest.

    Dalic sits and remains slightly separated from the group. Bhut sits next to him. The warriors rest while they occasionally converse.

    Cirdan begins reading his spellbook and practicing verbalizing the difficult words to his spells. Intermittently he stands and practices the particular physical movements required by his profession.

    Breymeer remains at rest.

    Tathar remains in prayer.

    Bhut continues to rest, “I could hibernate for a week, but that is not an option at the moment.”

    Bofor lazily begins telling a joke, while resting. "A human and an elf walk into a bar . . .” His voice tapers off and he gets lost in meditation and prayer. He finds solace in the solid stone that surrounds him.

    Kuba rests and, like picking dog crap out of your shoe, he picks what remains of the orc dung off his armor, weapons and belongings.

    Speck stows away the food and while doing so he will peeks inside his bag. He rummages around inside of it a bit. Speck sighs and begins pulling items out of his pack. Interrupting Cirdan for a moment, the halfling asks him about a few items he found. The halfling shows Cirdan two rings, metal bracelts and a sheathed dagger. Both rings are gold. One is plain and the other is designed as a skull. The bracelets are made of thick metal similar to what a warrior may wear. Speck appears guarded while showing the items. “What do you think? Are any of them special?”

    Grimlock can be heard sofly approaching Kuba and Speck. Bloodletter hovers in the air as the half-elf walks to the basin where most are resting. He stops next to th Kuba and hands him Bloodletter. “I cannot hide it right now. You wield it.”

    Kuba, appearing pleased, takes the enchanted long sword and ties it to his belt.

    Southar continues to inspect the northwest wall casually.

    After about a half hour, the first lantern sputters and then goes dark as its oil supply runs out. The second lantern continues to burn bright. In addition, the room carries some enchantment that illuminates the chamber completely without the lantern. Since everyone is comfortable, no one bothers adding oil for the time being.

    Approximately one hour passes without interruption.

    Cirdan looks at the objects without taking them from Speck’s hands. “These types of items are often enchanted. You are justified in asking. If we survive this place, I would be more than willing to cast a spell upon them to determine if they are magical or not. If they are, I would be willing to try and decipher what properties they contain if you, Speck, are willing to provide the financial backing for the materials as well as a small fee for my trouble. It is a very in depth process after all.”

    Grimlock proposes to the group, “Let’s get a full day’s rest here. No need to push forward since Zalco isn’t forcing the push. We can hide and rest behind the basins. I can scout ahead in the north tunnels while we set up a defensive sleeping arrangement. Our warriors need healing and without rest for our priests, they will go unmended.” He pauses for a reaction then continues, “But that is just my suggestion. It matters not to me if we stay or push on.”

    Bhut agrees, “I feel more exhausted now, but if the rest of the group decides to continue, then I will join in.”


    Dalic catches a glimpse of movement in the northwest corner while everyone is resting. Or was it a sound that drew his attention there. He looks over and no longer sees the snake-ranger searching the wall. A very faint crack of less than ½ inch can be seen as it becomes lightly illuminated. Through the crack, on the other side of the wall, a slight illumination faintly flickers.


    Southar pushes the stone quietly inward. A small section of wall becomes loose and Southar is able to push it in. He is met immediately with a significant increase in air temperature. It is not harmful.

    Southar looks back and notices the group does not appear to see his discovery.

    “Let’s go. You do not need them,” encourages Zalco.

    Southar agrees with the sword and finds he is free to make the decision on his own. He slips through the opening and allows the door to shut quietly. He removes an arrow from his quiver and allows the door to shut tight leaving only a very small opening.

    “The passageway is clear from any unseen beings,” reports Zalco.

    Southar removes a torch and lights it. It illuminates a tunnel running out in front of him. It goes generally straight ahead as far as he can see which is limited to the distance of the torch light; 15 feet ahead.

    The passageway is about 10 feet wide and is domed to about 15 feet. It is roughly cut from the stone although the dimensions stay relatively consistent. It is as if someone cut the tunnel but did not finish the stone smooth. The floor, however, has been laid with various shades of red mosaic tiles. Each tile is about six inches square.

    “For glory and revenge!” declares Zalco. “Let us find and slay this priest once and for all.”


    The party has settled into their rest and is finding it hard to continue their exploration. Tathar pays no heed to anyone; he continues to pray.

    Breymeer, who sorely needs the rest himself, seems more willing than some of the others to move out.

    “Let’s rest here long enough to recoup our spell casters,” comments Cirdan Saralonde.

    Grimlock’s voice agrees, “I will scout a short distance down the passageway while you rest.” The voice comes from the entrance to the northeast tunnel.

    The group settles in content to rest. Bofor, seeing no one is going to bite on his joke, finishes the punch line anyway, “The dward and the halfling walk under it.”

    Suddenly, Dalic jumps to attention. "The wall! Southar!" He draws his sword and charges to the northwest corner. A thin sliver of light, approx. ½ inch wide, illuminates the faint outline of a door that was previously hidden from view.

    Dalic pushes the door inward seeing Southar had blocked it open with an arrow. The duergar has the Delven Bastard poised for attack. Standing behind the door is Southar. He holds his golden shield and a torch. Zalco is sheathed. It appears he has just lit the torch.

    The passageway is about 10 feet wide and is domed to about 15 feet. It is roughly cut from the stone although the dimensions stay relatively consistent. It is as if someone cut the tunnel but did not finish the stone smooth. The floor, however, has been laid with various shades of red mosaic tiles. Each tile is about six inches square.

    A wave of hot air pushes past Dalic. The temperature increase is significant going from nearly 60 degrees in the room to roughly 100 degrees in the hallway.

    Southar asks, “Can anyone aid me with my injuries before I continue to explore this passage?”

    Grimlock says, “We have a plan to rest. Let us execute that plan. I can scout both tunnels if we like. I can set up a warning system if we have string and noise makers maybe.” His voice continues to come from the opening to the northeast passageway.

    “Just because a secret passage has been reveal does not mean we should rush down it. We know it is there and that is enough for now. For all we know it’s a passageway to the Nine Hells and we are inviting more peril in our current withered state. Stay focuses and let us rest for now.”

    Bhut jumps to his feet anyway and heads for the northwestern passage. He is still groggy from his sleep and not fully aware of what is going on yet.

    Kuba and Speck ready themselves to continue. They stow their loose items, adjust their armor and wait for the scouting report.

    Cirdan stops practicing his spell movements and looks at Southar. He inquires, "I thought you were invincible. Why do you need healing?”
    Not awaiting an answer Cirdan continues, “You are being manipulated by a cursed shield and a talking sword. When you are healed of your injuries you will continue on your own with no regard for the rest of us." He then goes back to his studies.

    Tathar stops his praying and comes to his feet. "If I understand correctly, we are still to face an evil priest of Fortubo with unknown abilities, but obviously powerful. Also, possibly, a demon or demons from the planes of Hell itself. We know not their skills or magical abilities. If we rest, Bofor willing, he and I can heal our injured and Cirdan and Grimlock will be able to regain their spells. We will meet our foe at our best and defeat it or die trying."

    He looks at Southar. "I will heal you, but only with your sworn word that you will wait with the party until we have rested and recoup our spell abilities. If you break this word, Sehanine will never heal you again through any skill of mine."

    Bofor corrects Tathar. “Frelpic does not pray to Fortubo, I assure you of this. Fortubo is the patron saint of stone and metal not devil worship. Freplic has turned to a new master, this is beyond question.”

    Before Southar can answer Tathar, his torch bursts into a fiery show. Bursts of various shades of red, from near orange to almost purple, launch into the air from the torch. Each ball of flame bursts into a fiery explosion, glowing brightly for several seconds before burning itself out. The fireworks cause a sudden illumination. Involuntarily, the characters shield their eyes from the effect.

    The torch turned Roman Candle continues to belch out balls of exploding light for over ten seconds. The showering sparks only cover an area five feet around Southar. Southar appears unburned by the flames and sparks. Southar’s eyes were stunned by the sudden light and his vision is nothing but a brilliant ball of light. He can not effectively see.

    Southar’s torch is consumed in the display.

    Southar stumbles back through the secret door and blindly finds the side of the door. He takes up a position there and waits. He allows the door to swing shut. It closes onto the arrow he had previously placed to hold it open. The arrow shaft holds and the door remains ajar approx. ½ inch.

    “I will be your eyes Southar. Holding me, you are undefeatable,” rallies Zalco.

    Dalic, being susceptible to bright lights, is caught off guard and blinded as well. He curses like a true dark dwarf.

    Bhut, being quicker than the others to shield his eyes, comes through the brilliant display with his vision intact.

    Bofor can see as well. He spreads out away from the basin towards the north wall. He readies his hammer and shield while watching the rest of the room for a threat. He does a quick check of the others to make sure no one is in dire need.

    Breymeer, holding his hand up to block the light, looks around for a better position. He circles the basin counter-clockwise and puts his back up to the wall. He arms himself with his bow and strings and arrow. Experience has shown, with Breymeer playing overwatch, the group is a slight bit safer.

    Cirdan recognizes the danger of such magics. Even so, he barely gets his eyes covered in time. The light hurts his eyes but after blinking several times he finds he can see for the most part.

    Tathar, having gone back to praying, was completely unaffected.

    Kuba finds himself watching the dazzling display. Upon its completion, Kuba struggles to see anything but bright spots in his eyes.

    Speck, on the other hand, was able to shield his eyes and is unaffected.

    Grimlock, on the far side of the chamber easily covers his eyes preventing any unwanted effect.

    “Theeeere heeeere!” whispers Zalco in a poltergiestish way.

    Several long, vicious looking claws creep around the edge of the ajar secret door. The clawed and barbed hand grasps the door securely. The hand is not much great than that of a large man or a small ogre. The skin of the hand is a very dull greyish brown. The claw of each bony finger is several inches long and very stout; resembling knives more than claws. With it comes a sense of foreboding.

    “Priest of Fortubo!” Its voice booms from the other side of the door. It speaks clearly, with the haughty boldness of a butler. “The servant of my master requests and audience with you. You shall come with me now and speak to him in regards to this unwarranted invasion of his privacy.”

    “You may bring with you one body guard of your choosing.”


    Zalco whispers to Southar while the clawed creature speaks, “The beast beyond the door is your enemy. Trust in me and slay it when the door opens.” Dalic is close enough to overhear the sword speaking. Bhut does not appear to.

    Dalic holds his position and calmly monitors his surrounding.

    Bofor, appearing bold and calm, begins to approach the secret door from the northern basin. “Who will join me? I will speak to Frelpic.”

    The clawed hand pulls the secret door open to reveal itself standing in the passageway.

    The creature is a large humanoid, standing seven feet high. It is entirely covered with large, sharp barbs including its thick tail. It has an elongated face with sharp projections from its chin. Instead of hair, more projections jut backwards from its head. Its red eyes dart about attentively giving it a paranoid and nervous look.

    The creature reacts to the warriors in the threshold of the secret door. It waves it spiny hand before itself while uttering some abysmal commands.

    Southar blindly rushes past the duergar. “I will lead you Bofor!”

    The snake-ranger slashes at the spiked fiend while Zalco shouts, “Back to hell with you!”

    Southar raises the blade above his head and bring it down towards the fiend as if chopping wood. The blow deflects off the tough hide leaving it unharmed until reaching its left foot. The enchanted weapon cuts into the top of the creature’s foot drawing forth a dark colored ichor (5, 32/37).

    The beast claps its teeth together, ending whatever arcane enchantment it was conjuring up as its concentration is broken.

    A flash of panic is seen in its eyes before steeling itself to destroying Southar and his horrible blade. “I will return to hell. And I shall bring you with me!” It drops into a defensive position, its clawed hands menacing Southar. It clicks its long spike-like teeth together.

    The creature does not advance on Southar. Its darting eyes study the ranger for his next move. “I will allow the Fortubo Priest to pass with one other than this,” indicating Southar. “This one’s fate now belongs to me.”

    Grimlock pales slightly at the sight of the new adversary, albiet invisible to the others.

    Bofor cautiously moves along the north wall towards the demon.

    Grimlock yells, “I have killed this evil creature before with Zalco. It commands the undead as well! It is EVIL!! KILL IT, it must not escape!”

    Kuba readies for an attack but stands his ground by the north basin as he is still partially blinded.

    Speck circles the basin counter-clockwise and ducks behind it for cover. He is just west of Breymeer.

    Speck throws caution to the wind and puts on the bracelets and rings. He prepares for an attack by taking out his bow.

    Cirdan moves clockwise around the basin and takes up the position near the north wall where Bofor had just vacated.

    Tathar calls upon Sehanine, “Sehanine, please silence this foul fiend.”

    The fiend attempts to continue taunting Southar but all is silent. It looks outraged.

    Dalic comes from around the door and engages the creature in melee uttering an unheard battle cry. The duergar attacks hard. Delvin Bastard slices into its right ankle nearly severing it. The fiend tries in vain to keep itself upright with its spiny tail. Clawing, the creature falls forward and to its right.

    It rakes its right hand down the front of Dalic’s chest but the claws fail to penetrate the dwarven plate mail. Deep scratches remain on the breastplate.

    The left arm comes at Southar like a hay-maker as the fiend’s mouth opens wide to impale the snake-ranger on its knife-like teeth. With the speed of a striking snake, Southar meets the blow with Zalco, catching it on the inner forearm. Zaclo, for once, cannot be heard praising himself as a result of Sehanine’s power silencing the area.

    Southar continues his defense by shield punching the fiend in the face busting many of the teeth out. At the same time, Southar brings Zalco in from the parry, tilting the blade level as he does so. He drives the blade straight through the stunned face of his prey. The entire attack is over before the fiend hits the ground.

    A look of hatred turns to horror as the fiend succumbs to Zalco. Nearly too fast for the eye to track, the beast crystalizes and explodes to dust. The dust in turn fades into dungeon air. Absolutely nothing remains of the hellspawn.
    Adept Greytalker

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    Wed Sep 07, 2016 8:42 pm  
    Watch the Glyph

    Bofor inquires to the group, "Why are you attacking the messenger? It means us no harm." The dwarf priest continues to make his way to the secret door. He stops and then backs up a few steps as he reaches the threshold of the door. He notices all sound has ceased. He steps back about 10 feet from the door until sound returns. Dalic enters the room and strides out of the soundless radius.

    “This is madness!” Dalic strides blindly back into the main chamber calling for rest so everyone can heal and study. He indicated he will not last a full battle without healing. "I got lucky this time and me armor proved its worth"

    Southar enters the room behind Dalic. Southar moves ahead to meet up with Dalic, Bofor and Bhut. Southar uses his sword and shield to aid him in locating the walls as his vision is still poor. “I am willing to let the mobs come to us. Guard the entrances and let the casters rest up.”

    Bhut remains at the secret door monitoring the hallway beyond the door.

    The rest of the group appears relieved to stay and rest. Kuba still suffers vision trouble.

    Breymeer continues to stand ready with bow.

    Bofor looks at the three warriors gathered near the secret door (Bhut, Southar and Dalic). “I am going to parlay with Frelpic.” Bofor, looking first to the warriors and then back at the group, “One of you may come with me. I am leaving now.” Bofor pauses to see if anyone volunteers.

    Zalco observes, “Your bodies are so much weaker than the steel of my blade. But I understand, as weaker beings, you must rest. It appears even the mighty Southar desires it though I think going with Bofor would be a task more fitting our superior abilities.”

    Surprisingly, the blade does not fight the plan, “I like the idea of resting. It seems that every time you sit down, some vile beast comes to attack and I get to display my dominance and destroy them. Good plan, let’s rest.”

    Bofor waits for a companion. Otherwise, he appears determined to go through the secret door into the western passage.

    Dalic immediately responds to Bofor, "Don't be daft cousin. You are too eager to 'parlay' with death. Consider the wisdom around you. We hab faced similar an know tha power needed ta survive tha next encounters. There be no room fer error when we are all injured or lacking magical reserves. Ye asked fer we ta assist you here. Let this wisdom assist you. Parlay ta tha Demons here means come quietly so they may steal your soul or body or both. I pray you, do not go. If you do, I fear you will go alone. What is tha point of yer asking us here if ye go off without us?"

    Dalic pointedly sits down leaning against the wall facing the secret door.

    Bofor hesitates for a moment as he contemplates Dalic’s words. He looks to the western passageway before straightening himself and resolving to stay. “You are correct my deep delving friend.”

    A sigh of relief comes over the group and they begin to make plans for an extended rest.

    Tathar prays (for healing +4, 28/28).

    Speck huddles behind the north basin and Kuba takes up a watch next to the halfling. Kuba’s sight begins to clear.

    Tathar visits Breymeer, Kuba, Bhut and Dalic; healing each of them in turn (Breymeer +8, 16/49(57), Kuba +5, 34/45(47), Bhut +5, 22/40(46) and Dalic +6, 17/40(49)).

    After healing the four warriors, he rests and prays behind the north basin.

    Cirdan takes up a position next to Tathar and tries to get some sleep.

    Dalic offers to take first watch. He walks to the middle of the room where he can see all three entrances and begins to pace slowly in circles.

    Bofor leans up agains the north basin and closes his eyes.

    Breymeer cautions, "Whatever has charge of this place obviously knows we're here. I'm confident it will be sending more minions soon or coming itself prior to the end of our rest. I'll set guard inside the passage. I'm confident your rest will be short."

    With that, Breymeer goes into the western passage with his bow in hand. He steps past the door and begins to quietly move down the passage.

    Southar stands quietly inside the chamber near the secret western door.

    Grimlock lays out a plan, “We should split into two groups. One group behind the southeast basin an the rest to the nearest north basin. We can divide up the spell casters. I will be by the north one. Guard duty can be divided up between the warriors. One awake in each group. They will sit at the outside perimeter of their group closest to each other so they can monitor each other. They could even walk back and forth with each other or walk a perimeter together. The rest of us can stash ourselves behind the basins attempting to conceal ourselves from view of each passageway.”

    He looks at the secret door, “We can shut that door and lean the iron dwarf’s sword against it. It should make a lot of noise if it is opened.”

    He looks back to the group. “What do you say? Who wants to be in the north group and who wants to be in the south group?”

    The group listens to the invisible half-elf’s wisdom and splits into two groups, one south and one north.

    Southar closes the secret door most of the way leaving Breymeer in the tunnel. The northern ranger withdraws back closer to the threshold of the door.

    Southar, Speck, Kuba, Cirdan and Bofor take north.

    Dalic, Grimlock, Tathar and Bhut take south.

    After several hours of peace pass, Breymeer withdraws back into the room and shuts the door. He, with the assistance of the other strong warriors, leans the iron dwarf’s sword against the closed secret door. Having the alarm set, Bremeet joins the south group; keeping his bow nearby.

    The group gains hours of rest. The length of time that passes is uncertain but a large share of the day is spent recovering. The rest is one of unease and uncertainty. The group remains on edge expecting another attack at any moment. The spell casters do their best to study and meditate along with getting some sleep. This is not aided well by the fact that the rest begins in the early afternoon.

    All in all, the rest period is uneventful. There are a few false alarms and the icicles falling in the cold chamber at the top of the stairs are the cause of several alerts.

    In the end, roughly eight or more hours pass. The party is tired from the late hour but recovered slightly from the grueling pace of the first half of the day.

    Kuba, Southar & Grimlock all begin to feel sickly. They have a fever and their body is beginning to get the chills.

    Kuba rises from his rest and approaches the basin. He splashes water on his face. Kuba is beginning to look ill. He looks at the rest of the group around him and says through his body shivers, “We are in a room near the fires of hell and yet I feel cold. I think the wound from the dung eater has poisoned my blood. Is there anyone in our party that has the ability to cure this? If this continues, I will be of little use to anyone in a short time.”

    Grimlock, who had become visible to study, comes from a quiet corner where he had placed himself to study. His face is pale. He approaches Tathar and speaks to the elf priest quietly.

    Cirdan, seeing people staring to mill about, suggests having Grimlock investigate the secret passage, “That is where the ‘messenger’ came from so it would stand to reason that is the correct direction to go.”

    The other members of the group begin to get up, stretch and nibble a little food.

    Bofor and Tathar have a conference in regards to this new sickness. Kuba’s diagnosis appears logical. Bofor takes Kuba in his hands and prays for the removal of the infection that has entered his system. Tathar completes a similar prayer for Grimlock. They advise the effects will not be immediately felt but recovery from the illness could come steadily.

    Tathar surveys the warriors and chooses Breymeer and Dalic as the most in need for the healing blessings of Sehanine. Breymeer’s head injury is lightly improved (+2, 18/49(57)). Dalic’s body is noticeable more refreshed from the elvish blessing (+7, 24/40(49)).

    Dalic nods a thank you to Tathar and addresses the group, “I think we are all ready to move out unless there are objections.”

    Breymeer, obviously hampered by the significant head injury inflicted by the iron dwarf, takes up a position near the rear of the group. His bow is in hand.

    He awaits the rest of the group to come together and move out.

    Of the warriors, none appear to be fresh. All are battered and bruised. Kuba is in the best condition but it will take him some time to shake off the illness. Luckily, none of the warriors are out of the fight. All are healthy enough to yet battle.

    The elves, having missed the battle with the iron dwarf, are all relatively healthy excepting Grimlock, like Kuba, is recovering from the trash monster’s diseased bite.

    Bofor is healthy but spiritually spent. “I can still lay a whoopin’ with my mace and hammer.”

    Grimlock does not move up to join the group mustering. He appears to be thinking. He remains visible and has not taken up Cirdan’s suggestion to scout ahead.

    Dalic drops to the back of the group and begins his now familiar pre-battle preparations. The group is wise to the fact that he will soon be in a fanatic battle state waiting to explode.

    Bofor moves toward the front but remains out of the front ranks, “I do not think I am the best one to take point.”

    Kuba, being more healthy than most, moves up to the front. He carries his shield and Bloodletter. Southar takes his side. The snake-ranger, appearing somewhat worn down, shows no fear as he draws Zalco to face the unknown terrors ahead. His golden shield remains ever-present.

    Speck removes his bow and joins Breymeer near the back of the line.

    Bhut moves to the middle followed by Cirdan and Tathar.

    The group pauses for Grimlock to join the ranks.

    Grimlock regains his focus and moves to the rear of the group. He gives a simple nod to Kuba and Southar to indicate he is ready to move. His eyes are cold as they gaze at Southar.

    Southar ignores the half elf. Kuba and the snake-ranger gain Bofor’s aid and removed the iron dwarf’s mighty sword from the secret door. Placing it quietly on the floor, Southar depresses a stone in the wall and the door re-opens.

    Kuba pushes the door inward. The light from behind spills into the dark hallway illuminating the various red colored mosaic tiles upon the floor. The walls are cut from the surrounding rock but not left rough.

    Kuba steps into the hall and Southar moves forward as Bofor gets a hand on the door.

    Needing light, Southar pours a flash of lamp oil into his bullseye lantern and works his flint and steel until the lantern sparks to life.

    The hallway illuminates far enough to see a shadowy curve in the passageway. It curves roughly 60 degrees to the right. It is here Breymeer declares he took his guard post the previous night.

    Feeling secure, the party moves forward to the corner. After the curve, the passageway continues generally northwest beyond the lantern light. In the darkness beyond, it appears the passageway turns back westerly.

    The passageway continues to grow warmer. The general air temperature quickly passes 90 degrees and closes in on 100 degrees.

    Dalic continues to build himself into a battle crazed warrior.

    Half way down the northwest passage a mark on the tile suddenly and rapidly begins to glow red, increasing in intensity. Within a moment, the glyph explodes like a land mine sending shards of tile and stone into the air. The explosion rips into the first two ranks engulfing Kuba, Southar and Bofor.

    Kuba and Southar take immediate shelter behind their respective shields as bits of broken tile and stone pepper their bodies.

    Kuba keeps his feet and is generally protected by his armor (8, 26(45(45)).

    Southar remains standing and escapes major injury due to his scaled skin and armor (8, 10/52).

    The blast catches Bofor unprepared and the debris strikes him full in the face and chest. The blast blows Bofor back into Cirdan and Tathar. Bofor lands supine on the mosaic floor (16, 15/35(41)).

    Stones clatter across the walls and ceiling before raining down on the rest of the party harmlessly. Dust hangs heavy in the air irritating the throat. Bofor coughs to get his wind.

    Dalic prepares for an assault on the explosion. Discovering the cause was a booby-trap, he fancies there is nothing he can do but drag the wounded away from the source of potential additional danger.

    Bofor scrambles back to his feet.

    Finding his companions all alive, Dalic continues to work himself into a frenzy.

    Grimlock declares the obvious, “That is what is known as an exploding rune. That can only be cast by a more skilled mage than either Cirdan or myself. I would rather fight a tooth and claw beastie than an intelligent beast who can cast spells. Just remember to spread out if we have room so magic won't be as effective.”

    Grimlock remains in the rear but seems to keep a closer eye to the rear and ceiling.

    Bhut looks to see if anyone needs help. Seeing Bofor regain his feet and dust himself off, Bhut looks for any signs of danger.

    The group is tense and on the defensive but nothing else appears to threaten the group as the sound of the scattering debris comes to a halt and the dust begins to settle in the air.
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    Wed Sep 07, 2016 9:11 pm  
    Frelpic!

    Bhut looks ready to continue, with a sparkle in his eye looking for a fight.

    Speck, Cirdan and Tathar all follow Grimlock's lead and keep a careful eye open for any other troubles.

    Speck mutters his thoughts, "Magic exploding runes. Not fair. I can't put an arrow into a letter scribbled on a rock."

    Kuba is a little pissed off about the magic also. "Skilled the mage may be, but there is no honor in that." Motioning toward the blown up tile, "Let's find this coward and relieve him of his head." Kuba flexes his muscles and with a growl as he gets ready to continue with his shield at the ready to defend against any more threats ahead.

    Southar bends down and collects a small supply of rocks and broken chunks of tile. Before moving forward, he tosses a piece forward down the hall to skid. He continues to repeat this process with a half dozen stone and tile pieces; collecting and re-throwing them as he comes upon them.

    In this manner, the party continues down the mosaic tiled path. The group had walked nearly 150 feet prior to the explosion. They now round a bend to the left and move westerly and then turn slightly southwesterly another 120 feet before the passage corrects itself to a straight westerly path.

    Nearly 90 feet ahead of the party, some thirty feet past the lantern light, the mosaic path opens into an immense chamber. The chamber is lit by some type of firelight, large in scope, at the far end of the chamber. The fire sits before a statue of some figure rises out of view at the end of the chamber. The statue is gargantuan. A large stain of darkness covers a huge circular section of floor near the entrance of the chamber.

    No other details can be made out from where the party stands. As the party studies the scene before them, Dalic gives into his madness. His frenzied preparations leave him a foam spittled, bloodshot eyed raving maniac looking for a fight. The group subconsciously step away from the battlerager.

    Dalic seems completely unaware of his comrade’s activities as he frantically looks about for an enemy. His eyes fall upon Zalco with more than a passing interest. He doesn't venture far from the group being that no enemy has presented its self. His eyes are wide with excitement. He makes obscene threats to no one in particular. Spittle has foamed on his beard.

    Cirdan looks behind him down the hall. He nervously eyes the duergar before moving up as the passage with the others. “Keep spread out!” he warns.

    The hallway widens to approximately 15 feet as it nears the entrance to the grand temple.

    Bofor adjusts his shield before re-taking his hammer to hand. He moves forward forming the sole member of the second rank.

    Kuba stops short of the chamber. He examines the large dark spot on the floor from a distance.

    Breymeer bypasses Kuba and steps into the room. As he moves, he exchanges arrows. He strings the obsidian arrow. He slides to the left and places his back to the wall.

    Southar moves carefully to the right and pauses.

    Bofor steps up next to Kuba. The rest of the party, keeping 10 foot intervals, moves up as a column and holds.

    The chamber is of rough carved dark stone. The stone walls, like sauna rocks, radiate heat back into the room. The walls, floor and ceiling are all of the same light muting stone; a grey giving way to black shade. The temple chamber is 300 feet deep and 150 feet wide. The ceiling rises 90 feet above the party.

    An immense statue rises nearly 50 feet high from a white marble altar at the far end of the temple. The marble altar has red striations running through the stone giving the effect that the altar runs with blood.

    Rising from the floor in front of the altar is a black stone brazier easily 15 feet in diameter. Flames burn above the surface of the brazier although no fuel source is evident. Heat radiates from the brazier, raising the already high temperature past 100 degrees in the temple.

    The statue is carved from a reddish colored rock. It depicts a muscular man with a grotesque face. Its mouth widens in a rictus that promises pain and suffering to all who gaze on its visage. Horns curve back from his head and multi-facets ruby eyes send shimmers of red light dancing around the room as the reflect firelight. The gemstones set into the eye sockets are the largest rubies anyone in the group has ever witnessed. Each stone is no less than a foot across and nearly half as deep.

    Dominating the eastern portion of the room is a 90-foot diameter circular image of a demonic fly. The image of the fly made of mosaic tiles of a dark blood red color.

    The heat from the room suffocates the character’s energy and sweat, already having covered their bodies, runs down cheek and neck.

    Other than the flickering firelight, nothing moves in the chamber.

    Bofor gazes upon the statue and the color drains from his face. His body trembles as his hand loosens its grip upon his hammer. Bofor turns to flee, panic striken before the hammer even strikes the floor. Bofor begins a full speed retreat as he shoulders his way past through the column behind him.

    Tathar too begins to feel the tentacles of fear as a wave of panic rises within the elf.

    Bhut begins to look nervous as well. A look of helplessness forms on his face as he begins to take a few steps away from the chamber. It appears he next actions may be heavily influenced by the actions of his companions. He is very hesitant.

    Bofor puts his hands upon the elves shoulders, his own slumped slightly. He breathes heavily for a moment and the color begins to return to his face. The fear fades from his eyes. “Grant me strength Fortubo. May this deed be done.” The dwarf turns again to face the chamber, his resolve restored.

    Tathar calms and straightens his shoulders without saying a word.

    Cirdan stands next to them keeping a watchful eye both forward and back.

    Dalic saunters toward the statue almost willing it to come to life. He carries Delven Bastard at the ready. He scans with almost paranoid attentiveness. He head jerks left and right as he moves forward.

    Grimlock whispers an arcane phrase and disappears from view.

    Breymeer remains against the wall with his black arrow nocked.

    Southar also holds his position.

    A sudden haze swirls into existence from the floor near the fly imagery. It quickly forms to either side of the chamber entrance nearest to Breymeer and Southar and just ahead of Kuba and Dalic.

    From the hazy air materializes two forms that vaguely resemble dragons of childhood tales. The shifting masses are nearly 12 feet long with tails ending in a point. Wings reach out an equal or greater distance to their sides. A horned dragon head tops the body and feet extend downward where the body changes over to tail. The bodies are incorporal consisting of haze alone. They are translucent nearing transparent.

    As if that was not enough to process, Aravae’s voice is clearly heard among the mist, “My friends, please leave before more harm comes to you.”

    Cirdan, having cautiously watched the rear, sees Aravae approaching from the dark turn in the passage. He can hear her voice behind him although she clearly stands before him.

    Grimlock’s voice can be heard chanting another spell. For the moment he appears to remain at the same spot he was standing when he turned invisible.

    Cirdan looks back the way the party came, then back to the misty formed dragons and says, "Why does the voice of Aravae come from in front of us, when her body definitely approaches from behind? Tathar, Bofor is she an undead creature? Because I definitely checked her body! She was dead!" He crouches to the floor to reduce his profile.

    Tathar turns to see Aravae coming down the corridor. He pulls his holy symbol of Sehanine and holds it before him. "By the power and blessing of Sehanine, I command you to leave this place!" His voice and stature are more commanding than anyone in the party have ever heard.

    A transformation takes place as Aravae’s gorgeous figure and lovely face twist and shrivel. Her face becomes thin with decayed flesh pulled tight across her cheekbones. Her eyes burn with the now familiar undead hate. They take on a very faint reddish glow. Her body slouches and her clothing returns to the dirty mess that garbed her in death. It is stained with the body fluids that flowed from her as life left her.

    The corpse reacts to the power of the Sehanine priest. It hisses a curse as it backs towards the corner, “You shall die elf. And your soul, as with mine, shall not journey to the everlasting land of the elves.”

    The though of Aravae’s soul in undead torment deeply wounds the Sehanine priest but he maintains his resolve and holds his symbol aloft, driving back the evil spirit. Aravae creeps into the darkness around the corner still hissing curses as she retreats.

    Speck keeps low and slowly moves toward the chamber. He stays along the wall keeping an eye on Aravae and any other threats from behind. The halfling slips past Bhut and the passes by Cirdan. The crouching elf and hunched halfling look eye to eye as the diminutive figure passes the elf nobleman.

    Southar reacts to Dalic’s presence as the duergar presses his attack. The snake-ranger slides slightly to his left, the duergar enters the space vacated by Southar.

    While sliding left, Southar, punches with his snake etched gold shield and then slashes with Zalco. The mighty weapon passes through the mist causing it to eddy around the blade. All the while, the mist gathers around the edges of the shield.

    Dalic lets out a war cry, “Attaaaaaaack!”. Dalic tumbles below the hovering draconic beat. He laughs maniacally, clearly pleased to be fighting a dragon. His blackened bastard sword easily cuts through the misty menace.

    Before Dalic can return to his feet, the mist dives upon him. Its clawed feet land upon the duergar and its wings wrap around the thin dwarf’s frame. Its head darts into Dalic’s face but instead of biting into him, the mist transforms into a stream and washes into his nose and mouth. The dark dwarf warrior coughs once and goes limp as a boned fish. He remains motionless on the floor. His Delven Bastard clangs to the dark stone floor sending a metallic echo through the chamber.

    As quickly as it formed, the misty draconic form breaks apart and vanishes into the hot air.

    To the left of the entrance, Kuba prepares to engage the mist dragon. He holds at the doorway and seeing the other melee going poorly, announces, “Wait until the creature has solid form. Strike then!”

    Breymeer takes a step back to buy himself time to shoulder his bow and return the black arrow to his quiver. He pulls his axes as the mist dragon darts at him with lightning speed. It to focuses on the bearded face of the northman. The ranger can do nothing but gasp and drop to the floor. His axes bounce onto the stone with similar report as the Delven Bastard.

    Bofor lets out a cry and rushes forward grabbing his hammer enroute. He takes a mighty crushing swing at the hazy dragon upon Breymeer. It loses cohesion as the hammer passes through. The second dragon vaporizes and disappears from view.


    Dalic and Breymeer, each warrior finds he is unable to move. The world continues on around him and he is aware of the commotion around him but his body has gone completely numb. He finds he has no control whatsoever. It is as if his mind has become detached from his body. He is aware he is alive and that is about all.

    Cirdan yells to the warriors in the temple, "Tie up Breymeer and Dalic until we are sure they are not possessed! That way, we won’t have to fight them or kill them!“

    Dalic suddenly sits up and coughs violently. A stream of cloudy haze is forced out of his lungs through is nose and mouth. His eyes bluging and veins popping nearly out of his skin, the berserked duergar regains his feet as the mist dragon reforms between Dalic and the east wall.
    Dalic, now recovered and screaming obsenities, unleashes two strikes with the blackened delven bastard. Both are telling death blows that should have severed the neck from the body. Instead, the blackened sword only sends the mist swirling in its path.

    The dragon launches forward, sweeping past or possibly through Southar before moving onto Bofor.

    Bofor does not see the beast coming. The dwarf priest, thinking the threat to be gone, has moved to Breymeer’s side and kneeled down to check on him. “The ranger yet lives . . .” is all the dwarf gets out before the winged haze is upon him. The dwarf, visible through the creature, is pounced upon.

    Grimlock’s voice is heard near the ceiling where he once stood, “The undead needs to be dispatched as it can likely cast spells, all the worse if it can cast hold spells.”

    Cirdan removes some components and vocalizes the words to a spell before vanishing from sight.

    Bhut, his resolve shaky at best, now stands at the rear to the column. He turns to face the darkness behind him and prepares for any attacks. The light from the room and the party’s lit lantern only extends some 30 feet past the human warrior limiting his sight significantly.

    As the group falls into action, their personal temperatures increase in the horrible heat. It is obvious that prolonged exertion in this temperature will have ill effects.

    Bofor shudders and the mist dragon envelopes him. He gasps for air and collapses face down onto Breymeer. The mist subsides, disappearing from sight.

    Much to Tathar’s chagrin, Aravae returns. She rounds the corner and charges headlong towards Bhut. As she nears, it becomes apparent that her right hand has become the color of the stone walls around her as opposed to the gaunt pale flesh of her face and other hand.

    Dalic, seeing the draconic image disappear, begins a hell bent charge down the hallway towards Aravae.

    Kuba turns to the east and heads down the hallway to aid Bhut. Dalic is only seconds behind him. Kuba shouts, “Speck, be brave and help where you are needed.” Kuba does his best to wield Bloodletter. He shows some skill with the long sword being not so different from his bastard sword.

    Kuba steps to Bhut’s side just as Aravae reaches the sellsword. Kuba runs his blade through the now grotesque mockery of an elf. The blade cuts through her mouth and out the back of her head (8, 7/15).

    Her corpse continues its vicious attack. She swings her now stone-hard fist and catches Bhut in the face breaking his nose and chipping out several teeth. The negative energy of the grave pulls at his life force and his will to live (11, 11/40(46), -2 wisdom 3/11, -3 hp 8/37(46)). Bhut reels backwards but remains standing. His weapon hangs low at his side. His will to fight is nearly spent. He makes only a weak attempt to defend himself and does not press a counter-attack.

    Dalic steps around his dumb-founded partner and takes up the battle with the elf-wight. He cuts with his blackened blade and removes the dead elf’s head only moments after Kuba withdraws his sword from her face.

    The corpse collapses into a heap.

    Speck ponders what to do next. The dragon isn’t solid form and there are too many people to attempt a shot at the undead elf maiden. He holds his attack and waits for an opportunity to use his trusty bow.

    Southar cries out a warning that greatly resembles the hissing of a snake, “What’sssssss thisssssss?”

    A huge black column, covering nearly two-thirds of the 90 foot mosaic, rises from the center of the fly mosaic. Its great shifting and swirling mass is accompanied by the sound of a great buzzing. The great mass rises in a tall column, some 60 feet into the air, before tipping and spilling out towards the passageway.

    In moments, those near the temple chamber realize it is an imperceivably large swarm of flies. All manner of biting and nagging fly bear down upon the group. Horse flies the size of a man’s thumb, deer flies, gnats, common flies, all boil over each other looking to feed.

    Just before the black swarm of death reaches Southar, Breymer and Bofor, the great black brazier at the far west end of the room explodes into action. An eruption of fire shoots a continuous jet of flame out of the brazier. The column of red hot flame is fifteen feet wide. It hits the ceiling and fans out like an inferno. The temperature of the room spikes dozens of degrees as the flames of hell flare out of control.

    The flames roll across the ceiling but fail to reach the eastern end of the chamber. The heat and shock it brings roll over the column of flies and comes crashing into those still in the chamber. After 10 to 15 seconds of intense combustion, the fire returns to the rim of the brazier and burns as it had prior, dancing slightly above the rim.

    The flies are instantly burned and fall as chaff to the floor. Although temporarily beat down, the column of flies rises again like a hellish phoenix. It begins a quick ascent of buzzing madness.

    The heat burns exposed skin and heats metal armor and weapons making them uncomfortable, even painful, to touch. (Breymeer 2, 16/49(57), Bofor 3, 12/36(41), Grimlock 1, 24/30(33) and Southar 3, 7/52).

    The wave of heat reaches into the corridor but its energy is greatly reduced. Still, the wave of heat brings no relief to the already sweat soaked hallway occupants.

    Finally, to the right of the rising column of flies, a tortured spawn of hell crawls up through the floor at the northern edge of the fly mosaic. It appears generally humanoid. Its body is not well defined being more of a blob with four appendages and a head. It appears very obese with folds of dark fattened skin laying one over the other in descending fashion. Its mouth gapes open in a silent scream and its dull white eyes are empty of life or emotion.

    Grimlock, having flown from the tunnel to the chamber, is able to remove his shield and shelter himself from the worst of the flames. Seeing the initial wave of flies beaten back by the flames, Grimlock flies quickly to the northeast corner. He hovers about 15 feet above the ground tucked into the corner of the room. He places his shield on his back to free his hands.

    Cirdan quickly removes his wool blanket and throws it over himself. He huddles on the floor.


    Speck squeaks with concern and backs away from the incoming swarm. He back peddles as fast as his hairfeet will carry him finally turning to flee towards Kuba.

    Kuba stays to the east of Bhut to protect the party from any other threats coming downt the passage. He monitors Specks retreat and the incoming flies with concern.

    Tathar withdraws his wool blanket and covers himself with it. He drops to the floor holding the edges as tight as possible to the reddish tiles.

    The immense column of flies collapses and spills easterly across the room. The black buzzing wave rolls over Southar and then Bofor and Breymeer. It crashes into the eastern temple wall. Like a fluid tidal wave, it spills into the passage rolling over Tathar’s blanket shelter and the location Cirdan was last seen standing.

    The noise is deafening. The rolling wave of blackness stops just short of Bhut, Speck, Kuba and Dalic.

    Those caught in the wave try to hold onto their sanity. They can hear nothing but the constant whir of fly wings. A constant biting and gnawing is felt on all exposed skin. The flies find the smallest hole in armor and clothing. Within seconds, they crawl and bite all over the bodies of those trapped. Death becomes a welcome end to the madness. All that is felt is pain. Panic creeps into their minds. (Southar 1, 6/52, Breymeer 1, 15/49(57), Bofor 1, 36/41).

    There is no way to see into the black swarm.

    Back in the eastern passageway, Kuba, Speck, Bhut and Dalic struggle to see. Their eyes, accustomed to the darkness, are pained by the previous flash from the flaming brazier. As quickly as that went out, the black wave of flies cuts off all forms of light from the temple chamber. A complete darkness falls upon them.

    Using the darkness as cover, something steps around the corner to the east and utters a command in the dwarvish dialect. Kuba immediately clutches his chest as his heart begins to race frantically. His pulse spikes. The room begins to spin as pain radiates out from his chest. He finds he can not breath. It is obvious Kuba is struggling to stay conscious.

    Dalic, sensing the danger, let’s out a war cry and charges down the passageway. His eyes adjust as he moves. A sole figure begins to form as his darkvision corrects. A dwarf stands proudly at the corner. He clutches something to his chest and points and Kuba.

    The dwarf has a lighter shade of hair and beard. He wears chain mail armor. A shield hangs on his back and a large hammer from his belt. A cloth, similar in shape to a scarf, drapes over his shoulders and down across his chest. It tucks into his belt. A steel helm adorns his head. Two rubies, multifaceted in the image of fly eyes, are mounted just above his eyes at the lower edge of the helm. Two small ivory horns protrude from its sides, sticking out two or three inches each. The horns have rounded edges.

    He goes for his hammer and shield as the duergar closes in on him.


    Grimlock, the blob man moves slowly forward, slowly dragging each leg forward in a tormented walk. It comes around the edge of the fly mosaic moving east and begins to work its way towards the party along the very edge of the swarm.


    Dalic’s speech is unintelligible and his gait animalistic as he reaches his enemy at the end of his charge. The Delvin Bastard slices into the dwarf’s shield arm before he can bring it to his defense (15, 53/68(74)). The blow would have removed the arm from a less adept combatant. The dwarf twists his shield in at the last minute using the edge of it to protect his arm from the full weight of the swing.

    The defensive tactic causes the dwarf’s body to spin from the impact. He loses his footing and drops to his hands and knees.

    To his rear, Kuba wills his heartbeat to slow. A wave of nausea rocks his body. He bends and releases his stomach contents. After retching, he weakly stands straight. His knees are weak and his his head spins but his heart is beating on track again. His pulse begins to slow. He still stands in utter blackness but he yet stands (11, 15/45(47)).

    Speck raises his short bow and takes a steady halfling’s aim at the dwarf. He releases his first arrow but it flies errant and strikes the wall at the curve in the passage.

    Dalic wastes no time, laying into the dwarf with a fury. Recovering from his initial attack, Dalic repositions for a series of blows as spit and foam fly from his mouth with every frantic jerk of his head. Dalic swings an executioner’s blows down upon the dwarf. The dwarf twists his body and brings his shield up successfully blocking the killing blow.

    The dwarf brings up his holy symbol and shouts out a string of dwarven words that stop Dalic completely in mid swing. The duergar’s body and wound tight in a backswing. Dalic, in his battle frenzy, wills his sword forward but his body has become disconnected and will not move. He stands as a statue of himself.

    Bhut has a flash of inspiration hearing his friend Dalic battling. With significant effort, Bhut drops his back to the ground and removes a torch. He struggles to get it lit. With some well needed luck, the sellsword sparks the torch to life. A flicker flame quickly grows to dully illuminate the passageway in torchlight

    The sudden illumination throws Speck slightly off as he releases his second arrow. The arrow strikes the kneeling dwarf but it fails to penetrate his armor. The arrow deflects off the chain near its thigh.

    Kuba, confident his heart is still in his chest, finds the strength to charge down the hall in an attempt to gore the dwarf with Bloodletter. The Dullstrand warrior passes Bhut. As more oxygenated blood reaches Kuba’s muscles, his charge gains speed and strength. He arrives as the dwarf finishes the enspellment of Dalic.

    Kuba levels the blade to decapitate the dwarf. The dwarf again shows his skill as he barely escapes death. The blow cuts his neck but not mortally (10, 43(49)).

    From the rolling blackness of the fly plague, Southar emerges having struggled blindly through the mass. His lantern is lost in the black plague somewhere. Southar holds his shield and Zalco. Zalco, seeing the battle, cries out, “Now we have a task! It is Frelpic! Slay the bastard!” Southar’s slit eyes light with rage and anticipation as he spews out, “Yesssssss!”


    Breymeer tries to hold onto his sanity as the flies chew into his skin. He forces his mind to daydream. He thinks about the pretty red haired lady ranger and whiskey.


    Cirdan focuses his mind. He pulls a feather and rises up under the blanket. He utters the incantation while blocking out the stinging bites around him. To his relief, his body begins to rise and he quickly feels the ceiling. He remains in the fly mass and they attack him relentlessly. A melee battle erupts a short distance back down the hallway.


    Tathar, having successfully secured his blanket to the floor as if hiding from a raging forest fire, prays to Sehanine, “Please my lady, I ask how to defeat this evil.” Tathar can make out the sounds of metal on metal combat toward the eastern end of the hallway.


    Grimlock holds his position and continues to observe. The blob man slowly makes his way along the edge of the flies moving some 15 torturous and agonizing feet. It plods along as if a beat down slave.


    Southar (1, 5/52), Cirdan (1, 24/26), Breymeer (1, 14/49(57) and Bofor (1, 10/36(41)) all take damage from the fly swarm.

    Kuba presses the attack but the dwarf speaks first destroying the warriors will. Kuba is overcome with a rush of doubt and fear knowing that if he stays, the vile dwarf will end Kuba’s life. Kuba’s heart aches at the though of another suffocating attack. The warrior turns and flees to the very edge of the fly mass.

    Seeing he can flee no further, Kuba drops to his knees and slouches forward. Deep wails of anguish fill him as he cries uncontrollably at his fear and failure. He grips Bloodletter in his hand holding it weakly as its tip rests upon the tiles.

    Speck releases an arrow as Kuba begins his flight and Southar and Bhut continue their charge. By some miracle, the arrow cuts through the three warriors exchanging places in the hall. The shaft slides just past Dalic’s head and cuts the cheek of the dwarf before striking the back wall. Blood drips from the injury (1, 42(48)/68(74)).

    Bhut, holding the torch in his off hand, picks up his axe and begins to stumble forward to battle.

    Southar passes Bhut on his charge. The snake ranger feints high drawing the dwarf’s shield up and then slashes the dwarf priest low across the shin causing the dwarf to cry out in great pain (12, 30(36)/68(74)). With his shield, Southar attempts a backhanded blow but the dwarf recovers enough to meet it with his shield. A mighty crash is heard as the shields bang together like cymbals.


    Grimlock deduces the mosaic image of the fly appears to be the source of the mystic problems facing the party. He calls upon his newly learned powers to disrupt the energy of the mosaic fly. Immediately, the fly swarm begins a tornadic funneling back towards the tile. It appears to be sucking the swarm in like a vacuum.


    The blob man seeing Bofor and Breymeer in a pile and quickens his pace. He moves to them with a foul purpose.

    The fly swarm suddenly begins to turn in a tornadic action. The flies begin a hasty retreat as they appear to be pulled towards the fly mosaic. The twisting of the swarm is being sucked back into the mosaic. The volume of flies is reduced by half.

    A slight increase in illumination presses into the western portion of the passageway as the fly swarm retreats.

    Tathar huddles under his wool blanket on the floor, now revealed as the flies withdraw. Cirdan is no where to be found.

    Tathar seems to have an answer to his prayers as the noise of the flies weakens. Tathar can hear Kuba crying in anguish a short distance to his east.

    Cirdan, hovering at the ceiling, watches as the murderous biting flies suddenly withdraw. He can see Kuba huddled and crying in anguish almost below the elf nobleman; just slightly to the east.

    Speck, also nearby, fires arrows to the east. Bhut is moving slowly to the east and Southar is engaging a dwarf at the end of the hall. Dalic is also in the melee but he does not move. The duergar is as still as a statue.

    Breymeer (1, 13/49(57), Bofor (1, 9/36(41) and Cirdan (1, 23/26) all take damage from the fly swarm before it retreats.

    Kuba continues to wail in self pity and doubt.

    Speck holds his fire as more and more of his companions fill the passageway, blocking his target.

    As the torch bearing Bhut nears the melee, the dwarven adversary comes into clearer light. He has flame red hair and a beard that spill down well past his shoulders and onto his chest. His eyes burn hot with hate. His face is marked with several ugly scars.

    His chain mail armor is of very fine quality, as one would expect from a dwarf. His dark red painted shield bears a blackened fly similar to the mosaic fly in the temple chamber. His scarf also depicts flies. Heavy leather boots adorn his feet.

    He forgoes spellcasting for a moment and engages Dalic and Southar with his war hammer. The entire hammer is made of blackened steel. Care was taken to balance the item. The hammer head is designed in the shape of a ram’s skull with forward sweeping horns.

    On the middle finger of his right hand is a shiny goat’s skull ring. Golden horns sweep back and curl from the platinum skull.

    On his shield hand, also on the middle finger, is a silver ring carved into a fly.

    The dwarf priest appears surprised when Dalic suddenly breaks free of the hold his opponent cast on him. His berserk rage shatters the spell with pure unbridled anger! Infuriated by the use of magic against him he releases his bloodiest attacks on the cleric yet. His eyes are nearly rolled back in his head but from what can be seen of them, they glow bloodshot with hate and fury.

    Dalic, using the momentum of his slash strikes the cleric across the neck as he strafes to priest’s rear. The blow trims off the majority of the priest’s flame red beard and opens large non-fatal gash in his neck (16, 14(22)/68(74)). With his off hand he grabs at the cleric and attempts to run him through one handed straight through the lumbar spinal column.

    The priest exchanges blows with Dalic as the duergar grabs the priest lining up his killing strike. The dwarf priest drives the ram’s head hammer into Dalic’s exposed left ribcage. The cracking of ribs is undeniable but the berserk duergar pays them no nevermind (12, 12(17)/40(49)). The shattered ribs, though not felt, appear to affect Dalic’s movements as he drives his Delven Bastard into the priest’s spine (14, 0(6)/68(74)).

    The blow, like the one Dalic just received, should have dropped a mortal man but somehow the devil blessed priest remains standing. Dalic twists his blade and retracts it throwing his head back with a sinister battle cry not even noticing the blood of his victim that begins to stain his armor.

    Southar takes advantage of the intimate battle between the dwarves as Bhut moves in to strike.

    Southar strikes first while ordering his rope, “Sssssnake forth and bind the dwarf.” The rope does not respond but Zalco does, “Die Frelpic! Know that Zalco has killed you!” Southar hacks into Frelpic’s shoulder and the priest is no more. An empty suit of mail falls to the floor covering his boots and the shield gives a metal ring as it crashes down as well. His helmet falls upon his vestments. The hammer bounces once and comes to rest to the side of where the dwarf once stood. A very small amount of fine dust drifts in the air.

    Frelpic is no more.

    Tathar had popped to his feet. Leaving his blanket where it fell, he charged the melee at top speed, drawing his serpent staff as he went. Now, seeing Frelpic disappear, he stops his charge as he reaches Bhut’s side.

    Southar and Dalic are breathing heavy, burdened by the heat. Everyone steps back from Dalic hoping he does not mistake them for an enemy.

    The blob man that had crawled up out of the north side of the fly mosaic has circled clockwise coming to the opening to the passageway. He had been focused on Bofor and Breymeer but seeing the activity in the passage, turns to enter.

    At that moment, Grimlock’s silver sword bursts through blob man’s chest in a spray of gore. Grimlock appears behind the creature, hovering slightly off the ground. He withdraws his wolf hilted blade and the hellspawn drops to a pile of flesh upon the temple floor.

    All the enemies are down. Breymeer and Bofor lie in a pile to the south of the entrance. Cirdan’s whereabouts is unknown. The rest of the party is alive and scattered throughout the temple entrance and passageway.

    The whirlwind of flies continues to spin down to the mosaic until it has essentially vanished. Those few that remain are sure to perish as the brazier begins another eruption.


    Cirdan removes his blanket but continues to hold it as he flies to the other end of the room, looking for anything that might provide a clue or be of importance. Cirdan keeps his distance from the brazier and the ceiling, and keep his blanket handy as a heat shield. He circles the fly mosaic clockwise, avoiding a direct flight over it. He is halfway past the mosaic as the last of the flies disappear and the brazier begins a second eruption.
    Adept Greytalker

    Joined: Apr 21, 2013
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    Fri Sep 30, 2016 8:19 pm  
    Into the hellish heat

    Dalic’s wild eyes search for an enemy. Vaguely he recognizes those around him as friends not foes. He leans back against the wall and slides down to a sitting position. He breaths heavily as his muscles relax. His sword rests in his hand across his lap.

    As the duergar weakly looks on, a spirit begins to materialize near Frelpic’s armor pile. Southar, Tathar and Bhut take defensive postures but it it quickly is revealed to be Kholiss Foesmiter and not Frelpic.

    The spirit of the dwarf champion looks down at Frelpic’s belongings and then back to the party. He bows deeply. As he straightens, he gives a nod of thanks before slowly fading from view. Foesmiter has been released from his eternal quest.

    The raging inferno runs its course. Speck looks into the temple with concern. Several of the party members were caught in the heat.

    Kuba looks around having regained control of his emotions.

    Grimlock, who had been at the threshold, uses his shield to protect himself from most of the damaging flame and heat (1, 23/30(33)).

    Bofor screams as he regains control of his body. He rolls off of Breymeer and scrambles to cover himself with his shield as the flames and heat strike him (1, 8/36(41)).

    Breymeer covers up as much as he can, going into the fetal position and burying his face in his cloak (2, 11/49(57)).

    A second blob man begins to scramble through the floor at the east edge of the fly mosaic. The flames rage for many long seconds before subsiding. The blob man rises to his feet and begins to lumber towards the cowering forms of Bofor and Breymeer as the begin to recover from the flames.

    Cirdan recognizes the danger of the inferno and drops to the floor hastily throwing his blanket over him. The flames lick at his skin and clothes as he reaches the floor. Covering himself with the blanket smothers any upstart flames upon him. The heat is oppressive (3, 20/26).

    The flames rage for about 10 seconds before subsiding.

    Dalic struggles as he tries to grasp back onto reality. His tunnel vision retracts like barbed wire laden steel sheets scraping back into his skull. He looks around, heart and head pounding, and witnesses the carnage that lay around him. Seeing the dwarven armor before him, Kuba struggling near the mouth of the tunnel and finally the blood staining his armor. For a moment he is terrified his friends have been injured by his hand.

    Panting in a near panicked state, he sees the surviving members of his party facing him with weapons drawn and blood adorning them. A wave of excruciating pain washes over him as he feels his wounds now pierce into his soul. Crumbling to the ground he puts the pieces together assuming he had mistaken friend for foe and been at odds with them all, felling some and sustaining the massive blows to his chest, head and cheek.

    He mumbles feebly holding back his shame and forcing himself not to weep, "I am not you enemy here comrades! Hear me! The monster in side me rests!" Pulling a knee up he finds he lacks the strength to stand or even raise his weapon. His sword clangs upon the ground as he raises his fists to defend himself from some assumed attack from Southar. "If it was I who killed the two in the chamber and wounded Kuba, I accept my fate. Kill me now if you must."

    He drops his fists defeated, removes his helmet and hangs his head.

    Dalic assumes a lot here not knowing exactly how he got here or why Southar and Bhut now face him with bloody weapons at the ready or why Tathar stands ready with his cobra headed staff. Dalic’s face burns with a cut from what he assumes came from them. He finally doubles over his knee and cries out in a mixture of remorse and physical agony.

    As Tathar looks down at the items on the floor, he warns everyone, "Do not touch these items! Any or all of them may be cursed and the cause of Felpric's turning from Fortubo to his evil deity. I will hold them in trust for the company until we can find out from Cirdan or another mage what magical properties they may have, for good or evil."

    “Do not disturb the pile.” Tathar begins concentrating and praying.

    Grimlock flies over to the remains of the cleric and begins surveying the items that remain. Berfore Tathar can finish praying, Grimlock snatches up the ram’s head ring and places it on his finger.

    Dalic comes to the realization that his companions were not threatening him. Seeing them now inspecting the plunder he offers his advice, “The hammer should go to someone with training with it.” He grabs the fly ring and puts it in a pouch. “I’ll hold on to this.” He then begins sizing up the helmet, “Anyone care if I wear this?”

    Bhut looks on generally dumbfounded.

    Southar, moves east away from the others. He nears the end of Bhut’s torch light and presses himself up against the wall. It appears he is taking a rear guard position.

    Speck stays by Kuba and gives him a handkerchief. He keeps an eye out for trouble whilst Kuba composes himself.

    Kuba, recovering rather quickly from his ordeal, raises his shield up to the heat to protect himself and Speck, “Prepare for the next onslaught.”

    The second blob man moves with purpose towards Bofor and Breymeer as they scramble to their feet. With unexpected quickness, the blob man swipes at Breymeer exposing sharp claws at the end of its arm like, skin draped, arms. Breymeer is able to parry the blow with the shaft of his axe.

    Cirdan flies back into the air and covers over half the remaining distance to the statue. Cirdan climbs higher in the air as he closes on the fifty foot tall gem encrusted head. The heat grows more and more oppressive the higher he climbs and the farther west he flies.

    Dalic, realizing the wisdom in Tathar's actions, drops the ring back in the loot pile and leaves the helmet and hammer where they lay. He pulls his helmet back on and leans back to rest.

    "I see I have been a fool. The battle continues and you are not at odds wit me as it appeared. I must rest and am wounded twice over. Please, your help when able moon priest. I will need a few minutes ta regain strength as well. I be strong enough to defend Tathar and or Cirdan while they make sense of this loot and this place."

    Dalic meekly stands. "Grim, I pray you, remove tha ring an let it ta Tathar fer now."

    Tathar continues his spell while Speck, Kuba and Bhut look on. Southar continues his rear guard.

    Grimlock simply looks up, past Tathar and Bhut as he gazes into the temple chamber.

    A battle continues out of sight in the temple chamber between Bofor, Breymeer and a blob man.

    Breymeer and Bofor both lay into the blob man with their weapons. Neither of them are able to strike a telling blow. For his part, Breymeer again parries the raking claw strikes.

    Cirdan reaches the face of the gigantic statue. Cirdan’s heat pounds in his chest being so close to the representation of pure evil. The open mouth appears ready to eat the elf nobleman.

    Curiousity keeps him close for a moment longer. The two huge rubies appear to be authentic. Each is mortared into place but the mortar does not match the masterwork of the delve above. This work was done with less superior materials. From the continues exposure to the heat, it has cracked in a few places and small sections of exposed mortal have fallen away.

    The brazier continues its fuel-less fire below him. The flames rising up from the rim. The heat is oppressive but not overly painful. Cirdan deduces that an eruption from here would burn him badly. But yet, those gems must be worth tens of thousands of gold a piece.

    Grimlock slides the ram’s head ring onto his finger. He immediately feels he is being watched. He looks up past Tathar and Bhut to the temple chamber beyond. The burning brazier seems to be calling to his soul and a great deep voice enters his head speaking slowly, “I see you!”

    Grimlock, weakened of will, fights off a nagging urge to move closer to the temple. Sensing the ring is more than he bargained for, Grimlock tries to remove it from his finger. The ring is stuck and will not budge. A booming laughter echoes through his head as he tries to fight off a feeling of panic.

    Grimlock appears transfixed for a moment before grabbing onto the ram’s head ring in an attempt to tug it off his finger. The ring does not budge. Grimlock cannot hide the look of concern in his eyes.

    Tathar, holding out his holy symbol, continues his prayer to Sehanine. The moon elf concentrates on his prayer while maintaining his observation of the half-elf.

    Bhut, backs away from the half-elf like he is about to explode.

    Dalic, too weak to fully defend himself, tries to maintain a high level of alertness.

    Southar remains on guard duty at the easterly bend in the tunnel.

    Kuba wants to go help in the fight against blob-man but he is worried that his weakened condition and the heat will make him less effective.

    Speck is a little restless and wonders if he can be of any help in the fight. "What should I do?" He asks Kuba.

    Kuba replies, "Just stay behind me. Being this close to the furnace of hell is no place for a halfling. If we need to go into the temple chamber again to help, we will."

    The halfling steps behind his trusted friend.

    The heat and exertion are starting to take its toll on the adventurers. Their strength and agility decline.

    This is only made worse by the sudden explosion of the brazier. Fire shoots to the ceiling spreading flame and heat about the temple.

    The dwarf and northman can feel the strength being pulled from their bodies from the sauna-like heat. They’re fighting becomes like that of a drunken brawler as opposed to a refined warrior.

    Bofor can feels his strength waning in the heat. He wields his war hammer as if it were of great weight. Still, he strikes the blob man in the chest (2, 4/6).

    The wounded creature turns its attack on Bofor but he is able to protect himself with his shield.

    Breymeer, using his broadsword and hand axe, lays into the hellspawn’s unprotected flank. His sword deflects off the blubber mass but his hand axe wedges into its head felling it (8, -4/6). As the body of the blob man falls, the brazier explodes into another eruption.

    Cirdan retreats from the statue. He dives to the floor and swoops towards the exit. All the while he keeps his eyes on the brazier. He doesn’t have to watch long. As the blob man falls to the ground, the brazier explodes into another eruption.

    The elf mage finds his fine motor skills are wanting and his normal superior strength is waning some from the heat of the room before the brazier fired to life again.

    The hellish fire rages from the brazier and again washes across the stone ceiling only to race down the walls. The closer to the brazier, the more violent the flames. Over by the entrance, the flames rages less but the heat alone is unbearable.

    Breymeer screams as the heat burns his exposed skin and tries to cook his already overheated body. He returns to the fetal position to lesson the damage (1, 10/49(57)).

    Bofor also drops to the ground and covers himself with his shield. He cries out but more in horror than in pain (1, 7/36(41)). The wooden handle of his footman’s mace splits and catches fire. Bofor discards it quickly.

    Dalic begins to panic a little. He searches Tathar’s face for some sign. “My friend, tell me you have been shown tha way out o this madness!? I am afraid. I fear we hab but moments fore we lose it all ta the fire o hell. Gib this dwarf guidance priest.”

    Dalic stands awaiting a response. He begins mentally preparing to move into the temple to find how to close this gate to hell for good. He eyes Grimlock, sensing danger from his comrade.

    Tathar pauses his deep concentration and prayer. He sternly addresses Grimlock, “You are a greedy fool, Grimlock. I no longer know if you are good or evil, and I will not risk losing Sehanine’s favor by aiding you if you are injured until I know the truth.”

    Tathar comforts Dalic, “I will address your wounds soon, first I must finish this.” Tathar returns to his prayer.

    Bhut moves to Dalic’s side. In Bhut’s condition, one is unable to tell if he is trying to support his friend or draw strength from him. It is possible the sellsword from the Wild Coast simply wants to die by his companion.

    Grimlock ignores the duergar’s stare as he tugs the ram’s head ring from his finger. Grimlock quickly tucks it into a pouch. He floats into the air saying, “I heard a voice when I put on the ring. It said ‘I see you’. Grab the loot and let’s go!” He grasps the priest’s red painted shield by the edge and turns to the east flying down the passageway past Southar and into the darkness. “Grab the rest!”

    Tathar resists the urge to harm the half-elf and returns to his praying.

    Southar simply watches the half-elf pass.

    Kuba and Speck hold their position. Kuba shouts a warning as he points to the fly mosaic, “Another of those tortured forms.”

    As the wave of flames recede back, a third figure pulls itself up from the floor appearing to crawl through the mosaic itself. It appears only 25 feet from Breymeer and Bofor. It immediately charges them in its slow, foot dragging way.

    Cirdan drops and covers himself with his blanket. The heat and flames take their toll on his blanket but leave Cirdan mostly unharmed (3, 17/26). Even after the wave of heat and flame washes over him, the temperature of the air makes it hard to breath. Cirdan’s blanket remains intact even though it smokes and has several charred spots across it.

    Grimlock continues to fly east along the passageway back to the chamber with the pool basins. He flies past the curves in the passageway and approaches the secret door. It is backlit by the chamber beyond. He can feel the air cooling as he is only 25 feet from the security of the pool chamber.

    Southar bolts as well. He begins to walk east. The heat weighs heavy on him and he drags his feet along as he goes. He makes it about one half the way back to the previous chamber.

    Tathar completes his chanting and prayer.

    Dalic waits, comforted by Tathar's words and happy to rest his ragged bones. He nods to Bhut seemingly to complete their silent conversation and affirm his presence. Bhut quietly nods back.

    Dalic's face dons the expression of a warrior accepting his fate. His eyes betray his new demeanor; this may be the end and he will be happy for it to be so long as his sword is swinging. He draws his blackened delven bastard and positions himself between Tathar and the temple, sword held at high guard to represent his unflinching determination in spite of his weakened state. His heavy sword he finds difficult to hold at this position but holds it there anyway; a totem to his loyalty and determination.

    "Tathar, my friend, I trust you may be tha only one now who can free us of this insanity. You hab me blade. Nothing will harm Ye so long as I stand and certainly with Bhut by me side. Take tha time ye need. Dalic will hold tha line till ye show us tha way."

    Dalic's knees seem to settle in to support his defensive stance. A lock of his joints solidifies his resolve. He smirks.

    Kuba tells Speck while motioning into the temple, "We have to help them somehow. Put a couple arrows into that creature and I'll try to draw its attention away from our companions."

    Kuba yells into the chamber, "Breymeer!! Bofor!! Get out of there!!" He then tries to get the creatures attention, "Hey Gumwad!! Over here!! Come and get a taste of this blade!"

    Cirdan’s voice can be heard coming from near the southeast area of the fly mosaic. His voice is at ground level. "Every time that brazier erupts, another one of those things appears!" Cirdan repeats this phrase over and over as he approaches.

    Speck launches an arrow into the creature. The arrow rips through its throat (6, 1/7) and lands on the fly mosaic. At least, it should have skidded across the floor. Instead, it falls through the floor without a sound.

    At the same time, Breymeer picks himself up off the ground and lays into the creature with axe and sword. The creature comes at Breymeer with its clawed hand equal in its viciousness. Breymeer parries the creature with his broadsword and hacks off the offending arm with his axe (5, -4/7).

    Bofor regains his feet and moves back into the passage, “Let’s go Breymeer.” Bofor struggles forward but nearly reaches the passageway.

    The beast falls straight back and dies. True to Cirdan’s warning, the brazier busts forth engulfing the room in flames.

    Grimlock arrives at the secret door and passes through the open portal and into the lit chamber beyond. The iron dwarf has not moved to the relief of Grimlock.

    Kuba shields himself and Speck from the blast of heat. “Retreat Speck!”

    Kuba starts backing away from the temple keeping shield and sword at the ready. Speck matches his stride, shuffling his short legs as quick as the overpowering heat will let him. They move slowly backwards.

    The blast from the hellish furnace adds to the duo’s misery but does not harm them.

    A bit of smoke wisps into the air near the last location of Cirdan’s voice. Cirdan calls out in pain as the fire burns away his protective wool blanket and chars him slightly (2, 15/26).

    A slight breeze blows by Breymeer and Bofor as they retreat out of the temple and into the hallway. The smell of burned wool and singed hair is carried on the breeze and catches their noses as Cirdan flies past his location.

    Cirdan’s voice calls out as he passes Breymeer, “I am entering the corridor on YOUR left wall. Don’t shoot me!”

    Bofor shelters himself from the flame curtain as he attains the relative safety of the hallway (1, 6/36(41)).

    Breymeer knocks the flames from his hair and beard as he enters the hallway. His face is red and his armor is slightly damaged from the heat (3, 7/49(57)). He takes some relief to see his bow survived the temple heat although five of his arrows had their feathers burned off.

    Dalic seeing Tathar is done with his prayers asks the elf, "What if these items? What if the temple? Tell me and pray ye heal me wounds, I will charge ahead and see if we cannot be freed once and for all!"

    He nudges Bhut, egging him on to join in the assault. He looks to Southar for support but sees the ranger has retreated to the east already. Dalic calls out to the now empty east corridor, "Zalco, ye foul yet mighty blade. What news have you?" He awaits a response from Zalco similarly to that of his interaction with Tathar.

    Tathar takes a moment to look over the remaining hammer, ring and armor. He hesitates to gather the items as he turns to Dalic and Bhut. “The hammer has an overpowering aura of evil surrounding it. The other two items do not radiate anything, at least no more than the general evil that permeates this place.”

    "We need to fall back and regroup! Take heart my Dwarf friend, the battle still lays before you. You will have your opportunity to return to this room, but now is the time for thinking and recovering strength. Let us fall back to the room of the Iron Golem! There you will have Sehanine's blessing, Sehanine willing."

    Bhut looks to his companion with a look of complete defeat on his face, “I dare not enter their friend. I have a family secret that has been buried for a generation. I feel I must warn you now of it.” He looks down and takes a long slow breath.

    My kin fought for the Great Kingdom. He fought the hordes from the western lands. The dark skinned horse riders from Ull. He fought very fiercely and his enemy named him Bhut; now my given name. He was elevated to a minor lord and was given land as a reward for his loyalty, bravery and fierceness. Some time thereafter, like many of those around him, he fell into devil worship.” Bhut looks weakly for a reaction.

    “My mother fled from the madness and hid us out in the Wild Coast region. She died when I was young. I have been fighting to make coin ever since.”

    He takes a deeper breath, “So you see my friends, I dare not enter. I feel I will be overcome.”

    To no one’s surprise, a blob man climbs out of the floor on the very eastern side of the mosaic and begins a pain-filled walk towards the hallway.

    Still reeling from his wounds Dalic reluctantly agrees to be healed in better cover. He gives Bhut a sideways glance wondering what infantile enemy would choose to name P'innr’s father Butt.

    “What? It means demon. They say he fought like a demon.” Bhut looks somewhat hurt.

    Dalic continues on, ignoring the indignation on Bhut’s face, "I will not leave this delve until the demon be defeated. I cannot do this without some healing. I thank ye priest and will follow you ta cover so you are safe praying over us.”

    Dalic gestures for Tathar to lead the way.

    Tathar gathers up the remaining items from the dwarf priest. He takes extra care not to touch the hammer. The armor, ring and hammer weigh down the elf’s slight frame some. “Come, let us get out of this heat and discern our way.”

    Dalic begrudgingly follows the rest to a safer location to be healed. Bhut joins in the retreat.

    Kuba encourages Breymeer and Bofor, "Keep moving! Let's go!" He keeps an eye on their progress, ready to move in to protect them if the blob man threatens to catch up.

    Speck does not wait with Kuba; he retreats toward the main group.

    Cirdan can be heard asking Tathar if anyone needs assistance. Seeing none do, he flies east in retreat.

    The group easily outpaces the hideous humanoid blob man. It mindlessly follows but quickly falls far behind.

    As the group retreats down the hall, the flames subside back to the brazier and dance around its rim once more. The large ruby eyes of the statue continue to cast sparkles of red around the temple like some sort of hellish disco hall. The empty altar reflects the light but the fly mosaic does not. The statues evil grin makes it appear it is laughing at your retreat.

    The group arrives intact back in the room with the fallen iron dwarf and pool basins. Grimlock is there inspecting the iron dwarf. The temperature decreases as the group moves east.

    Kuba breathlessly calls out, “We just got our asses kicked by a bunch of damned blobs.”

    The group, drained of energy from the heat, welcomes the more stable temperature of the pool chamber. It is still pushing 80 or more degrees near the NW corner. The rest of the room cools to high 60s. The secret door has been open since the party walked through it.

    Although the party assumes the blob man is still following, it is not in sight. The chamber is just as it had been left. The secret door remains open and unsecured.
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    Sat Oct 01, 2016 8:59 pm  
    Going back into the fire

    Southar takes a moment to rest. He seems to be contemplating the situation trying to discover a solution.

    Cirdan cools himself with some of the water in the nearest basin. He will then approach Tathar and ask if he can give him protection from heat, so he can go back in.

    Dalic approaches Tathar and pleads for Sehanine’s kindness.

    Tathar, as promised, lays his hands upon Dalic and asks Sehanine to heal him. Dalic’s head and rib pain subsides some but his wounds remain (+7. 19/40(49)).

    After receiving the aid, Dalic walks over to the northeastern passage and begins to slowly explore up it. There is a short, approx. 30 foot long, passage that leads to a natural chamber some 90 feet north/south and 60 feet east/west. The ceiling is 15 feet high. There are some beds and foot lockers in the chamber. It appears to be another small barracks. It appears another passage leads east out of the barracks room.

    Tathar next asks Sehanine to bless Cirdan with protection from the intense heat generated by the brazier.

    Grimlock ponders the mosaic and its strange properties. “If it is an illusion, I do not know why it was not revealed by my spell.”

    Breymeer tells group, “I'm one hit away from death and am sick of this place. Let's actually act like a unified group and get back in there. I have an arrow that's doesn't miss and believe something will present itself that is the key to defeating this evil be it the Ruby eyes or something else. But we gotta go now. And in my condition this may be farewell.”

    Bhut tries to feed off of Breymeer’s bravery but his will has been badly drained by the dead.

    Breymeer feels the string of his bow. It has survived the heat. He takes the obsidian arrow in hand. The warrior stands on the brink of death. The steely look in his eye certifies he is prepared to give it for the group.

    Bofor seems pleased with the resolve, “I too shall lay my life down if necessary for you and for my clan.” He holds his hammer and shield ready.

    Speck stands near Kuba. They both await the party’s decision.

    Dalic quickly inspects the lockers and bunks in the barracks, he keeps his distance as he pops the bedding and chests open with the long reach of his sword. He finds the beds rotten and the chests contain an average of a dozen platinum pieces each.

    Dalic returns promply to the group and reports his finding.

    While the group continues a dialogue, Dalic takes a few minutes to explore the barrack chamber to the northeast. He returns after just a few minutes and reports the existence of seven beds and chests. The beds are rotten and the chests contain an average of a dozen platinum pieces each.

    He assures Bofor he took none of the coin. Dalic is eager to take the fight back to the temple. He proposes, “We dodge the blob men to avoid the heat, ‘ave a flier pry out da eyes and go from there. May take some dancing. Tarstar rest ‘n peace.”

    Tathar says, "I need to pray before I can heal anyone else. I can, however, apply first aid to anyone who is in need." He begins to make his way to each party member, except Grimlock.

    While he is moving he tells the party, "I prayed over the items dropped by Frelpic when Southar gave him his death blow. The hammer radiates evil. The other items I know not if they are magic, but I detected no evil radiating from them. Not including, of course, the ring and shield that Grimlock stole." He gives the chainmail, ring and helm to Bofor. "I believe these belong to your kin? I will hold the hammer, for now, in my backpack. Maybe there is a way to remove the evil that infuses it."

    As Tathar hands the items over, Bofor stows them in his pack. In addition to the items listed, Frelpic’s vestment slides out of crumpled armor, falling heavily onto the floor. Bofor examines the vestment finding several hard objects sewn into the scarf-like object.

    “There are gems sewn into this. We shall examine them when, not if, but when we topple this temple and return to the sunlit lands of men and elves.” He secures the pack and takes up his hammer and shield again.
    Cirdan says, "Tathar, I know you can't see me, but can you do something for these burns?"

    After Tathar does what he can for Cirdan, Cirdan announces, "While Tathar treats everyone, and everyone cools and rests, I am going to quickly fly up the corridor that Dalic came from. I am hoping to find another way out, but I will only be a few minutes. If it goes too far, I will return and report. When I get back I am going after the eyes of the statue. Now, I am uncertain what will happen, if anything, when I remove them, but I would like the party standing by to come to my aid.”
    “Bofor, if you can keep the blob-man busy without killing it that would be a great help. Everyone else can stand by to charge in. Grimlock, would you be willing to fly up and try to pry the other eye out at the same time? They are mortared in, but the mortar was not of dwarf design and it has cracks and signs of deterioration."

    “I will go with but let’s see if it will cool a bit first. I would like to rest about a half hour first. Also, someone please borrow Cirdan a dagger.”
    Grimlock sets a dagger on the floor and uses his magic to turn invisible. He picks the dagger back up and explains to Cirdan his plan. “We can use the daggers to communicate if necessary. Keep it under your cloak unless needed.

    Cirdan apparently picks up the dagger as it rises and then disappears from view.

    Cirdan flies off and returns about 10 minutes later. He reports a series of barracks in the series of chambers. One includes a forge. Of the five chambers, the first two are natural chambers. The next three chambers are the circular carved chambers so common in the delve. The ceiling heights range from 15 feet in the first chamber, 25 feet in the second chamber and 45 feet for the circular chambers.

    The first two chambers are unlit.

    The third chamber is lit by some magical source. Littering the floor are several tools; picks, spikes, drills and so forth. Set into the north wall is a hot forge.

    The fourth chamber has mithril ore stored in it. There are several small piles scattered around the room. The chamber is unlit.

    The fifth chamber is lit by a magical source. Mithril ore has been recently mined here. The westestern passage dead ends at an active dig.

    There is no sign of the dwarven zombies. It appears they all charged to battle the party previously.

    After briefing the group, Cirdan splashes in the pool, doussing a blanket into the water.

    The group makes final preparations while stalling a short time in hopes that the temple cools as Grimlock wishes.

    While waiting for the second temple raid, Cirdan stows his invisible pack containing his spellbooks.

    Bhut, during the rest period waiting for Cirdan’s return, asks Dalic for his opinion. The sellsword asks the duergar if giving into the old family ways might aid in the remainder fo the quest.

    Dalic laughs boisterously. "If by giving ta family ways ye mean worship this dung hole demon, I'll end up running ye through! So, no. Just no. Every fight hab honor to it. Iffen yer fight be inside yer soul revel in the honor of that struggle and fight fer what ye know be right."

    P’innr of the Bhut lineage takes Dalic’s words to heart, and finds a new willpower, though not much, to keep fighting.

    After returning from his exploration to the east, Cirdan pulls Tathar aside and whispers to him, "I have left my backpack with my spell books and other effects by the basin that I soaked my blanket in. If I fail to survive, please take it with you and do with the contents as you see fit. Remember it is invisible."

    Tathar, for his part will show no sign of acknowledgement other than a small nod.

    While waiting, Dalic ventures into the northeastern passage after Cirdan. He returns shortly thereafter carrying a mining pick. “Might be handy.”

    Grimlock compliments Cirdan on his wise idea.

    The invisible half-elf slashes around in one of the basins wetting his blanket and outer clothing. The wetness gives a vague outline of his body that slowly fades leaving a nearly undetectable shimmer.

    Grimlock appears to have taken up the shield of the fallen dwarf priest. Seeing Tathar slight him as a result, Grimlock comments to Tathar, “You are as temperamental as a teenage girl with your opinion of who is good of evil. Keep your judgemental self righteous comments to yourself. I care not what your opinion of me is.”

    Tathar spends some time at the basin washing his face and hair in an attempt to cool down. He also soaks his blanket in hopes that it may provide some protection from the heat he knows is coming. As he returns to the party with wet blanket in one hand and his deadly bow in the other the party sees his real face for the first time. His eyes haven't changed; still the hard and focused gleam of a zealot cleric, but his pale face and golden hair are those of a handsome high elf. He takes up position ready to see through the destruction of this evil place, or die trying, in accordance with Sehanine's directive that the party must be successful.

    Once ready, the group heralds to Cirdan’s call and all prepare a second assault on the temple. Cirdan approaches the secret door and prepares to manipulate the stone that opens the door.

    Breymeer stands nearby with his black arrow upon the bowstring.

    Cirdan warns the group, “The Blob-man may be right outside this door, since it was following us down the corridor. If that is the case we will allow it to come in, then move around it and let it follow us back down the corridor.”

    Cirdan opens the secret door and somewhat surprised to see the passageway void of blob men. The heat of the passageway, washes over the lead elements of the group but Cirdan appears unaffected.

    The group enters the hallway. Dalic and Kuba take the lead element being the least injured of the warriors. Bofor, although gravely hurt, falls into the second row. Next to Bofor walks Bhut, behind his duergar companion. The third rank Speck and Tathar with their bows ready. Breymeer stands behind Speck with his black arrow nocked. Southar walks next to Breymeer taking rear guard. Southar has his lantern lit and sword loose in his scabbard. Cirdan and Grimlock hover above the group.

    The temperature increases as the group moves west along the hall. It is obvious that any battle in this sauna-like environment is going to quickly fatigue the party again. Already, each member is sweat soaked and hot. Breathing in the very air is miserable.

    As the group rounds the final bend and the passage straightens out on its final leg to the temple, the group sees their welcoming party. Four blob men stand at the temple entrance. Three make up the front row and the fourth stands about ten feet behind them, centered on them. The do not advance. The tortured souls remain in place across the entrance to the temple.

    Behind them, the temple is as it was left. The statue’s eyes send red light sparkling across the chamber. It still grins its evil sneer, laughing at the party and threatening a tortured death for entering. The altar remains empty, the brazier flames fuellessly and the fly mosaic dominates the eastern floor.

    The heat here remains oppressing; except to Cirdan who still remains unaffected by it.

    Cirdan, his voice coming down from above the group, warns, "Let's wait here and see if the brazier erupts, then Grim and I can go. If these things don't move from their sentry duty, you can wait here and charge when the time is right."

    Grimlock, in his self-preserving way, advises, “I will remain here about the group. The heat is too great for me to hope to accomplish removing the eye. If Cirdan’s protection is helping him then he can take his time to accomplish the task of both eyes. He is unseen and not on the ground to be attacked. He is safe less the heat. I will keep an eye about the group and alter to see if Cirdan needs aid. I can fly in and retrieve him if he falls but I cannot remain near the alter as I am not protected by the spell he is.”

    He finishes by saying, “Fly cirdan, the sooner you are done the sooner we can get out of this heat!”

    The party waits for the sentries to move or the brazier to flare. Neither happen. After five minutes, the party moves forward with their plan. Standing in the heat is too much to bear. Already the heat saps energy from the overheating characters. All but Cirdan are miserable.

    Dalic comments, "Sounds like the distractions must go over instead of through. Who's up for some dwarf tossing?"

    Cirdan counters, “Why not let us fly you over and drop you on the other side?”

    Dalic offers wryly, "Alright, drop me an tha halfling oer an we can play mouse to their cat while the mages do their mage’n.”

    Bofor gets a grin on his face, seeing the final push about to occur, “I am excited about this plan!”

    Speck does not look as confident, “I would rather taunt them out than get dropped behind enemy lines at the gates of hell, but I will do my part. As long as I don’t get cooked in the process.”

    Bhut moves forward as the fliers take Dalic and Speck into the air. Both of the elves are very strong for their kind. They are both able to carry their load. Dalic’s platemail is a bit cumbersome but luckily the duergar is thin for the dwarf kind.

    They fly over the heads of the blob men as Bhut closes half the distance to the temple entrance. He takes up a position as much in front of the right target as he can get. He holds a defensive posture while determining the best way to attack. He is a little sad that he only has one axe.

    As soon as the flying foursome breaks the plain of the temple entrance, the blob men show signs of life. The rear one tracks the floating halfling and dwarf. The other three begin trudging forward in their familiar pained fashion.

    The elves deposit their cargo. The party can no longer track their movements as their invisibility cloaks them.

    Cirdan flies for the statues as fast as he can.

    Grimlock flies for the the mosaic. He holds at about 15 ft. He keeps eyes on the blobs particularily the rear blob man as he is curious about his actions. Grimlock continues to move his eyes between statue, mosaic and blobs.

    Dalic backs away from the blob men to the north. The heat wears on him as he drags each step. His armor makes him feel like he is inside an oven.

    Speck backpedals as well, trying to create distance from the blob man.

    To Speck’s relief, the blob man turns towards Dalic and begins to trudge after him. Even in the immense heat, Dalic is able to outpace the blob man, although just barely doing so.

    The blob men in the hallway continue their slow, steady advance towards the eastern column of adventurers.

    Tathar backs up as the blobmen advance.

    Bofor steps up next to Kuba and begins taunting the blob men. "Your mothers were hamsters and your fathers smelled of eldiberries!" In case of sudden trouble, he readies his hammer and shield, waiting for them to come.

    Speck rounds the southeastern edge of the mosaic. Dalic continues to backpedal north away from the trailing blob man. Both the halfling and the duergar have moved out of the view of those in the passageway.

    The three other blob men move forward to where the hallway reduces in width. They stop there, staring emotionlessly at the eastern adventurers.

    Bhut holds his postion in the hall, axe ready.

    Bofor continues to taunt them, attempting to get them to continue forward.

    A hideous laughter, full of malice and hate, draws the party’s attention. The sound came from the immense marble altar.

    The altar rises 20 feet from the floor before flattening and becoming the base for the statue. A body lays at the feet of the statue, it is that of a female elf. The group immediately recognizes it as Peylae. She weakly turns her head and calls out to the party but is too weak to be heard. She appears too weak to rise. She appears to have been tortured. Her face is badly bruised and suffers many cuts.

    The source of the hideous laughter reveals itself as one of the skeletal devils appears, walking out from behind the statue. It holds one of the barbed wish bones in its hands. It approaches Peylae and punctures her abdomen with the longer barb. Peylae cries out in pain as the fiend withdraws the barb, cruely tearing skin and dislodging a small portion of her intestines. The tip of the bone barb is stained red.

    “Who shall sacrifice themselves for her soul? Do any of you care enough for her?” The voice is ice cold. The fiend holds the barbed wishbone out in front of itself. The weapon is pointed down above Peylae’s abdomen and chest.

    Grimlock lowers to about 5 ft and drop a coin onto the mosaic. The coin falls invisibly towards the floor. Although it should have struck the floor almost immediately after being dropped, Grimlock fails to hear it strike anything. It is as if it disappeared or fell out of hearing range.

    Grimlock watches for trouble as he ponders what happened to the coin. Suddenly, Peylae appears on the altar. At the same time, one of the skeletal devils appears, walking out from behind the statue.

    Cirdan soars balls to the wall to get to the statue, while watching for a flare-up. As Cirdan nears the altar, Peylae appears upon it. At the same time, one of the skeletal devils appears, walking out from behind the statue.

    Bhut starts backing up to create some space.

    Bofor, feeling responsible for Peylae's condition in the service of his people, volunteers himself to save Peylae. Struggling in the heat under the weight of his chain mail armor, he moves slowly forward. He calls out to the devil creature, “I shall take her place! I ask you turn down the fires of hell if I am to spend eternity there.”

    Tathar and Breymeer also move up, Tathar at a run and Breymeer at a jog. Both of them are faster than the metal armor ladened dwarf priest.

    Breymeer moves up with his bow and takes a steady aim at the fiend.

    Tathar, trying to ignore the heat, breaks into a run. He quickly passes Bhut, Bofor and Breymeer. He approaches the line of blob men. Just before impacting them, he lauches himself into a high forward dive. Showing the grace and dexterity of the elves, Tathar tucks into a roll and swiftly comes up in a dignified walk. He steps just inside the temple.

    Zalco calls out to Southar, “Move forward brave warrior! There be a fiend to send back to hell!” Southar begins a forced march forward, his pace is that of a walk as he makes his way among his companions.

    Southar passes Bhut, who is holding his ground, and Bofor, who is trudging forward.

    Dalic shouts to the demon while out pacing the blobs. "I offer an alternative. A challenge of combat. Dalic an Southar versus ye demon! Lessen ye think the two on ye be too great a challenge. The only stipulation be the heat here is ta be removed as ta make your victory a true one ye can gloat on. Iffen ye win, ye can have Dalic in Peylae’s place. Iffen ye lose, she is ta be released."

    The blob man chasing Dalic makes a lunge forward in a short charge. The sudden move gets past Dalic’s defenses. The blob man’s claws get past his armor and pierce his abdomen tearing open the skin (6, 13/40(49), wound). Only a quick shove by Dalic save’s himself from being more seriously wounded.

    The duergar, being thrice wounded, is nearly crippled by the blow as pain and suffering are nearly overtaking him.

    The skeletal fiend appears to ignore the party and focuses on Peylae. He appears to toy with her as he slowly stabs the barbed bone lightly into her skin causing her to cry out in pain.

    Cirdan studies the skeletal devil trying to determine if it sees him. It appears to overlook the elf. Cirdan carefully maneuvers up and around the statue.

    Grimlock lowers himself to the floor and prones out just above the mosaic. Grimlock sticks his head into the mosaic. He is not surprised his head drops below the level of the floor without meeting resistance. The floor appears to be an illusion of some type.

    The mosaic covers a 90-foot diameter hole that drops straight down from the temple. It is roughly cut from the stone. It drops about 20 feet into fire. The fire is intense, like that of a blast furnace but without heat or sound. The fire swirls and pulses like it has a life of its own.

    Dalic is unable to control his rage. Almost instinctively he back hands the vile creature that tore at him. His gloved hand strikes the flabby blob across its fac (2 temp, 8(10)/10). He turns with the momentum and sprints off toward the bone demon.

    As Dalic moves past the blob, it throws its arms across the duergar’s shoulders. Its claws dig into the armor but fail to penetrate the steel. It grips onto the steel plates and attempts to bring the dwarf down. Its weight is surprisingly heavy. Dalic struggles to maintain his feet as the blob of sagging flesh tries to drag him down.

    Grimlock’s voice rises above the dim, coming from above the eastern edge of the fly mosaic, roughly ground level. He yells, " DO NOT ENTER THE MOSAIC, IT IS A PIT STRAIGHT TO THE FIRES OF HELL!"

    Still shouting, but now directing it to those in the hall, Grimlock continues, "Southar, I come to carry you and Zalco to the devil. Make yourself ready!"

    He shouts to Dalic as the beast pounces on the duergar’s back, "Dalic hold your sword from the beast in front of you, it could kill us all if u kill it. Charge the devil with haste, I will carry Southar to your aid!”

    Grimlock’s voice is moving ground level to the east. He approaches the passageway.

    Grimlock flies into the tunnel and past the line of blob men. He meets Southar as the snake-ranger moves forward. They meet at Aravae’s fallen body. As the half-elf approaches invisibly, Zalco speaks, “Do not attempt to touch us. You have lost our trust. Who is to say you will not drop us into the pits of hell. I will run you through before you get us off the ground.” The look on Southar’s face shows he concurs with his sword. He holds his shield up defensively in the air.

    Kuba, not wanting to be left behind, moves forward with the group, “We dare not kill them or that blasted fire will erupt again.”

    Breymeer discovers he has a line of sight on the skeletal devil but the range is too far. He lowers his shoulder and charges forward bellowing as leaps up and into the line of sagging flesh like a runningback on the goal line. He tucks his bow and black arrow hoping to reach the temple.

    The northman splits two of the blob men and the rake and claw him as he separates their line. Failing to bring him down, or even draw blood, they attempt to grapple him to the floor. The northman battles through and makes it into the temple. He is just out of bow range. He quickly looks for a shooting position.

    Bofor continues to trudge forward. He and Kuba are slightly behind Southar as Grimlock arrives.

    Bhut holds and takes rear guard. The heat has nearly sapped the only reserve of energy he has left. He leans against the wall, axe in hand. He monitors the temple as well as the passage the the east of the group.

    The blob men reform their line and continue to block the entrance to the temple.

    Tathar, having achieved entrance into the temple, drapes his blanket over himself while moving forward. He manages a burdened jog, moving counterclockwise along the fly mosaic. He takes up a shooting position near the northern tip of the mosaic. He estimates the range and takes out flight arrows. It appears to be too far for his sheaf arrows.

    The skeletal devil ignores the activity of the party. It remains focused on torturing Peylae. It sticks its barbed bone weapon into her body seemingly choosing non-vital areas. The wishbone stabs into her lower abdomen and her left shoulder above her breast. She is impaled on the barbed weapon. The devil raises her into the air as she screams in pain before going limp. Her blood drops onto the altar. Her face is badly beaten and her abdomen hangs open and exposed from the previous injury. If she yet lives, the blows are undoubtable fatal without aid.

    The devil hisses and evil laugh.

    Cirdan floats around the statue to the statue’s left eye. He get to work on the eye using his dagger to start chiseling out the mortar. He uses his blanket to try and cover his work.

    The mortar begins to come out, chipping away on the fringes easily. Even with precautions, some of the debris falls to the altar below landing near the skeletal devil. It appears to pay it no attention. It does not give Cirdan any attention at all. It seems focused on torturing Peylae. The half-elf boat captain appears near death as the devil impales her on the barbed bone weapon it weilds.

    Cirdan continues his work. He finds the outer mortar easy to chip away. It will not be long he can start to pry his blade between the stone of the statue and the gem itself. He finds himself wishing he had picked up some of the mining tools to speed up his work.
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    Sun Oct 30, 2016 7:04 pm  
    Devils and more devils.

    Grimlock shouts, "Zalco is a curse! It doesn’t care about you Southar. It causes our strongest warrior to delay at the peril of our companions. It possesses and takes away free will without concern of the wielder it controls. It is just as evil as the devils it kills. That sword must be destroyed if we survive its treachery! Zalco, you will meet your end as curses should!"

    Girmlock’s voice can be heard as he flies into the temple, "Southar is controlled by Zalco. He is intoxicated by its power. Dalic I come to your aid post haste! Make ready! Southar is under that devil sword's control again! It will surely attack the blobs, be ready for the fires!”

    Dalic struggles to move west with the blob beast on his back. It continues to try and grapple him down but the duergar remains standing. A claws scratches down the back of Dalic’s neck barely cutting the skin (1, 12/40(49)).

    Grimlock arrives above Dalic, “Defend yourself and hold on!”

    Southar charges forward and slams into the center of the blob men. He uses his shield in a shield rush and knocks the center flesh blob back and to the right, creating a hole in their line. They attempt to claw and grapple but the snake-man is too wily and slips through their lines, entering the temple as he does so.

    The Gnarley Forest Ranger calls out a challenge, “Come devil! Meet your end!”

    Bofor and Kuba follow Southar through the hole in the line. Kuba leads the dwarf. Kuba takes a raking claw across his right thigh going past (3, 12/45(47)). Kuba reaches the temple alongside Southar. Bofor isn’t so lucky. The slower, chain armored dwarf is dragged to the floor and the blob men fall upon him.

    Bhut holds his position in the passageway. He stands there alone now.

    Breymeer advances trying to close the distance and find cover. The temple offers none.

    The skeletal devil rises into the air and flies toward the mosaic.

    Two bowstrings sing as the fiend lowers and closes on the mosaic. Bordering on disbelief, Breymeer’s black arrow misses its mark flying past the fiend and slamming into the brazier. It deflects off to the right and skids onto the floor. Tathar’s dead eye strikes the fiend in the chest. It too passes through deflecting off the southern wall.

    Bremeer sends a second arrow at the fiend but this misses as well, flying long and shattering on the front of the altar.

    The fiend lands at the edge of the mosaic. Peylae remains impaled on the bone weapon.

    Cirdan continues to chip away at the mortar.

    Grimlock yells, “IT’S A TRAP! It’s an illusion to draw us to the edge of the pit! That is not Peylae, she is dead. Disbelieve what you see!”

    As he moves in to grab Dalic, he continues yelling, “Cirdan, ignore what you see and complete your task!”

    Grimlock reaches Dalic but the weight of the blob, Dalic’s plate mail armor and the heat take its toll on Dalic’s legs. They give out and he falls forward with the blob man on his back. Dalic’s armor prevents any raking claws from reaching his skin.

    Speck holds his position at the southwest corner of the mosaic. Kuba enters the temple and heads for his pint sized companion.

    Tathar pauses and studies the fiend. He looks around the temple for other hidden signs of danger.

    Breymeer strings two more arrows, sending them at the beast. The first arrow streaks through the beasts head the second flies wide.

    Southar walks towards the mosaic being a direct line towards the bone fiend. As the ranger nears its edge, Zalco’s sandpaper voice directs Southar, “Stop my friend. It is indeed a trap.” Southar pauses, hearing Grimlock warn of illusions.

    The bone fiend sets Peylae down upon the ground and kneels over her. With powerful claws he tears out her heart and holds it aloft.

    In the passageway, the three blob men begin to drag Bofor towards the temple. Bofor swings his hammer but there is no room for such a weapon the confines of the flesh blobs. The blow is feeble at best.
    Bhut runs up and tries to assist Bofor. He takes a swing at the creature on the right. Bhut may not have intended to kill the creature but he buries his axe into its chest felling it (8, -1/7).

    As the blob man hits the floor, the brazier bursts to life. The now familiar column of flame blasts forth and disperses across the room as it deflects off the ceiling. Everyone scrambles to take cover.

    Cirdan continues to chip away at the mortal, he has cleared about half of the exposed mortar along the edge of the ruby. The brazier explodes forth as the elf noble chisels away. He quickly attempts to take cover.

    The fire rages across the ceiling and down the walls. As before, the heat is more intense on the west side of the chamber. The little touch of hell flares for many seconds before diminishing back to the brazier where it continues to dance and taunt above the rim.

    Everyone’s equipment and armor, though not destroyed, is being damaged by the fire and heat.

    In the passageway, Bofor is protected by the blobs of flesh upon him taking only minor heat damage (1, 5/36(41)). Bofor tries to use his shield to fight free, “Get off of me, you’re not my type.” Despite trying to free himself, Bofor remains in their grasp and is dragged into the temple.

    Bhut dives to the floor just into the passageway and covers the back of his head with his hands. His hands take light heat damage (1, 7/37(46)).

    In the temple, Grimlock is washed slightly in flame (2, 21/30(33)). Hair singed, he yells to Cirdan, “Smash the eyes! We don’t have time to removed them!”

    Dalic agrees with Grimlock, the bone devil must be an illusion. He thrashes about and wiggles himself free of the flesh-pile’s grasp as Grimlock blind sides it in a blind side blitz. The blob flattens to the ground in a gross display of giggling flesh. Grimlock appears hovering just above the ground near the now free Dalic.

    Dalic, having been buried in the flesh monster, only took light heat damage (1, 11/40(49)).

    Southar also disbelieves. “Something is indeed not right with this fiend.” Southar takes some light damage from the flames (3, 2/52). Southar turns to face the blobs dragging Bofor. He takes a few steps and tries to shield bash the one on his left. In the energy sapping heat, he fails to muster enough energy to move the blob.

    Kuba shouts to Speck, “Take cover!” as the flames wash over him burning him lightly (3, 9/45(47)). Kuba runs with what speed he can muster toward the halfling.

    Speck heeds the warning and takes cover. It saves him some from the more intense flames (4, 20(24).

    Breymeer joins those choosing to ignore the skeletal fiend. He covers up while the flames rage (1, 6/49(57)). He rises and turns his bow towards the statue and lets arrows fly. The first arrow deflects off the taunting, grinning mouth. The second strikes its chest, coming in too low.

    Tathar takes cover under his blanket and takes only light heat damage (2, 26/28). His blanket catches fire.

    The bone devil hungrily devours Peylae’s heart and callously kicks her body onto the fly mosaic. It immediately falls straight into the floor and disappears below the mosaic.

    Cirdan covers himself hastily with his blanket as the brazier flares. The brazier busting to life so close to the elf frightens him until Cirdan realizes the flame and heat is not affecting him. His blanket burns up but likely protected his other gear from harm.

    Cirdan gets enough of a hole scraped out to pry with his dagger against the gem. Using what he can of his abnormal elf strength, Cirdan forces his dagger in between the stone of the statue and the multi-faceted gem. He pries with all his might. There is a might pop and the eye comes loose.

    Cirdan checks his weapons and is saddened to see the victory has cost him the blade of his yuan-ti dagger. The blade has snapped an inch above the hilt. The blade and the gem fall to the floor.

    A fifth flesh man crawls up out of the floor near Bofor. Four remain in the battle, one of which was slain in the hallway by Bhut.

    Kuba and Speck head for the brazier. The halfling cannot cover much ground in the heat of this oppressive temple. The cross about half the distance from the mosaic to the brazier.

    Breymeer begins to run as fast as the heat will allow him to travel. He quickly outpaces Kuba and Speck. He looks heavily burdened but manages a swift pace. He nearly crosses the length of the temple. He grunts hard and struggles to get deep breaths in so doing. He is just shy of reaching the obsidian arrow.

    The bone devil leaps into the mosaic, disappearing from view.

    Grimlock, sword in his scabbard, secures the dead priest’s shield upon his back and picks up Dalic by the shoulder plates. The duergar hangs on as Grimlock flies him to the relative safety of the tunnel. Dalic looks near spent. He hands Grimlock the pick he recovered, “Get tha eyes!”

    Grimlock tosses his backpack at Dalic’s feet and accepts the pick, “I can do that.” Grimlock turns to fly back into the temple.

    The flesh blob Grimlock knocked down gets back up and begins to amble towards the temple entrance where Bofor and Southar struggle against the hellspawn.

    Tathar uncovers himself and holds his position. He continues to monitor for unforeseen dangers.

    Bofor continues to struggle but, stretched like a raccoon between two hunting dogs, he cannot gain enough leverage to break free. He is dragged ten feet closer to the mosaic.

    Southar tackles the blob man on the north side of Bofor. The pile of flesh collapses under the ranger. The leaves just one opponent for Bofor.
    A loud ‘pop’ is heard. The statue’s left eye suddenly comes free. Gravity takes hold and the ruby falls, bouncing off the statue’s chest and ricocheting off the back side of the brazier as flames dance upon its rim. The ruby comes to rest somewhere between the statue and the brazier.
    The party does not get a chance to rejoice as a skeletal devil flies up from the eastern side of the mosaic and lands next to Southar and Bofor. It drives its barbed tail through the links of Bofor’s chain mail armor and into his abdomen, pinning him to the floor (7, -2/36(41)). Bofor’s cry is cut short as he goes limp, still impaled on the scorpion-like tail.

    There is no blood stain around the mouth of this devil as there had been on the one that leapt into the mosaic moments before

    Dalic’s hair stands up on the back of his neck. His sixth sense tells him something is wrong. His alertness saves him from surprise as the slain blob man in the passage begins to rise and take life again. His wounds have begun to heal by themselves.

    Bhut is not as alert and the creature claws at his legs. At the last moment, Bhut reacts and steps back. The blob, stretched too far, falls forward generally prone. It immediately begins to rise and renew its attack.
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    Sun Oct 30, 2016 7:21 pm  
    Destruction of the temple? Grimlock has a Frodo moment.

    Grimlock sees the bone fiend climb out of the floor and changes his plan. He stows the pick, turns, and grabs his pack. He flies 20 feet farther east into the passageway.

    Grimlock calls to Dalic as the dwarf prepares to aid Bhut. “Dalic, let me drop you onto the fiend!”

    Dalic responds, “Drop me like a missile. I will spear it with the Delven Bastard!”

    Grimlock drops his pack and flies back towards Dalic as Bhut drives his axe down upon the blob man. Between the heat and his drained will, he fails to put enough into the stroke to land a telling blow. The blob moves inside of the axe strike and drags Bhut to the ground, landing on top of the sellsword.

    Grimlock flies past Bhut as he battles and grabs ahold of Dalic, hoisting him into the air as Bhut falls below the blob.

    Southar engages the bone devil, releasing the blob he put to the floor. The devil withdraws its barbed tail and snaps it at Southar. The ranger blocks the blow with his golden shield but fails to move up on the fiend. He fails to engage enough to strike the beast.

    The bone devil, using its tail to keep Southar at bay, moves up to Bofor’s body. It rips his chain armor open exposing the dwarf’s chest.

    The blob men move to keep Southar away from Bofor. The begin to claw and rake at the ranger. He uses sword and shield to parry their blows and keep them at bay.

    The blob man in the northeast corner focuses its emotionless eyes on Tathar, slowly wiggling its way towards the elf priest.

    Tathar, seeing he has a small window, sends two arrows into the bone fiend. Both of them bounce off of its back. They appear to have caused it no harm.

    Kuba and Speck continue towards the brazier as fast as they can. Kuba quickly outpaces Speck, reaching the brazier about 30 feet ahead of the halfling. Kuba finds the brazier, some 15 feet across and made of stone, much too heavy to move. He dare not touch it as it radiates intense heat.

    Speck asks as he closes, “Should I go for the ruby?”

    Breymeer reaches his black arrow. He immediately strings it and takes careful aim at the fiend. The black arrow appears to streak straight but at the last moment the fiend moves just enough and the arrow passes it by. It flies over Bofor’s downed body and strikes the flesh creature to Bofor’s east. It strikes center mass and felling it (7, -1/7). The arrow protrudes from its abdomen.

    As Breymeer’s arrow pierces the flabby flesh beast, the brazier explodes back to life again. Flames rage upward and across the room.

    Cirdan moves to the right eye. He flinches as the brazier bursts to life. Cirdan checks his gear during the eruption for some item to use to chisel out the mortar.

    The fire burns intensely for what feels like an eternity but is really about 10 long seconds.

    Bhut, too far into the passage to be affected by the flames, battles for his life with the flesh blob upon him. Bhut, fearing for his life, musters up a punch that knocks the creature free. Bhut scrambles to get up as the creature rakes him across the neck (2, 5/37(46)).

    Dalic does what he can to shield himself from any residual heat (1, 10/40(49)). Ultimately, he focuses on his current goal and readies himself as a missile against the bone demon, sword to the front in an aerial charge.

    Grimlock pauses while the heat wave passes him (1, 20/30(33)). Holding Dalic by the shoulder plates, he streaks forward, flying as hard as he can towards the devil.

    Southar, with Zalco howling out death for the devil, continues to battle the minions from hell. He hides beneath his shield as much as he can while the heat wave rolls over him (1, 1/52). The flesh minions attempt to drag down the ranger. He struggles and nearly topples but remains standing. The ranger deflects another striking blow from the fiend’s tail.

    Bofor takes the blast of heat and flame burning his beard and exposed chest. The devil straddles the dwarf and moves to chew out his heart (1, -8/36(41)). It only manages a shallow bite before Southar, with the minions clawing at his armor and shield, engages him.

    The heat is taking its toll on Southar and he misses his mark. The attack does cause the devil to rise up and continue to melee instead of eating Bofor.

    The devil rises and immediately takes an aerial assault from Dalic and Grimlock bombs him on top of the devil from above. He spears the devil through the left eye with his Delven Bastard (6, 7/13).

    Dalic lands hard, dropping to his knees, bruising them lightly (2, 8/40(49)).

    The northeastern minion moves in towards Tathar as the elf covers from the flames. Tathar gets burned some but ignores the pain (3, 23/28). He moves north and east at a jog to avoid the minions as it closed in on him. Tathar pulls out the snake headed quarter staff while avoiding the minion. He turns south and begins to bee-line towards the melee.

    Breymeer covers from the heat but gets burned more than others being so close to the brazier (5, 1/49(57)). Breymeer looks like he nearly faints. He turns and sights his bow upon the left eye of the statue. The first arrow finds its mark and deflects off the ruby eye. As Breymeer draws back his second arrow, his heat weakened legs grow weak and his head spins. Though conscious, he falls to his knees and the arrow flies errantly into the back wall.

    Kuba gets burned similar to Breymeer even though he shields himself as best he can (5, 4/45(47)). He runs to the loosed ruby and takes it.

    Cirdan’s voice calls out as he descends to Kuba, “Speck, grab the ruby from Kuba, no sense in leaving it here.”

    Kuba feels Cirdan remove his war hammer from his belt, “I need this to smash the other eye.” Cirdan flies off, presumably to the left eye of the statue.

    Speck takes cover while the blast rages taking burns (3, 17/24). Speck moves west to try and get to Kuba. The heat is too much for the halfling and he only reaches the east side of the brazier. Kuba remains on the west side.

    Those taking repeated blasts from the brazier note their exposed fire sensitive equipment is becoming of poorer and poorer condition.

    Cirdan takes the magical dwarven war hammer and smashes the remaining ruby. The hammer shatters leaving only a handle. The ruby initially cracks like safety glass and the explodes forward causing shards to cut into Cirdan’s flesh (4, 11/26). The explosion is accompanied by a concussion wave that blows Cirdan back away from the statue.

    Grimlock feels the will of the ram’s head ring pulling on psyche. It wills him to put it on. Grimlock’s intent is to destroy the bone fiend and fights the calling of the ring. His elvish heritage enables to him keep control of his will and press forward with his attack.

    Bhut struggles with the blob man. It rakes him lightly across the right thigh (1, 4/37(46)), its face showing no emotion other than its eyes. Its eyes have the look of an eternity of being tortured.

    Grimlock, from behind the bone fiend, attacks with the dwarven priest’s shield and his silver wolf sword. He lops the head off the fiend and then smashes its body forward with the shield.

    Dalic stands and drives his Devlen Bastard into the devil’s hip causing it to collapse.

    At the same time, Southar slashes it across the rib cage turning it instantly to nothingness. It is simply gone. The snake-ranger turns to face the onslaught of blob men as a sixth creature crawls out of the mosaic and charges forward. He manages to keep the foursome at bay with his golden shield.

    Bofor remains at the bottom of the melee, occasionally being stepped on.

    Tathar continues towards the melee looking to get to Bofor once he sees Dalic rise from his knees.

    Kuba circles around the brazier and gives Speck possession of the ruby he recovered. He then grabs Speck, throwing the halfling onto his shoulder, and begins to run towards the temple entrance. The heat has fatigued him to the point he can only manage a labored jog.

    Bremeer, seeing Kuba’s hammer flying up to the remaining eye, assumes Cirdan is now in his line of fire, and stops shooting arrows at the ruby eye. Looking back at the melee, he calculates he can not safely fire into it either. He holds his to see what happens next.

    A sudden sound echoes through the expanse of the temple. The sound of a hammer striking a stone. Some sort of a mystic action accentuates the sound.

    The remaining ruby eye suddenly fills with cracks. A moment after, it explodes outward in countless shards. With it, a concussion wave rips across the temple.

    The shock wave blows the head off the statue and shatters its knees. The statue falls back and to the left. It bounces off the marble altar, chipping the corner as it deflects off. It comes to rest behind the altar, to the southwest.

    The fire dancing above the brazier, always a threat to bring death upon those in the chamber, is blown out. Vast amounts of black smoke begin to bellow forth.

    Breymeer, Kuba and Speck are all blown flat onto the floor.

    The fly mosaic vaporizes as the shock wave rolls across it. Once gone, a fiery pit is revealed. The pit is 90 feet across, matching the size of the mosaic.

    As the wave reaches the rest of the party, they are also blown flat, along with the fleshy blobs. Grimlock is blown into the temple’s east wall. Only his tumbling proficiency keeps him from smashing into the wall. Instead, he flies himself horizontal to the floor and lands into a squatting position.

    Next, the earth shakes, a deep sundering of stone is heard in the heart of the mountain.

    The flames in the pit begin to rage up, unstable and chaotic. Some sort of humming sound is heard near the top of the pit. It grows in intensity and volume.

    The humming in the pit continues to grow in intensity as some type of energy continues to build. The pit begins to implode, causing a sucking that pulls at the heated air of the temple. A breeze, increasing in intensity, begins to move towards the pit. It begins to turn, in increasing speed, like a tornado above the center of the pit. The smoke from the brazier gives form to the twisting and dancing whirlwind.

    Snake-like appendages of flame whip out of the pit, writhing in the air before striking the hellspawn in the chamber. Each in turn is instantly burned to dust. The obsidian arrow drops to the temple floor near the entrance.

    The sundering of the mountain also continues. Deep below, the roots of stone feel as if they break and move. The entire hill shutters.

    The marble altar splits and a fissure appears running across the front of the great red-chased white marble.

    The brazier is pumping out incredible amounts of smoke. The forming breeze begins to pull it towards the pit but the volume is too great and the smoke begins to obscure the western edge of the temple.

    Kuba and Speck, trying to get ahead of the smoke, regain their feet. “Time to go!” Speck makes certain he has safely secured the ruby as Kuba picks up the halfling. The warrior begins to fireman his pint-sized companion.

    An invisible force drops down upon Kuba and Speck. Before Kuba can mount a defense, Cirdan’s voice assures him of his intent. Speck is seen to lift off the shoulder of Kuba, greatly relieving him of his burden. Kuba jogs with all the energy he can muster towards the temple door.

    Breymeer begins to run for the temple door.

    Tathar reaches Bofor. The dwarven priest shows no signs of life.

    Southar backs up to the temple entrance. Zalco remains silent. Southar finds Bhut, very weak of knee, using the wall to help right himself. The sellsword is truly shattered. Only a final, desperate will to live, keeps him moving.

    Dalic calls for general retreat. “Tha battle be won! Kill the tortured ones and let us away before we are entombed wit them and tha fires of hell!” The pit fighter looks upset as his prey are destroyed by the flames of hell.

    Grimlock reaches into his pocket. He pulls out the ram’s head ring intent on throwing the cursed ring back to hell, “The flames of hell can work for the side of good for a change. Feast on your own creation!” He flies to the edge of the pit and suddenly pauses in an internal struggle; weakened in will after battling the dead and Zalco.

    Grimlock, appearing lost in though, falls silent and stares into the pit.

    The ground continues to tremble. The humming in the pit increases in pitch and volume. It begins to drown out other sounds save the groaning of the mountain.

    Cirdan, holding tightly onto Speck who holds tightly onto his gem filled pack, flies toward the temple entrance. Cirdan veers north to bypass the flaming, humming pit.

    Breymeer and Kuba jog nearly side by side on their way to the entrance. Both warriors are spent, running as if in wet concrete. Breymeer slowly outpaces Kuba, taking the lead as they reach the southwestern edge of the pit.

    Tathar begins going through Bofor’s possessions. He takes his holy symbol reverently, safely securing it in a pouch. He shouts to Grimlock, “Have strength Grimlock! Release the ring!”

    Tathar, seeing Grimlock struggle with the priest’s ram’s head ring, takes care to shake the ram’s head hammer out of the pack it was store it. He shakes it loose until it tumbles into the pit. As soon as it drops below the level of the floor, it disappears in a flash.

    Tathar takes Bofor’s pack. It is burdened by the chain mail armor stored within. Tathar secures it to his own pack.

    Finally, Tathar takes a last look at the serpent headed staff he has carried since the jungle. He tosses it into the hellish pit. The staff disappears into a fiery flash as did the hammer before it.

    While Tathar is with Bofor, Dalic turns, pumping his stubby legs, heads for the door. He reaches the threshold. Bhut remains about 15 feet into the passage leaning against the wall. Bhut pushes himself off the wall and tests his legs. He is shaky but remains standing.

    Grimlock continues to hold the ring in his left hand. Mindlessly, he begins to raise his right hand towards his left as the internal battle of wills rages. Grimlock stares blankly into the pit.
    Adept Greytalker

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    Sun Oct 30, 2016 7:48 pm  
    The temple destroyed; can the party now escape?

    Grimlock reaches his right hand towards the ring.

    Tathar, the only character (other than Bofor of course) not fleeing from the temple, tarries to give Grimlock words of encouragement.

    Grimlock’s hands begin to tremble and the half-elf looks down at the Sehanine priest. A smile curls his lips and defiance fills his eyes. Grimlock’s heritage saves him where his will would have failed. He tosses the ring flippantly into the pit. Tathar lets out a sigh of relief.

    The ring strikes the plane of the pit and vanishes.

    Tathar appears pleased when Grimlock flies down and grabs Bofor, dragging the dwarf into the passageway. Tathar follows.

    Cirdan passes the northern circumference of the pit as Grimlock tosses in the ring. He closes on Tathar and Grimlock as they enter the passage.

    Breymeer and Kuba continue their heavy booted jog around the southern edge of the pit. Kuba tries to give encouragement, “Run Kuba, Run!”

    Breymeer only answers, “The black arrow. There it is.” Breymeer heads for the black arrow laying on the floor just east of the pit near where Bofor fell.

    Southar is moving east down the passageway, “I will sssscout.”

    Dalic begins to follow. Bhut turns east and manages to begin putting one foot in front of the other.

    The crescendo humming from the pit reaches a fever pitch. The pit pull the air out of the chamber causing the breeze to increase to a steady wind. The east passage turns into a wind tunnel. The black smoke from the brazier pumps forth spinning tornado-like above the hellish hole. The pit threatens to suck the entire group into it’s fiery embrace.

    Fighting against the wind, Southar struggles farther east.

    Dalic and Bhut, bent against the wind, try and keep pace with Southar. Unable to do so, they find they can match each other’s slow pace. Like so many obstacles, they face it together.

    Grimlock gets a better grip on Bofor and throws the dwarf over his shoulder. He flies to his pack in the passageway and shoulders it as well.

    Tathar ensures he has Bofor’s pack as well as his own before moving east.

    Cirdan, carrying Speck, is next into the tunnel followed shortly thereafter by Kuba and than Breymeer, who had paused long enough to recover his obsidian arrow.

    The humming ends with an explosion of energy as the dimensional gate is ripped from fabric of this plane of existence. A shock wave rips through the temple and into the hallway.

    Everyone is knocked from the feet again. Luckily the party had received relative shelter from the confines of the passage.

    The wave appears to carry with it some type of disruption. Grimlock drops to the floor as his magical flight fails. He tumbles upon impact keeping from harm. Bofor’s body crashes to the ground. The wave does not similarly effect Cirdan, as he remains aloft.

    Looking back into the temple, the dancing flames of the pit are gone are joined by bursts of lava. The liquid rock pours forth onto the floor. The ground continues to crack and break as the mountain’s sundering reaches the temple. The ground shakes terribly and the ceiling splits open dropping great chunks of stone onto the altar and floor. A massive part of the western ceiling drops onto the marble altar, cleaving the already fissured stone in two.

    The party regains its feet and continues its escape.

    The crumbling of the temple spreads to the hall as the temple’s collapse mixes with the blood of the oerth pouring up from the pit in the form of liquid rock.

    The defeat of the portal appears to have been the death knell for the mountain that contained it.

    With the demise of the portal, the sucking of the air in the delve ceases making it easier to move. In addition, it pulled in some of the cold air from the ice chamber making the air temperature considerably more tolerable. Even with the positive changes, the party is fatigued and the retreat is slow at best.

    Dalic breaks into a pained jog, “I hab good stamina,” Dalic announces. Being so wounded, he is the slowest member of the party.

    Grimlock, carrying Bofor over his shoulder, is moderately encumbered. As such, he is still able to keep pace with the jogging Dalic. To do so, Grimlock maintains a forced march.

    It takes two agonizing minutes to trek through the eastern passage to the chamber with the water basins. Here the party regroups.

    Cirdan sets Speck back on his own feet and retrieves his pack and cancels the magic that caused him to be invisible. The elf noble shows dried blood on his exposed skin from the many small cuts he received when the smashed ruby exploded into him. He also carries the burden of the light wound he received to his upper left arm. Cirdan retains the ability to fly and does so to reduce the stress of the retreat on his body.

    Looking around the group, the level of injuries ranges from moderate to dire. Breymeer maintains a very serious head wound, Dalic is burdened by three wounds, two of them separate injuries to his abdomen, while Bhut has two, one of them to his face evidenced by the missing teeth and broken nose. Finally, Southar retains the wound he received fighting the iron dwarf.

    The party does its best to stay together. “I vote we head up,” nominates Dalic. Not often you hear a duergar calling for retreat to the sunlit lands.

    The party cuts across the chamber, reaching the stairs up to the ice coated chamber.

    The ascend as quick as they can. The ice chamber has begun to warm and the walls and floors are now dampened and even more slippery than before. Great care is taken to cross the chamber. Several times the party has to pause as members fall, often needing assistance to stand. Dalic is forced to cross the chamber at a walk. This does, however, give him some rest.

    During the crossing of the ice chamber, the shaking of the mountain continually breaks icy stalactites free from the ceiling. Spear like sections of ice, along with frozen blocks, fall from the ceiling and hamper the group. Somehow, only once does anyone get struck; that being Dalic. His plate armor saved him from injury but does not prevent him from cursing the vile delve.

    It takes over 10 minutes to cross the 600 some foot expanse of the ice coated chamber.

    Harvester 27 <new day>

    The next cavern is crossed more quickly and safely. The party rushes to the southern passageway passing the unmoving bodies of the dwarf zombies and garbage pit monsters as they travel.

    The party passes by the rankness of the garbage pit to the discomfort of Southar, Cirdan and Kuba.

    The party finally reaches the blackened tunnel lair of the acid ooze. The delve continues to moan and crumble in the distance behind them. It is obvious there will not be much time to tarry before this obstacle must be crossed.

    Grimlock asks Southar to use his rope and tie it to his waste and then to Dalic at the back. The rest of the party can keep a hand on it to keep from separating.

    Southar looks among the group and eyes Tathar’s hemp rope that Speck currently carries, “Good idea but we sssssshall usssse hissss.”

    Not having time to argue, Speck gives up Tathar’s rope and Southar ties himself to one end of the rope and Dalic to the other. The party spreads out among its length and heads into the darkness.

    Southar, having lit a lantern prior to entering the dark cold chambers, hold it aloft as he enters the darkness. Breymeer takes Southar’s side to aid in backtracking through the maze of passages. The rest of the party falls in line. Grimlock takes second rank. He continues to carry Bofor. The third row is Cirdan and Tathar. Behind them is Kuba and Speck. Bhut follows with Dalic in the rear.

    Southar enters the magically dark passage, keeping to the left, the group passes three intersections. The lantern only illuminates about 15 feet radius. It does not illuminate the rear of the party. Bhut is at the very edge of the lantern’s poor illumination. He cannot see to his rear at all. Dalic depends on his darkvision to keep the rear safe.

    The party passes three intersections branching to the right as they move slowly through the darkness. The ground continues to rumble and shake as the level behind and below them crumbles. Dust drifts in the air.

    A fourth passageway opens to the right. While passing this area, the danger feared by the party strikes. A large black blob, nearly six feet across, suddenly appears rolling across the ceiling from the right fork. It drops towards the front ranks and lands on Grimlock.

    Grimlock instinctively raises his shield to protect himself. Grimlock gives out a cry as a weight falls upon his shield arm followed by a heavy thud next to him as the strange black blob is deflected to Grimlock’s right and strikes the floor. Grimlock’s shield remains attached to the creature holding the half-elf dangerously close to it. A heavy acid smell follows as the fly emblazoned dwarf priest’s shield begins to dissolve.

    Tathar immediately recognizes the threat as the type of creature that burned his arm and dissolved the armor that covered it.

    Grimlock, fearing for his life, throws Bofor onto the black pulsing mass as he tries to rip the shield free using both hands. Seeing the recovery of the shield a futile mission, Grimlock tumbles forward through a gap created as Breymeer steps back from the creature unsure of how to battle it.

    The blob quickly wraps around Bofor, seeming to absorb him. Bofor’s flesh, armor and equipment all begin to dissolve. His skin more quickly than anything else.

    Cirdan, still able to fly, floats up and away from the creature. With some quick words, three glowing missiles fly into the mass. The ‘skin’ of the creature appears to burn as the area, several inches wide, around the impacting missiles turns a dull grey (10, 41/51).

    Tathar tries to step back as well. His retreat is generally blocked by Kuba. Tathar fires two lightning quick arrows into the creature. They both sink fully into the mass of blackness and Bofor. Each arrow dissolves nearly as fast as it impacts. There is no similar greyness to the impact of Tathar’s arrows as their was to Cirdan’s.

    Dalic calls to Kuba, "Take the Delven Bastard, I be too weak and slow now to use it. I expect it back in one piece." He begins to try and pass his blade up while drawing the Blade of Dalgur.

    Seeing the difference between the arrow strikes, Kuba waves off the Delven Bastard and cries out, "We need fire! Don't strike it! We have to burn it!"

    The blob appears satisfied by its meal and begins retreating toward the untraveled passage. Bofor is obviously lost to the strange creature.

    The black acid mass moves off down the side tunnel. The party decides to let it flee. Cirdan yells to the front of the group, “Keep moving! We need to get clear of this forsaken place!”

    Grimlock gets back into line, as does Breymeer. Breymeer, puts his black arrow to bowstring.

    Grimlock tries to find something positive in Bofor’s loss, “I’m sure Bofor would appreciate that even in death he gave us safe passage.” The column moves farther west, slowly due to the darkness.

    A couple minutes pass as the group slowly trudges through the inky blackness, always staying to the left wall. They eventually break through the darkness into the passage that leads to the natural chamber containing the dead green robed mage. A shaking of the ground and crushing sound of collapsing tunnels push the party back into a faster pace.

    Southar and Dalic untie themselves and Tathar reclaims his hemp rope.

    Dalic breaks into a jog as the party moves out. The endurance of the dwarf is impressive.

    The party pauses momentarily when they reach the green mage chamber. Again, stalactites hang from the ceiling and fall to the ground in unpredictable randomness.

    It takes several minutes to cross the dangerous chamber. The first near loss occurs when Tathar is nearly crushed as a man-sized stalactite. It would have surely pierced him had the nimble elf not rolled out of the way. Kuba is not so luck. A large chunk of stone strikes him on the right shoulder (4, 0/45(47)). It would have crushed his head had he not moved at the last second. When the stone strikes him, the warrior falls.

    Tathar quickly goes to his aid finding him alive. He administers first aid (+3, 3/45(47)). Kuba comes around but is weak. Cirdan gives him a shoulder to lean on as they move forward.

    The dwarf shaped iron door is closed at the west end of the chamber. The party is thankful to find it easily opened. It is at this time that Cirdan finds the magical energy that allows him to fly has faded. The elf is subject to gravity once again.

    Passing through the dwarf door, the party re-enters the smooth chiseled halls. The ground shakes but the tunnel before them is thankfully intact. Kuba finds he is strong enough to walk by himself again. He thanks Cirdan for the assistance.

    The party quickly hurries down the northwestern passage. It takes a few minutes to reach the first of the circular, domed rooms. The room remains brightly lit by some magical force. Dalic shields his eyes, cursing the brilliance of the light. It is this chamber that the dwarf zombie’s had been mining the southwest corner. Their bodies still lay motionless upon the floor having been slain by the party earlier.

    The group quickly crosses the chamber and the dead remain dead. Dalic struggles with his restricted vision and falls several times crossing the room. Several minutes pass. Once on the other side, the group continues north-northeast to the next domed chamber, a barracks with rotten beds and foot lockers. Three dead dwarf zombies were cut down near the center of the room. The foot lockers appear to have been already plundered.

    It takes several minutes to pass through the southeastern passage leading from the barracks. The domed chamber at the end, like the others, is magically lit. Dalic curses. In this chamber are two exits. To the north is a narrow, winding stairwell that ascends to the level above. To the south, a passage leads southwest. It increases in elevation, going up toward the upper levels.

    The boulder that trapped this stairwell remains on the south end of the chamber. Several dead zombies are scattered about the floor. Two of them looked to have been crushed by the boulder as it rolled across the room. There are bunks and footlockers scattered around the exterior walls; seven in total. The beds are rotten. The chests remain unplundered. Peylae’s body was abandoned about half way up the northern stairs.

    Here, the party pauses to contemplate which way to go. Breymeer and Bhut both came down the stairwell from the north. It leads to another chamber above. P’innr Bhut recalls, north of the upper chamber, a passage was left unexplored. The unexplored passage was ascending higher; leading upward. Dalic and Grimlock both were in this chamber before but went down, deeper into the delve from here and do not know which way to go.

    No one traveled the southeastern passage.

    Another rattling of the mountain pushes the party to make a decision.

    The decision is made relatively quickly. The group ascends the stairwell in search of Peylae and an escape from the delve.

    Breymeer stops after climbing through a couple switchbacks in the stairwell. He stops at a dark stain on the stone. He indicates the mark is the where Peylae met her demise. The body, and any items she carries, are gone.

    Tathar is visibly shaken at the loss of another elf to the delve.

    A deafening crack followed by the sound of collapsing stone push the group higher.

    The group passes through the abandoned barracks at the top of the stairs. Two dead dwarves remain on the floor. The party passes them and exits into the passage on the north side of the chamber, climbing slowly higher as they travel.

    They scramble forward, passing a side corridor to the west. Breymeer and Bhut advise it goes back down into the delve. It does angle slightly downward. Moving north of the side passage, a dim light comes into view, high up in the tunnel.

    About 300 feet north of the barracks with the stairwell, the party reaches a cave in. Stones and timber line the passageway. At the top of the rubble pile, the light shines through. It has the radiance of a full moon. Dalic’s eyes are not adversely affected by the intensity.

    Each in turn, the characters climb the pile and file through the narrow, 18 inch opening. The rubble pile holds together and the group safely makes it through with great fanfare. They have reached the skeletal dwarf overlord. The relief is quickly filled with sorrow as the crevice that had split the rails has split through the stone and laid waste to the northwest side of the chamber. The stone has shifted and the far side of the crevice, where the passage used to be, has shifted and now no exit can be seen. It appears the far side of the crevice has dropped below. Nothing remains but solid stone.

    The chamber’s 60 foot domed ceiling rises above circular chamber. The intact walls are carved with depictions of ancient dwarven heroes. The ledge remains intact 25 feet above the floor. Brakuk, the great helmed dwarf overlord sits upon his throne.

    As the party collects itself in the room, the dwarf overlord stands. Without him speaking, each member hears the overlords voice in their head, “You have performed well enough in liberating Khoulgumlir. I, Brakuk of clan Thesdrorlum, Overlord of Khoulgumlir and Protector of the Delve, Faithrul Servant of Moradin’s clan, shall grant you passage. Our servant, Bofor of clan Thesdrorlum, has fallen. Pass this tale onto Falco of Restenford so that your deeds may live on and you shall be forever welcome in our halls. Even you duergar. You are unique of your kin. Not common is the day that elves and duergars, or even humans for that matter, come to the aid of the dwarves. And you, halfling, your deeds, for good or ill, are not ignored.”

    The ceiling begins to collapse as the delve faces complete destruction. The illumination in the room grows quickly brighter and brighter. Dalic shields his eyes.

    “You are saved this day by the honor of the dwarfkind.” The light flashes into a dazzling intensity. The flash blinds the characters as the sound of crashing stone fills their ears. Yet, no pain or pressure is felt. In fact, the smell of wind blown fresh air can be felt.

    A wind blows. As the group regains its sight, it finds itself looking upward at a clear, star filled sky. Luna is nearing full and Celene is a few days past its full phase. It appears to be a little after midnight.

    Tathar collapses in prayer.

    The ground quakes a final time as the delve succumbs to the death of the hellish portal. Other than the wind, a stillness and peace comes over the adventurers. Even the duergar does not mind being outside the comforts of stone.

    <Grimlock’s pilfered coins from the footlockers did not get transported with him (257gp worth)>

    Looking around, it appears the party sits in a small significantly sloping clearing among a wooded section of a sharp hillside. The trees consist of mainly birch and spruce. The ground grassed but hints at its shallow depth as stones poke forth in various places.

    The sky is well lit as Luna, the larger of the moons, is beginning to wane but remains about ¾ full. The changes in its cycle are the measure for which the calendar is set. The moon cycle is 28 days. Luna will be a waning half moon in the middle of the Brewfest festival which marks the autumn equinox.

    Celene, the smaller moon, revered by the elves, is nearing it peak of fullness. Celene will reach its peak in the middle of the Brewfest festival. The moon cycle is 91 days.

    Cirdan tells everyone to rest. Even though the elf nobleman is injured, he volunteers to take watch. Shortly thereafter, he vanishes from sight in the midst of the party.

    Tathar continues to pray.

    Southar, as is his habit, wanders off downhill.

    The rest of the party finds a place to rest and sleeps deeply. Cirdan scouts around and finds they are on the downslope of one of the more prominent peaks. By flying high enough, he can see the reflection of the moonlight off of a river flowing west to east in the center of a valley north of the mountain’s arm. Cirdan gets his bearing. The group is camped on one of the nearby peaks to the delve. Satisfied they way home is known, Cirdan lowers back down to the clearing.

    Nothing disturbs their sleep through the night. The ground has ceased trembling. The group sleeps several hours into morning. Once the warriors begin to rise, Cirdan takes his leave to rest.

    Even with Tathar’s prayers, the group remains badly wounded and remains camped throughout the day. Breymeer, Dalic, Kuba and Bhut, the main warriors in the group, are all in need of rest. The party remains camped. Southar does not return, as is his habit. He does not respond to the party hailing him. He likely remains hidden by the concealment offered by his golden shield. Not to mention, the ranger would not likely be found in the woods when he chooses to remain hidden.

    The air cools, some due to the elevation, some due to incoming weather. As the sun sets, a fire is made and the warriors join in the night’s watch. Again, the prudence is without need. The last day of Harvester arrives without so much as a false alarm.

    Harvester 28

    The air remains crisp throughout the day. The latter part of the day clouds over and a misty drizzle falls. The party remains at camp a second day. It passes without a threat.

    Breymeer scouts for Southar and returns with the scabbard to Bloodletter. Breymeer advises he has found a safe route down. Placed in an obvious location on that route was the scabbard, set into the ground so as not to be overlooked.

    “Southar is gone.” Breymeer states the obvious as he hands the scabbard over to Kuba. Kuba fastens it to his belt and properly sheaths Bloodletter. The sellsword has become the latest owner of the weapon.

    Although his skill as a warrior will be missed, having Zalco and the golden shield removed from the group brings some characters a sense of relief.

    At camp one night, during the trip back to Farmin, Cirdan, Grimlock and Speck find themselves in an uncomfortable conversation.

    Cirdan looks at the halfling, “So, may I see the spellbook you looted from the green mage when you killed him?”

    Speck looks sheepishly at Grimlock and then back to Cirdan saying, “Ummm, well, I had no use for it and figured it would need to be kept safe by someone who could use it. Soooo, I gave it to Grim. But I think he should share it if that will cause less fighting.”

    Grimlock looks absolutely furious as he looks at Speck. He tries to soften his look and his voice is calm when he speaks, “Yep, I have it. Cirdan you can study it after I take a look. Oh, regarding the rings and bracers Speck wears, we should see if they are magic and study them a bit to see who they will benefit the most. Then we will have a better idea who the new owners should be. They belong to the group, as the mage was badly injured by our first attack on him. Sprek was just fortunate enough to have the finishing blow is all.”

    He casts a look at the halfling that says, ‘you idiot’.

    Cirdan appears satisfied by the answer and lets the issue drop.

    Grimlock walks off to study by himself. He realizes he needs to make a decision. Does he stay with this group even though they cut into his power and personal gain, or does he strike out on my own and to control his own destiny and avoid having to share his treasures.

    Speck and Cirdan, among other party members, ponder if the evil taint of Zalco may have rubbed off on the half-elf. Will he succumb to selfishness and narcism?
    Adept Greytalker

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    Sun Dec 25, 2016 9:53 pm  
    Raid on Farmin and Restenford

    The party returned to Farmin with the exception of Southar. Having been overcome by the golden shield, he separates from the group to set out on his own back to the yuan-ti temple at the Forbidden City.

    At Farmin, he group learned that a party of adventurers had been recruited to raid the Mayor's castle. It was to be a strike on the guild leaders as identified by Armax and Falbore. Armax had enough of the evil guild leadership and convinced her husband to join her. Both were killed during the raid on the castle. The party was secreted into the hidden passage and met up with Gress, the half-ogre jailer. From there, the party crept into the main keep where they were discovered. A battle broke out and when the smoke cleared, the castle was overthrown. Tellish, Arrness, Relmark, Rogan, Thomas and Holga all escaped. Getluck and Trell remained in the castle and were allowed to stay on.

    Balmorrow, Abraham and the Osprem church keep the town together and govern for the time being.

    The party did not get much rest before they found themselves defending town from an orc raid supplemented with ogres and trolls.

    The party was able to quickly turn the tide (with a few surprise fireball spells). The orcs ended up retreating along with the turncoat weaponsmith, Gilmi.

    Nineteen of the town militia, including the blacksmith, were slain. Also, the baker's wife and children were set upon by a troll and slain.

    After the battle, the party moved on to Restenford to find it was raided on the same evening.

    The mace from the Abbey was taken. The suspect was Tellish. Baroness Fairwind was slain and Lady Andrella took command of the barony.

    Lady Andrella named her most trusted Restenford Ranger, Belina, as acting mayor of Farmin.

    The two adventure parties joined forces to hunt down Tellish and Arrness.

    The group from the Castle Farmin raid that remain are:

    C'mere Butterpatt, a male halfling rogue. He is Speck's cousin.
    Esned, a male gnome priest.
    Gress, the half-ogre prison guard.
    Morwen, the elf musician.

    Those from the original group that join them are:

    Breymeer, now a Restenford Ranger.
    Speck also goes with wanting to travel with his cousin C'mere.

    Also joining them from Restenford are:

    Amos, sent by his father as an emissary.
    Perk, the fletcher was killed in the raid so he travels to stock up on arrows.
    Zahrdahl, the bait dealer, elects to go to Grest as well.

    Finally, arriving in port aboard the Shark Hunter are three adventurers that join the group (taken from L4): Beltus (human male Phaulkon priest), Garmel (human male warrior) and Irena (human female mage). <The events between the deities and the Shark Hunter did not take place at sea as given by the L4 companion. They are just traveling to Lendore Island as given by their introductions in L4>

    Those staying in Restenford are:

    Cirdan and Grimlock, both remain to study newfound spellbooks.
    Bhut was weakened greatly by undead and stays to rest.
    Tathar travels to Bone Hill where Sehanine elves have taken over the keep, renaming it Tur Thar-guldar.

    Krelar, the warrior-priest from the Abbey, recruits Dalic, Kuba and Meira Rovanith, a female elf ranger. Meira had just recently arrived in Farmin before the raid on the town and joined the party afterward.

    Krelar asks the trio to join him in investigating strange doings around the burned out guard shack in Restenford. <If I have time, I will try and post this adventure separately>

    <Some of the Chase the Mace adventure will be tabletop gaming so I will only post an overview of what happens. It will lead the group to Grest and beyond. The adventure will likely take the group through parts of L4 and L5.>
    Adept Greytalker

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    Wed Jan 25, 2017 7:31 pm  
    Off to Grest

    The morning of Patchwall the 10th, Moonday by the Greyhawk reckoning, begins as poorly as the previous day ended. The temperatures begin to slowly climb as the cold storm begins to blow itself out.

    The driving snow of the previous night has ended and a layer of snow, drifted in spots, coats the ground, docks and rooftops. The ground itself, being warmer, is soft under the snow. As people get out and moving, it quickly turns into a cold, dirty mess.

    Before sunrise, the snow gives away to rain mixed with small frozen pellets. Those that do not have to go out, remain sheltered in their homes waiting for the sun.

    It does not take long. The clouds break apart in the early morning hours and the sun rises warm, blowing in off the sea now instead of the mountains. The temperature climbs and the snow begins to melt into memory; save the shaded areas around town.

    The mace chasers do not push themselves into the dreary morning. Breymeer and Speck, join the group for breakfast. They have already packed and are dressed for travel. The group has a warm meal before those staying at the Dying Minotaur donning their armor, weapons and gear.

    They step out and make for the northern road that will follow the west branch of the Restin River to Grest. Isiawiel the half elven surprises the group by announcing he will not be travelling with the party. They may catch up to the group again at some point. Isiawiel plans to try and track the movement of the thief through the wilderness. Isiawiel sets off along denying any company.

    Those who remain are:

    Morwen, a female elf (her skills are a mystery to the party, she is a musician by trade). She protects herself with leather armor and carries a bow. Also in her belonging is her baliset (similar to a guitar). She takes the reigns of her riding horse and pulls herself into the saddle.

    Esnred (Cleric, LV4), the male gnome. Esned wears armor under his priestly vestment.

    C’mere Butterpatt (Thief, LV4) and his cousin Speck, both halfling males. Speck (Thief, LV4) wears leather armor, C’mere wears no armor. Both carry short bows and knives but where Speck has a short sword, C’mere has a hand axe.

    Gress (Fighter, LV4), the male half-ogre, seems out of place among the smaller folk. He wears banded mail armor and carries a huge shield (to a human anyway) for defense. He wields a man-sized two-handed sword in his free hand. A heavy crossbow is secured to his back along with the thick bolts it fires. He wears the newly acquired broad sword and dagger on his belt. A large backpack rides on his back with a battle axe strapped to it. His feet are covered with hard, heavy leather boots.

    Breymeer (Ranger, LV6), the bearded male human, wears his studded leather armor. His bow is shouldered and his broadsword is on his belt. He carries the dwarven battle axe in his strong hand and the dwarven hand axe in his weak hand. He had the rest of his gear stowed in packs and pouches. One of the pouches is a crocodile skinned belt pouch that he has retained since the days of tromping through the Hepmonaland Jungle.

    The six adventurers move out. Speck is pleased to be with his cousin. Almost enough to not think about his other companion Kuba, who will remain in Restenford for a much needed break. Breymeer also appears pleased with his new companions.

    The party takes the main road past the castle tipped hill. As they pass the avenue that leads to the baroness’s keep, they stop to speak with a small collection of townfolk gathered there. Almax, the druid, is there with his son Amos. Falco stands with them holding a medium sized leather pouch. The third person, a male human, the group recognizes as the local bait dealer; Zahrdahl is his name. The fourth, a male elf, is Perk, the town bowyer. A fifth person is Almon, the highest ranking member of the Phaulkon Abbey to survive the raid. Finally, a small adventure party stands near. The party does not recognize any of the three. All three appear to be in their early 20s.

    They are:

    Garmel, a human male. He wears chain mail and carrying a shield. He is equipped with a long sword, long bow and a dagger. He is 5-11, 175 lbs with brown hair and brown eyes. He wears a dark blue cloak over his armor.

    Beltus, a human male. The party has spent enough time on Lendore Island to realize this man is a priest of Phaulkon. He wears chain mail and also carries a shield. He is armed with a mace and two throwing hammers. He wears a cap made of dark colored bird feathers. On his back is a dark grey cloak. He has a leather lanyard holding an eagle feather hanging from his neck. He is 5-8, 175 lbs with black hair and black eyes.

    Irena, a human female. She wears no armor. She is 5-2, 125 lbs with light brown hair and blue eyes. She appears very fit but is only of average looks. She is not ugly but by spending time around her it becomes apparent she has spent more time with her nose in a book than talking to another person. She lacks social skills. She wears a dark grey tunic over grey pants. On her feet are decent travel boots. She carries a pack on her back with ease.

    C’mere greats Perk having recently met when C’mere purchased a new short bow from the elf for 30gp. It was at that time that Perk learned the group was going to be travelling north. He will be joining the group until he can find a fletcher to purchase arrows. Pelo, Restenford’s fletcher and fellow elf friend to Perk, was killed in the raid. Perk has need to stock up on arrows until a new fletcher comes along.

    Almax hugs his son as Almos joins the group. “Please help keep my son safe. He has errands to attend to on behalf of Baroness Andrella. And may you complete your mission and bring balance back to our town. I fear without your success, evil will rise up again and unite the creatures of the wildlands against us again.”

    Zahrdahl steps forward, “I will also be traveling with you for a spell. I fear the wild lands and seek protection of the group. For this, I offer this.” He opens a large pouch of smoked fish. It is easily many days worth, even for a group this size. “I had to get rid of much of my bait to fund this trip. It is all I can offer.”

    Falco also drops his pouch. It has much in the way of dried rations including meat sticks, nuts and hard tack. It also has some fresh cheeses. “I heard a some of our defenders were going on a quest. You have all done much for us. This is my gift to you. Be safe of your journey.”

    Breymeer picks up the pouch and ties it to Morwen’s horse.

    Almon speaks next. “This,” pointing to the Phaulkon priest, “is Beltus. He arrived on the Shark Hunter. He has been appointed to the church at Tellar and will be traveling in your direction. He will accompany you as a blessing from Phaulkon until he reaches his destination. May Phaulkon bless your journey.”

    Beltus introduces the other two adventurers. “This is Garmel. I met him on the Shark Hunter. He is also traveling to Tellar on family business. He is a warrior and servant of Phaulkon. He has agreed to accompany me and see that I arrive safely.”

    Garmel adds, “I am from the Yeomanry area originally. My father has passed away and I bring the news to my brother at Tellar. I met Beltus aboard the ship.”

    “I am from Irena from Onnwal. I met the others in port at Scant.” Plainly states Irena.

    Beltus finishes, “She is traveling with us to get out and see more than the inside of a library.”

    The group finishes up the introductions and small talk before departing north along the road. It is nearly 10:30 A.M. Falco, Almon and Armax wave goodbye and fair-the-well.

    The road north to Grest passes out of Restenford and passes along the west edge of the cherry and apple orchards that grow on the southern slopes of Bald Hill. Several farmers are out inspecting the damage from the cold. They allow the party to take some of the hanging berries and apples that are damaged.

    While gathering some fruit, Morwen engages Perk in conversation in elvish. Perk nods to her and smiles before thanking her. The curious manfolk eventually discover the lady elf was just informing Perk, the bowyer, that Tathar Surion learned the art of fletching from Pelo before the fletcher died in the raid. Morwen suggested Perk could ask him for assistance in making arrows if/when the Sehanine priest is available.

    The road north, at this point, parallels the road to Farmin before it turns south. The Restin River lies between them. Both roads travel the west and north edge of the Krelman Hills. The party feels a little more secure from the humanoids having the river between the hill and the road. The Xerbo Mountains rise just north of the orchards and continue deep to the north and nortwest shadowing the road for parts of the morning.

    The group travels through a small wooded section before crossing the East Branch Bridge over the eastern branch of the Restin River. The bridge is an unmanned old stone structure. The road continues up the eastern bank of the western branch of the river.

    The Dwoemer Forest appears ahead on the east side of the road. The forest sits across the river from the draw between the Krelman Hills main rises. The road to Farmin turns south and travels through said draw.
    The party spots a deer as they pass the Dwoemer Forest. Having plenty of food, they let the animal bound back into the forest. Soon thereafter, the group jumps a flock of birds from a large oak at the edge of the forest. The birds circle overhead, flying more like bats. They make a close pass and the group is unnerved to see they have very large, sharp looking tubular beaks. Stirges!

    The threat of the animals quickly passes as they retreat from the party and enter the forest. Breymeer and Amos both watched the animals with peaceful calm. Amos says matter-of-factly, “Good that they were not overly hungry.” Breymeer nods in agreement.

    The Dwoemer Forest is several miles in length but falls away behind the group soon enough. The Farmin Mountain foothills rise to the west and the Xerbo Mountains to the right. The group follows the river up the valley between the two ranges. The valley is filled with the Argo Forest. The Argo dwarfs the Dwoemer.

    The party spends much of the day traveling through the Argo Forest. The road here is well defined if not a little less maintained. The forest is a typical mix of hardwoods and other deciduous trees. As the elevations increase into the mountains away from the road, birch, aspen and pines become more common. The river, alone with the clearing for the road, open a nice vein through the trees and offer a much less claustrophobic walk.

    The road departs from the river for some time and the sound of the flowing water disappears into the distance. The natural sounds of birds and wind blowing through the leaves is comforting, even as the trees close in on both sides of the road. The day continues to warm and the clouds give way completely to the sun. The remaining snow will not last much more than a day or two.

    As the Xerbo Mountains give way to the larger Trollheim Range, the road bends slightly more west; traveling away from the foothills of the Xerbos. Ahead, two forks of the river flowing out of the Trollheims must be crossed. The first, a small ford is used to cross the smaller branch followed by a bridge over the larger western branch of the West Restin River. The bridge, and small settlement there, is named Zerman’s Crossing. A welcoming inn, aptly named Zerman Inn, can be found there perfectly placed along the ride from Restenford to Grest. The settlement consists of the inn, just a couple of houses and a fortified guard building.
    The adventurers gather the information about Zerman’s Crossing as given to them by the townfolk of Restenford. Amos, Zahrdahl and Perk have all passed through the settlement.

    The group continues to ride west along the road. It breaks free of the Argo Forest; going along the lower foothills of the Trollheim Mountains. Ahead, and to the north side of the road, rises a rounded hill locally called Copper Rise. It is used as a landmark to some local mines. Its peaks is but a few hundred feet tall. The foothills behind the rise higher not much more than a mile to the north.

    As the Copper Rise comes into sight, a side trail leads along the eastern edge of the Rise into the hills beyond. It is only roughly improved. Once the party is about 1/4 mile away, they notice the road is occupied by a large wagon drawn by four horses. There is a man with a boy sitting next to him on the seat and an outrider on a war horse. The wagon stops when they spot the party on the main road. The outrider begins to approach on his war horse. He is dressed in chain mail armor and a round shield hangs across his left leg. He holds a heavy crossbow in his right hand. It is pointed upwards toward the sky. On his left hip is a long sword in a scabbard. The snow white horse appears spunky and eager to run. He comes onto the main road and approaches to about 600 feet and stops.

    Breymeer is walking point. The slow pace of the short legged halflings and gnome allow him a little time for a cursory search of the trail for unusual signs. Seeing the outrider stop, he continues forward. He places his hand axe on his belt and carries the battle axe mid haft to keep from looking too offensive. Keeping his off-hand free of a weapon also allows him a quick switch to his bow.

    Amos, walking at the lead of the group, pauses to watch what happens next. He is dressed in studded leather armor. He has a scimitar on his belt along with a sling. A small sack of round stones is tucked into his belt next to the sling.

    Gress walks near the front of the group but allows the Phaulkon priest, Beltus, and his companion fighter, Garmel, to walk ahead of him. Irena walks quietly behind the ogre.

    Behind Irena is just ahead of the bait dealer, Zahrdahl.

    Esned, Speck and C’mere all walk towards the rear.

    Taking up the rear is Morwen on her riding horse and Perk, walking near enough to her to engage her in conversation. The two elves speak quietly among themselves in elvish.

    Morwen prepares her horse for a quick movement should Breymeer be ambushed.

    The mounted outrider waits nervously for Breymeer’s approach. He seems more likely to bolt than attack. Even though he is armed and mounted on a war horse, it appears the number of party members triggers the outrider’s wisdom of flight over fight.

    Once Breymeer is about 50 yards away, the outrider hails the ranger. “Are you friend or foe of Sir Obestor, Knight of Castle Grest, Baroness Fairwind of Restenford or the Duchy of Kroten?”

    Gress stands his ground and waits.

    The two halflings step out from behind the group so they can see what is going on.

    Morwen whispers to Perk as she covertly takes her bow and an arrow in hand, “You watch for ambush on the right side of the road, I’ll watch the left.”

    Perk nods in acknowledgement and begins scanning.

    Breymeer hails the outrider, “Sir Obestor is a welcome name to us. My companions and I seek council with Sir Obestor and lady Lilliana on an errand of ridding these lands of evil assassins that need to be put down. We are foe to no one unless they mean us harm. What say you take a short rest and assist us with much needed information of the area. We have meat if you’re hungry.”

    The outrider smiles, “I am Jermellon.” He waves to the wagon and it starts forward again. “Those two are my sons, Kellian and Jermanto. We are simple minors on our way to Restenford to sell our ore. I accept your offer and will share what I know that will help you.”

    He dismounts and waits for the wagon to tie off his horse. He hangs his crossbow off the saddle. It is still cocked.

    Jermellon asks, “How is it you came into the company of the big fella there?” He nods in the direction of the party. Breymeer assumes he means Gress.

    The wagon continues to come forward. It does appear to be loaded with ore. The older of the boys is a man of late teens or early 20s. The younger boy appears to be under 10 yoa.

    The halflings grow noticeably excited at the prospect of opening up the food packs. They take ahold of them and begin to talk about several different options, spices, etc. This trails off into and endless banter as the two of them move towards Breymeer.
    The party follows.

    Morwen, seeing that Breymeer has conversed with the traveler and the wagon is moving up, relaxes her stance and stows her bow and arrow. Her riding horse ‘sneaky’ starts advancing to the front with no visible prodding from Morwen. The two seem to know each other well.
    Breymeer tries to ease Jermellon’s nerves, “Gress is a trusted ally. He has been given citizenship status by the baroness.”

    Jermellon awaits the rest of the party. It is obvious he remains alert for a sudden change in the group’s attitude.

    Morwen reaches Jermellon and Breymeer first. She greets the traveler and introduces herself, “I am Morwen Alcerin, advisor to Baroness Andrella.”

    Jermellon immediately gets a confused look on his face, “But . . . “

    Morwen politely interrupts him, “Yes, Baroness Andrella. Her mother was recently murdered during an orc raid on Restenford. We seek the assassins the plotted the murder. Only a few of them remain.”

    “I must get my family to safety.” Jermellon looks back nervously at his sons. “My wife and daughters are back at the mine yet.”

    “I have been busy in the mine the last few days. I have not been to Restenford in weeks. I last came down from Grest about one week ago. I met some travelers heading north from Restenford. They were an odd group indeed. There was a man and a woman, an old lady, and their servant. If the man was not part orc then I am a hobgoblin. His woman remained covered with her hood and did not speak. The old woman also remained covered and silent. Their servant was a dwarf, no mistaking it. He carried most of their gear and walked behind them. They were travelling lightly. The man was armed with a mace and was wearing chain armor and a shield. The dwarf also wore armor, plate mail, and had a hammer on his belt.”

    “They didn’t cause me much fear. They passed without making much conversation. They claimed to have come to port in Restenford and were travelling north. I didn’t push them for anything else. Man-orcs and hobgoblins are known to travel around the duchy. Duke Nebub allows them passage and employment. Many question the Duke’s policy, but I have to admit, I have felt pretty safe around the mine because of it. Duke Nebub punishes man or otherwise for misdeeds. In addition, Sir Obestor routinely sends patrols to Copper Rise and back to Grest.”

    Jermellon looks at Gress, “Even you will find less trouble in passing through these parts.”

    He and his boys enjoy some of the food provided. It is hard to tell who can eat more, the halflings or Jermellon’s boys. The halflings quickly win the race as Jermellon gives his son’s a fatherly look indicating they should keep their manners and not over eat the gift of food.

    Gress grabs some more fish and between bites tells the halflings, “I’d eat it all. When I run out of food I look for anything I can catch to satisfy my great appetite.” He gives them a wink as he taps his belly.

    “Goodman Jermellon,” begins Morwen, “I am sure you need not worry about your family any more than usual. It sounds as if Duke Nabub ensures the safety of his citizens as well as can be expected, and I doubt there is an increased risk here with regards to what happened in Restenford and Farmin. Those issues have been dealt with, and security is being re-established. You will find, however, that security is increased when you approach Restenford. Be patient and wise. I think your supplies will be well received!”

    She takes up her baliset and serenades the party with music and soft song while they finish eating.

    Jermellon and his sons finish eating, “I thank you for your kind words and the meal. I think I will head back and get the family anyway.”

    He mounts up and the boys turn the wagon. They head back for the mines.

    As the party is packing up and preparing to continue on their journey, a lone figure appears walking towards the group from the Restenford direction. He figure wears armor but no helm. He uses a glaive-gisarme as a walking stick. At first it appears to be an orc soldier but the closer he gets, it is clear he is human; hardly in his mid-teens. At that, he is large framed; the size of a man really.

    When he gets close enough to show facial features, Zahrdahl sighs and lets out an expletive. “It is Spastic.” Perk recognizes the name and frowns.

    As many of those around Zahrdahl fail to see the concern, the bait dealer continues, “He is a blowhard that lives in Restenford. His father is some type of sailor and never around. His mother was just killed in the orc raid.”

    “The kid does nothing but talk crap and whine. He drives everyone nuts. He freaks out at the smallest slights. He has had his **** kicked often but he never learns. He was bad mouthing the militia, saying he would have killed all the orcs himself. One of the soldiers got wind of it. Gave him a whooping for his smart mouth he did.”

    Spastic comes into the group, “Glad you not dead. Thought you’d be witt-out me and my axe.” He taps the glaive into the ground to show emphasis.

    Spastic is in his mid-teens but a life of hard labor has given him the body of a strong man. His face, though boyish, is broken and scarred. His nose looks to have been recently broken (again). Some of his teeth are chipped. The look of his knuckles shows that he has landed a few blows himself. Many of his fingers are scarred.

    The armor he wears is orcish scale mail. It appears he picked it off of a dead orc soldier. He has it secured on well enough but not correctly. His polearm is also of orcish origin.

    “I am here to save you. Just like I saved Restenford from being taken.” He touches his tender nose and noticeably swollen lip. “They weren’t thanking me. I show them. I’ll save you now.”

    “Thank goodness you remembered my food. I, ah, forgot mine.” He takes a fish and snacks on it. No one stops him because it shuts him up for the time being.

    The group finishes packing and hits the trail again.

    About supper time, the party comes to the first river crossing. Amos pushes the party to snack as it moves, “It is but 5 or 6 more miles to Zerman’s Crossing. Let’s push on through.”
    The halflings let out a sigh of disappointment.

    As the shadows grow long, Zerman’s Crossing comes into view. The bridge over the river is wooden but solid. It is wide enough to easily allow a loaded wagon to pass.

    Two soldiers in battle dress are on the close side of the bridge. Seeing the party approaching, one of them runs back across the bridge. The party is still a little over a half mile out.

    The party continues to approach. Soon there are ten soldiers on the bridge; one of them is on horseback. An eleventh and twelfth figure appear just a moment later. One is likely a dwarf.

    When the party closes within shouting distance, some 300 feet, a command is given, “Send two forward unarmed.” The company on the bridge bears the pennant of Castle Grest.

    From where the party stands, they can see all that is Zerman’s Crossing. All the buildings are on the far side of the bridge. There is a large guard house (50 ft x 60 ft) near the bridge on the north side of the road. Just behind it, on the south side of the road is the large inn (45 ft x 60 ft) and its unattached barn. Two other homes (both 25 ft x 30 ft) are located west of the inn, one on each side of the road.
    Adept Greytalker

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    Wed Jan 25, 2017 7:35 pm  
    Zerman Crossing

    Morwen looks to Breymeer to see he is going to move forward. Before anyone can react further, Spastic moves ahead to speak for the group.

    Morwen moves her horse in front of him, “You should stay here. The orcish armor and your recent cuts, scratches and bruises might put the soldiers on edge.”

    He responds, “Yeah, man! Let’s put her in charge.”

    The halflings agree by nodding.

    Breymeer speaks while Morwen dismounts and removes her sword, bow and quiver. “I am Breymeer. I am a Restenford Ranger serving Baroness Andrella. I ask that I be allowed to keep arms.”
    “You may stay armed but keep your weapons secured. None other.”

    Breymeer and Morwen walk forward cautiously.

    An unarmored female and the dwarf step forward to greet them. They meet about 50 feet from the bridge.

    The human has a shield on her back and a short sword and dagger on her belt. She is dressed in loose clothing; a green long sleeved top and brown pants over boots. She has several throwing knives on a bandolier across her shoulder and a light rope hangs from a loop on her belt near the dagger.

    The dwarf is dressed in fine chain mail. He carries a battle axe and has a hand axe on his belt. He wears leather gloves.

    The female speaks, “I am Lieutenant Abella of Grest. I serve Sir Obestor, Lord of Castle Grest. This is Zeepus Gardo, Guardian of Zerman’s Crossing. The soldiers behind me all serve Lord Obestor. Who are you and what is your business?”

    Morwen introduces herself, “I am Morwen Alcerin, advisor to Baroness Andrella.” She pauses and waits for Breymeer to continue; allowing him to be the voice for the party.

    Spastic’s immaturity shows through as he becomes impatient, “This is bullshit.” He begins to walk to the conference at the bridge; taking a step forward. He has a tight grip on his polearm.

    Gress stands his ground leaning on his shield with his large sword over his shoulder. He has a ‘give me space or I will run over you like a runaway bull’ look to him.

    Amos moves quickly to Spastic and places a hand on his shoulder staying his movement, “Easy lad. The soldier mean no harm but will react poorly to your impulsiveness. Save you spite for the enemy. These soldiers are our friends. They just need to make sure we are their friends as well. Give the ranger and the elf a chance to speak. There will be fight enough in your life, you don’t have to get it all out today.”

    The group of soldiers consist of the lieutenant, the dwarf, a priest of Phaulkon, and nearly a dozen soldiers. Two of the soldiers wear chain mail indicating they may be of higher rank. The rest wear studded leather or leather armor. Many have shields. They carry a variety of swords, bows, axes and an occasional flail, spear or crossbow. Those with shields have alternating thick stripes of dull brown and yellow emblazoned on them matching the lord’s pennant.

    The priest wears chain mail but does not have the bumble bee coloration on his shield.

    “We come as friends to the Lord and Lady of Gress on behalf of Baroness Andrella,” starts Breymeer, “We seek to rid these lands of thieving assassins and a meeting with Lord Obestor would be a great help to us. We also seek the knowledge of Flibin, if that name is familiar to you.”

    The lieutenant looks Breymeer over, “I do not recognize you though I do not pretend to know all the Rangers. I do recognize Amos and know he would not travel with questionable sorts so you word is good with me.”

    “The others may approach but must wait with our soldiers outside. You wish to speak with Lord Obestor is hereby granted. He is just inside the guardhouse.”

    She turns and the soldier’s immediately respond by making a path.

    The dwarf gives a hearty shout to the waiting group from Restenford, “Eh there lads, come over and rest!”

    The lieutenant and the dwarf lead Breymeer and Morwen forward. The priest waits to fall in behind.

    The guard house is 50 feet deep and 60 feet wide. Its walls are made of stone and measure a foot thick. There is a single front door that is iron reinforced. Inside, it is double barred. The building has a series of arrow slits on the first floor. Each is 4 wide inches by 20 inches tall with bars across them. There are four on the north wall, two on the south and two on each the east and west walls.

    The group approaches the guard house, the door is unbarred and opened. Breymeer and Morwen are led into the guard house. There appears to be no danger to them. The rest of the party is not allowed in but are treated to small talk in the yard in front of the guard house. Two soldiers, the ones wearing chain mail, stand before the door of the building. The third soldier, along with the dwarf and Phaulkon priest, enter the building with Breymeer and Morwen.

    Inside, Breymeer and Morwen find a central common room with a hearth and cooking equipment. There are two large tables with six chairs around each. Four other rooms fill the rest of the building. Three are living quarters and the fourth is a cell.

    Just inside of the door, one to each side, are two guards in studded leather armor with shields and holding spears. Each has a short sword on his belt.

    Sitting behind one of the tables are three obviously important men. The first wears no armor. He is dressed in fine clothing and much jewelry including gold rings, bronze bracers and a gold necklace. An engraved bronze shield leans against the table next to him. His long sword and dagger are inscabbards on his belt. He is approaching middle age but appears very fit. His eyes show a man of intellect and wisdom. He appears to be a true leader. This must be Lord Obestor.

    Next to him, showing a family resemblance, is a man in his 20s. He is obviously Obestor’s son. He is dressed in a bronze breastplate over bronze chain mail. He also has an engraved bronze shield next to him. He is armed with a long sword and two daggers. He has a silver ring.

    The third man is in his 30s. He is a large, physically strong man. A warrior who wears a serious demeanor. He wears very find chain mail armor and has a shield. He has a long sword and dagger. A great helm rests on the table next to him.

    The soldier and dwarf guide Breymeer and Morwen before the table, asking them to remain standing. The soldier and dwarf take up positions behind them.

    The priest stands to the right side of the table.

    Lord Obestor addresses the Ranger and advisor. “I am Sir Obestor, Lord of Castle Gress. This,” he nods to his son, “is Obarim, my son. My Captain here,” now indicating the warrior with the helm, “is Sir Gregis.”

    “The dwarf behind you is my friend Zeepus Gordo. He is in charge of the security of Zerman’s Crossing. The priest is Pevin. He is also stationed here at Zerman’s Crossing.”

    “I received the terrible news from Baroness Andrella. I am marching this company to Restenford to aid in security. What news do you have?”


    The lieutenant, Abella, appears to be the highest ranking officer outside. She does not say anything in regards to Gress, the party’s half-ogre, but she does keep an eye one him. Not judgmentally; more out of caution for his size and potential danger.

    With her is a sergeant, Yarmin. He does not wear armor either. A dull brownish grey cloak is worn over a long sleeve black shirt and dark brown trousers. He is armed with a shield and long sword. Two axes hang from his belt.

    The rest of the guards, those dressed in leather or studded leather armor, relax. Some begin smoking pipes, drinking from their waterskins or nibbling some dried meat. All remain armed but appear comfortable enough around the party to let their guards down.

    Just up the street, the smell of cooking catches the party’s attention; especially the halflings. The Zerman Inn sits slightly west of the group and across the street of the guard house. Dusk has set in and a hot meal will taste good.

    The inn is 45 feet deep and 60 feet wide. It has a stone foundation and first floor. The second floor is made of wood. There are twelve 6x20 inch windows on the first floor. Each has three horizontal iron bars and resemble arrow slits. The second floor has twelve 10x20 inch window frames that are shuttered. The shutters can be swung open. The door is wood with iron reinforcement.

    Morwen bows deeply the table, taking note that they did not even stand, as gentlemen, at the arrival of a lady. "Lord Obestor, I am Morwen Alcerin, Advisor to the Baroness Andrella. I, Restenford Ranger Breymeer, and our group outside have been sent by the Baroness in pursuit of those believed to be responsible for the awful raid. They fled Restenford and a good traveler named Jermellon informed us that people meeting their description have passed this way."

    Breymeer confirms Morwen’s statement, “We are searching for Tellish and Arrness and a mace they stole from the Phaulkon Abbey. We hoped Flibin might be able to assist us.”

    Lord Obestor answers, speaking in a tone of respect albeit with the air of a nobleman, “Flibin is back at Grest. He, Carlton and Brilman arrived and briefed me in regards to the raid. They have stayed on at the castle in my absence to assist Lady Lilliar with security and operations.”

    “The group you speak of are unknown to me but someone may have laid eyes on them in Grest. I encourage you continue on in the morning. It is but one day’s journey from here.”

    Lord Obestor finishes, “My men and I will be getting up very early and riding on for Restenford. Please stay out of our way. I do not wish to delay as I would like to check on the mine settlement while enroute to Restenford. We are staying in the inn but the inn keeper, Zerman, will find somewhere dry for you. I would suggest you leave after I do while the sun is up. You would be safer in full daylight. My scouts have detected some activity in the Trollheim Mountains. I may be nothing but I would be on guard. Especially with civilians travelling with you. Good luck.”

    With that, Breymeer and Morwen are shown the door.

    The party reunites outside. Although not as common in Restenford and Farmin, the soldiers and guards from Grest appear to have a few women in their numbers. Including the lieutenant, there are half dozen women in the troop.

    Lt. Abella tells Morwen as she exits the guard house, “The women among you may share one of the rooms reserved for us at the inn.” She looks at Breymeer and smiles politely, “The barn may be the best Zerman has to offer for the menfolk.”

    Spastic mumbles to Gress with a smile on his face, "Finally, some action." He moves over to one of the female soldiers and tries a poorly planned line, “Anyone ever confuse you for a man?”

    She replies dead pan, “No, how about you?”

    Spastic flashes red with anger but knows enough not to push the issue. He retreats back to Gress and mutters something derogatory about woman under his breath.

    Breymeer turns as he exits the building and thanks Lord Obestor, “We fear no danger and need not wait for daylight to travel. Thank you for your concern and valuable time.”

    Gress gives a hardy chuckle at Spastic getting roasted and says outloud, “I guess you earned that one. She’s got wit and fire. Better let her be, if she’s as good with her blade as her wit, I will be getting first call on your rations!”

    The female warrior calls back smiling, “I am better with the blade.” You can tell she has been around rough men for some time.


    The inn, somewhat of a fortified stronghold as described, has its common room on the main floor. The common room has six large octagonal tables with eight chairs around three of them and six around the other three. There is a bar and six stools. A large staircase leads to the 2nd floor where six more rooms rental rooms.

    The rooms have two beds, a small table and two chairs in each room. Six pegs are in the wall by the door to hang items from. Each room door can be barred from the inside. The outside windows (arrow slits) can be shuttered and locked. Also, a leather piece can be hung in front of the window as opposed to shuttering it. There is room on the floor for one more person to sleep; two would be possible but a little crowded.

    The innkeeper meets the party outside as they approach. A group of the soldiers has followed them to the inn. It does not appear that they are watching them. By their behavior, they have been released to eat and prepare for bed.

    “I am Zerman, the fourth of his name.” He is a human male in his 40s. He appears a capably sturdy man. He is dressed chain mail armor and has a broad sword scabbarded on his belt along with a hand axe. The armor appears to be very well maintained but old; likely a family heirloom. He has two cases of heavy crossbow bolts on a leather strap that hangs across his back. Instead of shoes, he wears leather boots. The group later discovers his shield and heavy crossbow are leaned against the wall behind the bar. This is obviously no simple bar owner. He treats his bar as a frontier outpost and appears very serious about its security.

    “Welcome to Zerman crossing! My wife, Utopus, has just finished making some venison roasts and a couple of game birds. She has beets, sweet potatoes, bread, honey and of course, beer.”

    Utopus appears in the doorway behind her husband. She is a human female also in her 40s. She is an attractive woman. The now familiar symbol of Kord, the Suel deity of warriors, hangs upon her neck. She has a smile that quickly sets the party at ease.

    Utopus welcomes the groups inside, “All is ready. Come and find a seat, our servants will be glad to help you.”
    Zerman tells the adventure group, “My rooms are all taken for the night by Lord Obestor. For the inconvenience, I offer you free stay in my barn. Go now and offload you extra gear before supper. But, please, for the security of Zerman’s Crossing, keep your arms on you. There has not been a raid by humanoids or bandits for some time but as an outpost, they are not unheard of.”

    Zerman finishes by addressing Morwen, “My dear maiden, the horse boarding will cost 1sp. There should be an open stall or two. You may use one if it suits you.”

    The group does as directed. The barn is on the same side of the street as the inn and just west of it. The barn has 12 stalls. Two of them contain draft horses. One stall contains a cow. Eight other stalls are taken up by the Lord’s horses. Two of the Castle Grest guards remain in the barn with the horses.

    There is also a heavy-duty wagon with the appropriate tack parked in the barn. It hasn’t moved for many days and obviously doesn’t belong to Lord Obestor. The two soldiers guarding the horses appear to have laid out their sleeping rolls in the wagon.

    A ladder leads up to the hay loft where the party finds an area free of hay large enough to keep them warm and dry for the evening.

    The party offloads some of their gear and returns to the inn. The town only consists of two other buildings. A house across from the inn, the party is told, belongs to the inn’s staff, Kester and his wife, Omala, along with their two children, a 9 year-old son and 6 year-old daughter. The farm house is 25 ft x 30 ft. It is a solid wooden building with a heavy wood door. The four windows are similar to the inn windows, more like arrow slits. The outer windows have glass panes that can be swung open. A couple acres near the house have been tilled for crops. They raise wheat, potatoes and squash. Near the house are three tomato vines.

    The final house is similar to the servant’s but unoccupied. It has fallen into disrepair. It remains intact but is getting structurally unsound as rot has created holes in the roof. Water damage has sped up its demise.


    Once back inside the inn, the party looks for an open table. The soldiers have taken up the bar and four of the tables. One of those tables seats Lord Obestor, his son and ranking officers (the captain, lieutenant and sergeant).

    The party takes two of the six-chair tables and places their orders.

    Kester and Omala stay busy serving the large crowd. He wears studded leather armor and has a short sword and hand axe at his side. She wears leather armor and carries a short sword, hand axe and a sling with a pouch of stones. They both look as if they have had to use them in the past. They are not overly strong but have the build and endurance of the frontier folk. When asked about the ruined house, Kester gets a sad look on his face. “They were lost to an orc raid out of the Argo forest years ago. No one moved in after them. May they rest in peace.”

    Irena takes the lieutenant up on her offer to stay with them in the inn. Immediately after eating, she retires to her room to read. Garmel and Beltus do not try and make excuses for her. That is just her way.

    Gress and the halflings eat hardily and the whole group enjoys a good meal. Amos, Zahrdahl and Perk talk together about Restenford, rebuilding and moving forward after the raid.

    After eating Morwen begins to play her baliset. She plays a few quiet songs of the elves during the rest of the meal but picks up the tempo a bit afterwards. She switches to the tavern songs of men that she has learned and soon the drinks flowing and everyone in the common room enjoys her music.

    Morwen is a very talented musician. The average elf has musical talent well beyond what most humans can think of achieving. It becomes quickly apparent that Morwen is better than the average elf. With a half hour, she has the crowd in a drinking mood and cheering her on.

    Even Lord Obestor and his son appear to be impressed by her talent.

    No one pays any attention at first, or strangely notices he has been gone for a while. Spastic has joined some soldiers at the bar and is trying to goad them into drinking heavily. The gal he verbally sparred with earlier is there as well. Spastic quickly has drank two or three to their one. The command staff appears to be trying to keep a lid on the drunkenness as they march out before sunrise.

    Spastic laughs with the soldiers as he gets more and more intoxicated. He commends the female soldier on her wit and rejoins his group with a smirk on his drunken face. He quickly falls into listening intently to Morwen’s music.

    Even Lord Obestor appears greatly impressed. During a break between songs, he hails her from his table, “Lady Morwen, Advisor to Baroness Andrella, I do beg of you to call upon my castle should you come through Grest. You’re talents are beyond compliment.”

    He then calls to Zerman, “Dear sir, my mood is generous. I shall pay for these kind traveler’s meals and drink. Even the young fella there.” He points to Spastic. “Young man, should you find you like the soldier life, come and see my captain. When you become a man, we may have a place for you. If you can find a way to stay your tongue from causing trouble that is.” He gives a slight smile to the over-eager drunken Spastic.

    “My soldiers must rest for we have a hard days march tomorrow. Zerman, would you kindly clear the bar early as we retire to our rooms for rest.” Zerman nods and he quickly sends his servants out to begin cleaning the bar.

    Lord Obestor, after some calculating from Zerman, pays the bill and the entire soldiery retires for the evening.

    The soldiers keep two guards in the stable overnight and the guardhouse is manned 24/7 by the locals. Lord Obestor supplements the guard house with four more of his soldiers. The soldiers in the barn and guard house are rotated out every few hours.

    The party is allowed to finish its meal and drinks and are then shown the door. Morwen is welcomed into the lieutenant’s chamber. The elf is given the honors of a bed. “You have much talent. Thank you for bringing such joy to my soldiers and guards. Sleep well. We will try and be quiet when we gear up in the morning.”

    Morwen, being an elf, does not require much sleep. She does not wish to insult the lieutenant’s gift so the elf rests upon the bed. The Baroness should be happy her neighbor lord has taken well to her away team. Lord Obestor will arrive in Restenford with a positive attitude towards the new leadership of Baroness Andrella.

    Morwen and Irena, although both in different rooms, stay overnight in the inn. The rest of the party sleep in the loft in the barn.

    Very early in the morning, long before sun up, the soldiers gear up and march out of town.
    Adept Greytalker

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    Wed Jan 25, 2017 7:38 pm  
    Zerman Crossing

    Morwen looks to Breymeer to see he is going to move forward. Before anyone can react further, Spastic moves ahead to speak for the group.

    Morwen moves her horse in front of him, “You should stay here. The orcish armor and your recent cuts, scratches and bruises might put the soldiers on edge.”

    He responds, “Yeah, man! Let’s put her in charge.”

    The halflings agree by nodding.

    Breymeer speaks while Morwen dismounts and removes her sword, bow and quiver. “I am Breymeer. I am a Restenford Ranger serving Baroness Andrella. I ask that I be allowed to keep arms.”
    “You may stay armed but keep your weapons secured. None other.”

    Breymeer and Morwen walk forward cautiously.

    An unarmored female and the dwarf step forward to greet them. They meet about 50 feet from the bridge.

    The human has a shield on her back and a short sword and dagger on her belt. She is dressed in loose clothing; a green long sleeved top and brown pants over boots. She has several throwing knives on a bandolier across her shoulder and a light rope hangs from a loop on her belt near the dagger.

    The dwarf is dressed in fine chain mail. He carries a battle axe and has a hand axe on his belt. He wears leather gloves.

    The female speaks, “I am Lieutenant Abella of Grest. I serve Sir Obestor, Lord of Castle Grest. This is Zeepus Gardo, Guardian of Zerman’s Crossing. The soldiers behind me all serve Lord Obestor. Who are you and what is your business?”

    Morwen introduces herself, “I am Morwen Alcerin, advisor to Baroness Andrella.” She pauses and waits for Breymeer to continue; allowing him to be the voice for the party.

    Spastic’s immaturity shows through as he becomes impatient, “This is bullshit.” He begins to walk to the conference at the bridge; taking a step forward. He has a tight grip on his polearm.

    Gress stands his ground leaning on his shield with his large sword over his shoulder. He has a ‘give me space or I will run over you like a runaway bull’ look to him.

    Amos moves quickly to Spastic and places a hand on his shoulder staying his movement, “Easy lad. The soldier mean no harm but will react poorly to your impulsiveness. Save you spite for the enemy. These soldiers are our friends. They just need to make sure we are their friends as well. Give the ranger and the elf a chance to speak. There will be fight enough in your life, you don’t have to get it all out today.”

    The group of soldiers consist of the lieutenant, the dwarf, a priest of Phaulkon, and nearly a dozen soldiers. Two of the soldiers wear chain mail indicating they may be of higher rank. The rest wear studded leather or leather armor. Many have shields. They carry a variety of swords, bows, axes and an occasional flail, spear or crossbow. Those with shields have alternating thick stripes of dull brown and yellow emblazoned on them matching the lord’s pennant.

    The priest wears chain mail but does not have the bumble bee coloration on his shield.

    “We come as friends to the Lord and Lady of Gress on behalf of Baroness Andrella,” starts Breymeer, “We seek to rid these lands of thieving assassins and a meeting with Lord Obestor would be a great help to us. We also seek the knowledge of Flibin, if that name is familiar to you.”

    The lieutenant looks Breymeer over, “I do not recognize you though I do not pretend to know all the Rangers. I do recognize Amos and know he would not travel with questionable sorts so you word is good with me.”

    “The others may approach but must wait with our soldiers outside. You wish to speak with Lord Obestor is hereby granted. He is just inside the guardhouse.”

    She turns and the soldier’s immediately respond by making a path.

    The dwarf gives a hearty shout to the waiting group from Restenford, “Eh there lads, come over and rest!”

    The lieutenant and the dwarf lead Breymeer and Morwen forward. The priest waits to fall in behind.

    The guard house is 50 feet deep and 60 feet wide. Its walls are made of stone and measure a foot thick. There is a single front door that is iron reinforced. Inside, it is double barred. The building has a series of arrow slits on the first floor. Each is 4 wide inches by 20 inches tall with bars across them. There are four on the north wall, two on the south and two on each the east and west walls.

    The group approaches the guard house, the door is unbarred and opened. Breymeer and Morwen are led into the guard house. There appears to be no danger to them. The rest of the party is not allowed in but are treated to small talk in the yard in front of the guard house. Two soldiers, the ones wearing chain mail, stand before the door of the building. The third soldier, along with the dwarf and Phaulkon priest, enter the building with Breymeer and Morwen.

    Inside, Breymeer and Morwen find a central common room with a hearth and cooking equipment. There are two large tables with six chairs around each. Four other rooms fill the rest of the building. Three are living quarters and the fourth is a cell.

    Just inside of the door, one to each side, are two guards in studded leather armor with shields and holding spears. Each has a short sword on his belt.

    Sitting behind one of the tables are three obviously important men. The first wears no armor. He is dressed in fine clothing and much jewelry including gold rings, bronze bracers and a gold necklace. An engraved bronze shield leans against the table next to him. His long sword and dagger are inscabbards on his belt. He is approaching middle age but appears very fit. His eyes show a man of intellect and wisdom. He appears to be a true leader. This must be Lord Obestor.

    Next to him, showing a family resemblance, is a man in his 20s. He is obviously Obestor’s son. He is dressed in a bronze breastplate over bronze chain mail. He also has an engraved bronze shield next to him. He is armed with a long sword and two daggers. He has a silver ring.

    The third man is in his 30s. He is a large, physically strong man. A warrior who wears a serious demeanor. He wears very find chain mail armor and has a shield. He has a long sword and dagger. A great helm rests on the table next to him.

    The soldier and dwarf guide Breymeer and Morwen before the table, asking them to remain standing. The soldier and dwarf take up positions behind them.

    The priest stands to the right side of the table.

    Lord Obestor addresses the Ranger and advisor. “I am Sir Obestor, Lord of Castle Gress. This,” he nods to his son, “is Obarim, my son. My Captain here,” now indicating the warrior with the helm, “is Sir Gregis.”

    “The dwarf behind you is my friend Zeepus Gordo. He is in charge of the security of Zerman’s Crossing. The priest is Pevin. He is also stationed here at Zerman’s Crossing.”

    “I received the terrible news from Baroness Andrella. I am marching this company to Restenford to aid in security. What news do you have?”


    The lieutenant, Abella, appears to be the highest ranking officer outside. She does not say anything in regards to Gress, the party’s half-ogre, but she does keep an eye one him. Not judgmentally; more out of caution for his size and potential danger.

    With her is a sergeant, Yarmin. He does not wear armor either. A dull brownish grey cloak is worn over a long sleeve black shirt and dark brown trousers. He is armed with a shield and long sword. Two axes hang from his belt.

    The rest of the guards, those dressed in leather or studded leather armor, relax. Some begin smoking pipes, drinking from their waterskins or nibbling some dried meat. All remain armed but appear comfortable enough around the party to let their guards down.

    Just up the street, the smell of cooking catches the party’s attention; especially the halflings. The Zerman Inn sits slightly west of the group and across the street of the guard house. Dusk has set in and a hot meal will taste good.

    The inn is 45 feet deep and 60 feet wide. It has a stone foundation and first floor. The second floor is made of wood. There are twelve 6x20 inch windows on the first floor. Each has three horizontal iron bars and resemble arrow slits. The second floor has twelve 10x20 inch window frames that are shuttered. The shutters can be swung open. The door is wood with iron reinforcement.

    Morwen bows deeply the table, taking note that they did not even stand, as gentlemen, at the arrival of a lady. "Lord Obestor, I am Morwen Alcerin, Advisor to the Baroness Andrella. I, Restenford Ranger Breymeer, and our group outside have been sent by the Baroness in pursuit of those believed to be responsible for the awful raid. They fled Restenford and a good traveler named Jermellon informed us that people meeting their description have passed this way."

    Breymeer confirms Morwen’s statement, “We are searching for Tellish and Arrness and a mace they stole from the Phaulkon Abbey. We hoped Flibin might be able to assist us.”

    Lord Obestor answers, speaking in a tone of respect albeit with the air of a nobleman, “Flibin is back at Grest. He, Carlton and Brilman arrived and briefed me in regards to the raid. They have stayed on at the castle in my absence to assist Lady Lilliar with security and operations.”

    “The group you speak of are unknown to me but someone may have laid eyes on them in Grest. I encourage you continue on in the morning. It is but one day’s journey from here.”

    Lord Obestor finishes, “My men and I will be getting up very early and riding on for Restenford. Please stay out of our way. I do not wish to delay as I would like to check on the mine settlement while enroute to Restenford. We are staying in the inn but the inn keeper, Zerman, will find somewhere dry for you. I would suggest you leave after I do while the sun is up. You would be safer in full daylight. My scouts have detected some activity in the Trollheim Mountains. I may be nothing but I would be on guard. Especially with civilians travelling with you. Good luck.”

    With that, Breymeer and Morwen are shown the door.

    The party reunites outside. Although not as common in Restenford and Farmin, the soldiers and guards from Grest appear to have a few women in their numbers. Including the lieutenant, there are half dozen women in the troop.

    Lt. Abella tells Morwen as she exits the guard house, “The women among you may share one of the rooms reserved for us at the inn.” She looks at Breymeer and smiles politely, “The barn may be the best Zerman has to offer for the menfolk.”

    Spastic mumbles to Gress with a smile on his face, "Finally, some action." He moves over to one of the female soldiers and tries a poorly planned line, “Anyone ever confuse you for a man?”

    She replies dead pan, “No, how about you?”

    Spastic flashes red with anger but knows enough not to push the issue. He retreats back to Gress and mutters something derogatory about woman under his breath.

    Breymeer turns as he exits the building and thanks Lord Obestor, “We fear no danger and need not wait for daylight to travel. Thank you for your concern and valuable time.”

    Gress gives a hardy chuckle at Spastic getting roasted and says outloud, “I guess you earned that one. She’s got wit and fire. Better let her be, if she’s as good with her blade as her wit, I will be getting first call on your rations!”

    The female warrior calls back smiling, “I am better with the blade.” You can tell she has been around rough men for some time.


    The inn, somewhat of a fortified stronghold as described, has its common room on the main floor. The common room has six large octagonal tables with eight chairs around three of them and six around the other three. There is a bar and six stools. A large staircase leads to the 2nd floor where six more rooms rental rooms.

    The rooms have two beds, a small table and two chairs in each room. Six pegs are in the wall by the door to hang items from. Each room door can be barred from the inside. The outside windows (arrow slits) can be shuttered and locked. Also, a leather piece can be hung in front of the window as opposed to shuttering it. There is room on the floor for one more person to sleep; two would be possible but a little crowded.

    The innkeeper meets the party outside as they approach. A group of the soldiers has followed them to the inn. It does not appear that they are watching them. By their behavior, they have been released to eat and prepare for bed.

    “I am Zerman, the fourth of his name.” He is a human male in his 40s. He appears a capably sturdy man. He is dressed chain mail armor and has a broad sword scabbarded on his belt along with a hand axe. The armor appears to be very well maintained but old; likely a family heirloom. He has two cases of heavy crossbow bolts on a leather strap that hangs across his back. Instead of shoes, he wears leather boots. The group later discovers his shield and heavy crossbow are leaned against the wall behind the bar. This is obviously no simple bar owner. He treats his bar as a frontier outpost and appears very serious about its security.

    “Welcome to Zerman crossing! My wife, Utopus, has just finished making some venison roasts and a couple of game birds. She has beets, sweet potatoes, bread, honey and of course, beer.”

    Utopus appears in the doorway behind her husband. She is a human female also in her 40s. She is an attractive woman. The now familiar symbol of Kord, the Suel deity of warriors, hangs upon her neck. She has a smile that quickly sets the party at ease.

    Utopus welcomes the groups inside, “All is ready. Come and find a seat, our servants will be glad to help you.”
    Zerman tells the adventure group, “My rooms are all taken for the night by Lord Obestor. For the inconvenience, I offer you free stay in my barn. Go now and offload you extra gear before supper. But, please, for the security of Zerman’s Crossing, keep your arms on you. There has not been a raid by humanoids or bandits for some time but as an outpost, they are not unheard of.”

    Zerman finishes by addressing Morwen, “My dear maiden, the horse boarding will cost 1sp. There should be an open stall or two. You may use one if it suits you.”

    The group does as directed. The barn is on the same side of the street as the inn and just west of it. The barn has 12 stalls. Two of them contain draft horses. One stall contains a cow. Eight other stalls are taken up by the Lord’s horses. Two of the Castle Grest guards remain in the barn with the horses.

    There is also a heavy-duty wagon with the appropriate tack parked in the barn. It hasn’t moved for many days and obviously doesn’t belong to Lord Obestor. The two soldiers guarding the horses appear to have laid out their sleeping rolls in the wagon.

    A ladder leads up to the hay loft where the party finds an area free of hay large enough to keep them warm and dry for the evening.

    The party offloads some of their gear and returns to the inn. The town only consists of two other buildings. A house across from the inn, the party is told, belongs to the inn’s staff, Kester and his wife, Omala, along with their two children, a 9 year-old son and 6 year-old daughter. The farm house is 25 ft x 30 ft. It is a solid wooden building with a heavy wood door. The four windows are similar to the inn windows, more like arrow slits. The outer windows have glass panes that can be swung open. A couple acres near the house have been tilled for crops. They raise wheat, potatoes and squash. Near the house are three tomato vines.

    The final house is similar to the servant’s but unoccupied. It has fallen into disrepair. It remains intact but is getting structurally unsound as rot has created holes in the roof. Water damage has sped up its demise.


    Once back inside the inn, the party looks for an open table. The soldiers have taken up the bar and four of the tables. One of those tables seats Lord Obestor, his son and ranking officers (the captain, lieutenant and sergeant).

    The party takes two of the six-chair tables and places their orders.

    Kester and Omala stay busy serving the large crowd. He wears studded leather armor and has a short sword and hand axe at his side. She wears leather armor and carries a short sword, hand axe and a sling with a pouch of stones. They both look as if they have had to use them in the past. They are not overly strong but have the build and endurance of the frontier folk. When asked about the ruined house, Kester gets a sad look on his face. “They were lost to an orc raid out of the Argo forest years ago. No one moved in after them. May they rest in peace.”

    Irena takes the lieutenant up on her offer to stay with them in the inn. Immediately after eating, she retires to her room to read. Garmel and Beltus do not try and make excuses for her. That is just her way.

    Gress and the halflings eat hardily and the whole group enjoys a good meal. Amos, Zahrdahl and Perk talk together about Restenford, rebuilding and moving forward after the raid.

    After eating Morwen begins to play her baliset. She plays a few quiet songs of the elves during the rest of the meal but picks up the tempo a bit afterwards. She switches to the tavern songs of men that she has learned and soon the drinks flowing and everyone in the common room enjoys her music.

    Morwen is a very talented musician. The average elf has musical talent well beyond what most humans can think of achieving. It becomes quickly apparent that Morwen is better than the average elf. With a half hour, she has the crowd in a drinking mood and cheering her on.

    Even Lord Obestor and his son appear to be impressed by her talent.

    No one pays any attention at first, or strangely notices he has been gone for a while. Spastic has joined some soldiers at the bar and is trying to goad them into drinking heavily. The gal he verbally sparred with earlier is there as well. Spastic quickly has drank two or three to their one. The command staff appears to be trying to keep a lid on the drunkenness as they march out before sunrise.

    Spastic laughs with the soldiers as he gets more and more intoxicated. He commends the female soldier on her wit and rejoins his group with a smirk on his drunken face. He quickly falls into listening intently to Morwen’s music.

    Even Lord Obestor appears greatly impressed. During a break between songs, he hails her from his table, “Lady Morwen, Advisor to Baroness Andrella, I do beg of you to call upon my castle should you come through Grest. You’re talents are beyond compliment.”

    He then calls to Zerman, “Dear sir, my mood is generous. I shall pay for these kind traveler’s meals and drink. Even the young fella there.” He points to Spastic. “Young man, should you find you like the soldier life, come and see my captain. When you become a man, we may have a place for you. If you can find a way to stay your tongue from causing trouble that is.” He gives a slight smile to the over-eager drunken Spastic.

    “My soldiers must rest for we have a hard days march tomorrow. Zerman, would you kindly clear the bar early as we retire to our rooms for rest.” Zerman nods and he quickly sends his servants out to begin cleaning the bar.

    Lord Obestor, after some calculating from Zerman, pays the bill and the entire soldiery retires for the evening.

    The soldiers keep two guards in the stable overnight and the guardhouse is manned 24/7 by the locals. Lord Obestor supplements the guard house with four more of his soldiers. The soldiers in the barn and guard house are rotated out every few hours.

    The party is allowed to finish its meal and drinks and are then shown the door. Morwen is welcomed into the lieutenant’s chamber. The elf is given the honors of a bed. “You have much talent. Thank you for bringing such joy to my soldiers and guards. Sleep well. We will try and be quiet when we gear up in the morning.”

    Morwen, being an elf, does not require much sleep. She does not wish to insult the lieutenant’s gift so the elf rests upon the bed. The Baroness should be happy her neighbor lord has taken well to her away team. Lord Obestor will arrive in Restenford with a positive attitude towards the new leadership of Baroness Andrella.

    Morwen and Irena, although both in different rooms, stay overnight in the inn. The rest of the party sleep in the loft in the barn.

    Very early in the morning, long before sun up, the soldiers gear up and march out of town.
    Adept Greytalker

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    Thu Feb 23, 2017 12:15 pm  
    Raid on Zerman Crossing

    The elves, Morwen and Perk, and even the half-elf, Amos, do not remain in bed after the departure of the soldiers.

    Morwen picks at her instrument and hums a melody to herself. She is pleased with the response to her music the night prior.

    Perk and Amos quietly stow their belongings and creep down into the main floor of the barn. Above them, Gress snores loudly.

    The outer barn door opens and the servant lady, Omala, enters. She has crossed the street with a milk bucket in one hand and a hooded lantern in the other. She bids the elves a quiet good morning as she walks to the pen that holds her cow. She locates her stool and puts it in place and hangs her lantern nearby. Plopping down, she begins milking the cow. It gives out a low moo in response.

    Upstairs, Breymeer hears the commotion and opens his eyes but remains in his warm blanket. The other warrior, Garmel, rolls to his side as he begins to wake up; monitoring the noise down below for trouble.

    Beltus, the priest, gathers himself up and moves a few paces away from the others so as not to disturb them. He begins to pray and meditate quietly.

    It is still nearly an hour before the sky begins to lighten before the coming of the sun.

    It promises to be a decent day for travel other than the wind. The temperature hangs in the high 40s and promises to warm with the sunrise. Very few clouds block out the stars. The wind blows strong and steady across the small outpost. It varies between 15 and 20 mph out of the eastern highlands.

    Omala finishes her milking. She sets her stool to the side and pats her cow on the rump, “Good girl Zee, good girl.”

    She reaches up and takes her lantern off its hook. Night has not given way to dawn yet. It remains dark outside.

    At that moment, the barn door is thrown open and a line of humanoids begin to charge into the barn. The move with the grace of trained warriors.

    They are very large and muscular, standing between six and seven feet in height. The dark red hide is covered with reddish-brown hair. Each has a red nose. Their eyes show a dull yellow or dark brown in the lantern light. Their sharp fang-like teeth are yellowed. Hobgoblins!

    They wear various assortment of plates over leather for armor. It is clean and polished. They leather is died black. The lead two carry a dagger in each hand which they are preparing to throw. Behind them, stacked just beyond the door, are several others. The next two to the door have maces in their weapon hand.

    Their approach was silent, covered by the outside wind. They don’t pause for pleasantries.

    Omala shrieks at the sudden attack.

    In the loft above, everyone is jolted to attention by Omala’s scream.

    In the inn, Morwen, awake, hears the scream as well.

    (In addition to previously described info, the barn has two exterior doors, both facing the street. One is a single man door of normal wood. The second is a large double door for allowing animals in. Each of the double doors is 4 feet wide and 8 feet high (total openening 8x8). The man door is to the right (west) of the double door. So, if facing the barn from the street, it is on the right of the double door. If in the barn looking out, it is on the left.
    Once in the barn, 8 stables line the east side of the barn. Each stable is 10 feet deep and 8 feet across. The remaining 4 stables are on the back of the west wall. The start at the back wall and come toward the front 32 feet. They are also 10x8. There is a 10 foot wide walkway in the center of the barn between the stables. In front of the west stables is an entrance area. It is 20 feet wide (from west wall to east stable) and 16 feet deep (from west stable to front of barn. Tack, equipment, shovels, hay forks, etc hang on the west wall. The wagon is backed in against the west wall at the end of the west stables. It is above the way where the trap door enters the loft. Both the man door and the double door are equipped to put heavy boards in place to bar them closed.
    The loft is 48x30 as well with a roof that slants in to a peak (like a barn roof). The back 30 feet is taken up by a hay stack (rather loosely piled). The only two entrances to this loft are the trapdoor in the floor (4 feet x 4 feet) and the hay door that opens above the double doors below. They are of similar design (two doors, each 4x8 for a total opening of 8x8). These doors are simply barred on the inside to hold them closed. The bar is just a light board nothing reinforced.)

    At the guard house, the hobgoblin unit along the river succeeds in sneaking up on the sentry posted on the bridge. His name is Lesvindell. He falls upon the bridge under a hail of thrown daggers. Three find their mark in his torso. He doesn’t even get out a warning. Two of the hobgoblins take up his position. They slit his throat to ensure he is dead.
    The horde turns the corner where the more experienced guard, Borgcal, sees them. He gives a shout of warning and falls back into the guard house. Before he can shut the door, he is also cut down under a hail of daggers. One in the eye, one in the neck and the third is in his chest. He falls dead with the door ajar. The attack group reaches the door before it can be secured. The lead hobgoblin pauses to run his sword into Borgcal’s body.

    At the inn, Morwen, having already been awake, exits her room into the hallway. The hall is dark. She struggles to see even with her elf vision in the dark hall; lit only by the quarter moons Luna and Celene coming through the arrow slit at the end of the hall by her door. Only because of her low light vision can she make her way safely door the hall at a reasonable pace. She begins to move towards the common room, making her way down the curved hallway. She reaches the door to the stairway down to the common room and opens it. She moves through the door and most of the way down the stairs. She pauses at the bottom landing. She heard something shatter against the front inn door.
    Outside the inn, through the small slit of a window at the base of the stairs, Morwen can see a squad of hobgoblins have formed up at the door. One stands directly in front of the door. They have formed skirmish lines on either side of the door, blocking the street. Between the lines, one holds a torch illuminating the group slightly.

    Other than Morwen, no one else at the inn appears to be awake.

    At the barn, the hobgoblins move in similar fashion as the inn excepting the door is already open and the assault has entered. In the street behind the entry team, the hobgoblins have formed skirmish lines in the street. Between the skirmish lines is a hobgoblin with a torch.
    A second entry team, consisting of four hobgoblins, has stacked up in front of the door to the servant’s house.

    Down on the main floor of the barn, the hobgoblins enter and immediately engage the two elves, Perk and Amos (half-elf), as well as Omala. Omala is caught off guard and it takes a moment for her to recover. Amos draws his scimitar. Perk, being too close to use his bow, remains unarmed.

    Perk attempts to tackle the lead hobgoblin as it moves in to bash Omala with its mace. He fails to knock the strong humanoid down but does knock him off path and his mace swings harmlessly short of the farm lady.
    The second mace wielding hobgoblin closes on Amos. The half elf parries its blow with his scimitar and cuts him deeply along his weapon arm (5, 1/6) rendering it nearly unusable. The hobgoblin soldier takes the mace into his off hand to continues its assault.

    Two more enter the room but are unable to engage in the melee yet. More stand outside.

    Above, in the barn loft, Gress is one of the first to act. He goes to the large double doors used to put hay in the barn. He unbars them and opens them wide. Below him are four hobgoblins, including the one holding the torch.

    As soon as the barn door opens, the torch holder points to Gress and lowers the torch. He puts flame to two Molotov cocktails his partner next to him holds.

    Breymeer and Spastic are surprised by the sudden scream below them. The react slower than the other warrior in the loft. Garmel moves to the trapdoor. Seeing the battle below, he immediately begins to descend. He reaches the barn floor as the second wave of hobgoblins are moving in to attack.

    C’mere takes out two throwing knives and Speck arms himself with his bow. They sneak up to the now open hay doors and take a position, one on each side. C’mere on the west and Speck on the east.

    Beltus finishes his praying and moves in a bit behind Gress trying to look out.

    Esned arms himself with his bow and covers the trapdoor. He remains near the back of the group evaluating his next move. The merchant, Zahrdahl, also remains in the back of the loft.

    At the guard house, the bugbears make entry through the front door after the guard was killed trying to secure it. Over half a dozen charge into the building. Three remain posted outside with a fourth standing in the open doorway.

    At the inn, Morwen sounds the alarm. She shouts at the top of her lungs, “We are under attack!” She runs back up the stairs, taking her bow in hand and nocking an arrow. She runs down the western hallway banging on the four doors she finds there. The eastern hallway holds only two rooms, the one she was in alone and the other that Irena was staying in with the remainder of the female guards.

    No one appears to respond behind any of the four doors in the eastern hallway. Morwen reaches the end of the hallway where a leather flap hangs over a 10 inch by 20 inch window. The window has no glass. Instead it has three horizontal steel bars running across it to prevent egress and ingress. A sturdy shutter hangs open to the side of the window. It has a small wooden bar that can be used to bar the shutter closed. All the windows of the inn are of similar design expect the main floor windows are only 6 inches across, not 10.

    Irena shouts from the eastern hall, “I hear you Morwen!” Morwen hears the light steps of the human female slowly down the hall towards her. “I looked out the window. Something is attacking the guard station!” Irena looks very excited as she rounds the curved hallway and comes into Morwen’s view. Irena is using the wall to move as she cannot see very well at all. “I can’t see like you! Do I dare give us some light?”

    On the lower level of the inn, Zerman begins shouting orders to his son, Zerpus, “Arm yourself boy! Hold them off under the stairwell!”

    “I have a target father! They are attacking the guard house as well! Look and see!” The sound of a bow string grabs the attention of the hobgoblin guarding the road west of the guard shack. Zerpus shot in the dark but accidentally hit one of the horizontal bars in his window nearly sending the arrow into his arm. “Dammit!”

    The front door of the inn continues to rot and decay as the entry team outside waits impatiently.

    At the barn, the battle heats up.

    “Aw sh*t! Now what are we going to do, man?” calls out Spastic. Breymeer scrambles down the trap door, axe in hand bellowing a war cry.

    “Maybe one of them killed my ma!” shouts Spastic as he follows Breymeer down the hole, trying to do so while awkwardly dragging his glaive down with him.

    Esned and Zahrdahl remain to the rear. Zahrdahl looks nervous while Esned keep is bow ready to cover anything coming up the trap door after allowing Breymeer and Spastic their safe exit.

    C’mere lets fly two of his throwing knives, aiming for the hobgoblin holding the Molotov cocktails. His first knife finds the inside of its let leg and cuts the femoral artery in two. The goblinoid drops to the ground and begins to bleed out very quickly taking an arrow from Speck as it falls. To make matters worse, he drops one of his flaming bombs and it bursts into flames that soon engulf the its body. It screams away the end of its life.

    Specks second arrow sticks into the ground near the torchbearer.

    Beltus moves up behind Speck to look over the halfling’s head and out the barn’s upper hay doors.

    Without warning, Gress jumps out of the loft into the street as Beltus moves up. The armored half-ogre lands on top of the hobgoblin standing in front of the stable doors (1, 5/6). The hobgoblin is knocked back. It trips over the burning body of the downed hobgoblin and lands on its back in the burning oil (3, 2/6).

    On the main floor of the barn, the hobgoblins continue to force their way in. Two, each with a broad sword, move in, one towards the trap door and the other towards Omala.

    Omala throws her pail of milk towards the attacking hairy beast that closes in on her. It dodges the bucket. She ducks under the sword in a manner betraying previous combat skill.

    Amos cuts down the previously wounded goblinoid with a stroke of his scimitar.

    Perk attempts to keep himself close to the remaining hobgoblin with the mace. He moves in to grapple. The hobgoblin pushes him back with his free hand. Perk only just barely manages to avoid the crushing blow from the mace.

    Breymeer is descending the trap door ladder as Garmel moves in to block the attack from the one with the broad sword moving to the trap door. Garmel’s long sword and the hairy goblinoid’s broad sword meet. Garmel’s grip fails and his sword is knocked free, landing at the base of the trap door ladder as Breymeer’s feet hit the floor. “Help me bring him down Breymeer!”. Garmel appears ready to pounce unarmed onto the foe that disarmed him.

    Spastic makes it half way down the ladder before he is stalled by the melee before him. His only move from here is back up, stay stationary or climb onto the back of the parked wagon.

    At the guard house, the bugbears break into the bedrooms.
    Jesvin, one of the more experienced guards, allows his door to be opened. As soon as the is able, he runs his spear through the opening. The hobgoblin warrior parries the blow with his large sword. The parry knocks the spear downward. The hobgoblin trips on it trying to enter the room. He is forced to catch himself on the door frame. Jesvin is unable to draw blood but he does manage to keep the melee confined to the doorway therefore facing only one enemy.

    Kebbus, in the next bedroom over, does not plan so well. His door is pushed opened and the hobgoblin charges into his room. Kebbus has flipped his bed near the corner of the room. He has armed himself with his bow and lets fly with an arrow. It flies errant. The hobgoblin moves up and drives its blade into Kebbus’ neck (6, 3/9) knocking him back against the wall and dropping him to a knee. He drops his bow and clutches his neck with one hand while feebly trying to draw his short sword with his other.

    In the third bedroom, Pevin, the priest, and Zeepus, the dwarf, mount a more tactical defense. Zeepus hides by the door with his battle axe ready while Pevin takes a throwing hammer in hand. As the hobgoblin enters, Pevin throws his hammer while uttering a prayer. The hammer begins to glow with a white light. As it reaches the hobgoblin, it responds to Pevin’s commands to attack. The hobgoblin blocks the hammer with its sword but exposes itself to Zeepus’ axe. The axe head buries itself into the goblinoids abdomen spilling its guts (5, 1/6). The hobgoblin warrior tries to strike down the dwarf but Zeepus knocks the blow off target with the butt of his axe handle.

    The raiders continue to hold the guard house common room and the street outside.

    At the inn, Morwen tells Irena to light what she needs but to stay out of the light as it will draw fire from the enemy if they come in.

    Morwen opens the stairwell door and moves down towards the common room once more. She reaches the bottom landing as the door rots away and crumbles.

    Irena follows Morwen onto the stairwell. She pauses near the top landing and begins an arcane incantation. When she is finished, the chair closest to the exterior door illuminates with a magical light the intensity of a torch.

    The light catches Morwen off guard but it is not bright enough to stun or blind her.

    Zerman takes up his heavy crossbow, already cocked and loaded, and moves into the hallway ahead of Utopus, his wife. Zerman moves to the window and looks for a target.

    Utopus heads to the west end of the hallway and cracks open the door looking out into the common room, “We are still clear Zerman!”

    Zerpus continues firing his bow towards the hobgoblins watching the street outside the guard house. His first arrow nicks the western guard in the neck (2, 4/6). It makes a break for the protection offered by the guard house. Zerpus’ second arrow strikes it in the back, killing it.

    Across from the barn, the four hobgoblins continue to try and bash their way through the front door. The inside bar breaks under the combined weight of two heavy goblinoids. Kester immediately begins firing upon them with a short bow. His first arrow strikes the door frame. The bow string snaps as he draws back the second arrow.
    In the street before the barn, Gress begins to lay waste to all before him.

    The torch bearer uses the fire to keep the half-ogre at bay.

    The other two sentries turn on the half-ogre and move to attack. Gress cleaves into the first hobgoblin with his six-foot sword cutting him through the ribs clear to the spine. He kicks its body off his blade was he turns and bashes the burning hobgoblin back down into the flames as he tries to stand. The third, and final, sentry slashes at Gress with its blade, missing. It draws up its shield to block the ogre’s two-handed sword. Gress drives the point straight through the shield and into its neck, killing it.

    From the house across the street, two of the hobs charge Gress. He uses his huge shield to block the attack from the one on the west. The one coming from the east beats his defenses and hacks at his head. Gress stops most of the blow with his sword but the axe cuts him (7, 27/34).
    Inside the barn, Omala withdraws from the hob as Amos moves in to block its pursuit of her. She holds the lantern high to help illuminate the fight for those without low light vision.

    Amos blocks the hobgoblin’s broadsword but slips on spilled milk nearly falling over.

    Garmel tries to latch onto his opponent. He is knocked backward but manages to avoid taking a blow from its broadsword.

    Breymeer remains blocked from the battle.

    Perk is able to grab the breastplate of the mace wielding hob as it swings at the elf. Perk stays in close and the blow is too weak to hurt him. The hobgoblin angrily pushes back, breaking Perk’s grip.

    Spastic climbs onto the wagon and hops to the front of it. From there, he jumps to the ground and charges the hob facing Amos trying to impale it with his glaive-guisarme. His target dodges the clumsy attack. Spastic falls in line with Perk and Amos to continue battling in the melee.

    Esned moves up to the trap door and tries to find a target for his bow. The melee is too intermingled so he holds his shot. He remains at the trap door with an arrow nocked.

    The halflings look at each other and then back to the burning grenadier below. They hold off further attack as Gress moves about slaying his foes.

    Beltus peaks around the corner over Speck’s head. “There are a couple of ‘em moving up from the east!”

    Those that can see outside, C’mere, Speck, Gress and Beltus, can see three of the hobgoblins from the front of the inn are moving towards Gress. Two of them take out throwing daggers. The third is armed with a heavy bow.

    The bowman takes aim at C’mere. The heavy shaft arrow flies into the loft and sticks in the wooden post by the halfling’s head with a dull ‘thud’.

    At the guard house, the town defenders try and turn the tide of battle.

    Jesvin takes a blow to his abdomen from the hobs oversized sword giving him a long slash and nearly knocking the wind out of him (9, 12/21). He drops his spear and instinctively clutches his stomach with one hand while backpedaling into the room. Being unarmed, he tries to draw his short sword. He has lost the advantage of the doorway.

    A second raider enters the room and lays into Jesvin’s left thigh with its battle axe (3, 9/21) dropping him to his hands and knees.

    Things take a fatal turn for Kebbus as the second hobgoblin joins the battle. Kebbus tries to call for help as he draws his short sword and blocks a blow from his initial opponent. The second hob comes along the side of the bed and drives its two-handed sword through the defender’s chest, silencing him. The two hobgoblins give a victorious shout.

    In the third bedroom, Zeepus the dwarf curses, “I’ll kill ya sons-a-bitches!” as his axe cuts down the hob in his doorway. A second hobgoblin raider attempts to enter. It takes a glowing hammer to the head and an axe blow to its guts. It too doubles over dead in the doorway giving the dwarf and the priest a moment to evaluate the situation.

    The hobgoblin standing in the doorway of the exterior door mutters a sinister prayer and Zeepus stops moving as he looks out into the common room. As it casts is spell, it ignores the two arrows and a heavy crossbow bolt that pound the stone building near the area around the doorway. They were fired by the inn owner and his son from the inn.

    The hobgoblins at the inn make entry.
    They are immediately met by Morwen’s arrows as she fires from the stairwell. She sticks the first shaft into the lead hobs left thigh (6, 20/26). He is a noticeably stronger than the others. He wears banded mail armor and carries a shield and a heavy spear. He rips the arrow from his leg (1. 19/26) as he strides angrily towards the elf archer. Morwen nocks another arrow as the goblinoid barrels towards her.

    From the upper landing, a stream of sticky fibers shoot forth from Irena’s open palms. They coat the floor, table, chairs, exit door and walls near the door in a thick mass of sticky fibers. One hobgoblin is held fast in the door frame while a third is able to jump clear back out into the street.

    The lead invader, leaps forward onto the stairs and avoids the mass of sticky fibers. Morwen fires a second arrow at him but he deflects it with his shield. He turns, using his momentum, and chucks his heavy spear up the stairwell at Irena, striking her in the right leg (7, 9/16). She legs out a scream as the heavy shaft knocks her leg out from underneath her. She collapses onto the upper landing.

    Seemingly satisfied, the huge hob begins to draw a large broadsword from his scabbard as he faces down Morwen. She stands on the lower landing just 5 feet from him. An evil leer freezes on his face. A quiet prayer whispered from the dark doorway under the stairwell holds him fast in his tracks.

    Utopus, the inn owner’s wife, gives her thanks to Kord as she emerges from the doorway holding a decorated mace. She is no doubt a cleric of the Suel deity Kord.

    The hobgoblins in front of the inn change tactics. The two throwing daggers move west down the street towards the barn. They continue to throw daggers as they move. Behind them, the bowman moves and shoots. Following them, the torch bearer and a grenadier bring up the rear. The grenadier has two lit grenades.

    Two other hobgoblins remain in front of the inn. One watches the street while the other attempts to free his companion stuck to the webbing in the doorway.

    In the barn loft, C’mere ducks back behind the door post that took the arrow. With wide eyes of surprise, C’mere looks over at Speck and silenty mouths, “Wow!”

    Speck smiles and nods back. While C’mere uses the cover to arm himself with his bow, Speck continues to fire arrows at enemy targets.

    Speck fires into the back of one of the hobgoblins that just busted down the door to the farmhouse across the street before it could enter the building.

    Kester, the resident farmer, meets the assault at the front door with his short sword and hand axe. Kester drives his hand axe down into the first hobs head. Already suffering from the arrow in its back, the hob drops under the blow, mortally wounded.

    The second hob immediately engages Kester with two swords, one long, one short. Kester parries the short sword with his own blade but takes a cut along his right arm from the hob (6, 14/20). The sting of the blow causes Kester to retract his arm before he can deliver his own punishment. The sound of metal on metal continues as the two battle savagely in the doorway.

    Across the street, in front of the barn, Gress continues to deliver his punishment to the hobs. Gress blocks his westerly opponents attack and cuts it down with a mighty blow from his massive sword.

    The eastern opponent and Gress get tangled up. The hobgoblins sword slips behind Gress’ shield and gets stuck in the strapping that holds the shield to his arm. Neither can shake themselves free.

    On the other side of the burning corpses, the torch bearer tosses his lit torch into the open loft. He fails to throw it far enough to hit the main hay piles. It falls short on the floor in front of Zahrdahl. The merchant quickly runs to it and picks it up while trying to stamp out any stray sparks and flames.

    The torch bearer pulls a mace from his belt.

    The approaching horde in the street targets the half-ogre with their missiles. One of the throwing daggers catches Gress’ sword arm giving it a slight cut (3, 24/34).

    Inside the barn, on the main floor, the broad sword wielding hob lays into Garmel. It cuts through his chain mail slicing open the inside of Garmel’s right thigh (10, 19/29, crit, ½ move, major bleed). Blood instantly begins spurting out.

    Garmel, showing the steel of a trained warrior, remains able to fight. He shouts back to Breymeer to take his place as he attempts to withdraw.

    Breymeer is only too eager. The Restenford Ranger quickly steps ahead of Garmel. Breymeer knocks the hobgoblin down with a blow from his dwarven hand axe to the brute’s shoulder. The ranger finishes it off by dropping his battle axe down fully through its ribs and into its chest.

    Perk continues to try and grapple his foe. Neither can gain an advantage and Perk avoids being clubbed by its mace.

    Spastic manages to drive his glaive-guisarme into the hob’s left calf (5, 1/6) The blow trips it up and drops it to its knees. “YEAH! How do you like that? You kill us and we kill you back!” shouts Spastic as the hob drops.

    Amos fails to take advantage of the situation as it ducks under a killing stroke from his scimitar.

    Back in the loft, Esned calls out to Beltus, “Garmel is in danger!”

    Beltus runs for the trap door, “Grave danger?”

    Garmel answers from below, “Is there any other kind?”

    Esned, still looking for a target, allows the priest to pass by. Esned can see the vast amount of blood being pumped from Garmel’s leg.
    Adept Greytalker

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    Thu Feb 23, 2017 10:13 pm  

    At the guard house, Pevin begins to pray for a spell against the hob in the entrance doorway. Before he can finish his prayer, the vile shaman calls upon his own deity’s aid. Pevin stops his prayer. Now ignoring the shaman, Pevin looks around the guard house trying to formulate a plan.

    From the second bedroom, two hob warriors emerge. Pevin shuts the bedroom door as they turn in his direction.

    In the first bedroom, Jesvin fights for his life. From his knees, he draws his short sword plunging it forward towards his initial foe while dodging his body sideways to avoid the arc of the battle axe. Jesvin avoids the axe but misses his target with his sword. The initial hob cuts a large gash across Jesvin’s scalp (6, 3/21). The warrior is beginning to lose hope as his vision begins to blur.

    Outside the guard house, the two sentries take defensive positions from the snipers at the inn. One takes cover behind the corner of the building. The other below the river’s bank near the bridge. The shaman simply steps into the guard house a step further.

    In the inn, Zerman and his son watch for targets to the east. Zerman reloads his heavy crossbow.

    Morwen drives her blade into the motionless muscled hobgoblin’s neck killing it instantly. Utopus cancels her spell and the massive hob drops dead to the floor, “Kord would be proud of such a warrior’s strength.” Utopus approaches Morwen as the elf tries to figure out a way through the webbing to get to the one trapped in the doorway. It is no use, the webbing is much too thick and sticky.

    Utopus looks sincerely at Morwen, “Thank you.”

    Irena holds her damaged leg as she drags herself over to the edge of the stairwell, “Are we safe?”

    In the street before the barn, the troop moving up from the east separates. The bowman makes a move to the corner of the farmhouse across the street. He fires at C’mere as he moves. The heavy shaft thuds into the barn’s outer wall near the halfling. The heavy steel point sticks through the wood.

    The grenadier and the torch bearer also move to the southeast corner of the farm house. They take arrows from the halflings as they move for cover. C’mere’s first arrow misses the torch bearer. Speck’s first arrow strikes the bearer in the foot (1, 5/6).

    C’mere’s second arrow strikes the bowman in the left thigh (3, 6/9) while Speck strikes him in the abdomen (5, 1/9). The bowman appears mortally wounded but continues to nock his heavy arrows to the bowstring.

    The torch bearer hides around the corner while the grenadier throws his deadly missiles. The bomb misses the open loft doors but strikes the barn to the west of the doors. It breaks open spilling a burning substance down the exterior of the wooden barn’s second level.

    Gress continues to battle two hobgoblins as two more from the approaching troop charge in and join the battle. Gress steps to his left and back towards the open door to the barn. The hob on Gress’ left flank maintains its position and moves with him. The hob on his right swings its battle axe finds his blow deflected by Gress’ armor. The blow deflects off and downward into the hob’s leg, grazing it slightly (1, 5/6). To make matters worse, it is prevented from moving after Gress as the half-ogre changes locations. The fire burning in the street prevents it from pressing the attack.

    The half-ogre is able to dodge, block or parry all of the blows excepting one from the newly arriving raider carrying a footman’s pick. It comes around the fire to his left flank and drive’s the pick into Gress’ left foot (5, 19/34) making the ogre very angry.

    Gress slays both attackers on his left flank with quick strokes of his blade. The half-ogre now squares himself to his final foe. He has an open left flank and the barn on his right. Gress has piled up a line of a half-dozen enemy bodies in short order.

    In the barn, Garmel continues to spurt blood as he retreats into the back of the wagon (2, 17/29). He clasps both hands onto his leg to try and slow the bleeding.

    Beltus climbs down through the trap door and jumps onto the wagon next to Garmel. He quickly examines the injury as blood continues to cover them both.

    Esned maintains his sniper post above while Breymeer charges forward towards the door, “Come meet your death, evil scum!”

    Perk finally manages to take down the hobgoblin before him. Breymeer lops off its head as the ranger passes it by. Breymeer makes it to the doorway and looks out into the street. He can see Gress continuing the fight one hob and Kester battling another in the farm house door across the street. A third stands near the fire in the middle of the street. From the southeast corner of the farm house, the grenadier and bowman fire missiles into the loft above.

    Spastic and Amos lay into the sole remaining hobgoblin in the barn. Already wounded, the hob finds difficulty in protecting itself. Amos slashes open its hairy hide at the shoulder while Spastic moves up and kicks the brute onto its back. Spastic drives his glaive-guisarme into its chest pushing the blade clean through its back and pinning it to the floor. Its lungs empty of air, bubbling up through its bloody wound.

    Spastic shouts triumphantly, “Take that you stupid dead piece of garbage!”

    Amos admonishes him kindly, “We have more enemy in the street and wounded friends to care for. Do not waste your time gloating young man. Let’s get back into the fight.”

    Omala picks up the dead hob’s broadsword. “Help me save my husband and children!” With lantern in one hand and sword in the other, she moves towards Breymeer in the doorway.

    At that moment, Kester and his opponent continue to battle through the open door of the farmhouse with neither gaining the upper hand or landing a telling blow.

    Jesvin loses his fight and his life. As he engages one hob in sword play from his knees, the other drives its battle axe down into Jesvin’s head. The room grows black and he falls dead upon the guard house floor.

    The victors turn to exit the bedroom.

    Pevin quickly shuts the bedroom door and drags Zeepus’ unmoving body down if front of it. As he is about to try and get some furniture, the two hobs in the room crash into the door. Pevin is able to hold it shut. He pushes with all his might to keep it closed knowing full well death follows for both he and Zeepus if he fails. Pevin begins to pray.

    The shaman makes a run for the inn. As soon as he hits the street, Zerman and Zerpus begin to fire upon him.

    Zerman makes an excellent shot striking the shaman in the lower left leg (8, 11/19). Zerpus does not aim at him at all. Zerman shouts at his son to shoot but Zerpus fails to act. Zerman swears in his frustration.

    The shaman arrives at the front of the inn and regroups the raiders located outside the building.

    Inside the inn, Morwen ascends the stairs and helps Irena bandage her leg. The elf remains vigilant of the doorway for any changes or threats. Irena thanks the elf.

    Utopus comes out from under the stairwell and takes up a defensive position at the bottom of the stairs. She also watches the door.

    At the farmhouse, Kester continues to trade feints, parries, blocks and blows with the hobgoblin in the doorway to his home. Kester cuts the hob along the right thigh deeply with his short sword (5, 1/6). Kester is able to avoid being hit in return. The blow drives the hobgoblin out of the doorway. Kester quickly moves up to continue the engagement.

    In the street between the farmhouse and the barn, Gress steps to his left over the growing pile of bodies. He now stands on the north side of the street, closer to the farmhouse. From his new location, he begins to engage the hobgoblin fighting Kester and the other that was using the first to keep the half-ogre at bay.

    The hobgoblin near the fire lets out a sigh and steps up to fight with Gress. The half-orge dodges the attack.

    Breymeer, seeing the flames above the door are not serious in nature, steps to his left and takes cover behind the door. He takes out his bow and nocks the black arrow.

    The hobgoblin bowman fires upon C’mere again. This time the halfling is not as lucky. The heavy arrow strikes C’mere in the chest. Only his superior dexterity keeps him alive. The halfling is able to twist his body just before impact. The broadhead rips through his clothing and skin (6, 12/18).

    C’mere takes cover behind the loft door post and examines his injury. Speck stops firing his bow and looks over in horror to his cousin. C’mere pats himself a few times and discovers he is ok. He gives Speck a thumbs up and both halflings peak out looking for more targets.

    Meanwhile, the grenadier lobs on of his cocktails through the loft doors. It flies a little farther than intended and lands on a hay stack. The burning bottle begins to light the hay on fire but the bottle did not break.

    Zahrdahl shreaks, “We have a fire starting in the hay mound boys!” The merchant bee-lines for the trapdoor down.

    Esned has already climbed down the trapdoor and joins Beltus in bandaging Garmel. Garmel is soaking rags with blood about as fast as they can put them on the wound (2, 15/29). Beltus begins to pray to Phaulkon to save the deity’s brave warrior.

    Breymeer fires his obsidian arrow. It flies true, as appears to be its nature. It strikes the grenadier in the chest seconds after he had lobbed his deadly missile. The grenadier drops dead upon his back. A pack upon his back begins to show discoloration from a liquid spill.

    A hobgoblin from the street engages Breymeer before he gets another arrow nocked. It had previously been fighting the half-ogre but does not pursue it across the row of dead comrades. It cuts the ranger across the torso lightly (4, 36/49).

    Omala is the next to the door. She bashes the offender with the mace she picked up. She strikes it across the neck (4, 2/6) and knocks it back out of the doorway and away from Breymeer. “Glad to help,” she smiles as she passes by into the street.

    Spastic quickly understands that Amos is correct. Wrenching his glaive-guisarme from the dead hobgoblin, using his foot to hold the body to the floor, Spastic looks up, “Which way?” Seeing Omala bash her way into the street, he quickly follows suit and runs for the door with Amos following suit.

    Perk stays back catching his breath.

    Pevin continues to hold the door closed against the determined hobgoblins. Hey buys Zeepus and himself a few more moments of life.

    The other two hobs in the building, after watching Jesvin die, walk back out into the common room and watch their fellow raiders attempt to break down the door.

    At the inn, Morwen moves down the stairs and begins moving tables and chairs in front of the web covered door. Utopus quickly jumps in to help. Irena wiggles her way to the top of the landing so she can see down.

    The hobgoblins are able to pull their companion from the webbing in the inn’s doorway. The three of them turn, at the urging of the shaman, and charge those coming out of the barn into the street. The shaman moves up slower. He stops at the northwest corner of the inn and watches.

    At the farm house, Kester is slashed across his abdomen (8. 6/20). Kester grits his teeth and knocks the blade away with his short sword before it can gut him. Before the hobgoblin can recover, Kester slams his hand axe into its chest felling it.

    The final hobgoblin facing Gress goes into defensive mode. It matters not, as Gress lays hard into him with his large sword. He runs the hob through the chest before retracting his blade and lopping off its head. As the body falls lifeless to the street, Gress peers around for any other foe.

    Battling in the barn door are a sword wielding hob and Omala. Backing her up is Spastic with his polearm. The hob cuts Omala across her left upper arm (5, 8/13). Spastic jabs his polearm into the hob’s right arm preventing it from another blow. The polearm nearly flays the muscle from its upper arm. It cries in pain until Omala crushes its head with her mace.

    Breymeer sees an opening and fires and arrow. He swears as his hurried shot flies wide right.

    The three charging hobgoblins come into view but Breymeer fails to strike either of them as well.

    Speck fires another volley at the hobgoblin archer. While trying to fire the first arrow, the string slips from his hand and the arrow disappears up into the night sky. Speck puts another arrow to string and leans out to fire. The hob archer was waiting for him and fires upon the halfling. The large arrow barely nicks Speck’s left side below the ribs (1, 32/33). The halfling returns fire and sinks his arrow into the hob’s pelvis. It drops, mortally wounded, and bleeds out.

    Meanwhile, C’mere runs to the back of the barn and picks up the unbroken Molotov cocktail. He burns his hand slightly as he does so (1, 11/18).

    Zahrdahl begins to try and smother the small, but spreading, fire.

    Two of the charging raiders attack Gress. Between his shield and lengthy sword, he keeps the onslaught at bay.

    The third moved quickly up the barn wall and catches Omala off guard as she steps into the street. Kester, her husband, can only scream in horror as the hobgoblin drives his pick deep into her guts (7, 1/13). The blow sends her reeling backwards holding her guts with her free hand and the mace in her weapon hand.

    Spastic sees the farm maiden knocked back out of the view of the doorway.

    Above, the fire on the side of the barn burns itself out.

    The torch bearer digs out a jar from the downed grenadier’s pack and lights it.

    Beltus asks Phaulkon to heal his warrior. Garmel’s wounded leg begins to bleed less under the priest’s healing touch (+5, 20/29). Although his leg still drips blood (1, 19/29), the immediate threat to his life has ended.

    Back in the loft, just as the merchant has satisfied himself the fire in the hay is out. The torch bearer chucks a second Molotov cocktail through the open barn doors and onto the floor before the hay. This time the bottle breaks and flames quickly spread across the wooden floor and into the loose hay.

    The merchant turns to run as he quickly calculates this fire is beyond his ability to control.

    The torch bearer pays for his action. Speck, firing just a moment too late, puts an arrow into the torch bearer’s throwing arm.

    C’mere was moving forward as the incoming flaming bottle went over his head. He reaches the open barn doors and takes aim at the torch bearer. With the halfling’s stereotypical aim, he hits the torch bearer in the neck with the bottle. It bursts open on its armor and coats the hob with flaming liquid. The hob drops first to his knees, trying to scream through the painful flames. As death takes him, he drops forward to the soil.

    In the street, the shaman calls out loudly and flees into the darkness. It must have been a retreat order as the hobs begin a fighting withdrawl.

    Gress continues to melee with the two hobs that charged him. They fail to hit the half-ogre. Gress cuts a chunk of armor off the first hob and bashes the second one’s head in with his shield as they back up.

    Spastic charges out of the barn, glaive-guisarme leveled before him. He screams while he runs forward. The blade of the polearm fails to cut through the hobs armor but Spastic is able to muscle the large beast backwards several feet.

    Breymeer steps out behind Spastic and puts and arrow into the backpedaling foe. The arrow catches the hob right between the eyes and it drops on its back. Spastic drives his polearm down into the beast for good measure, screaming profanities the entire time.

    The shaman disappears behind the barn before Breymeer can take aim of him. The only other hob target quickly acquired is mostly covered by the large framed Gress. Breymeer dares not release the arrow for fear of hitting the half-ogre.

    Now that Beltus and Esned have Garmel’s bleeding under control. They wrap it tightly in bandaging. Perk watches for trouble while they continue to aid the downed warrior.

    At the guardhouse, one of the hobgoblin look outs breaks cover and runs to the inn door. He repeats the shaman’s order into the building. He immediately begins to take incoming arrows from the inn owner and his son.

    The heavy crossbow bolt flies just past his face as he runs for the door. The first arrow from the son sticks into the guardhouse door.

    After shouting the orders, the hobgoblin runs for the river. Zerpus’ second arrow buries itself into the hob’s spine, felling it.

    From out of the guardhouse pours the surviving hobgoblins. Four raiders flee to the river and run north into the darkness. The fifth hobgoblin, hiding by the bridge, also flees into the darkness.
    Adept Greytalker

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    Tue Apr 18, 2017 6:45 pm  
    Tabletop summary

    The next section of the adventure was played by tabletop. I will summarize.

    Breymeer decided to try and track the hobgoblins through the mountains.

    Morwen rode south to try and catch up to Lord Obestor.

    An elven ranger named Isaweil arrived. He had been trying to track Arrness and Tellish after they fled from the area of Restenford. He reported coming across evidence of a large amount of hobgoblins (numbering in the hundreds) in the vicinity. Isaweil joined the group.

    The group moved north to Grest and warned the town of a possible impending attack from the army of hobgoblins. No attack came.

    After the party departed, Morwen returned with Lord Obestor and half of his men. The return of Lord Obestor put a stick in devious plans to raid the castle. Morwen then departed north to catch up to the group.

    To make matters worse for the doer of vile deeds plans, Breymeer arrived a day later in Grest. On approach to town, he came across the bandits camped in the woods. Determining they were unfriendly, he made his way into town. In town, he spoke to some castle guards at the inn and told them of the bandits outside of town. The bandits plan was scrapped and they vacated the area.

    The party moved onto Tellar. Enroute, they were ambushed by two ettins. The half-ogre Gress and Spastic were killed in the battle. The party continued onto Tellar and warned that town of a possible raid.

    The following day, the party traveled back to try and find the ettin's lair. They were able to track their way to a cave in the mountains. After a battle with momma ettin and her cave bear, the party discovered very little treasure. There was a golden chalice that matched one C'mere remembered from Farmin Castle. The party pondered how the castle and the ettins were tied together. They slew all the ettins and had no answer.

    During the battle, Morwen and Isaweil were critically injured. Morwen suffered a compound fracture of her left leg and Isaweil suffered a severe head injury.

    The party returned to town to seek help leaving Isaweil, Morwen and the gnome priest Esned in the cave. They were lucky enough to have a small group of dwarves rescue them. They were able to get back to the road to Tellar.

    Markus, a half-elf priest of of Kord, had joined the party. Markus, Speck and C'mere (halfling cousins) find themselves in the inn at Tellar while the rest of the party was trying to rescue Morwen and company from the ettin cave.

    Meanwhile, Breymeer befriended those at the Phyton Abbey. He is gifted a magical transport by them using an enchanted rug. He and the Phyton ranger arrive in Tellar in the stream. They head to the inn.

    At the inn, Breymeer confronts a duo that enters the inn. The duo is a priest of Kord and the dwarven weaponsmith traitor from Farmin. The priest had escaped the raid on the Farmin castle. During the confrontation, the dwarven weaponsmith is killed. The priest is made Breymeer's henchman.

    The entire party is finally reunited and travels to Cobblethorp after a rumor that Tellish and Arrness have gone there. They find Tellish and Arness have already left.
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    Tue Apr 18, 2017 6:54 pm  
    Tabletop summary continued

    While in Cobblethorp, the group investigated Grizzly's Tavern after developing suspicions for the establishment and its ties to Tellar and Arrness. They believed they could gather more information on the Phaulkon Mace that Tellar was believed to have stolen.

    At Grizzly's Tavern, a fight eventually broke out during the investigation. Grizzly called in aid from some gargoyle like creatures. Only the use of several well placed web spells kept them out of the tavern. The few that made it in were slain along with Grizzly and some of his henchmen and a town guard.

    The party was lucky enough to discover the mace hidden in the floor on the second floor. One of the party members donned a magic ring that detected the mace while luckily standing within range of the mace.

    The party beat a hasty retreat back to Restenford with the mace where they are hailed as heroes.

    The Duke of Kroten was none too happy to hear of the death of his relation (Grizzly). The tension in the area boils to near war. The Duke of Kroten begins a blockade against Phaulkonville, Tellar, Gress and Restenford/Farmin.

    During this time, back in Restenford, Kuba, Meira, Bhut and Krelar engage in a side trek to clear the cellar of the guardhouse. I plan to post the side-trek later.
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    Tue Apr 18, 2017 6:57 pm  
    Wrap up

    Thus ends this portion of the Lendore Adventure. Sorry for the cheesy wrap up job.

    The party will split from here. Some will continue on to new adventures as the play-by-email group. Others will stay on the island to continue to adventure across the island as party of the tabletop group.

    I assume I will post more in the future. Until then, thanks for reading.
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    Wed Nov 29, 2017 6:59 pm  
    The sundering of the party

    The party decided to split up. Most of my player characters ended up having more than one character. We had a tabletop party and a play by email party. They crossed paths on Lendore Island and got jumbled together. This separates the groups back out again; though several jumped teams.

    The play by email group now includes:

    Cirdan Saralonde - male elf, 6th lv mage. Celene nobility currently fallen out of favor with his family.

    Grimlock - male half-elf, 5th lv fighter, 5th lv mage, 7th lv thief. From the Wild Coast; drifter.

    P'innr Bhut - male human, 6th lv fighter. Sellsword from Hardby. Starting to get into falconry.

    Kuba Cylvorandau - human male, 6th lv fighter. Sellsword from Dullstrand. Traveling now without his halfling friend Speck.

    Meira Rovanith - female half-elf. 4th lv ranger. From Lendore Isle; was an associate of the Restenford Rangers though not a sworn member.


    The group remaining on Lendore Island includes:

    Breymeer - human male, 6th lv ranger. Northern barbarian, now Captain of the Restenford Rangers.

    Markus - half-elf male, 3rd lv fighter, 3rd lv cleric (Kord). From Lendore Island.

    Relmak - half-orc male, 4th lv cleric (Kord). Henchman to Breymeer.

    Tathar Surion - elf male, 6th lv cleric (Sehanine). From the northern Spindrift Isles. Promoted to command the keep on Bone Hill now under control of elven followers of Sehanine. Keep is now named Tur Thar Guldar.

    Speck - halfling male, 7th lv thief, from Dullstrand.

    Morwen - elf female, 5th lv theif, representative of the Sehanine elves to the court of Restenford and Lake Farmin.

    Lexington Krupps, human male, 2nd lv mage, came to Lendore Island seeking training from Pelltar. Has since joined the party.

    Isiaweil - half-elf male, 4th lv ranger.
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    Wed Nov 29, 2017 7:02 pm  
    Dalic

    Forgot to include -

    Dalgur Steelcoat "Dalic" - male duergar dwarf, 6th lv berzerking fighter. Mercenary employed with Pelltar. Traveled with the group. Back with Pelltar for now. Currently not adventuring with the group.
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    Wed Nov 29, 2017 7:17 pm  
    To the Spiral

    Tathar Surion received a vision from Sehanine to explore the spiral on the hill above Cobblethorp. Senahine did not give reason why but Tathar has been trying to recover the soul of Peylae. Tathar believes some answers will be found in the spiral.

    Peylae's body and soul were thrown through a gate into hell (believed to be hell anyway) in the dwarven delve.

    Tathar enlists his previous traveling companions to accompany him. After a short stay at Tur Thar Guldar, the group heads out for the spiral having previously seen it on the hill above Cobblethorp.

    The Duke of Kroten extended his sphere of control down to the inn at Zerman's crossing. A previous raid by hobgoblins on the crossing drove off the humans. They also took over the mines at Coppertop.

    The group first investigates the mines and finds it has been assaulted by an army of dwarves. It not sits in their control.

    The group continues on the Zerman Crossing. While enroute, they encountered a scout group of hobgoblins and quickly dispatched them.

    Several members of the group don the hobgoblin armor and sneak into Zerman Crossing ahead of the main group of adventurers. They decide to go around the crossing.

    Now behind enemy lines, the group moved cautiously northward for Grest. They encounter a blockade on the roadway and defeat it as well. They pay visits to several allies; in Grest they stop at the Phyton Abbey and in Tellar they visit with Bellus at the Phaulkon Abbey.

    From Tellar, they set out off-road to Mount Wiest and the spiral.
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    Sun Dec 24, 2017 10:26 pm  
    The Spiral

    The party did some quick recon of the Spiral and discovered the undead lurking inside. The undead were dressed in white togas and robes. Also, several dead bodies were inside the front gate.

    The party decided to camp out for the night and make its assault in the morning.

    Before nightfall, a strange elderly man approaches the party. They cautiously welcome him in and learn many things from him. First, a brief summary of the fall of the Great Kingdom is given. Then, the old man relays information about Ledego and Peylae. Ledego, contrary to what the party was told, is of the family Kroten and a rightful heir to the Duchy. Thus is Peylae.

    They learned of the original human inhabitants of the island and the existence of a place called the City of Glass.

    The mage explained the party was deeply involved with the fate of the island and the great kingdom; if not the whole world. It was up to the party to continue their trek into the spiral, for in the spiral lay the key to something important.

    The mage left at nightfall with very little for hard information on the Spiral and cryptic talk about fate and the island. As he departed, he warned of impending danger.

    The danger came in the form of two fomorian giants. The giants attempted to suck Breymeer into a trap but he was too cautious and out manuevered them.

    A pitched battle resulted leaving the party victorious. Unfortunately, it came at the cost of Relmak's life. Breymeer's henchmen was killed by the giants.

    The giants had no treasure. In fact, as the party attempted to loot them, a dark object was seen in the distance moving away in the night sky. It appeared to flash with sparks or flame. It appeared to be similar to the description given by the fisherman in Restenford who had approached the Phaulkon Abby requesting they help find his sons believed to be lost near the burned out guardhouse.

    The party rested throughout the night and fully the next day to recover the strength spent in the battle with the giants.
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    Wed Dec 27, 2017 10:19 pm  

    The party made its entry into the Spiral but use of a flying potion consumed by Speck. The halfling easily opened the doors from the inside.

    The party did battle with the ghouls inside. They defeated them and examined the bodies. The group made its way around the spiral. While doing so, they developed a routine for dispatching the ghouls as they came upon them.

    Speck would fly ahead and get the ghouls to follow him back. The rest of the party would sit on top of one of the stone buildings and hack and slash the ghouls apart from the relative safety of the roof.

    Breymeer almost became a casualty as he was nearly pulled from the room. Only being roped off to Morwen saved his life. Also, at one point, Speck flew too low and was almost overcome.

    The group came upon another set of dead adventurers. Here they found a scroll but were unable to read the old Oeridian.

    Breymeer found a bear cloak. He put it on. During an encounter shortly thereafter, the cloak polymorphed Breymeer into a bear. Breymeer missed his system shock and perished. <The cloak is an item I created named the Bear Cloak of Llerg. If you wish details, ask>.

    The group encountered the remains of the old priest and recovered his signet ring. They reached the end of the spiral and were able to get over the wall without fighting the stone statue or the ghoul dogs that had been turned and fled to the final gate.

    Once inside the center of the spiral, they entered the final stone building and entered the center room. They used the signet ring to free the priest.

    They moved to the left room where the priest, Gosmel, and Markus fell into the acid pit. The pit nearly claimed Gosmel. They both made it out and some quick healing saved Gosmel (-6 hp).

    Meanwhile, Speck entered the right room and debated looting the temple. Somehow, wisdom got the better of him and he left items as they were found.

    Gosmel read the scroll that was found in addition to the one in the temple. The scroll found on the dead body was unique to my campaign. It read:

    <Hand written in Old Oeridean>
    I, Febartus, son of Lord Kroten, founder of the town of Kroten and protector of surrounding lands, do by my hand declare the following to be true and accurate.
    In 482 CY, my wife, Chestella, gave birth to a baby boy. We named the boy Nebub. I believed the boy to be my son. It has been revealed to me the boy is not my son. Chestella delivered Nebub, the spawn of an unknown hellish fiend.
    I have not betrayed my knowledge of this unholy union. I have raised Nebub as my own.
    I believed myself to be chosen to counter this evil spawning. I had to help clear my family name, and all that is good in the world, of this unrighteousness.
    With that purpose, I fathered a son with an Sehanine worshipping elf maiden. She bore me a son whom we called Ledego.
    Ledego is the true heir of Lord Kroten and rightful ruler of Kroten.
    With this knowledge, I have sent my faithful servant forth. It is now Coldeven the first in the year 499 CY.
    - Febartus

    <Scribbled below in Old Oeridean in a different handstroke>
    Febartus has died this very day. I have been delivered this note but fear I may not survive. Nebub is coming for my wife and I.
    <A second writing is below the first>
    We have met up with Ledego’s mother, Pentalaine, and her two companions outside of Cobblethorp. Pentalaine said Sehanine guides us towards the spiral. Madness! But Nebub’s winged creatures of death shall find us come nightfall.


    The party eventually made use of the teleporter in the left room and ended up in Mismeadow - Kingdom of Nyrond.


    What they learned during this quest was much about the Great Kingdom and its downfall but also some campaign specific information that placed Peylae as a rightful heir to the Duchy of Kroten.

    They seek to recover Peylae from hell and overthrow Nebub. They are aware some evil forces are at work on the island whether they have identified them all or no.


    Last edited by Sheepdog on Wed Jan 10, 2018 5:52 pm; edited 1 time in total
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    Wed Dec 27, 2017 10:20 pm  
    Breymeer's vision while he was dead

    The following is Breymeer's vision while he was dead:

    Breymeer and the Bear Cloak

    The familiar anticipation of combat rushes across Breymeer. With it comes a strange feeling. One the northern warrior had not felt before. A primal energy rises up from within him blocking his reason. The energy is not one he is familiar with. It is powerful but yet uncontrollable. The warrior drops to the ground as control of his body is lost. His mind drifts as the primal energy takes over.
    Pain shoots through his entire being. The pain focuses Breymeer’s mind. In a bright flash, the warrior realizes he is floating; looking down upon the body of a northern barbarian warrior writhing on the ground. It is his body though he barely recognizes it now. His face has grown thick with a snout and a thick dark brown hued hair has grown covering his body. His body goes fetal as the shoulders and hips thicken and shift to that of an animal. The pain is unbearable. It takes over his mind. In moments, the transformation is complete but the human mind has reached its breaking point.
    The warrior’s grasp on life is broken. His body fails to survive the drastic change and his heart stops. The Captain of the Restenford Rangers dies.
    The light continues to grow brighter until the image of the dead bear fades along with that of his companions as they react to the sudden transformation.
    Breymeer’s next image is that of a dream, or so it feels. He is lost, walking aimlessly in a thick coniferous forest. It is dark of night with a moonless sky. The ground is sharply elevated and rocky. A mountainous region no doubt. A heavy blanket of snow covers the land and tree boughs. The only disturbances in the snow are those of a large bear walking slowly but steadily ahead of him. Breymeer realizes he has been following the bear for some time. He neither gains on it nor looses sight of it. The bear occasionally looks back as if checking to make sure the warrior is keeping up.
    Breymeer is uncertain if he has indeed died. The pain is gone. But if dead, where are the Valkyries? Surely, he has been brave enough to earn a warrior’s death.
    The bear continues forward throughout the night; however long it has lasted. It feels an eternity yet Breymeer does not fatigue.
    The bear suddenly stops. Before it is a sharp cliff dropping down some hundred or more feet. The ravine is narrow. A small frozen river occupies its depths. The bear looks across the ravine.
    Breymeer now stands beside the bear and follows its gaze across to a large log hall settled into the cliff on the other side of the ravine. Breymeer exclaims, “Valhalla!” A true warrior’s reward!
    The bear is now gone. Breymeer pays no attention to where or why. He quickly scales down the cliff face, crosses the frozen river and ascends the opposite side until he stands before the mighty and ancient hall of Odin.
    The long hall is beyond his wildest dreams. Its beauty and perfection; the sparkling of the snow like diamonds from its slanted roof. The smoke from the multitude of chimneys that line the center of the hall drifts up into the cold night air.
    He reaches the front doors, ornately carved from the finest oak; thick, sturdy, impregnable. A large steel knocker is centered on each door. Before Breymeer can reach them, they doors open inward.
    The hall is packed with the ancient warriors of his people. The bravest and best; all died in glorious battle for his people. A series of great fire pits line the center of the hall. Great columns of oak support the ceiling. Trophies line the walls and golden shields line the roof. At the far end, Breymeer knows is the throne of Odin.
    But what is this. As Breymeer proudly begins to step forward, a large warrior, with shield and spear, steps out blocking Breymeer’s progress. They doors shut behind the man with a resounding thud that crushes Breymeer’s spirit. Nooo! He can’t be denied a warrior’s place.
    The warrior before Breymeer stills his anger by leaning his spear into his shield arm and placing his now empty hand on Breymeer’s shoulder in an expression of respect and honor.
    “You are a true warrior my brother Breymeer.” Breymeer nods respectfully at the compliment. “However, you have come to us too soon. We have not yet reserved your seat at the table of your fathers. There is more yet for you to accomplish before you may enter here.”
    Breymeer looks dazed and confused as he waits expectantly for the warrior to continue.
    “Breymeer the Bear you are now. Our ancient ancestors, the Suel peoples by name, call the powers by different names that we do. A worshiper of the Suel god Llerg is responsible for creating the bear cloak you now possess. The bear is honored in our beliefs as the most powerful of animal totems. This power has now been transferred into you by our ancient ancestors.”
    “Breymeer the Bear, you shall have power over the bear. You shall learn to control the bear. Live an honorable life of courage. Show no fear. And, in the end, die a glorious warrior’s death. Do this and you shall be welcomed upon your return.”
    “Goodbye Breymeer the Bear, Captain of the Restenford Rangers. Follow your path. It shall lead you back home.”
    Breymeer is dumbstruck as the image of Valhalla, the cliff and the snow-covered mountain forest disappear in a flash of the brightest white light.
    The sense of pain again ravages his body as his lungs fill with air; painfully at first. His heart leaps and it jumps, erratically at first, back to life. Once cold blood warms and begins to course through his veins. Reaching his brain, his thoughts begin to collect. He is dead. What is this madness. Breymeer’s eyes open and the images of color and light strike him like a giant’s fist. He sits up to find himself being cared for by two priests, dressed is startling white robes. Priests of Pholtus he knows. He has a ring on his finger. It is a signet ring.
    Before long, Breymeer has regained some sense of being. He is indeed alive. His belongings are all accounted for, including the bear cloak.
    A Pholtus priest by the name of Gosmel ad Nyrond-Rax is introduced to Breymeer and explains to the barbarian warrior that Breymeer’s friends had rescued the priest. Breymeer and his companions have played their part and set in motion a fate that may once again bring Greatness to the Great Kingdom.
    Gosmel ad Nyrond-Rax explains, as he takes the ring back from Breymeer, that Pholtus has blessed the warrior, bringing him back to finish whatever destiny the northern warrior has before him. Consider Pholtus’ debt repaid.
    In addition, Breymeer is advised he is currently in the care of the Church of Pholtus in the town of Midmeadow in the Kingdom of Nyrond.
    Breymeer finds himself a long way from Lendore Island. But at least his friends, minus Relmak, are all here.


    Last edited by Sheepdog on Sat Mar 21, 2020 6:10 pm; edited 1 time in total
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    Tue Nov 13, 2018 5:50 pm  
    Trying to get back to Lendore Island

    The group remains sidetracked in their attempt to get back to Lendore Island and free Peylae, the last of the true line of the Duke of Kroten, and overthrow Nebub.

    Tathar Surion, Priest of Sehanine, and Morwen Alcerin remained at the Pholtus temple in Midmeadow while the rest of the group went on a side trek for the temple. Breymeer was geased by the temple leaders after being resurrected.

    Breymeer's mission was to recover a holy sword carried by one of the church paladins who was now feared lost along with his companions. They were lost in the area of White Plume Mountain.

    The group sent with Breymeer included:

    Breymeer, 6th level male human (suel blooded) ranger, Captain of the Restenford Rangers.

    Relmak, 4th level male 1/2 orc priest (Kord), Henchman to Breymeer.

    Isiaweil, 4th level male half-elf ranger from Lendore Island, associate ranger to the Restenford Rangers.

    Lexington Krupps, 4th level human male mage.

    Mandellay Muffintops (AKA Speck), 7th level male halfling thief.

    Markus, 4th level fighter/4th level cleric (Kord) half-elf male from Lendore Island.

    Stahl, 2th level male human paladin (Pholtus) from Midmeadow.

    Ergon, 2th level male human paladin (Pholtus) from Midmeadow.

    Jandre, 4th level specialty priest (Pholtus) from Midmeadow.

    Droget, 2nd level human male fighter from Midmeadow.


    Those from Midmeadow were assigned by the church to accompany the group. Jandre was the church's leader among the group.

    The group traveled through the badlands along the south side of the Rift. A random encounter with some hill giants was the demise of Relmak as he was crushed by a boulder.

    In short, the group me Thingizzard, the Witch. She told the group the sword they seek is now in possession of another witch. Their friends were ambushed at the Dead Gnoll's Socket and the holy sword stolen. The thieves, in turn, met their fate in the swamp and the other witch recovered the sword.

    Thingizzard offers the group a bargain. The group is told to go into White Plume Mountain and recover four weapons of power to trade for their holy sword. Also, Thingizzard was interested in the recovery of her sister and her cauldron. If the group could complete the quest, a trade for the holy sword could be arranged.

    Figuring the witches were too powerful, the group decided to delve into White Plume Mountain.


    Last edited by Sheepdog on Sat Jan 05, 2019 9:37 pm; edited 1 time in total
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    Tue Nov 13, 2018 6:50 pm  
    Into White Plume Mountain

    I used several additions of White Plume Mountain and Return to White Plume Mountain to create this adventure for the group. The first level was essentially the same. The lower level from Return to White Plume Mountain was adjusted to fit my needs.


    The group made it into the mountain and were able to complete the first riddle and move past the sphinx. They came to the flooded chamber and encountered a water (sea) hag. Droget fell victim to the hag and was pulled into the water and cut to ribbons.

    The group didn't take kindly to this and were able to slay the hag. Unfortunately in their haste, they did not consider that this was Thingizzard's sister. Breymeer beheaded the beast and has much to fear from Thingizzard.

    The group next encountered the spinning cylinder. Speck attempted to negotiate it and was surprised when Burket set it ablaze with a flaming arrow. Speck, nearly dead, made it out but was taken prisoner by Burket and Snarla.

    The group came to his rescue and defeated the duo though Breymeer was bit by Snarla in the process.

    The room contained a few prisoners (AKA help in the form of more PCs).

    Gustaf, 2nd level human male Paladin (St. Cuthbert), his lacky Digwin, 0 level human male, and Seeler, 2nd level dwarven male fighter, joined the group. The Pholtus followers were none too happy to see a St. Cuthbert paladin. They refused to aid each other directly.

    They continued on to the huge flooded cavern with the magical shell. Suspecting a trap, they retreated at the sounds of chittering.

    They moved again past the sphinx successfully, this time going west.

    Speck scouted ahead and got greedy. He was surprised by the ghouls and paralyzed. He fell face down in the water and drown.

    The party defeated the ghouls and thought of a solid plan to get by the frictionless room using ghoul corpses dumped in the trenches and wooden doors to span the trenches.

    They next encountered Sir Bluto and the river boat crew. They defeated this group; killing half and taking the other half as less-than-willing help. They had no love of the party but did wish for escape.

    The party moved on to the multi-tiered chamber. The manticores were quickly dispatched with a series of web spells and coordinated attacks. Many of the other creatures were bypassed other than the sea lions. A broken glass wall brought them into battle and Breymeer was nearly lost. In his anger, his cloak transformed him into a bear. Markus and Breymeer were able to slay the sea lions.

    The party moved on and encountered Qesnef. The party parlayed with him and won him over to their aid. Lexington Krupps was not on board with this and nearly attacked Qesnef on his own until Breymeer threatened to dispatch Lexington on the spot. The mage quickly submitted but remained very paranoid of Qesnef. Qesnef the halfling changed into a half-ogre. The group is suspicious of him and suspects his true nature though they are not sure what he is. They do believe him to be powerful.

    In addition, the party recovered Blackrazer.

    The party moved east and encountered the flesh golems. They answered correctly and the golem joined the group only to be sacraficed in the next encounter with the mud geisers and Clenmilr.

    Using Qesnef's ability to fly, the group was able to get by the mud geisers. Seeler was almost lost but Qesnef saved him from a boiling fate. They uncovered and battled Clenmilr at the entrance to his lair. Using a silence spell and some quick actions, Markus, Isiaweil and a few others were able to defeat the vampire. Entering his lair, they destroyed his coffin. Clenmilr slipped away in gaseous form. His status is unknown. Markus and Isiaweil were drained a bit during the encounter.

    The party recovered Whelm.

    The party took one of their man rests. I rolled a random encounter with wights so as the group passed by the previously inanimate corpes in room #5, they came to life and battled the group. No one perished but some energy was drained.

    During the battle, the uneasy cohesiveness of the group finally failed. Gustaf and Sir Bluto came to blows as Sir Bluto and his men were backing away from the encounter. Gustaf could not appreciate their perceived cowardliness.

    Sir Bluto got the better of Gustaf before he and his men were held by a hold person spell.

    It was one of the two encounters with the undead that Markus learned not to use Blackrazer against the undead.

    Finally, they moved into the lair of the giant crab.

    Isiaweil got too brave and charged the creature while others flanked it. The creature made quick work of the half-elf, clipping off his head and one of his arms.

    The shock of it caught the party off guard. They made a desperate assault on the poor creature and slew it without further causalties.

    They recovered Wave.

    The group began to make its way back to the entrance.

    Breymeer, 7th level ranger.
    Isiaweil (dead)
    Lexington, 5th level mage.
    Markus, 5th level fighter/5th level cleric
    Stahl, 4th level paladin
    Ergon, 4th level paladin
    Jandre, 5th level specialty priest
    Gustaf, 4th level paladin
    Seeler, 4th level fighter

    Also with the group is Sir Bluto and a handful of his henchmen and Qesnef




    Kinda of a short wrap up. Eventually, they should end up back on Lendore Island.
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    Tue Nov 13, 2018 6:52 pm  

    Forgot about:

    Speck (dead)
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    Tue Feb 05, 2019 5:38 pm  
    Exit, Nope, on to level 2

    The party felt somewhat confident they were going to be able to exit the mountain but knew they were one weapon of power short.

    At the entrance, they encountered the sphinx and an elderly human male.

    The man, calling himself Nix, told them he unfortunately could not let them pass.

    The party anticipated the man was more powerful than he appeared and they did not test him.

    Nix advised his brother, Nox, had come under some type of mind control and now believed himself to be Keraptis.

    Nox (Keraptis) was battling some type of enemy Nix referred to as Mossmutter. Mossmutter also appeared to believe itself to be Keraptis.

    Nix explained where to find the valve to drain the first level of water. Once the water was drained, the party quickly located the hidden door that led deeper into the mountain.

    Nix also offered to bring back one of their fallen comrades if the party wished. They voted for their meat shield Isiaweil, the fallen half-elf ranger. Isiaweil was suddenly returned to the party intact and healthy.

    The party encountered Nox (Keraptis) in the indoctrination chamber overlooking the heart of the volcano. They volunteered to join his forces against the false Keraptis.

    To ensure their loyalty, Nox mentally bound Markus to his will.

    With the gnomes showing the party the way, they safely bi-passed the burning golems.

    The gnomes pointed the way and the party traveled on alone. They moved north through several iron covered rooms with destroyed doors.

    They explored one side room and recovered a cauldron they believed to be the one stolen from Thingizzard. They seized it and Breymeer hoped it would be enough to appease the witch knowing it was he who had slain her sister-witch in the level above.

    Moving past a large hole in the floor that led to the unknown, the party encountered a large, though destroyed, mechanical device. They assumed it had something to do with the hole but left it for later examination.

    The party encountered the first of the fungus hulks. They moved into melee with confidence but nearly lost Breymeer in the initial moments. They defeated the hulks but realized they were moving into dangerous territory.

    The party moved into the mushroom and fungus gardens where they encountered the skin puppets. They quickly defeated the first conclave of a dozen puppets using a combination of web spells and fire.

    With luck, they moved in the correct direction and encountered Mossmutter surrounded by dozens of skin puppets, an oversized full plate armored gnome with an ice sword and a fungus hulk.

    The battle was long and fierce. Ergon and Seeler fled back to get aid from Nox. They met gnomes enroute to aid them (Nox sent them when he saw the party (through Markus' eyes) doing well against Mossmutter).

    The party had convinced an invisibly and flying ogre-mage to fly in and snatch the gnome while the party attacked.

    A fireball destroyed the skin puppets. Qesnef made his move.

    The party was unprepared for the spell power of their enemy.

    A lightning bolt felled Lexington Krups but Markus was able to save him at death's door.

    Qesnef was eaten by Mossmutter and died inside the 50' towering plant creature.

    Markus took Blackrazer to hand. Quickly overtaken by the intelligent blade, Markus charged in to battle the gnome in attempt to gain its soul for Blackrazer.

    Markus was quickly in dire straights trying to fight the incredibly talented gnome with the ice blade.

    Mossmutter placed a prismatic wall at the entrance to the chamber. Isiaweil went blind.

    A recovering Lexington, brought to consciousness previously by the warrior/priest Markus, was able to dispel part of the flashing wall using a magic wand. He created a cone of cold directed at the wall.

    The magic partially defeated the wall. Unfortunately, Markus was caught in the blast as well. The gnome put Markus down as the cone of cold washed over him. Markus was slain.

    Sir Bluto, Breymeer, Gustaf (flying via spell) and Stahl engaged in the fight while Jandre attempted to assist with his clerical powers.

    They attempted to breach the wall through the quickly opening and closing hole created by the missing color of the prismatic wall. They attempted to time it right and jump through the temporarily appearing hole. Stahl stumbled and was immediately slain by the power of the wall.

    Sir Bluto also died quickly in the battle that followed.

    Breymeer was quickly beaten down. Facing death, Breymeer used his bear cloak to transform into a bear.

    Mossmutter attempted to breath spores on Breymeer but he was able to spare himself. All party members had the aid of cloths tied over their mouths and noses.

    Gustaf went down but was saved before death settled upon him.

    A back up unit of gnomes arrived in time to blast Mossmutter with spells including a lightning bolt.

    The enemy was finally defeated. The party lost Markus, Stahl and the NPCs Qesnef and Sir Bluto, along with about a dozen of Nox's gnomes.

    Ergon and Seeler never made it back to Nox as they encountered the burning golem and dared not face it.

    The party recovered the plate armor from the gnome and Ergon was able to fit into it.

    The party also recovered Frostrazer.

    With Breymeer, Isiaweil, Lexington, Ergon, Jandre, Gustaf and Seeler remaining, along with two of Sir Bluto's henchmen, the party returned to Nox.

    Nox commanded them to place the four weapons of power before him and then retire and rest.

    The party hesitated and the burning golems rose from the burning pits. The entire party is severely weakened. Gustof remains unconscious.

    The standoff continues until the next tabletop session.


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    Sun Feb 10, 2019 8:31 pm  
    Final assault

    Wisdom prevails and the party places the weapons of power down before Nox.

    Nox allows them to regroup and rest. They take advantage of the situation. The party spends two days recovering under the umbrella of Nox's protection.

    Once recovered, the party has a meeting with Nox again. Nox tells them he would like them to investigate down the hole on the north end of his area of control though Nox was not certain what force caused him to make this request.

    Joining the group was Ek, a 2nd level male drow elf mage/theif, Cholakk and a 2nd level male hill dwarf fighter/priest. Ek was an underling to the drow elf hunters under Nox's command. Cholakk was their servant.

    With all four weapons of power, now in the hands of the party, the group calculated how to get down the hole. They find the hole dark after the first 60'.

    They attempted to lower the second to last of Sir Bluto's henchman with a torch and lantern with continual light cast upon it. The lantern dismisses the darkness revealing magma below with a small ledge around it. The hole is 240 feet deep.

    A blade cuts across the hole severing the rope and depositing the henchman into the magma below. Lucky for the henchman, he died from the fall before burning up.

    The party next lowered the cable down the hole with a make-shift gondola engineered from one of the rusty doors recovered from the room. The blade again shot across the hole but this time shattered upon the cable.

    The party returned to Nox who decided to join the group.

    Isiaweil, using the fly spell storing ring, was the first down. Finding the palm prints and placing his hands upon them, he was transported to the fane.

    Once he arrived at the fane, he froze up and held his ground without moving.

    The party quickly got down the hole, activated the transport and arrived at the fane with Isiaweil.

    The ghost of the lost druid appeared and confronted the party. Nox claimed to be Keraptis but the druid dismissed him as an imposter. Nox, believing himself to be Keraptis, attacked the druid.

    The party, seeing the obelisk with the images of the four weapons of power chiseled into it, made their move.

    Placing the weapons of power into the obelisk, the party watched the baby Keraptis arrive and then immediately get slain and torn apart by the druid of the fane who identified it as the real Keraptis.

    The fane begins to collapse as the party escapes. There were several tense moments while the party attempted to climb up the hole with haste. Nox promised Isiawiel a wish if the ranger flew him to safety. Isiaweil took him up on the offer.

    The party escaped the mountain. Isiaweil used his wish to bring Markus back from death. Ek was abandoned by his fellow drow elves. He joined the party for lack of better options at this time.

    Having recovered the cauldron and defeated Keraptis, the party returned to the Great Swamp in attempts to make a trade with Thingizzard for the holy sword.

    The party was apprehensive to enter the Great Swamp. One night, while camped nearby, a troupe of trolls presented itself to the group. Instead of a fight, the party was encouraged to follow them into the swamp. They did.

    Once into the swamp some distance, the trolls abandoned the party to their fate.

    In the morning, the party realized the swamp had changed and they were lost. They kept getting a fleeting glimpse of a peasant girl in a dress darting away from them in the swamp.

    They attempted to follow but unfortunately lost the last of Sir Bluto's henchman to the bog. The henchman fell through the bog and was suddenly overcome by a mummy The party nearly dropped the cauldron down into the bog as well.

    Finally, they came upon a small island of soil that held a small wooden cabin surrounded by skulls set upon spears as a make-shift fence.

    The group soon met a young girl, identified as Thingizzard, through the parlay. A second, massive hag, was also encountered though she did not identify herself. The party gave much respect to the witches and handed over the cauldren and relayed their story of what occurred in the mountain.

    Much to their surprise, the large hag handed over the holy sword the party sought.

    The party was able to exit the swamp and return to Midmeadow victorious.

    The party now hopes to return to Lendore Island and continue their quest to recovery Peylae and defeat Nebub.
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    Sat Jul 20, 2019 10:27 pm  
    Back to Lendore Island

    The party made their way back to Lendore Island landing in Restendford.

    Tathar Surion and Morwen were able to convince the Church of Pholtus and King Archbold III to send approx. 100 troops and mercenaries (along with a galley) to aid Baroness Andrella. The catch was they (Church of Pholtus) get to claim ownership of the Spiral. The church is funding the expedition at this point.

    Breymeer had a side trek as he found himself battling Lycanthropy. He woke up in an inn owners room in Midmeadow. The inn owner and his wife were slain but the children unharmed. He later slew a shepard boy in the Nyrond countryside before he and his companions were able to beat the curse (or so he hopes).

    Over the summer of 578 the group returned to Restenford where the campaign restarted as a play by email campaign.

    Hopefully it is off an running again.

    Lendore Island Adventures – Part 8 – The Return

    They arrived at Restenford in three waves over the summer.
    First, on Reaping 9th, came Tathar Surion of the Spindrift Isles, Lord and rebuilder of Tur Thar-guldar (AKA Bone Hill Keep), a Sehanine priest and guide to his fallen elvish comrads. The elf lord has sworn to recover Peylae from the clutches of hell iteself.

    With Lord Surion is Lady Morwen, also an elf of the Spindrift Isles. Lady Morwen carries the title of advisor to Baroness Andrella and Lake Farmin Mayor Belina.

    The two elves brought with them two companies of Nyrondese soldiers.

    The first company was sent with the blessings of King Archbold III. It consisted of a war galley, a captain, two lieutenants, and four platoons of two squads each. Each squad had seven soldiers and one sergeant. A total of 67 soldiers of Nyrond. The church of Pholtus promised to fund the campaign.

    The second company was sent by the church of Pholtus comprising of the church’s own mercenaries. It consisted of four squads, each with a squad leader and nine foot soldiers. A total of 40 soldiers of Pholtus.
    Once ashore, Lord Surion met with Baroness Andrella. The baroness agreed to allow the soldiers to came on the fields just northwest of Restenford. She could not hide her sense of relief to have more defenders for the barony. Duke Nebub has continued to threaten the very existence of the Barony of Restenford. With the assistance of the neighboring dwarves, the elves of Tur Thar-guldar and some politicking, the barony has kept any further assaults forces from entering its borders.

    Both Lake Farmin and Restenford itself have been slowly trying to rebuild after attacks late last year (557 C.Y.).

    The Church of Pholtus, in return for the soldiers, received permission to investigate the spiral from whence Gosmel ad Nyrond-Rax was recovered from once Duke Nebub has been neutralized.

    Baroness Andrella sent runners to the dwarves of the Thesdrorlum clan that guard the mountains to the northeast and the barony’s northern border. The baroness requested a meeting with the clan in Restenford to update them and plan a future campaign against Duke Nebub.

    The second group arrived on Reaping 15th. This was the church’s overseers of the troops. The group consisted of Jandre, an adventurous Pholtus priest and field agent. With Jandre was Ergon, a paladin in the service of church and bearer of a holy sword of Pholtus. The sword was recovered from the witch Thingizzard after it was lost to her by a band of thieves. Ergon wears full plate armor and carries his shield with bravery. Stahl was among those that would have been in the leadership of the companies but he was lost in battle under White Plume Mountain.

    The third and final group to arrive was the adventurers. They did not arrive until just before the harvest festival week of Brewfest. They arrived two full months after the others, landing ashore on Harvester 24th. They were much delayed by the studying of the mages, Ek and Lexington.

    The group consisted of:

    Breymeer the Bear, Captain of the Restenford Rangers. A northman, once lost to death, who wears a bear skin cloak of Llerg allowing him to transforms himself into a bear when provoked. Though he wields two axes in combat, his archery skills have saved the party on more than one occasion.

    Cholakk, a recent addition to the party. The dwarven warrior/travelling priest has been a stout addition to the group.

    Ek, a drow elf. He was recovered from the lava caves below White Plume Mountain. Having been cut off from his people he joined the group as it fled the erupting mountain. Very little is known about the dark elf but so far, he has been reliable. He possesses spell power.

    Isiaweil the half-elf ranger and associate to the Restenford Rangers. Isiaweil, also lost once to death when he faced a monstrous crab under White Plume Mountain, was returned to the party through the power of one of the mountains denizens. Isiaweil remains greatly weakened from battles with the undead. His will is damaged and he suffers occasionally from a TBI received while fighting an ettin. Though badly beaten down and broken, the immensely powerful half-elf still fights like a savage. He bears a sword named Hoknuk Gnoth taken from a hobgoblin leader slain in battle.

    Lexington Krupps the human mage. Though Lexington has had his disagreements with some other party members, he remains faithful to the group. He has been continuing to group in his spell casting powers. He carries with him two wands. One is a bone wand is quartz tipped and capable of creating several frost/snow related enchantments, much to his enemies demise. The other a wood wand with a glass tip that paralyzes his enemies.

    Markus, a half-elf warrior and priest of Kord. He was nearly felled under White Plume Mountain but lived the day. He represents Kord well in battle once joined. The powers of Kord, channeled through Markus have often saved the day. He now carries Sir Bluto’s magical longsword and a steel shield emblazoned with a red border.

    Lastly is Seeler, the dwarven warrior that joined the crew under White Plume Mountain. Seeler fears no battle.

    Long remembered is Speck, the mischievous halfling. He was slain while battling ghouls under the mountain. His spirit appears to still follows the party looking for the day it may rejoin them in the flesh.

    With the long-awaited arrival of the Restenford Ranger Captain and company, Baroness Andrella send an invite to the castle to the leaders of men and the adventuring party. Not one to waste time, the meeting was set for Harvester the 26th, giving everyone Godsday (Harvester 25th) to spend in religious observation. The middle day of each week is Godsday; it is a day of rest and religion during the week; even for the common folk.
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    Fri Oct 18, 2019 8:16 pm  
    Baroness Andrella's meeting

    The morning of Waterday, the 26th of Harvester, breaks with a light breeze off the sea and cloudy skies. Like so many days the adventurers have faced, the skies threaten rain.

    Each of the members of the party prepare themselves for the meeting with the baroness and then make their way to the castle.

    The soldiers at the castle gate are a more serious lot than they had been. The onslaught against Restenford cost many locals their lives and many buildings were lost to fire, including the castle’s barn and guardhouse. Both are in the process of being rebuilt.

    The meeting hall is near standing room only before the three-tiered dais upon which Barnoness Andrella sits. The barnoness sits in her father, Grellus’, seat while her mother, Fairwind’s, seat sits empty. The barnoness is dressed in a fine gown with her long brown hair pulled up in braids that wrap around her head under her simple golden headband. She appears tired and stressed.

    The Captain of the Guard, Gelpas, stands behind Fairwind’s thorne, at Baroness Andrella’s side wearing his shining chain mail armor. At his side is sheathed a decorative long sword. Gelpas gives a faint sigh of relief as Breymeer enters. It is good to have the Captain of the Restenford Rangers back, along with the rest of his companions. Sorely missed is the two elvish blooded mages, Cirdan Saralonde and Grimlock; whose magic nearly single handedly saved both Lake Farmin and Restenford.

    One the second tier of the dais sits the wizard Pelltar in his prescribed chair. He soberly nods at the arrival of the party. The only other chair on this level holds a smiling Dalic Steelcoat. Not one to hold his emotion, Dalic gives out a shout to his previous travelling companions, “Time ta be bringin’ out da ‘Fear Lantern’ me boys!” Pelltar quickly casts a disapproving glance at Dalic and he calms himself.

    Curate Almon, from the Phaulkon Abbey, is upon the lowest level of the dais. Standing beside him wearing chain mail armor, with his hand resting on his weathered flail, is Krelar, champion of the abbey.
    Finally, the last two persons on the third tier are Almax, the half-elf druid, who is seated, and Amos, his son and fellow druid.

    The final person in attendance on behalf of the baroness is Belina, Mayor of Lake Farmin and Lieutenant of the Restenford Rangers; second in command after Breymeer. Belina stands at the base of the dais to the audiences right. She wears a dress instead of armor today befitting her political title. Her curly red hair falls upon her shoulders.

    Belina’s emotions towards Breymeer are betrayed the moment she sees him; turning red with the comfort of seeing him.
    The party enters the room without practiced etiquette.

    Breymeer, being a captain of the barony, enters first. His eyes are immediately upon Belina. Breymeer winks at Bellina but refrains from taking her into a bear hug in order to not damage the professionalism of the moment.

    Next to Breymeer is the heavily cloaked and hooded Ek; Breymeer’s henchman. The elf wears a hooded cloak low over his face and drops out of line near the back left corner of the room. Though not threatening in nature, the move in noticed by Gelpas, the Captain of the Guard. The captain makes other motion or indication of planned action.

    Following Breymeer is the Elvish Lord and Sehanine Priest, Tathar Surion and the advisor Lady Morwan Alcerin.

    Lord Tathar has his face blackened and his eyes surrounded with silvery moons, indicating he is about to depart on an adventure. He wears pants and a blouse the silvery color of the Sehanine elves and his elven chainmail can be seen, by the keen observer, underneath. He also wears a silvery floor length cape with the symbol of Sehanine on the back. He carries his quarter staff with his backpack and horn wood bow. These he deposits by the door, before entering the chamber.

    Morwen Alcerin is with Tathar, but had no obvious travel gear. She appears to be ready for court. While she is normally a very beautiful lady, she has quite outdone herself today. Her hair done up, jewelry on and she wears a silvery Elvish gown with a red sash. She throws beaming smiles at the other members of the group that she knows.

    As Tathar sets down his backpack and heads into the chamber, Morwen takes his hand into hers and walks in by his side. For those taking notice, Tathar gently tries to remove his hand but Morwen holds firm and Tathar quickly relents, letting the she-elf have her way. Morwen beams brightly at her victory, while Tathar blushes and looks somewhat uncomfortable.
    The next to enter are Ergon and Jandre. Ergon’s armor is freshly polished and shines. Both stand as rigid as their deity’s moral code.

    Markus and Isiaweil enter together followed by Cholakk and Seeler, the dwarves.

    On the heels of the dwarves is a long-lost friend; the gnome Esned.
    Lexinton Krupps enters. The teenage human appears wise beyond his young years. He is inwardly pleased to see Pelltar present; knowing the wizard is sometimes known to take in fellow mages for study and training.

    Lastly, enters Vicros, the half elf rescued from the sea-side orc compound. Set free by Grimlock and Noble Circan Saralonde, Vicros was advised by them to sail to Restenford. His sense of adventure, and name dropping, has brought him to this meeting.

    Lady Andrella makes her greetings. “Captain Breymeer. It is good to hear of your return and see you are well. Your new friend there, she nods to the corner in which Ek has placed himself, is not an overly welcome guest. However, we survived the introduction to Dalic Steelcoat so, therefore, Breymeer, if you vouch for this elf’s worth, he shall remain unmolested by my forces.”

    She continues speaking to Breymeer, “I wish to speak to you in private at the conclusion to this meeting.” Her face is calm and her voice even. Nothing is betrayed to indicate if the meeting bodes well or not.

    “Tathar Surion, Lord of Tur Thar-guldar and honorable priest of Sehanine, welcome.”

    “Lady Morwen Alcerin. I am grateful to see you and Lord Surion back. I see your travels together have brought you closer together.” The baroness smiles kindly.

    “Isiaweil. We will be truly blessed if you have returned home to the island to continue your services to the Restenford Rangers. We may be looking for more commanders in our unit should this interest you.”

    “Esned. Your bravery in the past is commendable. If you should wish to continue on serving the interests of Restenford, you will be very welcome to do so.”

    “Lexington Krupps. You still have the bearing of a young man but you appear to me to be much more worldly. Your travels have served you well I imagine. Your service to Restenford would also be greatly welcomed.”

    “Vicros. You are a stranger to me. It has been told to me that you were rescued from an orc compound by none other than Grimlock and his noble companion Cirdan Saralonde. This barony remains standing because of the actions of those who rescued you. It is by name alone that you are welcomed into this court at this time. If it is adventure you seek, you have come to the right place.”

    “Markus, you remain relatively unknown to me. You travel with heroes. I shall assume you are of the same caliber. You wear the markings of a priest of Kord. I can only assume you have earned such a position. We can only benefit from one of you fighting spirit.”

    “Cholakk and Seeler. Though you are not of the local Thesdrorlum clan that aids in protecting our northern border, you are welcome at my court. Until recently, I have had little to do with dwarves and their ways. I have learned this though, you are a brave and honorable people that once set upon a task, do not relent until the task is complete. I hope you choose to give us your aid.”

    “Finally, Jandre, honorable priest of Pholtus and Sir Ergon, holy warrior of Pholtus. I welcome both of you and the warriors you have brought with you. I hope this new alliance bodes well for Restenford and your church.” Baroness Andrella looks out of the corner of her eye at Pelltar who returns her look with a blank face. Meanwhile Curate Almon looks upon the two Pholtus followers with guarded curiosity. Almax, the druid, shifts uncomfortably in his chair. The contempt on his face for the followers of such a rigid deity is obvious.

    The baroness, having finished her greetings, asks a simple question, “I must know who wishes to stand and fight for Restenford. I assume that those in attendance today stand for the freedom of Restenford against the evil forces that have taken over Kroten. I ask of each of you, do you pledge to continue the fight against the fiend, Duke Nebub?”

    “If each of you affirms this commitment, you may remain here now. Those that wish to continue with their lives elsewhere are free to leave this court. You must now choose. Shall you stay or shall you go?”

    Morwen nods her commitment.

    Esned as well, “I am ready for more adventuring!”

    Cholack speaks, “I honor a temporary call of service to the causes of the barony. However, I chose to remain behind and aid with local defenses, patrols and possibly as a liaison to the local dwarven clans. If you find need of my services Baroness Andrella, please send for me. I shall be staying in town for the time being.”

    “I dare not leave my companions to their own devices without my aid,” comments Markus. “I pledge my loyalty to them. I find the plight of the barony a most worthy affair and for a priest of Kord.”

    Jandre quickly takes a step forward and adds, “Pholtus’ name shall also be honored. Ergon and I shall fight against the dark forces in your defense and for the glory of Pholtus!”

    “I am in!” boldly states Breymeer. “I vouch for all present. I assure you that Ek has his reason for not wanting to be front and center. He will cause ill will.” With that, Breymeer glances at Ek with a look letting him know misbehavior is not an option.

    Isiaweil’s will being broken, lacks much for enthusiasm. He simply nods. Isiaweil is in.

    Lexington Krupps confirms he is in.

    Seeler, showing the bravery of the dwarves, is in.

    Vicros stands solemnly, knowing his verbal contributions would not help the situation. He looks around, watching for others answers. He watches Cholack back out of the quest. Vicros briefly considers leaving himself. He shifts a leather bag he carries around his back. The load the bag carries is heavy; likely books. His sword is sheathed in a very plain sheath that barely pokes out from underneath his cloak. He carries it generally concealed.

    After a pause, Vicros, with conviction in his eyes, agrees to aid the quest.

    Tathar clears his throat. "I hold in my hand written proof of the lineage of Paylae, daughter of Ledago. She is the rightful heir to the throne in Kroton." Tathar holds up a bone case scroll. "I now present this to Baroness Andrella for safekeeping. I trust, baroness, that you will know what to do with it at the right time." Tathar turns to Breymeer and hands him the scroll to present to the Baroness.

    Breymeer moves forward and hands the scroll to Belina, who, in turn, passes it up to Baroness Andrella. The baroness holds it for the moment without reading it. She waits for Tathar to finish speaking.

    Speaking louder, and a bit more authority he continues. "Paylae died in the dwarven delve, or so we thought." Tathar pauses and looks over the people present to ensure he has everyone's attention.

    "The Lunar Lady, Sehanine Moonbow, Lady of Dreams, has seen fit to bless me, her unworthy servant' with a vision!" He almost yells the last word, and all can see that the zealot is working himself up into a frenzy. As if noticing it himself, Tathar calms himself. He pauses for a moment, looks at the floor and takes a deep breath. Letting it out he looks up again and continues.

    "Paylae was taken into hell itself by the bone devils that lived in the delve. She is there body and soul, but she is kept alive to be tortured as sport for the evil denizens that live there." Morwen gasps and covers her mouth at this news.

    "Sahanine, The Mystic Seer, would not have shown me this if she did not wish me to right this wrong. I will do so or die trying."

    Now, I do not know how to access the realm of hell. If I were to travel North to the Forbidden Island my superiors may know the way but I am hoping that one of the other priests present might know how to solve this riddle. Further, I am not so arrogant as to think that I could survive there on my own. I beg my friends and colleagues and anyone who will listen to lend your aid in this noble Quest."

    He pauses again and looks around the room singling out the priests of the different deities that are represented. Please sirs, let us work together. We will do good for the world, and maybe learn about each other so that we may grow in our own faiths and in the tolerance of the faiths of others."

    Lexington Krupp digs into his pocket and raises up the shriveled little finger of Speck, “I did not know him well, definitely not as well as some here. If he were brought back, his prowess’s may be helpful in whatever your plans.”

    Lady Andrella smiles, “If I had a way, I would certainly welcome Speck back. He has served this barony well. I wish you well in that quest.”

    To the group she continues, “As I wish you all well on the defeat of Nebub!” She holds up the scroll case given to her by Tathar. “I will hold this until Nebub is destroyed. May Peylae reign in his stead.”

    “I do not have any suggestions in regards to getting to Kroten. I am afraid the tactics and logistics will be up you all of you. I can tell you both roads into Kroten from Restenford are heavily guarded and fortified. My only advise is to try and find a way around them or by deceit and deception.”

    “Rest well and may you be blessed on your quest. I thank you for all you have done and all you endeavor to do.”

    Baroness Andrella closes with, “Captain Breymeer, please remain behind for a moment.”

    With that, the group is dismissed to prepare for their adventure.
    GreySage

    Joined: Jul 26, 2010
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    Sun Nov 03, 2019 3:11 pm  

    I am enjoying the adventures herein, though I am not yet through the 2nd page.

    Please tell me that Ide Otneaux is pronounced, "I don't know.". 😁

    Additionally, I find it curious that the party is willing to split up so often. That tactic seems to have proven disastrous in the ruins on Bone Hill. Now, they are doing it again when assaulting the dwarven mine. 🤨

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    Adept Greytalker

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    Mon Nov 04, 2019 11:06 pm  

    Yes. I was attempting to get my ex-wife (we were still married at the time) involved by making a character for her. I asked her to name a character and she simply said, "I don't know." Ide Otneaux seemed appropriate.

    As for splitting up, they do know better but find themselves apart often anyway it seems.

    For a little while the game went away from play by email to tabletop and I didn't take very detailed notes so the story gets paraphrased and loses a lot of detail. Mostly for the White Plume Mountain side trek.

    Winter has come early to Minnesota this year. I am hoping to get things rolling at a faster pace again soon. Kroten, here they come!
    GreySage

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    Wed Nov 06, 2019 11:09 am  

    Okay, the party just got hit by a fireball in the dwarven mine. Some of the PCs made their Save and some did not, but all had some of their equipment destroyed by the explosion. I remember rules to the effect of only the equipment of individuals failing their Save need roll a Save of its own. I am not sure what edition of the rules you are using. Is it different than I remember, or are you 'house ruling' it?

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    Thu Nov 07, 2019 12:13 pm  

    I guess I would have to consider that a house rule if it goes against the written rule. I played it that if the player saves, they have sheltered themselves enough to take half damage; however, their exposed armor, equipment, weapons, etc are still in the area of effect and, to me, therefore subject to a save as well.

    For example, a character may hide behind his shield, exposing the shield. Or maybe the character balled up and hid his exposed body parts but his backpack, though sheltering the body, is exposed to the flame and heat.

    Just the way I play it I guess.
    GreySage

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    Thu Nov 07, 2019 7:04 pm  

    I didn't mean to sound critical, just curious.

    By the way, what edition of the rules are you using?

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    Tue Nov 12, 2019 11:27 pm  

    I wasn't intending on sounding defensive, sorry.

    I use 2nd edition (nod to Lanthorn) rules but still reference 1st edition a lot. I lot of my houserules are stolen from 3rd or 5th edition. I have a copy of player's handbook, dmg and monster manual from all the editions just out of curiosity sake if nothing else.
    Adept Greytalker

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    Sat Feb 15, 2020 9:22 pm  

    Breymeer looks unexpectedly uncomfortable as the rest of the adventurers file out of the meeting, eventually exiting the castle.

    Belina’s smile turns to a concerned look for her fellow Restenford Ranger. She hugs him warmly and whispers in his ear.

    After releasing Breymeer, Belina looks to the rest of the group, “I am staying at the Inn of the Dying Minotaur. Come, have a drink with me while you plan your expedition.” She gives one more playful look over her shoulder and Breymeer. The corners of her lips curl up into a flirtatious smile.

    Considering most of the group has taken up residence at the same Inn since arrival two days prior, it will not be hard for Belina to convince most of the group to join her at least in going to the inn. Of those not staying at the inn are the dwarves who stay at Falco’s Tavern. They chose the tavern, renting two of its four available rooms, since the owners were fellow dwarves. Jandre and Ergon have been staying with the troops at the northern encampment since they arrived two months prior. Tathar Surion is staying at the inn overnight though he had been at Tur Thar-guldar. Morwen has been staying at the inn when in town or in Lake Farmin or Tur Thar-guldar when away.

    Following Belina out are Curate Alman and his champion Krelar. Behind them are Almax the druid and his son Amos.

    Staying behind with the baroness are Captain Gelpas, Pelltar and Dalic.

    To Breymeer:

    Belina’s smile turns to a concerned look for her fellow Restenford Ranger. She hugs him warmly and whispers in his ear, “I would like to visit with you later. Come find me before I must leave back for Lake Farmin.”

    Baroness Andrella smiles warmly at Breymeer, “So captain, please tell me of your travels. What can you tell me of your companions? I am most interested in the ones I do not know. Especially that dark elf you bring into my council.”

    She continues without waiting for him to answer, “Also, tell me of Isiaweil. He has long been a friend to the Restenford Rangers. Is he well?”


    The group exits the castle complex and begins to descend the hill. The devastation from the raid on town had fallen mostly on the northeastern section of town between the hill that holds the Phaulkon Abbey and the hill upon which rests Restenford Castle. The third and final hill that dominates the town is the home of Almax and his family. Most of the damaged buildings have been repaired while those that were burned to the ground are in various states of construction; if not left as vacant lots.

    As the group levels off at the base of the hill and turns easterly towards the inn, Jandre positions himself to be close to Tathar. The Pholtus priest speaks to the face painted Sehanine priest while they walk.

    Jandre speaks openly enough that the group can hear him, “Nyrond has been confronted with the fiend worshiping enemies in the once Great Kingdom. Though I have not personally done battle with something from the hells, I have had some education regarding fiends. If this Nebub is truly a fiend, I believe the road to hell must lead through him. I would assume he must have some connection or access to the hells in some fashion, manner or form. The trouble will be finding it or recognizing it for what it is. At least, that is my assumption. I, nor my paladin companion, would shy from an opportunity to shine the light of Pholtus upon the hells.”

    A voice calls down from the castle wall, “Belina, your presence is requested again.”

    Looking back, the group can see Belina, Almax the druid. Amos, the Curate Alman and Krelar have also exited the castle and are walking downhill behind the adventurers.

    Belina pauses, gives a farewell greeting to her companions and re-enters the castle.

    With the interruption in his thought, Jandre ends his statement, “Honorable Ergon and I are going to find some supplies for the quest. We can continue this conversation at the inn.” Jandre gives a look at Ek before finishing with, “In private if necessary.”


    Breymeer addresses the baroness, “The news I have for you I bring with a heavy heart. Our battles have taken a heavy toll on many of us. First of all, Isaiweil was lost under White Plume Mountain and returned to us through the power of one of the mountains inhabitants. His will is severely damaged from battle with an Ettin. Despite his challenges, he remains a trustworthy battle partner and continues to fight for the cause."

    "The dark elf Ek was rescued from the mountain and since joining our group has been a reliable asset and possesses a certain set of skills I foresee being very useful. I will however keep an ever watching eye on him."

    Breymeer pauses and takes a deep breath before continuing, "The following story is for the most trusted ears only and I ask that we retire to a comfortable setting where I can revive my story over a glass of whiskey. If you don't object, I ask that Bellina be present."
    The baroness maintains a stoic face for a moment while seemingly studying Breymeer and reflecting upon his remarks. “Captain Gelpas, send a runner for Belina.”

    Captain Gelpas steps down from the dais. While walking past Breymmer, he pauses and places his hand on the ranger’s shoulder, “It is good to have to you back captain.” With that he continues quickly out of the chamber to complete the task given him.

    “Pelltar, my trusted advisor,” begins Baroness Andrella.

    “Yes, Baroness. I believe Dalic and I have some business to attend to in my tower.” The baroness nods as Pelltar stands and he and Dalic leave the chamber leaving Captain Breymeer and Baroness Andrella alone.

    “Come with me captain.” Baroness Andrella stands and removes a key from her gown and walks to a door at the rear of the dais. Breymeer climbs the dais and accompanies her through the door once unlocked.
    The door opens to a windowless stone hallway lit by torches in sconces. The hallway turns immediately 90 degrees to the left. The left wall is lined with six doors not counting the one Breymeer just walked through. The end of the hallway turns left again and disappears from view. Judging by the distance, it is likely the outer wall of the castle.

    The baroness leads Breymeer down the hallway to the fourth door on the left. Unlocking it with the same key, she enters a small room, ten feet wide and twenty feet deep. There is a door on the far end of the room. The center of the room has a large table and four padded chairs. The side walls have comfortable looking divans against them. The walls have murals on them; the left being that of the castle while the right is of the nearby countryside. Finally in one corner of the room is a small table with several bottles and glasses upon it.

    Almost immediately, a woman enters. She is kindly in appearance. “What may I get you Baroness?” she asks.

    “I will have water but please pour our good captain a whiskey.”

    The servant does as instructed, bringing the beverages to the center table where the ranger and the baroness take seats in the padded chairs.

    The baroness introduces the woman to Breymeer, “This is Marie, Captain Gelpas’ wife. And this, Marie, is Captain Breymeer of our rangers.” Marie gives a polite bow, “My husband has spoken well of you Captain Breymeer.” With that, she gives a second slight bow and exits the room.

    Breymeer and the baroness make small talk for a few minutes until Belina arrives; guided by Marie. Belina dismisses Marie, and pours two whiskeys. She sits next to Breymeer and places one drink in front of herself and the other in front of Breymeer to replace the now empty glass he holds.

    Breymeer shares with Belina and the baroness the battle with the wolf beast and how he was injured by it. He explains the killings and his belief that he is responsible for them though he does not remember anything about the events other than vague haunting dreams. Breymeer explains how his friends aided him in attempting to cure himself of the lycanthropy and his intent to make right the unintentional harm he caused. Finally, Breymeer asks the baroness if she has any advice for him.

    “I know little of lycanthropy. You may wish to seek counsel from Almax the druid. He is a trusted friend.”

    Breymeer continues, "What gets me through each day is the knowledge that the evil acts committed were not my doing but caused by evil forces. I have taken revenge and killed the creature that caused my evil acts and have sought a cure for the force that took over my body. I will continue to make sure I am cured and continue to fight for those oppressed by similar forces. I will continue to banish evil forces from the land.”

    The ranger takes a sip of the whiskey, “As for the inn keeper’s lives and farmers that lost their stock, nothing I do will heal the human losses, or the weight I bear for having a hand in it. I have left those effected with financial support and will continue to make sure they want for nothing. I intend to monitor the lives of those affected either in person or through hired couriers and they will find themselves taken care of."

    Breymeer ends his words by standing up and slamming a fist on the table, "I will delve into the depths of hell and do everything in my power to defeat evil....and Nebub….and anything else that gets in my way or die trying......and time will tell if that's enough to put me at ease." Breymeer downs the rest of his whiskey.

    For a moment, Breymeer’s hands begin to transform, his palms grow thicker and broader while his fingers shorten. His face begins to draw into a snout as he lets out a forceful growl that rattles the bottles on the table in the corner of the room.

    Baroness Andrella leaps backwards and draws a dagger in the same instant while beginning to mutter something Breymeer doesn’t understand.

    Belina leaps up and draws forth her sword in a flash of steel. She nimble moves around the table; taking up a position between the baroness and the ranger. She holds he blade out towards Breymeer, “Hold Breymeer, we are your allies.”

    As quickly as it came on, Breymeer’s features return to normal.

    Putting his hands up and putting on a trusting, partially smiling fact, Breymeer assures the two women, “Fear not my trusted friends. It is not the evil force you just witnessed, but the powers of the cloak upon my shoulders. I have learned to control its power over time; a power created by worshippers of the Suel deity Llerg. It is the same cloak that turned me into a bear allowing me to have the power to defeat the wolf beast and ending the beast’s evil once and for all. I assure you there is no threat. Please, return to your seats.”

    Belina slowly lowers her sword as Breymeer sits back down. He empties his whiskey and nods towards the bottle on the far table indicating his wish to have another.

    The baroness remains standing, seemingly studying Breymeer’s face. Belina remains on guard for a short period of time before walking, sword still in hand, slowly to the whiskey bottle on the far table.

    Belina carries the bottle over to Breymeer though she keeps the table between them. She sets the bottle on the table and Breymeer calmly pours himself another drink. “I think a visit to Almax is in order my dear Breymeer,” is all she manages to say.


    Jandre spends the afternoon checking on the troops marshalled in the field north of town.

    Ergon and Seeler each spend some time purchasing gear before returning to the inn for a meal and some beer.

    Tathar, Morwen, Isiaweil, Esned, Lexington, Ek, Markus, and Vicros all head directly to the inn.

    The Inn of the Dying Minotaur is a large inn. It is all of eighty feet wide and forty-five feet across. A modest stable sits behind the inn. The inn has two stories. The left-hand side of the main floor is the common room. The right-hand side contains the kitchen, owner and servant quarters and several rental rooms. The upstairs of the inn is all rental rooms. The inn has thirteen rental units.

    The common room has a double door entry. The heavy wood doors open outwardly. The bar extends forward, from just right of the entry doors, nearly the length of the room; some thirty feet. It is lined with sixteen barstools; fifteen along its length and one at the far end. Centered on the wall behind the bar is a stuffed head of a minotaur. A large heavy rectangular wood table sits in the center of the room, ahead and slightly left of one entering the room from outside. It can easily sit a dozen people. On the near and far end of the rectangular table are two smaller circular tables; each seating eight people. To the left of the door is a smaller rectangular table that seats six. On the left wall are two rectangular tables that seat eight each. Between the tables on the west wall is a large fireplace. On the north wall, across the room from the entry door, are two more rectangular tables that seat eight each. Finally, in the corners to the near and far left side are round tables that seat ten each. The room is can sit 102 people.

    The owner of the inn, one Gellcuff, is a talkative man of Suel decent. He comes across very friendly if not slightly cracked. He often claims to have slain the minotaur mounted on the wall single-handedly though the story often changes in details. He dresses in simple clothing topped with an open front brown leather vest. On his belt is sheathed a dagger.
    Gellcuff has two serving girls working the bar area. Both are of Suel blood; commoners in appearance though both attractive enough. This being one of the better eateries in town, both young women make a decent living.

    The rooms are very clean and comfortable. Gellcuff has a relatively large selection of food items to choose from and all are of fine quality. His ales, beer, wine and mead are all of fine quality.

    Gellcuff is obviously proud of his inn and he runs the business very soberly regardless of his somewhat strange personality.

    Currently, the inn is sparsely populated. A couple of local men sit together at the bar eating. The waitresses are busying themselves cleaning the tables and moping the floor. Gellcuff is not in sight.


    Baroness Andrella agrees, “Yes, Breymeer the Bear, Captain of the Restenford Rangers, I very much would like Almax to speak to you about this, er, cloak. I wish to have his opinion in regards to what kind of affect it has on you.”

    She walks to the table and pours herself a small glass of whiskey, her hands shaking slightly as she does so, though it is obvious she is trying to hide the adrenaline reaction. She takes a sip before continuing, “You see Captain Breymeer, I have a proposition for you. The western lands near Lo Reltarma remain open and generally unprotected. I wish to grant you the title of Lord Breymeer and direct you to build a castle in the highlands overlooking the plains and western road.”
    “Does this interest you?” The baroness studies Breymeer’s face while she waits his answer.

    Breymeer looks at the Baroness with an appreciative and humbled look, “I am honored and humbled by your offer Baroness. And, yes, I accept and pledge to fulfill your requests to the best of my ability. And request I also have the opportunity to assist our group in completing our unfinished business. I assure you, a meeting with Almax will happen at the first opportunity.”

    Belina looks pleased.

    Baroness Andrella clarifies, “Yes, Breymeer, I intend to send you on this mission first. You will have certainly earned the title Lord Breymeer should you complete it. However, I order you to visit Almax immediately upon leaving the castle. Belina will walk you over there.”

    She finishes her whiskey with a quick toss back of her head. Though she winces some, she manages to keep her royal composure. “Fair thee well Breymeer. I pray I will see you again in victory and health.”

    With that, the baroness exits the room to the hallway.

    Belina sheaths her sword and gives Breymeer a smile, “Well now. You have your orders Looord Breymeer.” She draws out the word in jest to her fellow Ranger.

    Breymeer begins walking by his fellow Ranger, “We must have time for me to buy you a few more drinks and a steak Belina. Been a long time away from the finer things in life.” He gives her a wink and a smack on the ars.

    Belina blushes and winks back but then says in a more serious tone, “I just want to make sure I don’t end up the steak. We shall go directly to Almax and then the inn. I promise. If it gets too late, we can skip dinner and you can tuck me into bed.”

    Belina leads Breymeer the Bear out of the castle. She turns towards the eastern hill.
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    Sat Feb 15, 2020 9:34 pm  

    Breymeer consents, “Alrighty then. Almax it is.”

    The duo walks past the Tavern of the West Wind before turning north and climbing the small hill upon which rests the Almax family home.
    They walk past some peasant housing before entering the small grove that houses Almax home. Just outside the grove, to the east, is a second house that houses a widowed woman. A sheltered grove of deciduous trees form a relatively tight circle behind the house. A small path leads to, and disappears into, the grove.

    Almax is in the yard tending to some autumn flower gardens and pruning some roses. He looks up and greets you warmly, “What do the two leading Rangers wish of a simple man?”

    Eventually Amox, Almax son whom with the group travelled with previously, exits the home with a pitcher of water and several glasses. Strangely, he is dressed in studded leather armor and has his scimitar sheathed on his belt. Almax exits behind his son.

    Amos sets the water down on the table and takes up a position at the front door of the house.

    Almax sits at the table with Belina and Breymeer.

    Breymeer speaks first, “I have no doubt you will be able to help after the way the Baroness explained your character. Please understand, I expect nothing and appreciate your efforts. There are a couple of other items on which I could use your expertise if you choose to oblige. My constitution has taken a hit and maybe you could help me determine how to regain my health. I also have this sea hag’s dagger and this leaf ring which I came upon in my travels.” Breymeer shows both items to Almax.
    “I have an inkling that the ring can help my vision but other than that, I know nothing about the items and maybe upon your inspection, you could shed some light as to their value and possible abilities.”

    “Once your inspections are complete, please set with me and Belina and let us talk of less serious and more enjoyable topics. I have a very fine bottle of whiskey I would like to share with you.”

    Finally, Breymeer concludes, “As you may know Master Almax, I am a steward of the land and respect all things wild. Please, if you wish, educate me on the plants you have in this impressive garden and specifically the ones that can be of medicinal value. We are about to attempt to confront Nebub, would you have anything in your garden that could be of assistance to me and my companions during the next stage of our journey? I expect we will be challenged by all things evil and predict the need for healing against everything imaginable.”

    Almax shortens Breymeer’s list some, “I have little in the knowledge of magic and weaponry. I would suggest you speak to Pelltar in reference to those items. Or even your own Lexington Krupps. He may be of assistance.”

    “I may be able to help with your lost health,” Almax smiles warmly before allowing the kind gesture to fade, “First we shall deal with your possible wolf-curse.”

    Almax attempts to ease the situation, “I have my son here for fear the beast takes over Breymeer. In the event it does, my son and I will first attempt to make peace with the beast. However, should it rage, we will defend our hearth and home. Belina, as a servant of Baroness Andrella, I expect your assistance as well.”

    After letting the sobering information settle upon Breymeer’s mind, he continues, “I wish to examine your shape changing. I have some knowledge in this realm. Shall we continue?”


    Once the serving girls have taken the orders and headed for the bar, the group begins to relax a little bit.

    It is then that Vicros makes a statement, “I am honored to have been spoken for so favorably. However, I have thought more about the adventure you are about to take part in. I fear I may be more of a hindrance that of value. You have travelled together for some time. I know not where I would fit in. I am going to remain here in Restenford and learn of the local history. I would surely enjoy spending the evening drinking and entertaining with you fine people if allowed.”
    <Vicros has chosen to sit out this adventure do to the player’s busy schedule.>


    “Proceed my good man,” is Breymeer’s reply.

    Almax requests Breymeer to exhibit the changing of man to bear using the powers of the cloak. Breymeer focuses on the bear within him and completes the transformation into a very large bear; nearing 10’ tall. Almax is intrigued but by no means startled by the sudden transformation.
    Breymeer remains in control of his mind during the tests. Belina and Amos stand by at the ready should something amiss happen. Having done as told, Breymeer turns back into his human form.

    “There are several ways for which a man can change into a beast. Your cloak, for example is one. The curse of lycanthropy is another. You seem to have been affected by both. There are yet other ways in which a man enters the animal realm though they are not our focus today.”

    “Captain Breymeer, would you try something for me?” questions Amax. “Would you please remove the cloak and then make your most valiant effort to change back into a bear. Focus on the energies you have felt during your transformations whether they were to a bear or a wolf.”


    Both Ergon and Seeler go about their business of restocking their adventuring supplies.

    Seeler gathers up everything he believes he needs before he is drawn back to the inn for food and beverage.

    Ergon also gathers supplies but then walks to the encampment on the north end of Restenford. There he finds Jandre and requests of the priest holy water.

    Jandre agrees, “Yes. For where we are about to travel, holy water seems appropriate. It will take me a couple days to try and find Pholtus favor. May we be blessed with his gifts. Return tomorrow evening.”
    Ergon then returns to the inn.

    The group is just finishing up with their meal and making their second or third beverage order when Seeler, the dwarf, enters the establishment and takes up a seat at the table to the south of the fireplace. One table away from the Tathar and crew.

    Seeler orders an enormous plate of food and does not hesitate to dive into the drinking.

    Later, maybe an hour or so after Seeler arrived, Ergon enters the building and follows suit; placing a food and beverage order. He sits at the table with Seeler, on the side facing the exterior door.

    By this time, several other townfolk have started to enter the building. A group of fisherman entered and are then joined by Zahrdahl, the fish dealer who had accompanied the group north to Grest. During that adventure the party faced off against a horde of hobgoblins, burning down the barn at Zerman’s crossing in the process. They sit at the table to the north of the bar; in the northeastern end of the common room.
    Perk, the town bowyer, enters and takes a seat at the southern end of the bar. Perk, a high elf, gives a respectful nod to Tathar as he scans the room and sits to order.

    The waitresses busy themselves about the room. Gellcuff has since returned to man the bar and spin his tales.

    The group only now awaits Breymeer and Belina.


    Breymeer removes the bear skinned cloak, “I will attempt the bear transformation without my cloak as you request though I do not believe it will work.”

    “However, if there is any chance during our attempts of the wolf form coming back, I would request more warriors standing by.”

    “My dear Breymeer,” begins Almax, “I would not endanger the town should I think you would be transforming into a wolf. In any event, the three of us are not easily trifled with.”

    “From what you have described to me, I believe you will not become a wolf. However, I do fear there is something more to you than meets the eye.”

    Breymeer, having been convinced Almax knows what he is doing, attempts to transform into a bear. At first, the ranger does not have much of an inkling that anything will happen. But, quickly, Breymeer recognizes the now recognizable feeling of transformation.

    Breymeer finds himself once again in bear form. He finds himself to have the body of a grizzly bear, standing some 7 ½ feet tall. Breymeer has his own mind and recognizes Belina, Almax and Amos as friends. In fact, he finds his bond to them strong, knowing they are protectors of the woodland realm as is he.

    Almax smiles at Breymeer the bear, “Now, my friend, change back please.”

    Breymeer finds he, without much effort, returns to his human form.
    Almax greets him again, “Dear Breymeer, I feel the powers of nature, or possibly even the hand of Llerg, have been twisted upon you. Whether it was the werewolf’s curse, the Llerg bear cloak or a combination of both, I believe you have become a werebear. Not cursed, mind you, but a true master with control over the beast.”

    <Breymeer’s alignment changed to Chaotic-Good>

    Breymeer questions, “Werebear? I feel I have much more control of this change that has been set upon me. My dear Almax, the more I know the better. What can you tell me, if anything, about unique abilities, limitations and dangers that I can expect to deal with when changed?”

    Almax takes a breath. “Well, the good news is, I believe you will remain an trusted friend to the barony. Though I believe you to remain independent of thought, your heart will remain in the right place. A keep on the edge of the barony may be just the place for you after all.”
    “Be warned though! If I am correct, the ability to change is in your blood and soul now. Should you claw or bite someone, there is a chance you may bring them into your fold. Also, any children you bear will most certainly carry this trait with them as well.”

    “Obviously, your fellow man may find this situation a curse and most difficult to comprehend. Those you seek to protect may turn on you. I would keep this revelation most private. You can trust we here will keep it sheltered as long as you are honorable to your oath to the barony.”

    “I believe you will not be beholden to the moon since that part of the curse has left you after your friends intervened with prayer. Nor should you, with luck, be drawn into a blood lust that overwhelms your mind.”

    “It is in your best interest to keep your cloak and hide your powers with it. Those around you are used to its ability to change you. Let them continue to believe so. Trust no one else with this lest you open yourself to betrayal.”

    Almax’s serious look fades into a smile, “Now my good ranger captain. Pour us some of that fine whiskey and let us walk among the garden and I shall pick you items for your healer’s pouch. As for your constitution, unless you are simply looking for some healing of wounds, I believe you will have to return to me at another time. I can research your request and see what I learn.”

    “What again is it that caused your ill health?”

    Breymeer answers the druid, “Ever since my visit to Valhalla, I have felt a slight weight upon me. For a time, I passed from my body and visited the halls of my fallen fathers. Since my return, I feel not whole.”

    Almax smiles and places his hand upon Breymeer’s shoulder as the ranger pours out several glasses of fine whiskey; handing them out as he does so. The druid speaks soothingly, “Dear Breymeer, I will see what I can do to help you and hopefully have an answer for you upon your return. Understand though, you only escaped death for a time. It will, one day, find you again. Your feelings may just be a gentle reminder that we all shall find entrance to our father’s halls one day whether we wish it or not.”

    Breymeer nods understanding and holds up his glass in a silent toast. Almax, Amos and Belina all join him in turning their glassed up. Breymeer refreshes each cup as the four of them walk among the garden.
    Almax gathers up several herbs and spices that he feels will aid Breymeer; giving him a quick tutorial on the uses of each. Finally, he gives Breymeer some Belladonna. “If the wolf should find you again, this may help save you. Eat it all but then prepare for its side effects. They are a rough row to hoe. Do not eat more than I have given you or it may be even more harmful to you.”

    The foursome finish in the garden. Breymeer stows what remains of his bottle and he and Belina bid the father and son goodbye. Almax calls out to Breymeer as he walks away, “Come back dear Breymeer once your mission is complete. I shall give you lessons in botany.” Breymeer looks over his shoulder and nods to the affirmative. His gaze remains for a moment on the beauty of the gardens and trees under Almax care. Taking a breath of resolve, the ranger breaks his gaze, smiles at the druid and turns boldy towards his destiny.

    The two leaders of the Restenford Rangers descend the hill and walk to the Dying Minotaur to join their friends in a final night of rest before setting out to bring low Nebub, Duke of Kroten.


    After what seems like an extended delay, but not more than an hour or two after Seeler and Ergon arrive, Breymeer and Belina walk in together. Breymeer scans the room and gives a respectful nod towards the local townfolk that live under the protection he helps provide.

    As Breymeer and Belina entered the inn, Ergon and Seeler rose from their seats. As the couple approach the table, the paladin and the dwarf give the rangers a warm greeting. All four warriors sit after Breymeer and Belina are invited to join. To make up for the tactical disadvantage arriving last has given them, Breymeer and Belina turn their seats so that the sit with the exterior door at the edge of their peripheral vision.

    It is quickly approaching the supper hour and more locals are starting to fill in. At this point, other than Perk, the bowyer, and Zahrhahl, the fish peddler, no one of much interest to the party has arrived.

    Lastly, Jandre enters about supper time. Jandre sits near Ergon at the end of the table.

    The group is now reunited in the Inn of the Dying Minotaur. It is near the 6pm hour on Harvester the 26th in the year 578.
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    Mon Mar 23, 2020 6:43 pm  
    A night at the Minotaur

    As Breymeer and Belina entered the inn, Ergon and Seeler rose from their seats. As the couple approach the table, the paladin and the dwarf give the rangers a warm greeting. All four warriors sit after Breymeer and Belina are invited to join.

    It is quickly approaching the supper hour and more locals are starting to fill in. At this point, other than Perk, the bowyer, and Zahrhahl, the fish peddler, no one of much interest to the party has arrived.

    Breymeer is apparently feeling pretty good after, by the smell of his breath, quite a few shots of whiskey in the last couple hours. He approaches all of the members of his group with a warm smile and pats them on the back, “Please gather around this table as close as we can.” He points to the round table in the northwest corner where Ek, Lexington, Seeler and Ergon are seated.

    Belina takes a seat near Ek, leaving room for Breymeer between her and the drow elf.

    Since Vicros has decided to stay in town, he moves away from the tables and takes a seat at the bar near the fish dealer.

    Esned moves over and joins the round table to the left of Seeler. The gnome sits noticeably closer to the dwarf than he does the drow elf. Jandre also joins the round table, in between Ergon and Seeler. Jandre's position is not only next to his fellow Pholtus follower, it is near directly across from Ek.

    Tathar and Morwen join Isiaweil and Markus on the north side of the long table sitting between the fireplace and the northwest round table.

    Breymeer walks to the bar while the party situates itself as requested. On Breymeer’s return, he stops at the long table and pours four shots of fine whiskey from his long-treasured bottle. He hands the elvenfolk each a shot before returning to the round table and pouring each tablemate there a shot. He uses up the remaining contents of the bottle before handing everyone a glass.

    In a low voice, just loud enough for the group that is tight around him to hear, Breymeer reveals, “My friends, some great weight has been lifted off my shoulders and it does my heart good to be here with all of you now.”

    Breymeer looks everyone in the eye and states, “I have figured some things out and I tell you now, you can trust me and I am completely devoted to finding and dealing with Nebub. Raise a glass my friends and let’s plan how to take this son of a bitch out.” Breymeer holds up his glass in hopes everyone salutes in confirmation of being all in.

    Esned quickly raises his glass, “I’ll drink to that!”

    Ek looks toward Breymeer. Without removing his hood, Ek takes the shot.
    Seeler stands and salutes with his glass towards Breymeer as he nearly shouts, “I agree, let’s get this son-of-a-bitch!”

    Ergon, more refined, agrees with a salute of his glass.

    Belina raises her glass, “Though I will be staying back to watch over the area, my spirit is with you.”

    Jandre is in and, along with the rest of the party, he quietly takes his shot.
    While the shots are being consumed, Breymeer scans the room before requesting, “Does anyone have a map we can use to aid us in our planning?”

    Belina pulls out two parchments. She spreads them out on the round table in the middle of the group. “These are for you to take with you Captain Breymeer.” She smiles warmly at him; her emotion for the man showing before she collects herself, “The first is a general overview of the Lendore Island. The second is a partial map of the Kroten area. On the Kroten map, the road north of Restenford begins at Grest. The road west of Kroten travels to the southwest to Pelreltarma and Loreltarma before turning back east to Lake Farmin and Restenford area.”

    Breymeer gathers up the maps and tucks them away, “I would like to eat first and them maybe we can find a more private area to discuss plans.”

    Breymeer hails a waitress with the wave of his hand and a quick bird-like whistle.


    To Breymeer – While the party is taking their shots, Breymeer catches sight of the fish dealer. Zahrdahl appears to be paying extra attention to the group though the men with him appear more oblivious; only looking over as Seeler gives his enthusiastic toast.


    Lexington, being the youngest of the group by far, being in his late teens, doesn’t talk much. His youthfulness and upbringing as a bookworm lend to more of an observational stance in these social situations. His experience adventuring though doesn’t lend him to be easily spooked. He knows his powers in the magical arts has grown.

    Lexington does not take his shot in one gulp. He sips the drink instead; doing his best to hide his gag reflex in hopes the more senior members do not see.

    As Breymeer finishes talking and calls over the waitress, Lex downs the rest of the whiskey in his glass in one pull and responds in an embarrassingly whispery voice from the burning effects of the liquor, “Yhesss! Bring the fhooood!”

    He looks around as the reactions of the group as they hear his failed attempt at sounding tough then slouches back in his chair.

    Breymeer places his order with the waitress and then stands. He walks across the bar towards the front door where he takes a position at the bar next to Perk, the bowyer.

    Morwen smiles kindly at Lexington’s embarrassment before standing herself. She removes her baliset and begins to strum it lightly. She moves back to the fireplace side of the long table.

    Tathar followers her and they both take their original seats again. As they are sitting down, Krelar, the warrior-priest of Phaulkon from the town abbey enters the inn. After a quick glance around, he spies the group gathered around the northwest corner. He moves directly to the corner as if he was looking to find y’all here.

    Morwen’s music is slowly getting louder. The patrons of the inn appear very pleased to be graced by her talents this evening. Most happy are the bar owner and his waitresses as the music promises to bring in a decent crowd.

    Krelar approaches the round table and asks Belina, “Good evening Ranger Belina.” Krelar looks around the table and gives a nod of his head or a hello to each of the group that he had traveled with and fought beside. Some of those at the table he does not recognize though he remains unguarded about their presence. “May I have a moment of all of your time?”

    Ergon gives Seeler a nudge drawing the dwarf’s attention away from his brew. Seeler looks at the paladin with a hurt expression until he sees Ergon motion to him to stand.

    Ergon introduces himself to Krelar and extends his hand in friendship. Krelar returns the handshake. Seeler cleans the froth out of his beard and wipes his hand on his trousers before extending it to Krelar. With a polite smile, Krelar shakes the dwarf’s hand as well.

    As the three are exchanging pleasantries, the inn door opens and Felix, a mercenary living in town, and his gorgeous girlfriend, Orella, enter. They both smile as they see the music is indeed coming from the famed Morwen Alcerin. They quickly sit at the table just left of the entrance door.
    Breymeer buys Perk, the bowyer, a drink and speaks with him for a few minutes. They converse back and forth for appearing to be talking of archery and bows. They shake hands and Breymeer departs; returning to the group at the northwest table.

    Breymeer leans into Belina and whispers in her ear. She looks over his shoulder very slightly in the direction of Zahrdahl, the fish dealer. She whispers something back to Breymeer. Breymeer looks next to Ek, “If the fish dealer leaves suddenly, see if you can follow him. Find out where he goes and if he talks to anyone.”

    It appears at the moment that Zahrdahl is content speaking with a few of the local fishermen. They are relatively dirty and smell of one that works around fish all day. Even Zahrdahl isn’t overly well dressed. He appears to do well enough to make a living but his manner of dress is only that of a common man.

    Morwen continues to play and sing. It is obvious she has already won over the crowd. Many, like the three men at the bar, have nearly given up speaking amongst themselves and generally sit mesmerized absent-mindedly sipping their beverage.

    Under the cover of the music, Krelar leans into the table and speaks, “I am here, as directed by Almon, head priest at the Abbey of Phaulkon, to request a meeting with the away team that is traveling to the Kroten area. Almon believes he have some information that may come in useful to you. In addition, it will give you a more private area to plan without having to worry about spying eyes or eavesdropping ears.”

    Krelar pauses and looks cautiously around the room, though in a manner that seems relaxed; as if he was taking the time to look upon Morwen and listen for a moment to her voice. He continues, “I would like to accompany the group. Please consider this offer. You may stop in at the abbey any time before you leave.”

    Breymeer – Perk believes he may have what you are looking at for a bow. He invites you to stop into his shop tomorrow and have a look around. If nothing else, he offers to make you a bow to your expectations.

    When Breymeer questions Belina about Zahrdahl, she replies, “He has been around town for some time dealing in fish. I know him not well. He has always been a bit suspicious but he seems to do a fair business. He knows most of the dock workers and fishermen by name.”

    It isn’t long before word of Morwin’s music gets around. The inn begins to fill quickly. Mostly, it consists of local residence. Pheldman, the half-elven store owner, is one of them. He is an importer of fine food and drink from the main lands. Pheldman is getting old, even though he has some elvish in his bloodline. He is ancient by human standards, having lived long enough to know the great-great-great grandfather of some of the townsfolk.

    As with any port town, even as small as Restenford, there are a few folks that are not from town, or even Lake Farmin for that matter. Some come in or leave by ship, never staying long enough to leave a name. Of those in the bar this evening, the adventurers make up the majority of them. Ek, the slim and shady elf sitting at the edge of shadow in the back of the room, Vicros, a half-elf drifter. He, like Morwen, is a musician and story-teller. He seems to be in the crowd whenever Morwen plays. Then there is the somewhat fanatical holy men of Pholtus that migrated here with a small army from Nyrond. They are far too rigid for the local independent minded populace to handle; if it were not for the comfort having one hundred well trained military professionals camped at the edge of town. Markus, the half-elf battle priest of Kord. Markus has begun to distance himself as the evening goes on. He seems lost in thought.

    Not long after Pheldman arrives, Cholak, the dwarven warrior priest, enters the bar. He nods to the party and takes a seat at an open table in the middle of the north wall, directly between the party and the fishmonger, Zahrdahl.

    Outside the bar, many locals that can not afford the spare copper for a beverage, start to gather outside the inn. The sound of Morwen’s voice and baliset carry well enough to the street. Gellcuff, the innkeeper, doesn’t seem to mind because in no time, it is standing room only inside.

    The evening continues to pass.

    Lexington watches Pheldman enter and take a seat next to Perk. Lexington, until beginning his adventuring career with this party, spent all of his time learning magic and studying ancient languages and histories. He hurries across the room to take a seat next to the old half-elf before the seat is taken. He is intrigued to glean information and knowledge from someone who has lived so many years.

    Perk and Pheldman both look up at the arrival of Lexington. A conversation begins.

    To Lexington: Pheldman is the first to speak, breaking the ice, “Mr. Krupps I presume.” A warm smile is upon his face.

    Seeler gets up just after Lexington leaves the table. The dwarf excuses himself and moves one table away to where Cholak sits by himself. Seeler asks the warrior/priest if he may sit with him at his table.

    Markus also gets up from his chair. He walks over to the north end of the bar and takes up a position on Vicros’ right side. The two begin chatting.
    Breymeer motions for Krelar to sit at the table. Ergon moves to his right filling Lexington’s place while Jandre moes to Ergon’s seat to make room for Krelar.

    Krelar sits between Esned and Jandre. Krelar greets Esned the gnome with a quick nod of his head. Breymeer leans forward and speaks to him. Krelar listens a while longer to the music, looks around, and continues the conversation.

    To those at the northwest table: Breymeer leans forward a little and asks Krelar, “What do you know of Zahrdahl?” Krelar takes a brief moment to glace over to Morwen playing. Once he is satisfied no one but those at the table are listening, he speaks, “He hasn’t drawn a lot of unwanted attention to himself. He deals mainly at the docks. He leaves town now and then for Loreltarma. ‘Doing business’ is what reason he claims. I trust him not. However, he may have some connections in the capital that could be useful.”

    Markus, after a short conversation with Vicros, moves over to the table with the dwarves. He takes a seat with Cholak and Seeler; having his back to the adventuring group in the northwest table. Markus faces the table with the fishmonger and the three fisherman.
    Vicros returns to listening to Morwen play.

    To Lex: Lexington replies, “Hello sir. Please pardon the intrusion of a mere child. I see that you are a man of many years and I can only assume those years have brought knowledge and wisdom. In my short life, I have studied intensely in the area of ancient language and history. The chance to gain knowledge directly from someone who has seen things that happened long before my great-great-great-great grandfather was alive is too much for me to resist. If it isn’t a burden to you sir, I would love to hear any stories, legends and myths about this region that you would be willing to share.”

    As Lexington speaks, he positions himself in the most tactical way possible to protect himself from possible pick pockets as the inn gets more and more crowded.

    Pheldman smiles at the upstart, “Well now, how can I pass up such an offer to regale you with a tale or two.”

    Pheldman looks away to watch Morwen for a moment. “Tonight, in this crowd, may not be the best time for storytelling. However, if you wish to swing by my shop tomorrow, I will speak with you then.”

    He watches Morwen for a moment again and then finishes, “However, I am soon travelling to Loreltarma, so you best stop in soon or you will have to wait until I return.”

    Morwen’s music continues to ramp up in intensity. She strums the baliset effortlessly while blending her voice to the instrument in a way that is becoming alien to the non-elven in the room.

    Around the room, the common folk have all but stopped talking. They have more and more been entranced by Morwen; staring slack jawed while their drinks and nearby friends go unnoticed.

    In the street, the crowd has gathered around the entire front of the inn and filled the street for some distance. As Morwen begins to play more intensely, those in the street continue to grow in number. All this despite the damp, cool evening.

    Ek, sitting with his back to the wall, has all but blended into the dark. His dark complexion blending well in the dark corner. His white hair completely hidden by the deep hood on his cloak that he has pulled down low over his forehead.

    Breymeer and Belina have slowly migrated into each other. Belina appears to have become somewhat emotional from the music and has uncharacteristically place her head lightly on Breymeer’s left shoulder, pushing her torso into his in the process.

    Ergon and Jandre absent mindedly listen along. Opposite the table from Ek, they are nearly his opposite. Both proud shining examples of the diety of light.

    Krelar, who had been talking to Breymeer about Zarhdahl, has forgotten the conversation and turned his back to the table to watch the elf maiden.
    Esned happily sits enjoying being back among some of the traveling companions of his past.

    Seeler sits idly by as Cholak and Markus continue what appears to be an important conversation.

    Isiaweil, suffering from a weakened will, a traumatic brain injury and having been brought back from the dead under White Plume Mountain, almost seems at peace as he relaxes in his chair.

    Tathar, in a strangeness that has only become common with Tathar, slowly pushes his chair back. Wearing his black face and moon pained eyes, he takes a knee and slowly rotating around the room because what appears to be an elvish prayer. He holds his holy symbol ahead of himself. All of this would normally bring about a strange reaction from the crowd, however, the common folk have becomes used to the strange little elf’s odd behaviors. In addition, his behavior is not worth taking their eyes and ears off of his elven companion strumming the baliset.

    Zahrdahl stands and excuses himself from the table. The three fisherman hardly notice his exit. Zahrdahl appears to struggle a bit to break himself from watching the elf maiden as he approaches the bar. After hailing several times, he is finally able to secure three drinks. He hands over several coins and approaches the NW table slowly, trying not to spill in the crowded room.

    Reaching the adventurer’s table, he greets them kindly; tending to ignore the nearby Sehanine priest’s strange prayer. He hands Breymeer a fresh whiskey and Esned another beverage as well. The third he holds aloft ahead of himself. “Before the night ends, I wanted to make sure to take a moment to thank both of you again for keeping me safe at Zerman’s crossing when I traveled north with you. You kept me safe from the hobgoblin horde that raided us in the barn.”

    Belina only removes her head from Breymeer’s shoulder long enough for him to quaff the whiskey as Zahrdahl finishes his. It appears to be an honest show of respect and thanks. Esned smiles warmly as he takes the second mug. His large nose appearing to become a little red with the intoxicating liquids stirring in his blood. Zahrdahl’s attention fails him and he stands blankly watching the elven musician. Breymeer gives a nod of thanks and leans back allowing Belina to settle back into his arm.
    Lex smiles and says, “Thank you sir. I will stop by tomorrow, as in my adventuring ways, I know not when I may see you again.” He will then take to listening to Morwen’s lilting melodies with the old man and look about the establishment enjoying some people watching time. He is quickly swept into the sweet melody.

    Felix’s girlfriend has begun to wipe tears from her eyes.

    Morwen plays on; ramping up the intensity as she continues to play.

    Tathar: Tathar completes his spell and very slowly examines the room, specifically, Ek and Zahrdahl. Surprisingly, the drow elf does not appear to have an evil slant to him. However, Zahrdahl carries with him an aura of mistrust and deceit.

    As the evening moves on, Morwen returns to playing her Baliset and singing.

    It is well known that the elves are the most talented musicians in the land. It is said that they do not play their best when around other races because their best music would ruin others enjoyment of lesser quality music performed by humans or gnomes etc. Given the elves' love for music, they would never want to detract from the other races' enjoyment of it, even if it's a lesser quality.

    Whether it's the liquor that has been flowing or something else, it's hard to say, but it is obvious that there's been a change in Morwen's music.

    The music from her baliset is deeper and richer and almost seems that there are multiple instruments being played at once. Her voice is richer and more full then has ever been noticed previously with an elvish twang to her singing that is almost haunting.

    She sings of an elven maiden's love for her childhood sweetheart. The times that they spent frolicking in the woods and swimming in rivers in their childhood.

    As all is going well, but as they grow into adulthood, something changes in her sweetheart and he leaves for foreign lands never to be seen again.

    The elf maiden waits for many years for her true love to return, but when it becomes apparent that he will not, she grabs her cloak, and travel bag and sets out on her own, to find him.

    The song ends explaining how the elvin maiden travels dusty roads for the rest of her life never finding her true love, her heartbreaking as she leaves every town until she just wanders off into the sunset never to be seen again.

    As Morwen stops playing there is silence in the bar that is overpowering. Everybody except Tathar, is staring at her. Drinks are held loosely in hands, totally forgotten about. Mouths are agape, and the two barmaids, standing and holding their trays, are weeping openly. Tathar, for his part, is staring at the table.

    Morwen, sensing the silence, looks up and sees the reaction of every patron in the bar. Realizing that she may have pushed the musical envelope too far, she smiles faintly looks down and says "goodnight" to the crowd. She then glides across the floor with elvin grace, never looking back, and leaves for her room.

    The rest of the bar remains in their stupor for several more moments before the barkeep finally clears his throat and asks if anybody would like something else to drink. This seems to stir people out of there dazed state and everything returns to normal.

    Tathar, finishes his drink, and stands to excuse himself for the night. His black-painted face with white orbs around his eyes, his adventuring war-mask, hides any expression.

    Morwen begins to play a ballad in the elvish language.

    It is well known that the elves are the most talented musicians in the land. It is said that they do not play their best when around other races because their best music would ruin other’s enjoyment of lesser quality music performed by the other races. Given the elves' love for music, they would never want to detract from non-elves enjoyment of it, even if it is of a lower standard than their own.

    Whether it's the liquor that has been flowing or something else, it's hard to say, but it is obvious that there's been a change in Morwen's music as the evening wore on. It becomes undeniable as she begins her ballad.

    The music from her baliset is deeper and richer so that it seems that there are multiple instruments being played at once. Her voice beautifully blends with the baliset. It is more full than has ever been noticed; with an elvish timbre to her singing that is haunting.

    She sings of an elven maiden's love for her childhood sweetheart. The times that they spent frolicking in the woods and swimming in rivers in their childhood.

    As all is going well, but as they grow into adulthood, something changes in her sweetheart and he leaves for foreign lands never to be seen again.

    The elf maiden waits for many years for her true love to return, but when it becomes apparent that he will not, she grabs her cloak and travel bag with which she sets out on her own, to find him.

    The song ends explaining how the elf maiden travels dusty roads for the rest of her life never finding her true love, her heartbreaking as she leaves every town until she despondently wanders off into the sunset never to be seen again.

    As Morwen stops playing, there is a silence in the bar that is overpowering. Everyone except Tathar, is staring at her. Drinks are held loosely in hands, totally forgotten about. Mouths are agape, and the two barmaids, standing and holding their trays, are weeping openly. Tathar, for his part, is staring at the table.

    Morwen, sensing the silence, looks up and sees the reaction of the patrons in the bar. Realizing that she has pushed the musical envelope too far, she smiles faintly looks down and says, "goodnight" Morwen glides across the floor with elvish grace, never looking back, and leaves for her room.

    The rest of the bar remains in their stupor. The humans are slow to recover. They stare forward, not in depression or despair but with a deep sadness. The short-lived humans, having for the moment, felt a touch of what a centuries long love could be. Incomprehensible to them, they can only sit in bewilderment at the depth of their feelings. The dwarves, used to big, booming songs that fill cavernous halls, even remain quiet. They watch Morwen exit with repect. Even the elf blooded in the audience appear affected; not having heard such beautiful notes in many years.

    Tathar, finishes his drink, and stands to excuse himself for the night. His black-painted face with white orbs around his eyes, his adventuring war-mask, hides any expression.

    The crowd slowly finishes their beverages and begin to clear out into the night. The streets have already cleared. Those listening from outside were sobered more quickly by the cool rain.

    The room is quiet now.

    Zahrdahl, seemingly remembering that he was talking to Breymeer and Esned before being carried away by the ballad, states, “So, anyway, if you should need anything that I can provide, please ask. I feel indebted to you.”

    Zahrdahl finishes his glass, nods politely to the group, and walks out into the night.

    Perk and Phelman follow him out. Having recovered, they have very satisfied looks on their faces.

    Markus, Cholak and Seeler turn their chairs so they may all see the northwest table. Lexington crosses the bar and rejoins the group. Only the adventurers remain, minus Tathar and Morwen.

    Markus announces, “Kord has something else he requires of me. I shall not be going with the group. Cholak shall travel in my stead to bring honor to his name.”

    Seeler appears pleased another dwarf is again in the group.

    Krelar nods respectfully and heads for the door, “See you all at the abbey tomorrow. Come at sundown.”

    With that, all depart for their rooms.
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    Sat Apr 04, 2020 12:32 am  
    At the Phaulkon Abbey

    Harvester 27, 578

    Lexington passes the rest of the evening in his room studying his books. He strains over spells that have escaped his ability to master. He wakes in his chair, having fallen asleep reading and studying. Seeing it is now morning, he heads over to Pheldman’s shop.

    It is a short walk of less than 500 feet from the Dying Minotaur to Pheldman’s store. He is located on the northeast edge of town near where the Pholtus soldiers are encamped. The walk is nice as the sun is out; though a steady breeze blows ashore.

    Pheldman greets the young human. The store is not busy at the time so the two chat for much of the morning. The conversation is only broken by an occasional customer.

    Pheldman tells Lexington of the Duchy of Kroten. When Pheldman arrived in Restenford, the Duchy of Kroten did not exist. It was an area populated by occasional farmsteads. It was the common year 443 when the Oerid warrior, Lord Kroten, Celestian High Priest Ellisabor and the wizard Delcartis arrived to scout for an area to settle in an attempt to escape the unrest in the Great Kingdom.

    They settled in the area of present day Kroten, brining their families there by 449 CY. An inn, a temple to Celestian and a tower for Delcartis were quickly built. The town quickly expanded in trade and size, adding several more inns and establishing a town guard unit. The guard unit was created with a tax organized by Febartus, Lord Kroten’s son.

    Chestella, Febartus wife, gave birth to a son, named Nebub, in 482 CY.
    The Celestian chuch sold its church to the followers of Syrul, the deity of deceit. The Celestians left the area, considering it to overgrown for them. This was 490 CY. Within a few years, Ellisabar and Lord Kroten both die of natural causes. Febartus died prior to 500 CY. Delcartis died within the same month (Coldeven, 499).

    In 503 CY, Nebub became Mayor of Kroten. Ten years later he began declaring himself Duke Nebub, claiming to have a ‘rightful’ title bestowed upon him on a trip to the Great Kingdom. Those that tried to oppose him or question him disappeared.

    He built a Kroten Castle, having it completed by 524 CY.

    As soon as it was done, he imported a horde of hobgoblins, assisted by ogres and stone giants, to dig an extension of the Kroten river. The river flowed on one side of the town. The completion of the project had the river flowing both north and south of town. Three thousand feet of river channel were dug.

    He also had city walls built until his merchants became near mutinous at the loss of business resulting from having ogres and giants in town. Duke Nebub was furious but actually relented to their wishes. The giant-kind were shown the door but the hobgoblins, now generally civilized, were allowed to stay.

    Duke Nebub is nearing 100 years of age, yet he shows very little change from when he was appointed Mayor back in 503 CY.

    It is known the duke worships at the Syrul church. He has an association with the northern town of Asmogorgon, where the worship of Syrul is also prevalent. Asmogorgon is an isolated community on the northeast coast of Lendore Island. There is only one road to Asmogorgon and it starts at Kroten. The trail is of minimum maintenance as it travels through the Barrier Mountains. It is well marked but not easily traveled.
    Pheldmen then excuses himself from Lexington, “I have to close up now. I need to prepare to travel to Lo Reltarma tomorrow when the Lendore Express leaves port.”

    Lexington passes the rest of the day and joins the party at the Phaulkon Abbey in the evening as requested.

    Ek does his best to try and keep tabs on Zahrdahl. The merchant went straight to his house after leaving the bar. The next day he appeared to be up to business as usual. He spent the whole day in and around the docks appearing to be conducting his normal course of business; that of a bait and fish dealer.

    Breymeer awakes to a hangover. He smiles as he wiggles himself free from the red-headed ranger Belina. She simply rolls aside and lets him go; knowing he is seeking out a new bow this morning.

    Captain Breymeer steps out and curses the clear skies as the sun drives daggers into his eyes enraging his headache. A steady breeze blows ashore.

    Breymeer travels to the base of the hill that holds Restenford Castle. He continues past the road to the castle towards where the Pholtus soldier encampment. Before the encampment, he enters Perk’s building.
    Perk greets the captain warmly. To Breymeer’s surprise, Almax’s son, Amos, is also in the building. No one else appears to be around. Amos has been waiting for Breymeer.

    Amos approaches Breymeer and greets him, “Captain Breymeer, I wish to share with you some information. My wife, Janabe, is currently in the Kroten area. She is a druid of Ehlonna. She does not travel alone. She knows who you are and can be trusted to aid you should you come across her path. Her and her group work to the benefit of Restenford. I do not know where she is currently, only that they sought to gain intelligence about the Kroten area.”

    Breymeer nods acknowledgement. He has traveled with Amos and knows his character to be true. “What does she look like?” Breymeer asks.
    “She is half-elven. She has long brown hair, most often worn in a pony tail. She has brown eyes and fair skin. However, she may be disguised. Also, she travels with her eagle named Keikolah. She would likely only trust you, Belina or Isiaweil should you come across her.”

    With that, he respectfully shakes Breymeer’s hand and exits the store.
    Perk and Breymeer chat further as the ranger shops for supplies.

    By sundown, the party gathers at the Phaulkon Abbey. The main church building, damaged during the raid on Restenford approx. 11 months prior, has been repaired. A new rectory was built where the previous one had been burned to the ground.

    Lead priest, Almon, greets the party warmly. Krelar, the church’s warrior, stands by his side in plain clothes. Many of those standing currently before them were on the mission to recover the abbey’s mace; a relic of the Phaulkon church. The other church members are not present.

    Almon states sincerely, “We, here at the abbey, are indebted to many of you. It is out of this respect that I offer you the peace and security of this church to prepare for your upcoming mission. I have also given Krelar permission to accompany your group to aid in your cause. Krelar is dedicated to the church, Restenford and your group.”

    Krelar concurs, “A great evil lays upon our border. I shall aid your group to victory or give my life in the effort. On Phaulkon’s honor I state this to be true.”

    Almon has prepared for the group by setting up a makeshift meeting area. A table has been brought in and pews moved around it to provide seating for the group. There is water and wine in pitchers on the table and goblets for everyone to drink from.

    Almon requests all to be seated.

    As the group begins to take seats, Almon removes a flask from his pocket and hands it to Captain Breymeer, “I did not think the good captain would suddenly find a taste for wine. I found a little whiskey for you Captain Breymeer.” He hands the ranger a fine crystal flask wrapped in soft dark brown leather. The flask is over-laid with silver in the form of wings draping down both sides of the flask. The neck of the flask, also over-laid in silver, doubles as the neck of an eagle. The silver cap is the head of the eagle with its beak open and an intense look about it. The cap screws into place. The leather wrap has a flap that folds over the top of the crystal and secures into place with a buckle. The craftmanship is exquisite (250gp value).

    Breymeer starts the planning. He looks to Krelar first, “Krelar, your support is more appreciated than you can imagine. If Zahrdahl is still in town, I see value in sending some Rangers to gather him up and bring him in for a quick interrogation. It would seem worth the effort to grill him about where his allegiance lies and gain what knowledge he may have about the goings on in Kroten. He may even know the best route there. What do you think Krelar?”

    Krelar thinks for a moment before answering, “I think there is wisdom in your statement.”

    Ergon, perhaps wishing to keep the Pholtus presence acknowledged, states his agreement.

    Breymeer looks to Belina. She simply nods in return and looks at Isiaweil, “Isiaweil, come with me. We have a fish to catch.”
    Isiaweil turns and follows her out. The poor half-elf ranger has very little of his personality left. The head injury from the ettin’s blow, loss of will to the undead and getting cut in half by the giant crab under White Plume Mountain has taken its toll on him. Though he was magically brought back, he remains more of a zombie than a ranger. Two things are not questioned about him however, he is forever faithful to his friends and immensely strong in combat.

    While the group is waiting for the delivery of one Zahrdahl, Breymeer removes a large ruby and asks anyone in the party if they are able to break for him (1000gp value). The party rummages around a bit but all generally come up empty.

    Almon, the head priest, cannot help, “The church has nearly expired it funds rebuilding. I am sorry Captain.”

    Belina and Isiaweil return relatively quickly with a somewhat shocked looking Zahrdahl. He appears to have come on his own free will. He does not look nervous. He smells like he has been down on the docks and his clothing is partially covered in fish goo.

    Zahrdahl is given Belina’s seat at the table next to Breymeer. Belina and Isiaweil stand behind the fish peddler.

    Zahrdahl greets the group, “I am sorry for my appearance. I did not expect to be making a formal appearance anywhere today. This is much unexpected. Rangers Belina and Isiaweil did not mention what this meeting was about, only that I was requested to attend. What is it I can do for you?”

    Breymeer answers the fishmonger, “Your attire is completely acceptable and I respect a man that works hard for a living. Please have a seat and relax.” Zahrdahl’s hands are noticeably sweaty as he takes Belina’s chair and sits.

    Breymeer continues, “I noticed your attentiveness the other night at the inn. Please sir, what is your interest in our group’s presence here in Restenford?” Breymeer pauses and watches Zahrdahl, giving him a moment to answer. The rest of the group watches. The Pholtus priest and paladin appear to be glaring into his soul. Zahrdahl is well aware of the powerful men surrounding him.

    “I meant not to garner your attention other that to buy you a drink. I was watching for an appropriate moment to approach your group is all.” Zahrdahl’s unintentionally eyes the door. His breathing an pulse have increased noticeably. He is obviously uncomfortable at the moment.
    Breymeer presses further, “You are a well-traveled man. Where are you off to next? When have you last been to Kroten?”

    “I have not been to Kroten in some time. Long before the blockade was established. Before Restenford was attacked. I travel to Lo Reltarma when I leave. I go there on business.” Zahrdahl calms a little and begins to ask his own questions, “What of Kroten is your focus of interest? I have some knowledge of the area but am a simple mans of simple means.”

    Ergon stares intently at Zahrdahl, reading his soul.

    Breymeer fetches a glass and pours Zahrdahl a glass of wine from the pitcher. The Ranger Captain pulls up a chair very close to Zahrdahl and hands him the glass, “Relax my friend. I understand you are a traveled man and wish only to share your knowledge. You say it’s been a while since you’ve been to Kroten?” Breymeer pauses.

    Zahrdahl takes a sip of the wine, he appears to be collecting himself well. His hands and voice are steady as he speaks, “Before Duke Nebub blocked the paths into Kroten, I used to travel there.”

    Breymeer questions the general mood of the local populace, “Last you were there was there an evil restlessness about the air? Or, did the town and surrounding lands appear proper and right?"

    Zahrdahl analyzes the moral of the populace as follows, “Though the Duke rules with a relative iron fist, he holds to the law. Even the hobgoblins follow the rules. Punishments are very strict for violations of the law. However, the people prosper well enough. I believe that is why the have tolerated the Duke.”

    Taking another sip of wine, this one a little larger, Zahrdahl continues, “After the blockade, I generally only travel to Lo Reltarma. I had set up accounts in Kroten prior to the blockade. Now, I go through a middle man in Lo Reltarma. I mainly deal locally in bait for the local fisherman. However, I also trade fish to inland markets if and when I can work it out. In fact, I am traveling there tomorrow or the following day. Once the ‘Surf Express’ arrives in port. It should be departing for Lo Reltarma within a day or so.”

    < Ergon detects the man has a darkness to him. He appears to have an evil aura about him.>

    Sensing truthfulness, Breymeer leans back in his chair, “I believe your information to be truthful, though somewhat worrisome. Talk of blocked roads, middle men and iron rule cause me concern. Tell me this Zahrdahl, this ship, the Surf Express, would it be possible for our party to travel to Lo Reltarma as passengers with you? Would we be able to do it without drawing unnecessary attention? And this middleman you work with, is he someone we could trust to provide further information about the current state of the lands near Kroten?”

    Zahrdahl takes another sip of wine. “I speak the truth of Kroten. I have not dared travel there since I was with you at the attack on Zerman’s crossing. Those that know me in Kroten know I am from Restenford. Considering the current political climate, I dare not attempt to venture into the dutchy.”

    “As for the Surf Express, she does not usually take passengers. Though, for the right price, I am sure that is negotiable.” Zahrdahl looks around at the size of the group, “I do not think all of you could go though.” Zahrdahl looks at the Pholtus priest and paladin, “And I am certain the two of you would stick out like commoner at a royal court.”

    “The middleman I deal with does travel into Kroten from Lo Reltarma on a somewhat regular basis. In fact, he has contacts within Duke Nebub’s very castle. The hobgoblins in town appear to like our pickled freshwater fish. That. and other freshwater catch. are provided to the castle occasionally as well. Hence the reason this middleman has a contact in the castle.”

    Breymeer leans forward again. He places his hand across Zahrdahl’s shoulders and speaks to him eye to eye, “Know this my friend, your information and help will be rewarded. But our meeting and discussions must stay between us with no exceptions. Is that understood?”

    Zahrdahl, being a business man that doesn’t like to miss an opportunity to better himself, suggestively states, “I do understand Captain Breymeer. However, if this is going to stay on the down low, I will need some, er, shall we say, encouragement funds, to persuade a certain ship captain and middleman to help out without asking questions. Silence is not a cheap commodity on the docks.”

    “I should take the most plain of you with me on the ship. Those that will not stick out in the sailor’s memory. Not the gnome, no pretty woman, no overly large warriors, no men in shiny armor and, unless you disguise yourself captain, not the Captain of the Restenford Rangers.”

    Zahrdahl looks at the group and begins pointing out possible traveling companions, “Krelar would not draw suspicion. Isiaweil should be okay. The dwarves even could be smuggled aboard I believe. Neither of them are overly well known.”

    Zahrdahl thinks for a moment, “Krelar and Isiaweil should come aboard with me in Restenford. The dwarves should quickly get to Lake Farmin and buy themselves aboard when the ship docks there next. It would draw less attention.”

    “Must anyone else travel by ship?” Zahrdahl asks. “Otherwise, the remainder of you could travel overland to Pel Reltarma and meet us there. The ship will stop at both the main town of Lo Reltarma and then make port on at the mainland village of Pel Reltarma before the middleman begins his journey overland north to Kroten.”

    Breymeer looks to the others to see if anyone else had ideas. Seeing none, Breymeer states his readiness to get going. “The overland group can set out immediately to get to Lake Farm before the ‘Surf Express’. Krelar, Isiaweil and Zahrdahl can board the ship in Restenford. The overland group can bypass entering Lake Farmin other than the two dwarves.”

    “The gnome may be able to join the dwarves at Lake Farmin. I doubt a gnome traveling with the dwarves would raise much of an eyebrow,” states Zahrdahl, somewhat lost in thought, possibly even thinking out loud.

    Lexington pipes up, “I would like to go with Zahrdahl on the ship. I doubt I would draw any attention.” Zahrdahl agrees.

    The fish dealer makes a request for coin, “Does anyone have 30 gold coins I can use to get these three onto the ship. The dwarves and gnome can buy their way on when we get to Lake Farmin.”

    Lexington, Krelar and Isiaweil all pitch in 10 gold coins to pay for their ride.

    “Watch for the ship to dock and then come find me around the docks and I will get you aboard. It will be tight quarters but it is a short trip.”
    With that, Zahrdahl is allowed to leave the abbey. Shortly after the fish dealer leaves, Breymeer has Ek sneak out into the darkness and tail him.

    The group makes its final plans and sets them into motion.
    Lexington, Krelar and Isiaweil will wait in town to watch for the arrival of the ‘Surf Express’.

    Cholak, Seeler and Esned will strike out immediately for Lake Farmin in order to be in town when the ‘Surf Express’ arrives.

    The rest of the group will begin their overland journey in the morning.

    The meeting ends and the group exits the abbey.

    While still on the hill, Tathar pauses. He looks up into the clear night sky and then uncharacteristically speaks. He calls those going with him overland to Pel Reltarma together while the others continue on.

    “I am still in possession of the Ungohling. It will hold us. We can take it to Pel Reltarma instead of going overland.”
    Tathar continues to explain his thoughts. By taking to the sea, they can follow behind Zahrdahl and lay a trap for him should he be up to no good. Tathar wants the group to keep their ears out on arrival for any hint that there was an ambush or similar that had been set up along the overland route.

    Tathar instructs everyone to keep this change of plan to only those in the inner circle. Those we know we can trust.

    The group traveling on the Ungohling will be Tathar, Morwen, Breymeer, Ek, Ergon and Jandre.

    Tathar advises they can get together and set sail sometime after the departure of the Surf Express. The group agrees to regroup after the ship has left port.

    Breymeer advises the group he wishes to speak to the priests about a donation. Breymeer knocks on the front door and, after a brief moment, is told to wait outside for a few minutes before he is finally welcomed back in.

    The group walks down the hill and back to the Dying Minotaur with the exception of Breymeer. The ranger arrives at the inn only some five minutes after the others. After a meal, the group retires for the evening.

    Breymeer is allowed back into the abbey. Almon and Krelar both meet with Breymeer about the ruby (1000gp) that Breymeer had wished to trade for coin or smaller gems. Almon produces a small leather pouch. Into his hand he pours four sapphires (200gp each) and two pearls (100gp each). “I believe this is a fair trade for your ruby.”
    Breymeer agrees with a nod and hands over the ruby to Almon. Almon, in turn, puts the handful of gems, with the exception of the ruby, into the leather pouch and hands it to Breymeer.

    Almon states, “I know you did not mean to bring up the donations the way it was brought about (DM apology). I did not wish to speak of church funds in front of the group. Our treasury was basically depleted repairing and rebuilding after the raid. The gems are a final point of savings. However, I trust you, Captain Breymeer, and agree the value of the ruby is worth the trade.”
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    Tue Nov 24, 2020 12:53 pm  

    Breymeer removes one of the sapphires from the pouch and hands it back to Almon, “Please use this as you see fit, and thank you for everything.”
    Almon smiles warmly at Breymeer and gives the captain a nod of approval.
    Krelar is also pleased, “I shall not fail to aid you, my friend. May Phaulkon see us through.”

    With that, Breymeer leaves the abbey and catches back up with the group at the Dying Minotaur.
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    Tue Nov 24, 2020 12:59 pm  

    Cholak, Seeler and Esned grab their gear and head out into the night for Lake Farmin. By keeping a steady pace, they will arrive later the following day and should easily be ahead of the Surf Express. The weather cooperates.

    During the night, the group makes the loop through the local hills to the north before bending back to the south; passing Tur Thar Guldar as dawn begins to break. The morning light brings some scattered clouds but the trio remains dry on their walk.

    The journey is completely uneventful. Even the creepy passage though the Dead Wood is uneventful though the trio knows their passing has likely been witnessed by the Sehanine elves of Tur Thar Guldar.

    The three travelers arrive in lake Farmin without incident. A quick check of the docks verifies they have beat the ship to town. They go to the House of Abhram and rent out a room. All three are exhausted from their travels. After a warm meal and some beverages, they take to their room and sleep through the night.


    Ek returns quietly to Breymeer’s room at the Dying Minotaur and reports he followed Zahrdahl back to his fish/bait shop and entered it. He remained there for several hours before Ek departed and went back to the Dying Minotaur to advise Breymeer.


    The morning of Harvester the 28th arrives with scattered clouds but no rain. The temperature is a kind 70ish degrees but a strong wind blows ashore.

    At the military encampment, Ergon speaks privately to Jandre. The paladin asks the priest of he was able to receive Pholtus’ blessing and create some holy water.

    Jandre replies that he is still working on it but should have a few vials ready by the time the group disembarks. “In fact, I will work on that the rest of the day.” Jandre returns to his tent and completes the ritual to create holy water.

    By mid-afternoon, the Surf Express is securely docked at the docks near the burned-out guard shack. The docks are conveniently located near Zahrdahl’s home. The longshoreman get busy off-loading cargo. Zahrdahl pays the ship a visit.

    Zahrdahl seeks out and finds the party at the Dying Minotaur where he gathers Isiaweil and Lexington together. He advises the ship will not be leaving until the early morning hours the following day. He suggests the party meet him at the inn after nightfall and they will stow themselves on the boat. Their passage has been paid and accepted.
    Isiaweil delivers the message to Krelar at the abbey.

    Night sets in. Luna is nearly ¾ full yet but waning. Celene is waxing and nearly full. The Brewfest holiday week begins in the morning.

    The priest, the ranger and the young mage all arrive down at the docks where they meet Zahrdahl waiting. “The ship is empty,” informs the fish dealer with a twinkle in his eye. “Seems the sailors found themselves with a few extra coins in their pockets and thought to spend them at the local inns.”

    Zahrdahl leads the group onto the ship. It is a small craft, certainly not worthy of the open sea. It has an enclosed hull, a rear cabin and a single mast. Zahrdahl leads the three adventurers into the hold where three hammocks are strung from port to starboard at the bow of the boat. They are closely side by side. There is little room for each of them to move about. Their gear is stowed below them.

    Zahrdahl informs them, “Remain here until we dock at Lo Reltarma. We will depart there and I will help you catch a ferry to Pel Reltarma.”

    Zahrdahl points at a simple wooden bucket on the floor. “For you to use until we arrive. The crew would appreciate it if you dump it before you depart.”

    Once Isiaweil and Lexington have joined Krelar and Zahrdahl on the Surf Express, Tathar, Morwen, Breymeer, Ek, Ergon and Jandre meet at the inn for final planning. They have been informed the Surf Express will be departing at first light.

    Lexington’s somewhat formal upbringing makes him cringe a bit at the thought of doing his business in a bucket and having to dump it himself. Maybe he’ll get lucky and Isiaweil will dump the ‘honey bucket’. The young mage settles in as comfortably as he can for the watery journey.

    A lantern was provided, along with enough oil. It hangs from the ceiling in the general area of the three stowaways. Lexington uses the light to study by.

    Isiaweil spends his time lying about or preparing his gear.

    Krelar also prepares his gear. In addition, he spends much time in prayer.



    Tathar, Morwen, Breymeer, Ek, Ergon and Jandre take up the northwest table at the Dying Minotaur again. Without Morwen playing, the inn remains relatively quiet. Ek sulks in the corner with his hood characteristically pulled low over his face.

    Tathar discusses the folding boat. He is concerned the party may not be on the boat and/or ship when it changes form. The planks unfold and change shape in dramatic fashion. It is Tathar’s belief that at best, the party will be deposited into the water if on the boat when it changes. Worse case, those on board take damage from the moving and shapeshifting parts. Because of these concerns, Tathar decides the safe bet is just walking down to the docks, floating the box out and having it change into the ship. Everyone can climb on and then they will sail away.
    Tathar believes much of the crew is still residing around town and would likely join the group in sailing the ship once again.

    Once away from Restenford, Tathar plans to stay as close to the shoreline as they safely can. He wishes to remain hidden from the view of the other ship. Once they approach Lake Farmin, they will disembark and walk into town.

    Tathar, already having spoken more that he is accustomed to, asks the rest of the group if that plan is okay with them. He is open to suggestions.

    Breymeer speaks, “I am fine with your plans Tathar.”

    Ek speaks quietly, “I shall go by land. I care not for the sea. I will find you at Pel Reltarma. If I do not arrive, do not concern yourself with attempting to find me. I will either arrive or perish along the way; whatever my fate shall be, shall be.”

    Tathar is pleased Breymeer will be taking the ship and not traveling with Ek. Breymeer is the only other person from the voyage from the swamp to Restenford that is currently in the party. Tathar could use the sailing skills that the ranger learned on the voyage, limited as they may be.
    For those not aware of the ship, Tathar explains what the Ungohling looks like in ship form. The ship is 30 feet long, 10 feet at its widest and 7 feet deep. It has a full deck, with railings and a row of single rowing seats, five seats in all, midship. A single mast with a square sail is located just aft of the rowing seats. There is a steering oar, anchor, oars, and a rear deck cabin that sleeps two. The ship can hold 18 souls comfortably enough.

    Tathar finishes the evening locating Comus. He and the surviving members of the crew have taken up residency around the area and have been plying their trade to make ends meet. Being accomplished sailors, it hasn’t been too hard.

    Comus tells Tathar he will find as many of the men as he can and be to the docks mid-morning.
    Adept Greytalker

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    Tue Nov 24, 2020 1:05 pm  
    Brewfest 1

    Sometime during the night, Ek sneaks out into the darkness and begins his solo travels.

    The morning that marks the beginning of the Brewfest festival arrives with steady 20+ mph winds and scattered clouds.

    The dwarves and gnome remain at Lake Farmin awaiting the arrival of the Surf Express. The enjoy the day of leisure. They spend the day getting to know each other a little better over generous amounts of food and various alcoholic beverages.

    The Surf Express, being a relatively small coaster, finds its way out into the open water despite the wind. Once clear of danger, it unfurls its sails and begins to make its way to Lake Farmin.

    Shortly after the coaster has disappeared from view, Tathar gathers his companions and walks down to the docks. Tathar and Breymeer both vouch for the loyalty of Comus and any remaining crew. Both of them survived the jungle adventure alongside Comus and the crew; then under the leadership of Ledego.

    As the group arrives at the docks, Comus awaits with the remains of Ledego’s original crew. All surviving members are present. Next to the crew are a couple barrels, one water, one beer, and a two large chests of equipment Comus felt the crew may need. It includes much extra rope, some spears, two grapple hooks, two heavy crossbows, two light crossbows and related bolts, and other miscellaneous gear such as lanterns, torches, oil, hammocks and the like.

    In addition, a small row boat is docked nearby.

    Comus, a dark-skinned human, greets Tathar as his captain, “Captain Tathar, unless you have a change in mind, I am assuming I remain the first mate aboard the Ungohling. As instructed, I have gathered up the crew. In addition, I gathered some supplies I anticipated we would need.” For a sailor, he speaks well. Probably from being captained by well spoken elves for many years.

    Comus, was promoted to first mate by Peylae when she assumed the position of ship captain at the death of her father. At the loss of Peylae, Comus informed Tathar of Peylae’s wish for him to become owner and captain of the boat.

    Comus introduces the only elf among the group, “This is Larrig, he is the crewmaster.”

    The remaining crew members are all human; likely of mostly Oeridean blood. Larrig introduces them by name, “These sailors, men of valor on the waves, men who have faced sea monster and storm alike, are Ment, Tiz and Nedwyn.” All three of them are dark haired and relatively olive skinned.

    Morwen, Ergon and Jandre make their introductions to the crew amid some handshakes to the men and polite bows to the lady elf. The crew, though incredibly hard to avoid staring, remains polite in front of the attractive elf woman. They have been in town long enough to know she is a respected person and an accomplished musician. To speak about her in sailor’s terms would end poorly for them, and they know it.

    Tathar walks to the shore of the river and sets his little wooden box afloat. Tathar simply speaks, “Cair.” The box begins to unfold, splashing some in the water, as it continues to grow. The repetition continues until a small ship begins to form. First the hull, then the deck take shape. Before long, an aft cabin rises off the deck. A bench rises in the middle to form rowing stations. A mast and square sail shoot up behind the benches. Oars, rest on the deck. Finally, railings protrude. All of this to the surprise of Ergon and Jandre.

    When it is finally done, the Ungohling floats next to the dock while Comus and crew quickly climb aboard and prepare for departure.

    Tathar and his companions join the crew on the ship after assisting loading the equipment and foodstuffs Comus had collected.

    With Breymeer and Ergon assisting, Ment, Tiz and Nedwyn row the ship slowly out of the river and into the open water. They begin to head for Lake Farmin. Once the sail is opened, they begin to put Restenford behind them. The small rowboat, attached by rope and being pulled along, bobs and weaves carelessly behind.

    The Surf Express arrives in Lake Farmin uneventfully by mid-afternoon; a trip of nearly 20 miles. It docks near the statue of Xerbo and begins to off load shipments before taking on other merchandise, water and other foodstuffs.

    The ship remains docked overnight.

    Zahrdahl, knowing this is still friendly territory, tells the stowaways in the hull they may go ashore without attracting attention if they wish.

    The Ungohling approaches Lookout Peak around noon. The hill stands between the ship and Lake Farmin, some five miles to the southwest. As soon as is practical, Tathar has the ship brought as close to shore as is deemed safe. From there, he orders the rowboat brought up. In a series of trips to shore, the party is brought to land.

    Tathar and Comus are the last off the ship. They join the crew in the rowboat as Tathar gives the command word to return the ship to a box. In reverse order, the ship, board by board, folds in on itself until only a small box remains floating on the water. Tathar quickly collects it and they row for shore.

    It is early afternoon once the party is all on shore and ready to travel. The walk is relatively easy to town from here. The party can stay near the shore and arrive on coming around the south end of Lookout Peak or traverse the hill and come into town by way of the road to Restenford on the north side of the hill.

    The two dwarves and gnome realize at mid-day that their relaxing and drinking have come to an end as the Surf Express is docked. Now they have to figure out how to get themselves on board.

    Tathar advises he thinks it would be best to appear to come from Restenford by road.

    Breymeer, being the Captain of the Restenford Rangers, states he doesn’t feel a need to be sneaky and wishes to stay on the ocean side of the hill. The ranger does see the wisdom in Tathar’s route though and agrees that the road is a logical way into town.

    The group spends the rest of the day moving counter-clockwise around Lookout peak. They arrive at Lake Farmin near nightfall.


    Ek makes his way through the Kelman Woods south of the southern Kelman Hills. He passes south of Pebble Hills and Tri-Top. The area used to be home to a band of worg riding gnolls not long ago; however, they have been cleared out by the actions of adventurers and Restenford Rangers.

    Ek travels through the woods without meeting anyone or anything of importance.

    Ek follows the edge of Kelman Woods and crosses the clearing to the southwest to another wooded area on the northwestern slopes of Lookout Peak. He sneaks his way clockwise around the hill and takes a position at a small corpse of trees overlooking town not long before the sun sets.

    He can see the Surf Express docked in town. He also spies Tathar and company walking into town on the Restenford road. The sun will be setting in an hour or so.


    The first day of the Brewfest festival splits the party even further.

    Tathar, Morwen, Breymeer, Jandre and Ergon enter town without much notice amongst the fanfare and revelry. They join in some mild entertainment, sampling beverages and various morsels for sale. Eventually, they take a room at the House of Abraham and spend the night.

    In the morning, they witness the Surf Express leave port with Lexington, Isiaweil and Krelar aboard. The group makes their way down to the sea shore, unbox the Ungohling and continue their pursuit of the coaster towards Lo Reltarma.

    The dwarves and the gnome do not have such luck. Having drank and ate their way into a stupor, the trio misses their encounter with the coaster and have no choice but to now walk towards Lo Reltarma.

    Ek breaks camp on the morning of second day of Brewfest and begins his solo journey to Lo Reltarma.
    Adept Greytalker

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    Mon Jan 04, 2021 10:09 pm  
    Brewfest 2

    The second day of Brewfest is warm enough, being in the mid 60s. The wind from the previous night has died down and a gentle rain fell before the sun rose. The clouds are breaking as the various groups move out.

    The Surf Express struggles to make much headway on the first day. There is a complete lack of wind. The crew roads steadily to the east. Unfortunately, for the stowaways below deck, another day has likely been added to the journey. Lexington looks disgustingly at the already dirty bucket that has doubled as a latrine.


    The Ungohling has a bad go of it on the first day. The complete lack of wind forces the skeleton crew to row. It isn’t long before the Surf Express has outpaced the magical boat. The craft makes little progress on day one though there is no other encounters to hinder progress.


    Esned suggests to the group they purchase ponies for the overland travel to Lo Reltarma. The two dwarves find this a charming idea considering it will cut the duration of the travel in half.

    The horse trader occupies a small area at the base of the hill that boasts the Lord Mayor’s keep overlooking Lake Farmin. Before long, the trio is riding fresh ponies, saddled and geared for travel.

    The trio rides the duration of the daylight, enjoying a nice travel day for once. Dusk begins to settle upon the valley as the group approaches a river that runs south out of the northern mountains.


    Ek decides to follow the valley on its northern fringe where the foothills meet the mountains. The southern end of the valley leads to the ocean front. Ek feels the foothills give him two advantages. First, he has a much better vantage point from the elevations. Second, he will be able to hide much easier should the need arise.

    Occasionally, Ek can see the two dwarves and the gnome riding along the valley road. They are all three now mounted on ponies.

    Moving around a small rock formation, Ek suddenly comes across a very large rattlesnake. It is about 13 feet long and nearly a foot in diameter.

    Both Ek and the snake are caught off guard. After being initially flat footed, the snake coils and its tail begins a loud rattle.

    Ek reacts quickly.



    The river is crossed by an old stone bridge, arching shallowly over the top of the water. It appears little concern is given to flooding that occasionally plagues the river.

    There has been very little traffic on the road for some time. It appears few brave the road for commerce anymore. The road, really more of a dirt track, is beginning to grow over but remains very visible and easily travelled. Any farms or signs of settlement disappear within a few miles of Farmin Lake. The burned shells of farmhouses here or there are proof enough of the dangers of orc raids both in the not so distance distant past.
    In the distance, the road encounters the foothills of a stray spine of the Farmin Mountains. The small spine parallels its larger father to the north. Upon reaching the foothills, the road parallels the low peaks on the north side. A little to the west of the foothills, the Farmin River turns from its southern flow out of the mountains easterly towards Lake Farmin. West of the river the valley elevation increases as it is closed together between the main mountain chain and the lonely spine.

    The mountains themselves generally follow the shoreline of the sea from Loreltarma to north of Lake Farmin and terminating to large foothills and scattered high areas such as Bone Hill near Restenford. The grassy valley narrows the farther west one travels until the main peaks and the stray spine come together as one.

    Esned walks across the bridge. The far side appears clear of dangers.

    Seeler suggests a small fire. As much scrub brush and burnable material is gathered and a fire started.

    Seeler volunteers to take the first watch. He recommends that we tie the ponies; keeping them close to campsite. The ponies are roped together and secured to the ground with a spike.

    The group begins to settle into camp. The skies are clear and there is no wind. The sun has dipped below the horizon and darkness quickly follows. The stars shine brightly, competing with the nearly full smaller Celene moon and the quarter sized larger moon Luna.


    Aboard the Ungohling, the night brings no sign of a wind or even a breeze. Tathar’s mood is only slightly improved by a clear sky giving full radiance to Celene as she is nearly full and Luna in her quarter shape; Sehanine’s symbol.

    Aboard the Surf Express, the night brings no sign of wind or even a breeze. Lexington draws a heavy sigh. Krelar prays. Isiawiel brings up the ‘bucket’ and dumps it over the edge much to Lexington’s approval.

    Tathar spends the night of Brewfest the 2nd to the 3rd praying for better winds.

    The other ship continues to outdistance the Ungohling. The crew maintains the oars as much as they can. However, it becomes apparent, especially when the next day dawns with no wind, that the group may have to come up with a plan B on arrival at Lo Reltarma.

    Ek, reacting instinctively with elven grace, quickly jumps backwards arcing his back and springing off his hands. He twists his body while completing the tumble so that he lands on his feet facing away from the snake; with the rock between them. Ek sprints off for several hundred yards before slowing and continuing on his way.

    The dark elf is used to sudden surprises from living in the dark and sometimes confined spaces underground. This large outer world is going to have its own style. He reminds himself he is always one step away from death.

    The rest of the day passes without unusual encounters. He rests for a few hours and then continues on as Brewfest 3rd becomes a new day.

    It is not but a couple hours after the party settles into camp that a soft bell is heard over the river. The bell is rung softly a couple times.
    Seeler confirms his two companions have also heard the bell and are alert for trouble.

    Soon, his dwarven ability to see in darkness illustrates to him a sole figure walking eastbound towards the campsite. It is totally draped in a hooded robe. Its hand is held out before it. Occasionally it rings the small bell it holds in its hand. The figure is about 200 feet from the bridge.
    Seeler quietly curses himself for letting this figure slip so close on his watch.

    The Surf Express continues its slow, windless journey towards Lo Reltarma. The days drag on.

    Cholakk looks around for somewhere to hide and observe. He quickly sees his only two options are either the edge of the bridge or amongst the ponies.

    Seeler, with his battle axe in hand, stands at the ready. He yells to the hooded, robed figure, “STOP! Announce your intentions!”

    Esned more politely but sternly seconds Seeler, “Who goes there?”
    The robed figure indeed stops and places the bell within a pocket. A feminine voice carries forward, “I am sorry, I rang the bell so as not to surprise you.”

    She continues, “I saw your firelight and wish to make company with you so that I am not alone overnight again in this valley. I know it not to be safe, especially for someone travelling alone. May I join your group?”
    The figure remains some distance away. There is still a little time for Cholakk to attempt to secret himself should he chose to do so.

    Cholakk moves off and hides among the ponies.

    Esned whispers to Seeler, “She still did not identify herself.” To the lady, Esned more firmly states, “Reveal your identity. Where are you going and why are you traveling alone?”

    The lady pulls back her hood as she walks forward. She has the pale skin and long, light blond hair of a Suel woman. She is of average height and build. She is attractive. Her hair spills out across her shoulders as her hood is drawn back.

    “I apologize,” she begins with a kind smile upon her face, “I am Alluvianna Danagale. I am sorry I must be elusive but indeed, I travel along in dangerous territory. I fear not for I am not an easy target for those unwise enough to test me. However, there is always safety in numbers.”

    “I am not overly familiar with those of the gnomish blood. You have a fine example of a nose though. You people should be proud to set you out upon the land with that appearance. And for your cousin there,” she motions towards Seeler, “I know little of the dwarves as well.”

    As she continues walking, she makes a final request, “Let me sit next to that fire and I will continue to answer your questions. May I join you now?”

    “I agree, there are safety in numbers,” states Esned. “Your company is okay with me.”

    Seeler, struck by her beauty, says, “Yes, m’lady, you may join us and rest by our fire.” His beard hides his flushing face.

    Cholakk continues to secret himself among the ponies. They get a little antsy at the approach of a robed stranger.

    Alluvianna Danagale approaches gracefully and steps up to the fire, remaining standing for the moment, “Thank you.”

    A pleasant smell of perfume, almost overdone, wafts across Esned and Seeler. The woman carries herself as one of elegance. Her outer robe is of very fine quality. The perfume alone is outside what any commoner could afford. Her speech is of one that is well trained in language.
    Seeler offers Danagale some of his rations. She politely refuses, “I thank you for the offer. I graciously pass upon your offer for at least tonight. I have some spiced meats and wine of my own that I prefer.”

    Her greyish-blue eyes look the gnome and dwarf in the eye, “So what are your names? What brings out into this valley upon this nearly vacant road?”

    Seeler does not respond as he as filled his mouth with food for the moment.

    Esned introduces himself, “I am Esned. We were not able to secure transportation by way of the water.” Esned reflects upon the day of drinking and feasting that prevented the three of them from actually getting aboard the ship.

    Cholakk remains among the ponies, very suspicious of the newcomer.

    Alluvianna smiles and reaches into her robes with one of her hands. Her eyes study Esned and Seeler while she calmly states, “I guess I prefer solid ground myself.”

    Ek has moved carefully after the sun disappeared. He follows the river south towards the firelight that Seeler, Esned and Cholakk have lit. The three encamped by the bridge that passes over the river.

    While closing in on them, he witnesses a heavily robed humanoid figure join the group. From the distance, he can judge it is likely a human or an elf, female by guess. It removed its hood and joined the group around the fire.

    Ek notices that the entire time, Cholakk secreted himself among the ponies and remains hidden there.

    Ek continues to move closer in attempts to be able to aid his companions should the encounter goes south.

    Cholakk, having convinced himself this newcomer is a villain, stays among the ponies. He awaits any move on Alluvianna’s part that would betray her and confirm his suspicions.

    Seeler, appearing a bit shy and red in the cheeks, introduces himself and agrees with her on preferring solid ground, “I would actually prefer to be underground, truth be told.”

    Alluvianna removes a small box from an inner pocket in her robes. It contains spiced meat from which she begins to nibble.

    She makes small talk with Seeler and Esned while she eats. She appears friendly though the unknown aura around her keeps the adventurers perceptive for dangers.

    Ek watches as Cholakk remains among the ponies and Seeler and Esned converse with the newcomer.

    Seeler and Esned chat with Alluvianna for a short time. She finishes a few bites of her meat and removes a small flask from within her robes. She takes a few quaffs from it and places the meat container and the flask back.

    “Is your guard over there by the ponies shy or just that astute of a watchman? I shall sleep well knowing his dedication to safety.” Alluvianna smiles before ending her conversations, “Pardon me, but I am going to sit alone until I rest. If you allow me to, I wish to travel back west with you tomorrow. It promises a more interesting way to pass time than I had on hand prior to meeting the three of you.”

    Alluvianna stands, looks both Esned and Seeler in the eye with a smile on her face and then nods in the direction of the ponies and Cholakk before excusing herself to the edge of the bridge. There she sits and begins to hum or sing to herself.

    Ek continues to stay out of sight of Cholakk and the others. He gets into a kneeling position using the river bank for cover the best he can. He keeps his bow knocked and trained on Alluvianna until she departs for the bridge. Ek watches carefully for any sign from Alluvianna that would betray an attack upon the dwarves and the gnome.

    Cholakk does his best to secret himself from the ponies back over to Esned and Seeler. He sits with and softly mutters, “Sommabitch.” Cholakk quietly watching Alluvianna’s reaction.

    Alluvianna does not appear to be watching the group. He continues to sit alone, humming, sometimes singing to herself softly.

    Ek remains hidden. He allows himself rest while keeping an eye out for threats from Alluvianna. He remains behind the cover offered by the riverbank; hidden in the darkness.

    Alluvianna remains by herself throughout the night. She continues her meditation for sometime before quieting and possibly falling asleep. She remains sitting throughout the night hunched forward with her head bowed down.

    Esned volunteers for first watch; which is uneventful. Seeler takes second watch allowing Cholakk to rest. Cholakk stays near the fire with it between he and Alluvianna. He manages to sleep trusting in the watchful eye of his friends.

    Ek waits most of the night but finds it uneventful. He secrets away before morning and heads back for the foothills to the north before turning west again for the coastal towns he has been told to reconvene at.
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    Mon Jan 04, 2021 10:11 pm  
    Brewfest 3

    The Surf Express rows its way along the rocky shoreline of the southern coast of Lendore Island. Lexington and Krelar are both becoming somewhat restless sitting in cramped places below deck. The air is unfresh and heavy. Isiaweil, in his reduced mental capacity, spends most of the day either mindlessly staring at the wall or sleeping.

    Tathar addresses the ship crew and occupants, "Gentlemen, I have prayed to Sehanine for a wind. She has either determined that we do not need her help or is pointing us in a different direction. Of course, she may not feel that we need her help. I would never dare to speak for her. Either way it seems it would be easier for us to walk on the road than to row on the sea. I propose that we move ashore and walk, and if the wind picks up we can take back to the sea."

    Tathar examines the coastline finding it absent of good landing areas. Even if landing were made, the group would still have to traverse the small mountains that hug the coastline.

    The crew rows for a few hours slowly along the coast before giving up any hope of landing ashore.

    Tathar orders the crew continue to row towards their destination until the wind picks up. Non crew members that are capable take turns rowing as well. Slow progress is made.

    The third day of Brewfest is uneventful. The trio and their new companion walk the old road towards the coast. They pass the occasional old farmstead. This far from town they are all but abandoned or burned having been routed by orcs or other humanoids.

    It is clear the barony is in trouble if Nebub isn’t overthrown or some other way is found to reverse the fortunes of Restenford.

    Ek continues on throughout the third day of Brewfest without incident. He takes to staying out of the sun and traveling during the dark hours. The sun pains his eyes and weakens him and this day was cloudless by noon.
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    Sun Feb 21, 2021 6:05 pm  
    Brewfest 4

    The morning of Brewfest the 4th arrives will little wind and clear skies. It is a pleasant 69 degrees. By mid-morning the Surf Express is guiding into port at Pel Reltarma.

    Pel Reltarma is a small coastal fishing village with a several docks though none are large enough to take on sea going vessels.

    Goods bound for Kroten are first off loaded to smaller vessels at Lo Reltarma and then brought across the channel to Pel Reltarma. It is easily assumed the island port has taxes and fees it collects on the goods before they hit the mainland.

    In addition, one can easily see the ship banners displayed are of many of the neighboring countries; some of them at odds with each other. The counsel of Lo Reltarma is playing all sides in the sea trade environment. One can only guess at the politics that keep the opposing forces from open war in the harbor and on the docks.

    The council also has turned a general blind eye to the refugee tent city that sprung up on the outskirts of Pel Reltarma. Many of the farmers, loggers and mountaineers of the western plains of Restenford’s barony have fled west and get by in squalor on the edge of town. Some, seemingly better off than the others, have constructed wooden shelters or even small homes. The town is slowly expanding as a result though most structures are temporary at best.

    It appears some type of economic exchange has begun. Those new to arrive, and skilled in the wilderness, have created gardens, tend to animals, log nearby and hunt. These goods they exchange in town for supplies, fish and other necessities.

    Several taverns operate in town, two in the dock section and one near the edge of town towards tent city. Only one true inn exists on the main route from the docks to Kroten.

    The town is very busy during the day. With the newcomers, the population is nearing 750 or more souls. Compared to the nearly 4,000 upon the island port city.

    Though those in the tent city section are all of the barony, their allegiance is not something they lean on at the coastal town. Pel Reltarma would better be considered an extension of Lo Reltarma. Here, the focus is on getting through each day in the relative safety of the port as opposed to the dangers of humanoid raids on the plains of the barony.


    The Surf Express is small enough to dock in Pel Reltarma. Zahrdahl has a few crates offloaded. As the trio of stowaways exits the boat, Zahrdahl requests of them, “Please watch over my cargo for a few hours while I cross the channel. I will buy your meals and beverages today if you can do so for me.”

    Having very little knowledge of the small coastal town, Lexington, Isiawiel and Krelar set themselves up in the shade of a warehouse building along the docks and get comfortable. The sea air and sunshine feel amazing compared to the constrains of the hold. Krelar, a priest of Phaulkon, appears especially happy to be out in the open air. He prays quietly while the three wait.

    Not long after the Surf Express arrived in port, a strong easterly wind picked up. Within a few hours, the gusty wind blew itself out but not before driving the Ungohling into the small docks at Pel Reltarma. For now, not wanting to draw unneeded attention, Tathar leaves the magical craft in its ship shape. Comus and the crew remain aboard to keep it secure.

    Tathar, Morwen, Jandre, Ergon and Breymeer all quickly find the others securing Zahrdahl’s cargo in the shade of a nearby warehouse.


    The small caravan makes its way west on Brewfest the fourth. The weather is calm and warm. An afternoon wind blows up the valley for a few hours in mid-afternoon but soon dissipates.

    The group follows the road between the foothills of the mountains. The roads runs parallel the low peaks on the north side. The valley elevation increases as it is closed together between the main mountain chain and the lonely spine. The grassy valley narrows the farther west one travels until the main peaks and the stray spine come together as one.
    As the group nears nightfall, they encounter an encampment of hearty loggers. They have constructed several wooden structures and built a low wooden palisade around the complex. The wall is only about 3 ½ feet to 4 feet high. The top of the wooden posts are sharpened to points to discourage one from scampering over.

    Though initially cautious, the loggers are friendly enough once they see the caravan is a couple dwarves and a gnome. They do not much care for the hooded and quiet pale lady that travels with them. A superstitious group, constantly on guard for dangers in the wild, look at her as if she was a witch. This group has little trust of those who twist magical energies.

    However, the caravan is able to re-provision a supply of dried meats, fish and water. Allunvianna re-stocks her meat supply as well though she appears disappointed in the lack of fine wine. She says little during the encounter.

    The group continues on, arriving in Pel Reltarma late in the day.

    Ek, from a vantage point, is able to locate and track the caravan as it moves west along the edge of the foothills. He follows them undetected to Pel Reltarma.

    Zahrdahl returns to Pel Reltarma as the group is reuniting on the docks. He is ferried across the channel on a different craft and offloads more goods. A second man is with him as he approaches the group. The man is human, approx. 40 yoa, with short trimmed light brown hair and a brown well-trimmed beard that shows a few hints of greyness. The man dresses better than Zahrdahl; hinting of a middle-class stature. He has on well-tailored trousers, a white, light-weight, long sleeve cotton shirt and a soft dark brown leather vest. He appears Oeridian but his pale skin betrays some Suel blood as well.

    Since the overland expedition has not yet arrived, those standing around Zahrdahl’s original cargo are Breymeer, Tathar, Morwen, Ergon, Jandre, Isiaweil, Lexington and Krelar.

    Zahrdahl directs some dock workers take both sets of his cargo into a warehouse, tipping them for their service. Then he and the other man approach the party.

    “Thank you for waiting, I see most of you have arrived.” Directing his attention to the other man, he introduces him to the group, “This is Loris Naef, my business partner.”

    Loris Naef gives a subtle nod of his head. “Well met,” is all he states. He looks to Ergon in his full plate armor and Jandre in his plate mail and continues with a slight bowing, “Gentleman.” Next, his gaze meets that of Breymeer. He quietly acknowledges the ranger, “Captain.” Finally, he looks upon the Sehanine priest with a little wonder, “May the Lady of the moonshine be blessed.”

    It appears clear this man is used to dealing with those of higher status than he. He appears comfortable meeting the group.
    The dock workers go about their business without much fanfare for the odd group gathering about. On the docks, it is better to not ask questions or put your nose into another’s business. With that in mind, it would be remiss if the group didn’t assume their arrival went unnoticed, whether recognized or not.

    Zahrdahl suggests the group head for the inn where he promised to buy a few of the companions food and beverage for watching his crates.
    The group makes its way away from the docks up the main avenue to the north. A few blocks from the docks and warehouses the town turns more to shops and homes; often a combination of both. Many of the buildings along the street are two storied with most of the others away from the main avenue single storied structures. The vast majority are made of wood. The inn, however, has the bottom half of the lower level made of stone with a wood frame constructed over the top of it. The sign above the door depicts a relaxed crab holding a flagon in one pincer and a smoking pipe in the other. One the sign is written in Suel and the common tongue both, “The Comfy Crab Inn.”

    The inn does not appear to try and compete with the three taverns in town. The bar is not set up with much of a common room. It appears to be more of a dining establishment than a tavern.

    The group enters the establishment and lets their eyes adjust to the quiet and somewhat dimly lit atmosphere.

    Zahrdahl choses a large table for the group and then invites Breymeer, Tathar, Ergon and Jandre to sit at one end near he and Loris Naef. Zahrdahl orders some crab, salad and roast venison for the party along with a round of ale, mead or wine. It is obvious he is breaking out some coin in front of his business partner. One cannot tell if the meal is going to set Zahrdahl back a week’s pay or if he truly has the funds. Either way, this meeting appears very important to the fish monger.

    The room has a few other patrons in it, a couple serving girls. The room lacks an actual bar as drinks are brought from the back room by the serving girls.

    Speaking quietly, Zahrdahl addresses the group; specifically, who he feels are the leaders, “I am not sure what your destination in Kroten is nor your reason for going there. However, my partner Loris Naef has the means to get you into the barony.”

    Breymeer leans over and reaches his hand out to Loris, offering a very firm handshake with intense but welcoming eye contact.
    Loris meets his handshake with a firm grip and looks the ranger in the eye. Breymeer notes his hands are not those of a dock worker but then again, neither are his clothes. This man has not seen a day of hard labor in a very long time. One would guess he pays others to do his labor now.
    Breymeer speaks first in a hushed tone for only those at the table to hear, "We have heard you'll be a great help to us in our journey to Kroten and am pleased to have you with us. Please tell me a bit of yourself and how you've come by the means to get us to Kroten. I've heard the heavy handed rule of the Duke has made travel by road perilous."
    Loris answers with a friendly, quiet voice, “I am a merchant. Like Zahrdahl, I deal in fish and similar type food supplies. I have developed a reputation for a dependable supply chain and a quality product. Enough so that Duke Nebub is one of my accounts. This has earned me the ability to pass by the checkpoints with little trouble. In fact, I deliver directly to Duke Nebub’s castle.”

    Breymeer listens closesly, watching his body language, trying to get a feel for Loris. Jandre and Ergon both watch Loris closely as well though remain quiet.

    “Should you succeed in getting us past the road checkpoints, would there be somewhere we could drop off and use as a camp so that we could spend some time watching or exploring to get the feel for the conditions of the town?” Breymeer questions further watching Loris closely as he responds.

    “Indeed, there are foothills and forests that would easily cover a small group camp if done so cautiously as I presume a man of your nature is capable of.” Loris pauses for a moment and then turns the conversation slightly, “My price for your ‘tour’, shall we say, of Kroten will depend on if I am just getting you into the duchy, the town or the castle. Obviously the price goes up considerably at each level.”

    Loris is an obvious business man; though possibly greying the lines between smuggler and merchant.

    Breymeer inherently knows this is not the place to discuss something so important. He looks around casually for any sign of eavesdroppers. Seeing none, he takes a deep drink and continues, “As Captain of the Restenford Rangers, I can’t believe I won’t be recognized and draw attention. As will our entire group.”

    “Loris, are conditions such that a group such as ours will not draw attention if we spend a few days in town? Will we need to be smuggled in secretly or do people trust you to a point that we will be accepted as long as we are riding with you?”

    Loris answers, “I will sneak you past the security patrol that blockades the roadway. From there I can sneak a few into town as well. Or all of you if you wish. Once we are past the foothills, you are free to head for the foothills. Just know the area is regularly patrolled. Once in town, if you keep your group sizes small and common, then you should be fine with a little wit and common sense. I would not send in heavily armored men or an undisguised Restenford Ranger Captain.”

    Breymeer takes another drink while Loris is talking, affording the sharp-eyed ranger another look around the room to see if anyone keyed in on the Restenford Ranger comments.

    Seeing the way still clear, Breymeer continues in a hushed voice, “I see value in having a couple of our party get smuggled into town to do some research on goings on while the rest of us find a safe spot in the foothills and explore from there. What says the group?”

    Breymeer tries to read Loris eyes as he asks him, “Are there others in town that would have interest in aiding or sheltering us?”

    Loris answers very carefully, “I mind well to my own business.”

    The ranger, unsure of Loris’ loyalties, feels comfortable with the answer. Breymeer responds, “What type of monies will it take to get us in?”

    Loris, steel-faced, responds in a near whisper, “100gp a head to cross the border. Another 100gp a head to get each person into town. I am well aware your visit to town is going to bring an end to either your group or the duke. I am well aware, should you fail, I will likely have to be on the next boat out of Lo Reltarma and never return. This risk dictates the price.”

    Breymeer looks to the group and takes a vote, “Who’s in for crossing and who’s going to town?”

    As the group looks to each other and begins discussing a plan of action, the inn doors open. Walking through the threshold is none other than the multi-talented half-elven mage known to the party as Grimlock. He instantly recognizes most everyone in the group as he quickly scans the room. With a sly smile on his face, he moves towards your table. The odds of success seem to have increased with this unexpected visitor.

    Upon seeing Grimlock enter, Tathar stands and faces him as the half-elf approaches, “Well met, Grimlock! You are a glad sight in these troubled times. What news have you of our friends that joined us in the dwarven delve? How do Cirdan and Kuba fare?”

    Grimlock answers Tathar briefly, “Cirdan fares well. He asked me to pass on some information to his friends, should I see any of you. I can explain later. Kuba, unfortunately, has fallen.”

    Grimlock then turns his attention to Breymeer, “Ahh, my old friend. What sorts of trouble might you be causing in such a fine town? I just so happened to be a bit bored and looking for a bit of trouble and good company. I’m not sure what your plans be, but if you would like to join me in the shadows, I see really no need to trouble ourselves with silly disguises!”

    To the rest of the table mates Grimlock recognizes he addresses them with a request, “Hello mates! Who wants to join old Grim with some brew?”

    A hale of cheers follows.

    Breymeer replies to Grimlock while looking around the room to make sure nobody has taken extra notice to Grimlock’s outburst about shadows and disguises, “So good to see you Grim. Have a seat. Seems you’re a little late and have some catching up to do.”

    Seeing no one acting to strange considering Grimlock’s arrival and comments, Breymeer hails the bartender, “Bring a couple pints for our friend!”

    Breymeer is surprised to see the half-elf. He can’t help but wonder how Grimlock located the party though he assumes his dark art of magic is at play.

    As the pints for Grimlock, in addition to those ordered by others at the table, are delivered, Breymeer requests a private counsel, “Zahrdahl and Loris, may I request a private conversation with my friends for a moment?”

    The two merchants look to each other. Loris nods to Zahrdahl before standing, “We will move to the bar until you are ready for our return.” Loris moves away far enough to grant Breymeer’s request and Zahrdahl follows alongside him.

    As soon as they are out of earshot Seeler speaks, “I prefer the foothills to a busy town.”

    Ergon seconds his statement, but for his own reasons, “I feel that I would draw too much attention trying to go about town. I shall also remain in the foothills.”

    Jandre agrees with Ergon, “I too shall wait in the foothills until the town can be assessed and a further plan detailed.”

    Breymeer listens as his companions give their statements.

    Most of the group fails to come to a decision on whether or not they wish to enter town or remain in the foothills.

    Breymeer tries to focus the plan, “I do feel it would be best for me to stay out of town and take my skills to the foothills and search the outskirts of town. Depending on who’s up for going to the warehouse and gathering information in the city, let us choose a landmark outside of town where we can meet after three days. A place I will plan to be every day, a couple of hours after dark, in case folks need to get out of town suddenly and regroup with those of us in the hills.”

    Breymeer glances at the two merchants, “If a map of the city is available, it would be nice to look to see if we could choose a landmark in the foothills outside of town that makes sense. Basically, a hideout.”

    Lexington, upon hearing his companions desire to camp outdoors in the foothills states, “I prefer to stay in town. Though I’m no stranger to roughing it in the wild, I find it more pleasant to stay in the comforts of a bed with tables and chairs. Libraries seem to be less fraught with dangerous creatures. I will venture into town and gather what information you need. I can make sure to get we’ll stocked on my spell components too. Let me know when and where to meet up with you. “

    Alluvianna adds, “Kroten seems like an entertaining destination though I wish not to be secreted in by some fish merchant. Lexington, should you wish to travel with me, I believe we could pass off as a mother and son looking to visit or move to Kroten.”

    Lexington is the youngest man in the group and none of the other humans are old enough to be her husband without drawing a little suspicion. She thinks for a minute and adds, “We could probably take one of the warriors with us under the guise of hired protection. Though, from what I have been hearing, a Restenford Ranger would not be a good choice. Maybe you Seeler? Cholakk, as a priest, may be more memorable. You have been kind to me Seeler and are certainly stout enough to convince someone you are hired protection.”

    “I would like to get ahead of the group or well behind. I would wish to leave tonight or else a couple days behind the others. Whichever, I do not care.” Alluvianna, understanding she is a stranger to the group, offers the obvious alternative, “I can also travel on my own.”

    Seeler says with elation, while looking at Alluvianna, “I’ll be happy to go along as your hired protection, milady!”

    Lexington also concurs with her plan, “I will accompany you to Kroten. I would like to stay in town.”

    Alluvianna appears pleased, “I have a few things I need to gather before we leave. I will meet you back here in a few hours. We shall leave tonight.”

    With that, Alluvianna excuses herself from the table and exits into the street.

    The two merchants make notice of her leaving and see that as their cue to rejoin the group.

    Loris Naef lays out his plan, “We shall leave tomorrow morning. Make sure you are a few miles north of town just after daybreak. Wait for me along the road. I will be coming up with horse and wagon. You may pay me at that time and we shall depart.”

    Zahrdahl nods politely to the group, “Good luck. I will be returning to Restenford. Seek me out should you need further assistance.”

    The two men prepare to leave. Breymeer stops them and requests a map, if available, of the town or surrounding area.

    Loris Naef, unfortunately, does not have a map, but he gives a quick overview of Kroten’s layout, “The town is surrounded by the Kroten river. A channel was dug from the main river body around the town so that the river splits on the northeastern corner of town and rejoins on the south western edge. North of town, wrapping west and then to the south, is the Phytal Woods. Between the woods and town are three hills. The center hill, Kroten Hill by name, hosts Castle Kroten, home of Duke Nebub. The castle overlooks the town some 100 or so feet above the river. The final hill, Thorp hill, has two farms at it base but is otherwise unoccupied. South of town is the Kroten Forest. Phytal woods sits back a bit from town but the Kroten Forest abuts the southern branch of the Kroten River. There are a few farms, a guardhouse and lumberjacks along the Kroten Forest. Town proper has two additional hills, Sheep Hill on the northwest and Celestian’s Rise on the southeast. The area of town nearest Sheep Hill is the only part of town that is walled. There are guardhouses along the roadways.”

    The two merchants exit.

    Tathar advises the group that he and Morwen will catch up to the group in Kroten. He has some things he needs to take care of in the morning.
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    Wed Jan 05, 2022 6:36 pm  
    Journey to Kroten

    Lexington prepares to leave the Comfy Crab Inn with Alluvianna and Seeler. Prior to departing the table, he gives his fair-the-wells and a final comment, “During my studies, I had other hobbies as well. I am somewhat skilled at gem cutting. I will be seeking out a jeweler in Kroten to see if I can cut some of the stones in my collection to increase their value. If anyone wishes me to try and increase the value of some of your stones, I would be willing to work on them as well. If there is no jeweler in the city, I will return your property as soon as possible.”

    Breymeer advises everyone before the party splits up, “Look for me in the vicinity of Thorpe Hill. I plan to scout the exterior of town and castle and maybe get to know some farmers and loggers. Should you find you’ve gathered helpful info and look to get back together, I shall keep an eye out for party members during the hours between dusk and early evening. I would expect it won’t be for a few days. If, after several days, we haven’t regrouped, I shall work my way into town. Your deity’s speed be upon you.”

    Lexington collects whatever gems are given to him by interested party members.

    For there, the party splits.

    Alluvianna, Lexington and Seeler set out to the north upon the roadway, heading for Kroten.

    Tathar and Morwen return to the docks where they rejoin the crew upon the Ungohling. They await the sunrise to make their journey to Loreltarma.

    Breymeer, Ergon, Jandre, Grimlock, Cholak, Esned and Isiaweil rent rooms at the Comfy Crab for the evening. Prior to going to bed, the group makes some last minute purchases from any shops they can still find open.

    Breymeer returns with a tanned leather skull cap with side flaps that resemble a bomber hat. He also purchased an average quality dull greyish-blah hooded cloak and some tanned leather trousers.

    Ek spends the day in an observation post watching the traffic on the roadway. Nothing particular catches his eye until a little after sunset.
    A lone horse, riding at a gallop, speeds north along the roadway. The rider, a man by Ek’s observation, is lightly dressed and riding hard. It is too dark for Ek to make an identification of the man other than he appears to be a human male of unknown age. He is of average build and height. He is dressed in darker clothing; appearing to wear no armor. He is lightly armed if armed at all.

    Ek’s observation post is too far from the roadway to take any actions other than to note the occurrence.

    <No one takes Lexington up on his offer to try and cut their gems into more valuable stones.>

    Ergon motions to Seeler and the dwarf approaches the paladin in a private conversation. Ergon hands the dwarf two rubies (1000gp each). The paladin states his request, “If possible, when you are in Kroten, please donate these stones to a church dedicated to Pholtus in the name of Ergon of Nyrond. If there is no such church, please return them to me.” Seeler nods in agreement and stows the stones.
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    Wed Jan 05, 2022 6:42 pm  
    Lex & company

    Lexington and Seeler rejoin Alluvianna outside the inn and walk out into the night. The town has some activity going on being the 5th day of Brewfest so the three do not raise any attention as they walk to the edge of town. They make their way out into the countryside trying to avoid any prying eyes or guardposts.

    The group exits town without any apparent notice or concern.

    Once clear town, Lexington comments more to himself than the others, “I can’t believe none of the others wanted me to try and cut their stones into more valuable gems.” With that, he shrugs and continues on.

    The road to Kroten is approximately 20 miles long and follows the Kroten River. The river bed lies to the east of the roadway. The river channel varies from 300 to 1800 feet from the road as it winds its way south.

    It is now well after dark but the smaller moon, Celene, is nearly full so the going is not difficult for the two humans. The dwarf can see very well.
    As the group approaches the border to the Dutchy of Kroten, Seeler can even see a small fortification upon the 1500 foot tall Lone Peak to the west of the road. The fortification, without a doubt, is a watchpost. Lone Peak is about one and a half miles from the roadway to the west.
    Lone Peak is the terminus of a rocky spine coming down along the seashore from the north. The road passes through a valley, several miles wide, between Lone Peak on the west and the foothills to the Farmin Mountains on the east. The foothills are about four miles to the east of the Kroten River.

    North of the border, woodlands appear on both sides of the roadway.
    The Phytal Woods are to the west side. The abut Lone Peak and continue north past the town of Kroten. They are a mile and a half away at the border but encroach east towards the roadway the farther north one travels; sometimes within 300 feet of the road.

    The Kroten Forest parallels the road from the Farmin Mountain foothills to the southern edge of the town of Kroten. The forest is generally up to the banks of the river.

    The area between Pelreltarma and Kroten is accented with hills; some covered in vegetation and others just bare rock jutting up from the land. The area, for the most part, is wilderness.

    The border is secured by a checkpoint. It is roughly half way from Pelreltarma to Kroten (roughly a distance of ten miles north to Kroten or ten miles south to Pelreltarma). The checkpoint is enforced by a garrison of soldiers; some human but most hobgoblin. A few ogres supplement the force.

    The humans are in charge and judging from what appears to be a stable, are able to ride horse. The hobgoblins appear to be the soldiers and the ogres the extra muscle.

    The garrison is a wooden structure as is the stable. The garrison appears large enough to hold forty troops. The stable, a dozen horses. They are built on the west side of the road. A second, smaller wooden structure sits across the road from the larger garrison. It could comfortably hold a dozen men. The ogres have the third wooden structure. It sits on the east side of the road between the second building and the border gate. It is large enough to house four ogres.

    The border gate is two simple square wooden structures, one on each side of the road. Each has a door facing the road and a shuttered window facing the south. Both are illuminated inside. Between the two gatehouses, an iron gate is mounted between two large wooden poles. The gate is shut.

    The Kroten River, at this point, is as close as it gets to the roadway being a little less than 300 feet to the east.

    A barrier has been placed between the river and the eastern gatehouse. The barrier is cut and limbed trees laid parallel to the ground along a series of wooden posts dug into the ground and placed in an ‘X’ formation to hold the cut logs.

    To the west, the barrier stretches from the west gatehouse to, presumably, Lone Peak.

    A platoon of a half dozen hobgoblins stand watch behind the gate. Not counting any that might be in the gatehouses. They are armed with a variety of swords, morningstars, spears, polearms and crossbows.

    Alluvianna confidently strides towards the gatehouse. As the group approaches the gate, two hobgoblins level crossbows, two prepare polearms and the other two remain unarmed. One of the unarmed hobgoblins hails the group in the common tongue (spoken quite well for a hobgoblin), “Stop, who are you and what is your business travelling to Kroten; at night even!”

    Ek moves closer to the border of Kroten and attempts to get a layout of the land to his north and west. He climbs up one of the higher points and takes a peek around using the full moonlight of the smaller Celene moon.
    The galloping horse is long since gone.

    Ek can see Lone Peak which appears to mark the southern border of the Duchy of Kroten . Ek can even see a small fortification upon the 1500 foot tall Lone Peak to the west of the road. The fortification, without a doubt, is a watchpost. Lone Peak is about one and a half miles from the roadway to the west.

    Lone Peak is the terminus of a rocky spine coming down along the seashore from the north. The road passes through a valley, several miles wide, between Lone Peak on the west and the foothills to the Farmin Mountains on the east. The foothills are about four miles to the east of the Kroten River.

    North of the border, woodlands appear on both sides of the roadway.
    The Phytal Woods are to the west side. The abut Lone Peak and continue north past the town of Kroten. They are a mile and a half away at the border but encroach east towards the roadway the farther north one travels; sometimes within 300 feet of the road.

    The Kroten Forest parallels the road from the Farmin Mountain foothills to the southern edge of the town of Kroten. The forest is generally up to the banks of the river.

    The area between Pelreltarma and Kroten is accented with hills; some covered in vegetation and others just bare rock jutting up from the land. The area, for the most part, is wilderness.

    The border is secured by a checkpoint. It is roughly half way from Pelreltarma to Kroten (roughly a distance of ten miles north to Kroten or ten miles south to Pelreltarma). The checkpoint is enforced by a garrison of soldiers; some human but most hobgoblin. A few ogres supplement the force.

    The humans are in charge and judging from what appears to be a stable, are able to ride horse. The hobgoblins appear to be the soldiers and the ogres the extra muscle.

    The garrison is a wooden structure as is the stable. The garrison appears large enough to hold forty troops. The stable, a dozen horses. They are built on the west side of the road. A second, smaller wooden structure sits across the road from the larger garrison. It could comfortably hold a dozen men. The ogres have the third wooden structure. It sits on the east side of the road between the second building and the border gate. It is large enough to house four ogres.

    The border gate is two simple square wooden structures, one on each side of the road. Each has a door facing the road and a shuttered window facing the south. Both are illuminated inside. Between the two gatehouses, an iron gate is mounted between two large wooden poles. The gate is shut.

    The Kroten River, at this point, is as close as it gets to the roadway being a little less than 300 feet to the east.

    A barrier has been placed between the river and the eastern gatehouse. The barrier is cut and limbed trees laid parallel to the ground along a series of wooden posts dug into the ground and placed in an ‘X’ formation to hold the cut logs.

    To the west, the barrier stretches from the west gatehouse to, presumably, Lone Peak.

    A platoon of a half dozen hobgoblins stand watch behind the gate. Not counting any that might be in the gatehouses. They are armed with a variety of swords, morningstars, spears, polearms and crossbows.
    Within a few hours of the galloping horse, Ek spots a group of three traveling north upon the roadway. Without a doubt, it must be Alluvianna, Lexington and what appears to be Seeler without Cholak.

    They are walking without haste or apparent concern. They will be approaching the gate house shortly.

    Having climbed up to a better lookout post, Ek cannot reach them before they reach the border post. He watches to see what happens.


    Allunianna boldly responds to the hobgoblin guard, “I am on my way to Kroten though I was much delayed. My son and I,” she pauses and looks at Seeler to make sure he wasn’t about to lop off some hobs heads, “and our hired mercenary, wish only to move along. I do not wish to be delayed.”

    Lex shows no fear or concern. He has faced far scarier and dangerous creatures in his young life. He allows the lady to lead and awaits her next move. All the while, he mentally prepares to cast spells as the first sign of trouble.

    Alluvianna removes a small sack from beneath her robes. The movement obviously makes the hobgoblins a little nervous but none react with anything more dangerous than changing positions and gripping weapons a little tighter.

    Alluvianna opens the neck of the sack revealing gold coins. She throws the bag over the fence. “As I say, I wish only to move on to Kroten.”
    The bribe is well received and the gate is opened. “We still need your names!” warns a human moving out of one of the wooden guard shacks.

    “I am Alluvianna my dear sir.” She removes a flask and walks to the man. She hands him the flask, “Some brandy for you.” As he takes possession of the flask, she quickly leans forward and kisses him. He is taken off guard and simply looks stunned at her sudden affection. “Thank you, dear sir. My son, Lex, and my hired guard, Seeler, appreciate you understanding our late night inconvenience.”

    With that, Alluvianna confidently leads the way north along the road and away from the border guard station.

    As Lexington nods politely at the man and the hobgoblin guards as he passes by. Once a safe distance from the soldiers, he comments, “Momma, I thought you said we’d find a place to rest for the night.” He gives Alluvianna and Seeler a slight grin and a wink.
    Alluvianna smiles back, “Indeed we will my son. However, it will be among the trees of the Phytal Woods I am afraid.”

    Alluvianna leads the group a couple hours north of the border checkpoint and then turns west, heading into the edge of the Phytal Woods. She only goes a few hundred feet into the woods and finds and area screened from view from the roadway. “No fire. Get a few hours rest. We leave at daybreak. I want to stay ahead of the other group to keep up the ruse.”

    Ek watches the three approach the gate and have a brief conversation. Alluvianna throws a sack over the fence in what appears to be a bribe. The gates are opened and the three cross into Kroten.

    A human comes out of a gatehouse and confronts them. Alluvianna removes a flask and hands it to him. As he takes it, she suddenly kisses him in an apparent thankful gesture. The man is taken off guard and hardly reacts.

    With a few parting words, the three adventurers continue deeper into the duchy.
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    Wed Jan 05, 2022 6:43 pm  
    Tathar & Mowen

    Tathar calls upon Comus to have a word with him. Comus dutifully comes to his captain’s side. Tathar brief’s Comus on the priest’s wishes. He informs Comus that if he does not return from this quest, the Ungohling is to go to Morwen. In the event neither of them return, then Tathar orders Comus to bring the Ungohling to Tur Thar Guldar and give it to the Sehanine priests there and teach them the words of power.

    Tathar teaches Comus the words of power and the effect they have on the Ungohling.

    Finally, Tathar gives Comus a parchment saying, “If I do not return, present this and the Ungohling in box form to the priests at Tur Thar Guldar and ask them for payment for you and your crew. Unbeknownst to Comus, the letter reads, “To the Sehanine Priests of Tur Thar Guldar. If you are receiving this then I, Tathar Surion, have failed in my mission to bring the Lady Paylae back from the clutches of Hell. This is Comus, pay him what he asks for the services he has rendered.” The letter is signed by Tathar Surion.

    Comus nods his head in acceptance of the order. “By Sehanine’s grace, sir, I am sure you shall return. We shall wait for you at Pelreltarma. So as not to raise too much attention, I will make the Ungohling a box when safe to do so and we shall await you in the Comfy Crab Inn.”
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    Wed Jan 05, 2022 6:49 pm  
    The wagon crew

    Breymeer, Ergon, Janre, Isiawiel, Cholak, Esned and Grimlock all rise before the sun and slip out of town. It is quiet at the early hour. It is warm with a light breeze.

    Though it is still hours before sunrise, the sky is lit well enough by the generally full Celene moon. It is the smaller of the moons but still sheds enough light to easily travel by.

    Breymeer leads the group north along the road to Kroten. The roadway generally follows the Kroten river; the river lying to the east of the road.
    About a mile north of Pelreltarma, the group comes upon Loris Naef and his crew. The entire crew consists of human men. Loris has with him two large wagons (8’ wide, 12’ long), each pulled by a couple large draft horses. Loris himself rides a riding horse. Each wagon has a driver and an armed henchman. In addition to the four men on the wagons, Loris Naef has ten hired mercenaries. The drivers are not armored but have daggers on their belts. The rest of the men have leather armor and melee weapons of various sorts. The driver’s assistants have light crossbows as well.

    In the wagons are numerous large crates (2’x2’x6’) and barrels (2’x3’). The entirety of it smells of fish and spilled ale.

    Loris Naef spells out his plan. Breymeer, Ergon, Jandre and Isiawiel will get into crates in the first wagon. They will be lined up side by side directly behind the driver. An additional row of crates will be line up to the rear of the wagon from the adventurer’s crates.

    In the second wagon, Cholak and Esned will climb into barrels and be mixed in among the other 8 barrels. Grimlock will be placed in a crate and be positions perpendicular to the wagon next to a second crate. The second crate sits closest to the rear of the wagon.

    Once past the checkpoint and out of site, the first wagon will deposit the occupants into the wilderness. Then both wagons will continue into Kroten with only Cholak, Esned and Grimlock remaining in barrels/crates.
    Loris Naef finishes his explanation of the plan and then holds out his hand, “If you have concerns, please address them, otherwise, I shall take my payment. One thousand gold please.”

    Breymeer removes a fire coral ring (2000gp) from a pouch and shows it to Loris Naef. “This is easily twice the value of your requested payment. I pay for our entire crew. I also pay for the discreteness of you and your crew.”

    Loris Naef examines the ring and smiles, “You shall have my word,” as he pockets the ring. “Anyone else have any concerns?”

    Grimlock states very plainly as he looks contemptuously at the crate, “I will be out of the crate and invisible. I can ride in the wagon just the same. I will monitor to make sure everything goes as planned.”
    With that, Grimlock plucks one of his eyelashes, rolls it into something in his palm. With a few arcane words and gestures, Grimlock disappears from view.
    <Grimlock invisible and stoneskinned (cast previous day at his request)>

    Loris Naef simply shakes his head and looks to Breymeer, “I’m not responsible for this contemptuous half breed friend of yours. If he gives us away, the blood is on his hands, not mine!”

    “Everyone in their crates, we must be moving out!” commands Loris Naef. “I assume you can still hear me Grimlock. I hope you understand the importance of you not being discovered. I will put blind trust in the fact that you are quite capable of such a feat or I assume your companions would have raised concern. Good luck all.”

    Grimlock’s bodiless voice chastises Loris Naef, “I can hear you Naef. Your trust matters not to me. What does matter is your tongue when you address my breed. I will forgive your insult this one time as it is evident you haven’t heard of me. But on the next, you can trust it will be your last.”

    Anger flashes across Loris Naef’s face though it is quickly controlled. He is obviously a man that has worked with men of various backgrounds and histories. Men that are obviously of greater power than himself. Loris Naef, remembering the value of the cargo he is transporting, remains quiet and goes about the business of settling everyone into their place.
    As each character climbs into their barrel or crate, they are shown the lids have short nails nailed into the lids to make it appear the lids are secured. However, the lids are easily removed from inside, enabling the characters a relatively quick exit.

    The wagon train loads and gets underway.

    As the group approaches the border to the Dutchy of Kroten, Grimlock can even see a small fortification upon the 1500 foot tall Lone Peak to the west of the road. The fortification, without a doubt, is a watchpost. Lone Peak is about one and a half miles from the roadway to the west.
    Lone Peak is the terminus of a rocky spine coming down along the seashore from the north. The road passes through a valley, several miles wide, between Lone Peak on the west and the foothills to the Farmin Mountains on the east. The foothills are about four miles to the east of the Kroten River.

    North of the border, woodlands appear on both sides of the roadway.
    The Phytal Woods are to the west side. They abut the Lone Peak and continue north past the town of Kroten. They are a mile and a half away at the border but encroach east towards the roadway the farther north one travels; sometimes within 300 feet of the road.

    The Kroten Forest parallels the road from the Farmin Mountain foothills to the southern edge of the town of Kroten. The forest is generally up to the banks of the river.

    The area between Pelreltarma and Kroten is accented with hills; some covered in vegetation and others just bare rock jutting up from the land. The area, for the most part, is wilderness.

    The border is secured by a checkpoint. It is roughly half way from Pelreltarma to Kroten (roughly a distance of ten miles north to Kroten or ten miles south to Pelreltarma). The checkpoint is enforced by a garrison of soldiers; some human but most hobgoblin. A few ogres supplement the force.

    The humans are in charge and judging from what appears to be a stable, are able to ride horse. The hobgoblins appear to be the soldiers and the ogres the extra muscle.

    The garrison is a wooden structure as is the stable. The garrison appears large enough to hold forty troops. The stable, a dozen horses. They are built on the west side of the road. A second, smaller wooden structure sits across the road from the larger garrison. It could comfortably hold a dozen men. The ogres have the third wooden structure. It sits on the east side of the road between the second building and the border gate. It is large enough to house four ogres.

    The border gate is two simple square wooden structures, one on each side of the road. Each has a door facing the road and a shuttered window facing the south. Both are illuminated inside. Between the two gatehouses, an iron gate is mounted between two large wooden poles. The gate is shut.

    The Kroten River, at this point, is as close as it gets to the roadway being a little less than 300 feet to the east.

    A barrier has been placed between the river and the eastern gatehouse. The barrier is cut and limbed trees laid parallel to the ground along a series of wooden posts dug into the ground and placed in an ‘X’ formation to hold the cut logs.

    To the west, the barrier stretches from the west gatehouse to, presumably, Lone Peak.

    A platoon of a half dozen hobgoblins stand watch behind the gate. Not counting any that might be in the gatehouses. They are armed with a variety of swords, morningstars, spears, polearms and crossbows.
    As the wagons approach the gate, the hobgoblins prepare themselves. Those holding the spears and polearms take up second ranks while those with swords and morningstars take up the front.

    A man walks out of the western gatehouse and addresses the group as the horses stop at the closed gate. “Loris Naef, greetings to you sir. What brings you to Kroten this day?”

    Loris Naef approaches the gate on foot. He has taken some items in hand. In addition, his helpers unload two barrels from the wagon and then roll them towards the gate.

    “Good day to you Captain Ribard,” cheerfully speaks Loris Naef with a large smile on his face. Loris Naef hands over a bottle to the Captain with a small sack of what appears to be coins. “I hope all things are peaceful for you and your men.”

    The captain appears to be making a quick look over Loris Naef’s shoulder; a cursory look at the cargo on his wagons and the men that are with him.

    Loris Naef continues, “I have a few barrels of ale and some crates of fish. I have the normal load for Duke Nebub. I am brining in a little extra to see if I can expand sales to a few of the inns while I am in town. Hopefully they are running low during Brewfest.”

    “Wise merchant you are Naef!” replies Captain Ribard as he waves his hand to the hobgoblins, indicating to them to raise the gate.

    “The barrels are for the soldiers. Some good beer from Loreltarma,” Loris Naef comments as he prepares to get back underway. His men set the barrels down by the hobgoblin gate crew; much to their approval.
    The wagons continue past the gate garrison and further down the road towards Kroten.

    Ek watches as the wagon crew approaches and then passes through the gates.

    The wagons continue north along the Kroten Highway for a few hours before Loris Naef feels secure enough to stop the wagons near a small growth of trees. In total, the trees cover a couple acres and make enough of a structure to hide among.

    “It is time. I believe this is the best location to depart,” Loris Naef advises as he begins to open the tops of the crates and barrels, releasing those that will head off into the woods. “Hurry yourselves into this small wooded area. From here, you can get yourself into the Phytal Woods and make your way to town by dark should you wish.”

    There is only a small clear area between the edge of the Phytal woods and the small growth Loris Naef is secreting the group into. Maybe some 450 feet of clear ground lay between the main forest and this small growth. The small growth is some 200 to 225 feet in width and maybe 300 feet north to south. Most of the underbrush has been kept down in an attempt to keep bandits from using it as an ambush site. Even so, a character on foot could hunker down and hide to avoid being seen from the roadway.

    Breymeer, Ergon, Jandre and Isiawiel all quickly gather their gear and slip out of the wagon for the cover of the woods. Breymeer and Isiawiel, both very at home in the woods, are quickly out of site. Ergon and Jandre make haste to get deeper into what cover they can find before organizing themselves.

    The crates are re-sealed and the wagons are quickly back on their way with Grimlock, Cholak and Esned still riding the second wagon. Cholak and Esned secreted into barrels and Grimlock riding invisibly; sitting on his crate.

    <Town is about 5 miles farther north>

    Ek manages to keep up with the wagons while moving stealthily through the edge of the Kroten Forest. He watches the wagons pause long enough to allow Breymeer, Ergon, Jandre and Isiawiel time to exit the lead wagon with their gear and enter a small wooded area on the west side of the roadway. They are all quickly out of sight.
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    Wed Jan 05, 2022 6:53 pm  
    Breymeer, Ek, Ergon & Jandre

    Breymeer gathers the four of them together. The ranger cringes as the metallic sound of the heavy armor from the Pholtus warrior and priest.
    Ergon expresses his wishes, “I would like to get concealed and hunker down until the cover of darkness before moving further.” Jandre concurs.

    Breymeer adds, “My intent is to make my way through the woods and find a hideout northeast of town at the hill where some sort of camp can be set up. I’ll then be scouting the area for three days and making sure I’m at the camp on the third night as I told the rest of the group. I will keep an eye out each evening for possible early return of our partners.”
    Isiawiel says nothing.

    The group remains successfully hidden among the trees until sunset.
    Not long after sunset, a very wet Ek makes an appearance. The dark elf suddenly walks into camp and greets the party. It appears he may have swam the river to get to the small wooded area that now hides the group.

    Ergon looks to Breymeer, “You are the man of the woods, we should just follow your lead and stay out of sight. If you think it best, I could remove my noisy armor to be able to move around more quietly.”
    Isiawiel remains quiet.

    Jandre awaits Breymeer’s response.

    Breymeer addresses the group, “Glad to see you made it Ek. The lay of the land will predict our movement. It appears we can make it into the Phytal Woods and skirt the west side of the town and around the north side of the town.”

    He pauses to make sure everyone is content with his assumption before continuing, “As I stated earlier, my goal is to find the Thorpe Hill which lies off the northeast corner of Kroten. Let us hope the backside of Thorpe Hill will provide a hidden camp for us.”

    He begins to dig into his pack, “I say we gather our wits, grab a drink and a bite and let’s move out. Please secure your gear any way you can, maybe we can reduce some of the metallic clanging noises I’m hearing.”
    Looking to the sky, Breymeer sets his pack down as he continues to talk, “If we are blessed with some moonlight, I say we continue through the evening in hopes of finding Thorp Hill this evening. If total darkness besets us, we may have to be having a cold camp tonight.”

    Ek, with his superior vision in near darkness, offers to walk a little ahead of Breymeer. This will give better surveillance but also allow the ranger a little more security so he can concentrate on his surroundings for possible trails, tracks or other evidence that may be useful to the group.
    The party finishes grabbing a quick meal.

    Ergon and Jandre remove their heavy plate armor and stow it in packs softening the harsh metallic sound.

    It is then realized that Isiaweil is gone. The half-elf has slipped off without notice. Breymeer cannot seem to find a steady trail. The small wooded area is quickly searched but there is no sign of struggle. Isiaweil has simply left.

    With time against them, the group hurries across the opening towards Phytal Woods. They scatter some grazing deer in the process. Entering the woods, they turn north and continue their quest.

    Ek is in the lead some 10-15 paces ahead of Breymeer, the ranger is second. Both of them moving quietly through the woods. Behind Breymeer, some 90 feet, are Ergon and Jandre. Without their armor on, they are quieter and move quicker. They find it easy enough to keep up.
    In this fashion, they make several miles without trouble. They continue on past midnight into a new day.

    The group, moving cautiously, makes it to the western edge of Kroten. From the edge of the woods, across a large clearing, the lights of the town glow.

    Breymeer is content with the progress for the night. They retreat back into the forest far enough to avoid detection from any possible security forces.

    It is but a few hours before the break of dawn.

    Breymeer looks to the sky knowing time is short. He wishes to make it around the north side of town to Thorpe Hill area. He lets out a sigh knowing there is not enough time. He doesn’t want to risk the movement in daylight.

    Breymeer suggests to the others that he and Ek will find the best place in the woods to remain hidden until it is safe to continue onto the hill at nightfall.

    The dark elf and the ranger head into the darkness; instructing the Pholtus warriors to wait for them to return


    Breymeer moves as a bear as he quietly analyzes the forest. Ek moves quietly behind him, watching in the darkness using the advantage of his dark vision.

    Breymeer pauses the duo as he comes upon a flat stone. Its shape and appearance reminds Breymeer of dwarven marking stones near the dwarven delve.


    Ergon and Jandre, worshippers of the light, becomes somewhat concerned being out of their armor in the dark in the woods ringing Nebub’s stronghold.

    Some thirty minutes or so after the departure of Breymeer, Ergon is surprised to see a very faint glow coming from a distance in the woods. It is too far to have a direct line of sight; Ergon only can see there is a faint glow, as if a light source were uncovered.
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    Wed Jan 05, 2022 6:57 pm  
    Lex & company

    Alluvianna, Seeler and Lexington set back out just before daybreak. They continue north on the Kroten Highway.

    The hills that surround the north and east side of town come into view. Fields appear on the west side of the road though the Kroten Forest is still on the east side. A few cattle ranches dot the fields as the trio pass by.
    Ahead, the town comes into view. There is a guardhouse on the highway itself south of town. A smaller dirt path leads east along the north side of the Kroten Forest; lying south of the Kroten River.

    The town has a walled section on the northwest area of town. South and east of that are unwalled sections of town. The Kroten Castle sits atop a hill north of the walled area; north of the wall.

    The area ahead of the group, south of the wall, contains an obvious lumber mill that also boasts a cattle lot, a marketplace and numerous buildings of various size. Some appear to be homes, some appear to be merchants, etc. The buildings are mainly made of wood but some are made of stone.

    Lexington, with a grin, asks Alluvianna, “Mom, will you be able to get us past these guys?”

    Alluvianna answers rather matter-of-factly, “Well dear Lexington, I believe now that we are in the dutchy, we are relatively safe from most troubles unless we bring them upon ourselves.”

    She looks east along the dirt track that leads along the Kroten Forest towards more cattle farms and lumber camps and then back north towards the guardpost and town. “Which way would you two like to go? I care not. As long as we can be settled in by nightfall. In fact, once in town, I may go off and explore on my own. I can keep up the family ploy though until you as settled into an inn.”

    Seeler votes for north, “It may be a little easier to travel so we may enter the town quicker.”

    Lex agrees, “I have no desire to stay ou in the wild. Studies are always more productive in the warmth of a lit room. I have some business I’d like to take care of in town. Also, I opt to explore the city to find a jeweler and a nice place to stay.”

    “Done.” Is all Alluvianna replies before turning and walking north to the guard house.

    The guard house is on the intersection of the south road and another main road leading west out of town. The west road likely travels to Asmogorgon on the northern coast of the island. The guard house is manned by a human captain, a couple hobgoblin sergeants, about a dozen hobgoblin soldiers and an ogre who wields an nasty looking oversized hammer.

    Though eyed suspiciously, the group is not confronted for more than their names. There is no toll for foot traffic.

    Ahead the highway enters town and forks, the left fork going up the western edge of town and the right fork, the southern edge of town.
    In view is the lumber mill and cattle pens (#325). A small growth of trees blocks much of the view to the east (south) road though the smell of baked goods competes with the smell of the mill and cattle.

    Another patrol group, this one consisting of a half dozen humans, is milling around in the shade of the trees watching the fork of the highway. They do not appear to be overly attentive or concerned with the group’s presence.

    Seeler continues walking, intent on finding and inn and getting settled in. Lex and Alluvianna follow suit.

    Seeler quickly comes to the fork in the roadway.

    The left path leads to the walled gate on the southwest corner of the wall. Visible are the broken-down windmill (#314), the mercenary training hall (#310) and the Mason and Builders guildhouse (#314).

    The right path is made of cobblestone. It leads past a baker (#302), barber (#303), entertainer (#304), a carpenter (#305), cobbler (#306) and a bath house (#307). Of most significance is the gaming hall (#312) with a large pit to the east side of the building. The pit is surrounded by a four-foot tall stone wall. A tree grows up from within the perimeter of the wall betraying the fact that the wall surrounds a pit, some six feet deep. A sign posted on the wall in large print, written in common and Suel, reads, “Danger! Do not sit on the wall!”

    The cobblestone roadway leads to a large square with many peddlers and a well.

    Past the square, the cobblestone roadway continues past another entertainer (#308) and a public entertainment house (#309).

    Lexington stops the group. With a childlike grin he suggests the trio visit the baker. The smell of the fresh baked goods is obviously a welcome relief to the young man compared to the smells of the wild. “Let’s stop in and get a dessert. We may be able to get information on where the best inn is in town. And a jeweler.”

    All concur.

    The bakery is a 22’x30’ building. There is a front and presumably a back door. A windows, with the shutters open to allow out the smell, is mounted on each wall. There is a second story loft above the center of the house. Behind the house, extending almost to the river, is a large garden.

    The front door opens directly to the kitchen. The door is currently closed.
    Knocking on the door draws forth a male voice, “How can I help you?”

    Lexington replies, “Good day sir. My companions and I are traveling through the area and the wonderful aromas of your goods beckoned us to see if we could purchase something. It has been some time since we’ve had fresh bread or any fruity confections.”

    “We’re too busy at the moment. Our current supply is east of you in the Kroten Road Square. Our boys are down there with a cart selling pies as we speak. There are a few apple pies and some meat pies. You better hurry, they can go fast. The older boy’s name is Obisrik.”

    Lexington thanks the baker and continues playing the part of mother and son, “Let’s hurry mom, before they run out of the good stuff.”

    The trio approaches Kroten Square. It is a cobblestone square surrounding the roadway as it passes through east and west. Many tents and booths are set up. It appears one can find many different items here.

    Lexington finds the baker’s booth and purchases a pie from Obisrik. Making small talk, Lexington, while starting to eat the pie, inquires about a jeweler in town.

    Obisrik informs him there is one behind the walled section of town. Along the southern wall on, well, Wall Street. A little south of the southern slope of Sheep’s Hill.

    Alluvianna bids the two others fairwell, “I have a few things I would like to do now. You may or may not find me again. Fair the well my son. Keep him safe Seeler.” She smiles and walks off into the crowded market.

    Lexington continues to make small talk with the baker’s son in between bites of pie. He is several minutes into eating it before he realizes he has taken more bites than spoken.

    Seeler stares at the oblivious teenage human as he hogs down the pie himself.

    The moment is suddenly interrupted by three bugbears fully armed and armored. They bear the unforms of the Kroten security forces.

    The middle one speaks in surprisingly good common, “Come with me! We have questions for you. Do not resist or reach for a weapon or you will be charged with assaulting Duke Nebub’s men!”

    The soldiers look prepared to fight.

    One approaches Seeler intending to disarm him of his obvious weapons.
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    Wed Jan 05, 2022 7:07 pm  
    Tathar & Mowen

    The following morning, Tathar and Morwen make a quick stop to purchase clothing to dress themselves as commonfolk before making the short journey across the bay and dock at Loreltarma; paying the docking fee.

    Tathar first makes straight for the temple dedicated to Sehanine. The temple is three stories high with a small tower rising two more stories off the main level. The tower roof is flat, allowing the priests to view the night sky unobstructed.

    At the temple, Tathar tithes a diamond (500gp), 41ep, 77sp and 182cp.

    He replenishes needed spell components.

    Tathar is known to the church clergy and is greeted with respect. He and Morwen are invited to sit for a moment and enjoy a brunch. Tathar inquires about any alchemists in town. The clergy give the pair directions to the local alchemist. In addition, they offer to sell the duo some of the healing powers of Sehanine.

    Tathar, already able to channel her power upon her blessing, declines. Morwen happily accepts the offer trading two gem encrusted chalices (250gp each) and two diamonds (100gp each) for two potions of healing power.

    From the temple, the couple make their way to the alchemist’s shop. It is a small stone block building with few windows on the main floor. The upper level is made of wood and boasts additional windows, though they are heavily barred. A very stout steel door adorns the front of the building. The door has a small sliding peek hole, about 4 inches square, that is currently closed. A brown wooden sign with a blue bubbling glass vial swings slightly in the warm morning breeze.

    Tathar tries the door but it is locked.

    Tathar knocks on the door and waits patiently. His elf ears pick up the sound of someone slowly moving inside; eventually shuffling through the building to the door. The peep hole slides open. An older man with a severely scarred face, likely from a chemical burn, peers out at Tathar and Morwen. He is likely in his early 60s. He appears short and a bit plump.

    “Elves, eh?” the man comments. “What would an elf couple wish of an old man like myself?” He appears to be eyeing up the ability to pay of his potential clients. Apparently, he has had positive business with elves for he appeared to look favorably upon Tathar and Morwen.

    Morwen flashes him a smile and says, "Good sir, we have just left the Temple of Sehanine and upon their recommendation for an alchemist have found our way to your door. We are embarking on a journey and are unsure what potions we may need, but would like to view your wares in case one stands out."

    “I am sorry my dear, I do not open my door for customers. However, I would be more than happy to try and assist you should you have something more specific in mind. I have a small collections of items I have prepared that may fit your needs. If you trust in other devices besides potions, I may also have some powders or herbs that I can mix together to assist you.”

    Morwen makes a simple request, “Do you have anything that would make me invisible? I have found that the second safest way to avoid being killed is not to be seen. The first safest, of course, is to stay at home. And since that is not an option . . .” She leaves the last comment hanging there.

    “Well, my dear lady,” he points to his face, “sometimes staying home backfires as well.” He thinks to himself for a moment then answers, “I believe I have what you are requesting. A fine fellow requested I make it a while back and then never arrived to purchase it. Guess he could have used it a day earlier. It is a one dose shot, single use but should last the better part of a day. 550gp and it is yours.”

    Morwen looks to the ground upon hearing the price, knowing she does not have that much with her.

    Tathar, noticing this and not wanting for Morwen to suffer the embarrassment, pulls a valuable sapphire (1000gp) from his coin bag and covertly shows it to the alchemist, “Could you do two potions for this?” he asks.

    “I fear I have only the one concoction that will make you completely disappear. However, if not being seen is the goal, I believe I may have something else you would consider. I have a little concoction that will shrink you considerably. Either that, or it makes the rest of the world grow much bigger. However, I am more inclined to believe it makes the drinker small. You drink half of it, you will be half your size. Drink it all, and you will shrink down to just the size of a large mouse or so. The best part, it shrinks whatever you’re are wearing and carrying as well.”
    The alchemist looks closely at the sapphire Tathar holds without reaching for it. He eyes it closely, moving his head to see it at several different angles. “I believe I could sell both potions for that sapphire.”
    The old man looks to the elves for their reply.

    Tathar looks at Morwen. Morwen shrugs her shoulders before inquiring of the alchemist, “How long will the shrinking potion last?”
    “Between an hour or two before you return to your original size,” is the answer.

    Morwen nods approval. Tathar looks back at the alchemist and concludes the sale, “This could be a very useful potion.” Tathar takes the potions and hands them Morwen while dexterously handing the sapphire to the alchemist in one gentle but swift move.

    “Good luck,” the alchemist wishes in a friendly tone as a goodbye before shutting the portal in the door.

    Morwen securely stows the two potions and the Sehanine pair return to the docks.

    Comus and the men stand upon the boat facing three armed men on the dock next to the boat. Everyone appears relaxed as if waiting for Tathar’s return. Comus appears to have made it apparent that they were not coming onto the boat as he stands squared off, though at something similar to parade rest, in front of the three men.

    Two of the men wear studded leather armor and are armed with spear and shield. White tunics with the emblem of Loreltarma on its front are worn over the armor. Their shield emblems match that of the tunic. They are obviously members of the town guards. The final man, the leader, wears studded leather armor and has a sword in a scabbard on his belt. His tunic is similar but light blue in color. A patch, mounted at his left clavicle, shows his rank; that of captain. He holds a parchment in his hand that he begins to unroll as he speaks.

    The captain respectfully addresses Tathar, “Goodday Lord Tathar Surion, Reagent of Tur Thar Guldar, honorable clergy of Sehanine Moonbow.” He turns his attention to Morwen and addresses her, “Lady Morwen Alcerin, Ambassador of Baroness Andrella of Resenford, I greet you.”

    He reads from the scroll, ”The Council of Seven of Loreltarma has requested your presence before the council in regards to the conflict between the Barony of Restenford and the Dutchy of Kroten.”
    The captain, quickly going about his business, finishes, “I am to direct you to the council, straightaway my Lord and my Lady.”
    <No threat of force is being signaled. What is your actions.>

    Morwen and Tathar give each other puzzled looks. Morwen looks at the captain and flashes him a sincere smile. “Captain, you say that you are to direct us to the council straight away, but your parchment ‘requested’ our presence. Are we free to refuse this, or are we going whether we like it or not?”

    Before the captain can react, Morwen finishes her thought, “Mind you, my intention, and I am certain Tathar’s, although I do not intend to speak for him, is that we will attend the council. I merely ask because I am wondering if we are to be interrogated or simply inquired upon.”

    The captain’s face flushes, “My apologies, m’Lady! You certainly are free to do as you wish. Please pardon my tongue. I chose my wording poorly.”

    “If you will give me a moment to step into the cabin and change my attire, I will join you momentarily. My clothes are certainly not fit to be seen at court,” her voice is sweet and polite but leaves it no room for discussion. She does not pause for an answer, moving to the cabin of the Ungohling to change.

    Morwen takes off her traveling clothes and puts on a green evening gown with a silver sash and a plain brooch. She wears sandals on her feet.

    Tathar, in a stark contrast, remains as is with his face covered in charcoal excepting the moon shaped white circles around his eyes.

    Comus is left in charge of the boat. The two elves follow the captain to the council.


    The captain of the guard leads the elven pair across town into the government district without incident. The city chambers are eloquent enough; befitting a town of it size.

    Upon entry to the council chambers, the pair finds only one person sitting in the room. The man, in his early 30s, sits at the center of a long table. The table sits upon a slightly raised platform at the back of the room. The table sits perpendicular to the entrance. He wears a tan vest over a white tunic. His light brown wavy hair falls short of his shoulders. He has a close-trimmed beard.

    “Greetings Lord Surion and Lady Alcerin. I am Billtirid. I am the council member that called upon you. Please, have a seat.”

    Tathar and Morwen politely accept his invitation and sit upon the visitor’s chairs. They are simple wooden chairs though they boast cushions and are obviously well crafted.

    “I do not have much time to speak to you so I will skip the pleasantries and get to my business. I, unlike much of the counsel, am very concerned about the conflict between Kroten and Restenford. Also, I am concerned about the intent of the Sehanine elves.”
    “Firstly, the conflict between Kroten and Restenford has not, nor will it, help the greater good of the island. We all stand to lose if all out war breaks out. Furthermore, the controlling fist of the Duke of Kroten would not be welcome to most, in my opinion. I ask that you, Lady Morwen, representing Baroness Andrella, and you, Lord Surion, representing the Sehanine elves, pay Duke Nebub a visit in his court and see what demands he may have in regards to ceasing hostilities. Unfortunately, this counsel has sat on its hands and pays little attention past the shores of this small town.”

    “Secondly, of the Sehanine elves, what, if any, was the purpose of setting up a keep on the northern borders of Restenford? Why now are the Sehanine elves making themselves a base of operations?”
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    Wed Jan 05, 2022 7:13 pm  
    Wagon

    The wagon caravan continues north along the roadway. It makes a stop at a guard house on the southwest edge of town where Loris Naef pays a small fee for each wagon to continue on into town. It appears to be a simple toll for commerce traffic.

    Loris Naef and cargo continue on the Kroten highway turning east before reaching the southern wall that encloses part of the town.
    It turns slightly northeast before turning back west off the cobblestone Kroten Highway onto a side path. A couple blocks later the group arrives at their destination. A door opens and the group enters a building.
    Grimlock observes several buildings along the eastern route; south of the wall. There is the following observed:
    301 – a second guardhouse, two stories
    302 – baker
    303 – barber
    304 – entertainer
    305 – carpenter
    306 – cobbler
    307 – bath house
    308 – 2nd entertainer
    309 – public house – entertainment such as music etc
    312 – gaming house
    313 – wind mill (disrepair)
    Kroten Road Square (numerous carts selling various wares and foodstuffs, 326-332)
    333 – a tavern that appears to serve hobgoblins.

    The roadway turns a little northeast and continues past the following buildings:
    120 – tailor
    121 – foundry
    127 – winery

    It passes the hill named Celestian’s Rise which now holds the Fane of Syrul (155) and the barracks across the street (156).
    Turning left onto Cross Street, it passes a weaver (160) and a series of stone circles (149) then three more buildings come by; the butcher (133), the fletcher (132) and the armorer (131). The final two buildings are the tinker (130) and a livery stable (129).

    Across the street from the livery stable is a teamster. The party is shuttled into the barn on the east side of the house.

    Upon the barn being secured, Loris Naef begins releasing Cholak and Esned from their confines. They rub their sore muscles as they straighten out and stretch.

    Grimlock is presumed to have entered the barn as well. The half-elf remains invisible and very hard, if not impossible, to detect. He has become an expert at stealthy movements. He has come a long way from the days of secreting himself behind dirty dull-colored canvas.

    The group is not in the barn long enough to formulate a plan for their next move when there is a heavy knock on the barn’s sliding door. Whoever is outside made a point of making their approach secret. A gruff voice calls out, “Open the door by the authority of Duke Nebub!” The voice is not human. It appears to be that of a bugbear.
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    Wed Jan 05, 2022 7:14 pm  
    Tathar & Mowen

    Tathar and Morwen look at each other to see who will speak first. Morwen nods to Tathar, giving him the okay if he wishes. Tathar turns to the counselor and says, "In regard to your question of the Sehanine elves building a 'base of operations' as you call it, I must admit that I am just a priest of Sehanine, and I follow the will of Sehanine and the priests that she has put over me. More revered and powerful priests worked with Pelltar to drive out the evil that inhabited the keep at Bone Hill. I believe this was a great thing for the entire island. I was then commissioned by my superiors to turn the previously evil land into a monastery for good, prayer, rest for travelers, and most importantly a place to worship the Lady of Illusions, Sehanine Moonbow."

    "It is not a base of operations, as you call it, but a beacon of light where there was once darkness. If you were to travel there, not only would you be welcomed, but you would see that the only armaments we have is what it would take to drive away evil that might attempt to retake the keep."

    Tathar finishes his speaking and looks at Morwen, then down to the tabletop as if in contemplation.

    Morwen looks from Tathar with a well veiled sadness and flashes a smile. "Councilor Billtirid, I apologize, but since your time is limited and I wish to honor that, I will forgo the normal pleasantries as well. Baroness Andrella would welcome an alliance with Lo Reltarma since we would be stronger together. If Nebub attacks and successfully overthrows Restonford, it will only be a matter of time before his eyes turn to northeast and then this way."

    "As to your request of our going to Kroten, I can tell you that I have been sent in that direction by Baroness Andrella to see what I can ascertain, and Tathar has been lovely enough to accompany me, to afford me whatever protection he can. But going into the court at Kroten was not something I was planning on doing. Are you able to provide any sort of support? Either official or unofficial? A contingent of Lo Reltarma soldiers, big enough to help protect us against traveling marauders, but small enough to not be a threat to Duke Nabub may give the Duke pause in thinking that we are more aligned with each other and he thinks. It may so also serve to ensure we come out of the court with our hides intact."


    Billtiried replies, “I am not able to speak for the entire counsel. In fact, I wish to keep this meeting a secret. Therefore, I can not supply you with any material support.”

    He stops, looks around and then leans in closer before speaking in a near whisper using the elven language, “Know that powerful entities are watching the outcome of this skirmish; both for good and for ill. Please, go to court, be not afraid, you will be aided by those you know not yet.”

    “I do not expect your trust. We share the same cause.”

    He returns to the common language as he leans back in his chair, “You have our goodwill in the interest of peace. I am sorry I cannot offer you more.”
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    Sat Feb 19, 2022 8:40 am  

    Lexington, with a somewhat surprised look on his face as he was taken unaware by such a well-spoken hobgoblin, speaks with a mouthful of pie, “Miff ib rurrry rood rie.” He wipes his mouth and says, “Okay, I definitely don’t want any trouble like that.

    The bugbear reaching for Seeler’s weapon pauses for a moment to look at Lexington and then back to Seeler.

    Seeler stands firm and confident seeing where this situation goes.
    Lexington looks around and asks Seeler, “Where’s my mom? Won’t she be worried?”

    The hobgoblins continue with their detention of the young man and the dwarf. Seeler is disarmed of his obvious weapons and they are both shackled into iron manacles. A dark hood is placed over both their heads.

    The hobgoblins roughly push the two to get them walking and direct them, in what appears to be an easterly direction, down the cobblestone path. It seems they are still on the Kroten highway.

    Lexington and Seeler are turned and moved through the city. It is in a generally northerly direction. They are led through a few gates and brought into a final structure. They are brought into the subterranean basement. Each is unshackled and pushed into the room. The hood is removed as two of them tumble into their new homes

    Each cell has a twelve-foot ceiling. There is a cot, a single chair and two small eight-inch diameter buckets on the floor next to the cot. The buckets are eight inches tall and would just fit through the small hole in the bottom of the cell door. High up on the wall between cells, nearly eleven feet off the floor, is a three in diameter pipe to allow air to move between cells. The door itself is of thick hardwood reinforced with iron bands. The doors have latches with padlocks on the exterior side.




    Ergon whispers softly to Jandre, “I see a faint glow in the distance,” pointing to the light. “Draw swords and be on the ready. We must stay silent and hide.”

    Jandre nods and sets his backpack containing his armor quietly on the ground and then readies his maul for combat.

    The light appears to be moving ever so slowly and silently in their direction.

    Breymeer suggests to Ek, “Return to the group and bring them forward to the stone. Hopefully we can decipher this stone.”

    Ek dutifully turns back towards Ergon and Jandre.

    Breymeer remains near the stone and quietly watches and listens for danger. Breymeer slowly feels the ground around the stone and then the stone itself. Using the full moon light of the little moon, Celene, Breymeer determines a few things. The stone does appear to be some type of worked stone. There is also sign of recent travel through the area as Breymeer finds non-descript foot print, from a man-sized boot, in the soil. The boot print is in line with what appears to be a not often used trail.

    Ek moves back slowly through the woods towards the two Pholtus holy men. As he nears the two others, Ek sees an illumination moving through the woods to his left. The light source also appears to be moving towards Ek’s companions.

    Ergon draws out his holy sword and prepares for trouble.

    Jandre stands stalwart next to Ergon. The two stand tall, even without the protection of their armor.

    The light source continues toward them. It illuminates and area as a torch would. The eastern sky shows the very first hint of the approaching dawn.

    The light breaks from the foliage. It presents as a ball of light, white in color and approx. one foot in diameter. It stops 20 feet from Ergon and Jandre. It remains still at that point, hovering approx. six feet off the ground.

    Ek immediately takes cover in the nearest spot of darkness to blend in. He becomes motionless. He keeps the light source within sight; moving forward as necessary. The light continues on an intercept course with Ergon and Jandre.

    The light enters the area where Ek left Ergon and Jandre. The dark elf moves quietly up. He gets close enough to have an open bow shot should his assistance be needed.

    The light source becomes a white light with a light bluish tint. It pulses a few times and then begins to float off in Ek’s direction.

    The light source becomes a white light with a light bluish tint. It pulses a few times and then begins to float off in the direction of Breymeer’s last known path.




    Morwen replies in the voice of a practiced politician. "Sir, is there nothing you can aid is with? You ask is to go into the lion's den and trust to forces we do not know?"

    Tathar comments' "That is my life, and I gladly embrace anything that The Mystic Lady deems appropriate."

    "That maybe find for you, Lord Tathar, but I am not so easily swayed. Councilor, can you not even send word of us as an envoy, so that we may at least gain audience unmolested?"

    The Counselman replies, “I am sorry my lady. I do not speak for the entire counsel. I just assure you, you are not alone in this pursuit of peace.”:

    As the two others speak, Tathar’s pupils turn to cresent moons and he drifts away from the conversation into a vision. He sees a vast cavern of glowing reddish hues. A soft distant female voice whispers out a single word, “Peylae.”

    Tathar’s vision continues. The Lady of Illusion fills his mind with the image of Breymeer and company leading a small expedition within the cavern. Their purpose or direction is not revealed to the elven priest.
    Finally, a blackness appears and moves towards Tathar. As it gets closer, it appears to be a massive black horse. It bears a dark, possibly female, rider on its back.

    The horse continues forwards until it blocks out the image of the reddish cavern. It becomes the only image in Tathar’s mind.

    The horse has glowing red eyes and flaming orange nostrils. It’s hooves burn like embers and sparks fly from them as they pound the air as it charges forward though it flies through the air.

    The rider is difficult to make out from under her deep black robe. A hood, worn low over the face, covers all details.

    The image closes nearer and nearer until it becomes just blackness as it rolls over the Sehanine priest. The image causes Tathar to flinch. His eyes return to normal and he becomes aware of Morwen’s concerning gaze upon him.

    Billtiried, sensing something had overcome Tathar, re-states his position. “Lady Alcerin and Lord Surion, I am sorry I can give you no material aid. Trust you have friends on your side. Duke Nebub is truly evil though not insanely. If you call upon him at court, you can trust he will great you with respect and honor your positions. He does believe in the rule of law. Just beware, he makes the law in Kroten.”

    Billitiried turns to leave but gives one last comment, “He will not attack you outright in court. If anything, he will work to have others do you harm. Watch your back but do not fear meeting him in open court.”

    Morwen thanks Billitiried, "Counselor Billitiried, thank you for the information. Know we will do all we can. Would you be so kind as to provide us with an escort back to our ship? I would hate to be overtaken by brigands, and few tend to be brazen enough to engage with soldiers on official duty."

    “Most certainly! Captain, return them to where they wish to go.”

    The captain and his men dutifully follow the order. They bring Tathar and Morwen back to the docks and return them safely to where the Ungohling is docked.

    Comus appears relieved the two elves returned without much delay.

    The captain and his men depart.




    Esned quickly scans the barn looking for a good place to hide.
    The barn is 55 feet long and 35 feet wide. The large sliding door the party just entered through is mounted on the southern wall facing the street. The south and north walls are lined with stables, most of them containing horses and possibly a stable boy or two doing chores.
    On the west end of the barn is a ladder built into the wall that leads to a hay loft.

    Loris Naef curses quietly. “Quickly, help me get these barrels back together!”

    The knocking outside the door becomes louder and one of the hobgoblins begins to push on the door causing it to start to open.

    A female voice, coming from the direction of the house, pauses the situation, “What is the meaning of this? By what suspicion do you force your way into my barn?” The voice is strong and unwaivering.
    Loris Naef repeats his commant, “Now, we must act now!”

    Loris Naef gasps as the barn door is pushed open and the light of the day spills in revealing the group.

    Esned manages to duck behind a barrel. He positions himself so that he may move quickly under the wagon if necessary.

    Cholak is caught flat footed.

    Standing in the doorway is roughly a half dozen hobgoblins dressed in normal clothing. They have no weapons in hand though they do have daggers in sheaths on their belts.

    Next to the hobgoblins is a pretty 30-something year old woman. She is not armed or wearing armor either.

    The suspected adversaries look at the shock and horror on Loris Naef’s face and begin laughing out loud. They slap their knees and pat each other on the back.

    The woman walks forward towards the party still wearing a wide grin, “My dear Loris, have I caught you unprepared?”

    Loris Naef only replies weakly, “Ralla, you are cruel madam. I nearly soiled myself.”

    The hobgoblins enjoy one last laugh before dispersing towards the teamster’s residence next door. They slide the barn door shut prior to departing.

    Ralla continues, “So, this is your load of fish, eh?”

    “Indeed,” answers Loris Naef who is starting to regain his composure.

    Rolla snickers one final time at Loris Naef’s expense. He simply rolls his eyes. It is obvious these two have been acquaintances for some time.
    Rolla gets to business, “You will have to hide in the stall until early morning. Loris can deliver you to the castle at the end of the night watch as the kitchen staff is beginning the morning chores.” She points to the northwesternmost stall.

    “You are welcome to walk about the barn. If anyone questions you, you are assistants and security for Loris.” With that, she turns to depart. Ask she walks out, Loris Naef calls to Rolla. As she turns, he pulls out a small cloth pouch. It has several dozen coins in it. He throws it to her. With obvious dexterity, Rolla snatches it out of the air. As she exits the barn and slides the door shut, she snickers one last time at her prank and wishes, “Good luck.”
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    Sat Feb 19, 2022 8:56 am  
    Lexington's recieves a surprise guest

    Lexington and Seeler find they have time on their hands. A few hours pass without much activity. Both adventurers were stripped of their main possessions short of their clothes before being deposited into the cells.
    Seeler finds some comfort actually in being surrounded by rock. Having dark vision, he finds sitting in the dark not as uncomfortable as Lexington.
    The two find they can hear each other somewhat. The sounds are most clear through the air tubes near the top of the wall.

    Lexington finds himself longing for a book to read when interestingly, his room lights up. Before him is a red headed woman holding a torch. He is immediately struck by her beauty.

    She perfectly fills the thin strapped, low cut red dress that barely leaves Lexington’s imagination any room for questions. A high slit up the side of the dress is revealed as she walks seductively towards a torch sconce mounted on the wall near the entrance. He only now notices she held a torch.

    She turns facing him with a smile on her face. Her green eyes burn intensely. Lexington has no idea how she got in his room or who she is but even in his mid-teens, he can read the look on her face even if it wasn’t advertised by her body movements.

    “What is the matter young man?” the redhead coyly asks. She sets the torch into a sconce on the wall and then slowly moves towards him, seducing him with sensual body movements and a lusting in her eyes.
    She steps next to Lexington. His heart is pounding. The smell of her perfume washes over him. She playfully lets a strap of her dress fall down to her elbow.

    Being a young bookworm, Lexington has no clue whatsoever on how to respond. In his ignorance, he blurbs out, “Ummmm, errrrr, ahhhh. What’s a nice dungeon like you doing in a girl like this?”

    Turning red, he powers forward and tries again, “You wouldn’t happen to have any good books to read?”

    The woman ignores his social awkwardness, “I am afraid Nebub doesn’t want you having any pesky books right now. I thought maybe I could entertain you for a while.” The other strap drops off her shoulder and gravity takes ahold of her dress leaving it to fall to the floor.

    Seeler, though not without difficulty, can hear the conversation in the cell next door.

    Lexington continues to act in his inexperience as he slowly backs up. He bumps the wall behind him, “Oh my . . . ahhh . . . heh-heh . . . ah-hemmm . . . you . . . ahhh . . . may . . . wow . . . catch a chill . . . ummm . . . without . . .. ahh . . . heh-heh . . . you know . . . your dress . . . oh momma . . .”

    The woman continues forwards and grabs ahold of the young man. For the next several hours, long past when the torch finally burned out, the woman gives Lex the type of education he never received from a book. Finally, the woman relents and prepares to leave. She winks at Lexington, “See you tomorrow!” Then, as mysteriously as she appeared in the cell, she vanishes from it.

    Seeler can only sit in his cell and listen to the commotion from the other cell. It remains a mystery to the dwarf how Lex could have found himself in that situation.

    The rest of the day passes with the only other disturbance being that of supper being served; cold soup and bread.




    Ek hails Ergon and Jandre from his concealed location to ensure they know he isn’t a threat before finally walking out to greet them.
    The two holy men continue to watch the light source. Ek joins them, now realizing it wasn’t their light source.

    The light source suddenly blinks out.

    The sound of an approaching animal becomes obvious. By the sound, it appears to be a horse. A slight glow now begins to form in the woods again as the creature closes in on the trio. Whoever, or whatever, is on that horse is carrying some type of whitish light, similar to what they associate with a holy light channeled through a priest.

    The animal will be upon them in just a few moments.


    Ergon whispers to Ek, “What do your elf eyes see?”

    Before the dark elf can reply, a large brilliantly white heavy war horse bursts forth from the foliage. The horse appears to be nearly glowing; it illuminates the area around the two men and the elf. It is bright enough the dark elf shields his eyes.

    As suddenly as the white war horse appears, a second animal comes charging from out of no where towards the brilliant war horse.

    The animal is powerfully built with a jet-black coat. It’s eyes glow red with an infernal evil. Its nostrils are flaming orange as if it breathes the fires of hell. As the hooves pound the ground, embers burst forth. It has a long mane and tail that is ragged and they whip wildly in the air as it gallops.

    In what appears to be a visual battle of good versus evil, the dark horse charges the other. The white horse spins and they shoulder into each other with a great collision though neither gives ground.

    Though the sun is near, the forest remains dark with shadows and both horses gallop blindly through the dark forest towards Breymeer; he can hear them as they close upon him. In addition to the sound of their flight and pursuit, the glow of the white horse and the fiery display of the dark horse help identify their location to some degree.

    The wind is picking up steadily and the sky is clouding over; threatening a turn in the weather.

    Breymeer takes note of the galloping horses. Since their group was not in possession of any, the sound can only be met with caution.

    Breymeer clears his mind and summons forth his inner animal. Very quickly, an enormously large cave bear, all of fifteen feet tall, stands where Breymeer once stood.

    The ranger’s mind remains intact after the transformation. He snorts as he awaits the approaching steeds.

    The dark elf watches the two opposing horses gallop off. The dark elf, from the subterranean realms, looks to the two Pholtus holy men; worshippers of the light. Their differences are as starkly contrasting as that of the horses. Ek gives his analysis, “Breymeer is not far away, and in that direction. With all the commotion, it would be a good time to follow as fast as we can in case our assistance is needed.”

    Ek, the dark elf, turns to do as he suggested without waiting for much of a response.

    The forest appears to be growing darker and more sinister from the direction the black horse arrived. The woods appears to be closing in and the air becomes heavier.

    Ergon and Jandre do not care to wait and find out why. Though neither shows signs of fear, both find wisdom in re-uniting with Ek, as he can see in the dark, and Breymeer, who is at home in the woods. They take no time to try and light a lantern or torch. Using what little light there is, they move as quickly and safely through the woods as they dare; using their hearing to give them a sense of direction. The horses galloping remains audible.




    Morwen enters the boat cabin and changes back into her adventuring garb.

    Meanwhile, Tathar informs Comus that he and Morwen will be heading inland and requests Comus pilot the boat back to Pelreltarma so they can depart for Kroten.

    Comus and crew obey; steering the craft back out into open water and landfall at Pelreltarma.

    “Dear Captain, may we come with you? Or what are your plans for the boat and for us?” As he waits for a response, it is apparent all crew members within earshot have also stopped in anticipation of an answer

    A shocked look falls across Tathar’s face before quickly turning to gladness, “My dear friends, I cannot ask you to come with us. But, if you wish to come on your own, I could never stop you. You knew Peylae and Ledego befre you knew me. Ledego is gone and his spirit rests with the spirits of his ancestors. I know this for a fact because I guided him there when we first returned back to the Spindrift Isles. Peylae, on the other hand, may still be alive. Where Morwen and I are going is very dangerous and it is very possible that we will not come out alive. If you come with us, and die, you will have died for all that is good in the world, and I suspect Sehanine will bless you in the afterlife for it. If you come and survive, know that you will have an equal share in any and all treasure we might find. I will not, now or ever, find any fault with any man who decides to stay behind, but speak now, for our road is long and our time is short.”

    Comus, the first mate, is the first to speak, “I have Captain Ledego and Lady Peylae to thank for saving my life on numerous occasions. Should she be alive, I will give my life in the quest to find Lady Peylae.”
    Larrig, the crewmaster speaks next, “My wife and previous crewmember, Ersan, remained in Restenford as she is carrying our child. As a result, I do not wish to needlessly forfeit my life. The quest to find Lady Peylae and rid the world of some evil along the way is a quest I can honorably risk Ersan raising a fatherless child. I will aid you as I can.”

    Ment, Tiz and Nedwyn uniformly respond, “Let’s rock and roll!”

    With that, The Ungohling departs for the mainland.

    Tathar looks over the crew to get an idea on their disposition. He does not distrust their loyalty, he simply takes a moment to judge the strengths and general health.

    Comus, the first mate, looks determined. The man is very well muscled with a stern face. A man of some mild good looks despite the life at sea. He makes a good leader though his gruff personality can sometimes leave people displeased. Tathar knows Comus is a strong warrior to have at his side. He wears a leather breastplate, leather bracers and wields hammers in combat. He’ll either hoist a large sledgehammer or pick up a war hammer in each hand.

    Larrig, the crewmaster, has the perfect personality to be between the sailors and Comus. Larrig is well liked on board the Ungohling. When forced into a fight, Larrig is exceptional with a bow and is strong enough to stand in melee with his cutlass and dagger. He also possesses leather armor but generally does not wear it about the boat.

    Though the remaining three excel in sailing, they all have the personality and appearance of men that have spent too many days at sea. Their faces are worn from the sun and sea winds. All are loyal; they just approach their work with the stern determination of a dwarf. Once the day’s work is done, they are of fair enough disposition to be decent company.

    The three sailors also have their leather armor stowed. Each carries a cutlass. In addition to his cutlass, Tiz has a short bow and several throwing knives.

    The crew seems to compliment Tathar and Morwen well; a couple strong warriors with honorable moral.

    With confidence Sehanine would not steer him wrong, Tathar stands upon the Ungohling as Comus and crew guide the small craft into port at Pelreltarma.

    Strangely, waiting upon the dock is an elf. Tathar immediately recognizes the holy moon symbol of a Sehanine priest. The man is dressed in fine chain mail armor and carries a black painted wooden shield. Upon the shield painted a full moon shining upon an archipelago amid a calm sea. The shield’s image bears the signs of many an impact. He is armed with a long bow and quiver upon his shoulder and a finely crafted scabbard holding a long sword of equal quality. A dark cloak is upon his back.
    “Lord Surion, I am Gaerhith. I have been sent here to guide you by order of the high priests of the isles. The time has come to remove an enemy from the island. May I step aboard?”

    “Gaerhith, well met,” says Tathar with a bow. “This vessel is as much the property of the Moonlight Mistress as any other possession I have. A priest of Sehanine Moonbow is always welcome upon her decks. Please, let us retire to the cabin for refreshments and conversations.”

    “Thank you, Lord Surion,” replies the other priest as he steps aboard. He continues to speak as he follows Tathar towards the cabin, “Time is of the essence I am afraid. May I ask you to trust my guidance is true and turn this ship north along the coast throughout the night. We must get near Asmogorgon on the northwest tip of this isle as soon as possible.”

    Comus looks to Tathar to see if they are immediately going out to sea. No order follows so Comus stands down the crew as Tathar turns towards the cabin. He invites Gaerhith and Morwen into the cabin.

    Tathar’s had been prepared to head ashore to attend court in Kroten. Redirecting by boat is going to require more information as to why.
    As soon as the group is within the cabin and the door is closed, Gaerhith begins to speak again, “Lord Surion, I mean you no disrespect and certainly do not question your actions.”

    The fellow Sehanine priest remains standing by the door, “I understand my haste is not yours currently. We share the same need though I have not told you yet what it is.”

    The elf surrenders to the fact that the Ungohling isn’t moving until Tathar commands it. “As you are painfully aware, there are evil forces upon this island. Fiends and the sort have found portals or gates to gain access here. The very Duke of Kroten has fiendish roots. Sehanine has set in motion a task for her followers. We must take back the island from its current inhabitants and close the gates.”

    The elf pauses for a moment to listen outside before continuing, “You have faced one of these gates personally below an old dwarven mine. In addition, you found and overcame the evil under Tur Thar Guldar. As we speak, you were intending to venture north to face down Duke Nebub. You have been one of Sehanine’s most active and successful priests. She now must turn your path.”

    “A force of elves is prepared to make landing at Asmogorgon and secure the town. This is the first small step towards the greater goal. This landing force is not your destination however. In the mountainous region outside of town, among the Skull Peaks, is an additional fortress of evil protecting a gate. It was believed we had more time but it appears the evil that wishes to open this gate may be able to do so very soon. If opened, it would be the demise of the landing force. It would set upon the island untold evil and peril. It would become that much more difficult for us to overcome.”

    Gaerhith pleads, “Lord Surion, please accept this mission. It is believed you are our best chance of overcoming it. I will be by your side as well. Should you choose another path, I must be on my way. Time is working against us.”

    Tathar repies, “We have friends already making their way to Kroten. They are expecting our aid. Are there any forces going to their aid? If so, it would make the decision much easier.”

    Gaerhith shakes his head, “No, they’re fate is in their own hands though their success is our own.” Their accomplishments are not unknown. It is believed they will be successful without your aid.”

    Tathar looks at Morwen who only stares back at him, her face a blank slate. Then, thinking better of it says, “What does your heart tell you?”

    Tathar’s eyes shift from Gaerhith and Morwen, then he looks at the table before him. “My heart tells me to set sail.” He stands, squares his shoulders and walks out the door. On deck, he tells Comus, in a close conversation, “Put us to sea. Head directly out until our course cannot be seen by those on land, then head north. We will be navigating along the west side of the island under Gaerhith’s guidance.”

    Once the Ungohling is safely out to sea, Tathar addresses the crew. “Gentlemen, this is Gearhith, one of my brother priests of the Shrouded Lady. Gaerhith, if you are unaware, you must know that I was set upon a path, by a vision from Sehanine, to rescue the maiden Peylae from a plane in hell. We follow you now because I gave an oath as a priest to follow the orders of my superiors. While my heart and my eyes tell me you are true, I would have more proof before we continue further. Tell me, who are our superiors and how did you know where to find me?”
    Gaerhith nods in understanding and does not appear offended. “I do not know everyone on this ship so I must approach you.” Gaerhith nears Tathar and whispers into his ear. Tathar appears content but continues, “And how again did you find me?”

    I was told you would be using the docks. I simply waited until I found you.

    “You indeed are tied to Paylae and you may yet rescue her. I am not privy to what role Paylae is to play in our future but it cannot be denied she remains tied to some destiny here on this island. In Sehanine’s time, I will aid you as I can.”

    “Great and terrible forces seem to be at play in this world. The future is greatly threatened by dark forces. We must do what we can to preserve what is left of our elven kingdoms.”

    The Ungohling turns north and slips along the islands western shore.




    Esned breathes a sigh of relief then begins looking around the new digs. He finds there are a couple stable hands, teenage boys, within the barn as well.

    The stable hands keep the stables clean, the horses fed and ridden and generally keep the barn clean. They come and go as the day wears on. There appears to be three separate boys.

    Loris Naef shakes his head and breathes out a sigh of relief, “We shall head out before first light tomorrow morning. I sincerely wish to deposit you at your destination so that I may keep my head upon my shoulders another season or two.”

    Once morning arrives, Cholak and Esned take a good deep breath before lowering themselves into the barrels. Even though the air is heavy with smell of the barn and horses, it is much better than the permanent smell of fish on the inside of the barrels. The dwarf and the gnome may never get themselves clean again.

    Grimlock, invisible, is presumed to follow as Laris Naef guides his horse and wagon out of the barn and towards Duke Nebub’s castle on the hill to the north. The town bell rings marking the arrival of the six o’clock hour.
    It has clouded over and a light drizzle adds to the discomfort of a twenty-something mph crosswind. It makes the fifty something degree temperate feel worse. Loris Naef pulls his hood over his head and prods the horses forward.
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    Sat Feb 19, 2022 9:05 am  
    Brewfest 6th

    Lexington awakes to the sound of the red-headed woman inside his cell again. She is dressed in a light shirt and pants. She slips upon Lexington, startling him awake. She remains on top of him with a coy smile upon her face. He notices his golden medallion set with a star sapphire (8000gp) hangs from around her neck.
    She teases Lexington to the point he finds himself very awake.

    Seeler awakes to the sound of Lexington. The poor dwarf just shakes his head and rolls away from the common wall the cells share.

    The woman stops and becomes serious, “If you want to see me again, you must prepare to leave this cell. Your friends are coming for you soon.”

    She points to a Lexington’s spellbooks stacked on the floor near the cell entrance. Next to them is his pack and gear. In addition, Seeler’s gear is also lying upon the floor. “I thought you may want these back. I hope you don’t mind, your medallion is very pretty so I took it as a gift from you. Your very thoughtful.” The look on her face tells Lexington her possession of necklace is not open for negotiation. “Hey dwarf, she speaks towards the common wall, “We exchanged gifts. I have left your equipment here with your friend in exchange for that pretty ruby you had (1000gp). Thank you.”

    Much to Lexington’s dismay, she stands and walks away from him, “Hurry and prepare yourself!” She disappears.


    Ergon grips his holy weapon as he moves through the forest. Ek is quickly out of sight and much quieter than the two humans. Ergon curses the darkness, “Pholtus, some light would be a blessing.” Upon his thought, his holy sword begins to glow.

    Jandre runs just behind Ergon, “Ergon, your sword!” he calls out.
    Ergon pulls the weapon from its scabbard. The darkness closing in on the forest lightens with holy light. The two humans can see easily out to 30 feet in all directions. They can see shadows out to twice the distance. It appears the sword illuminated upon Ergon’s prayerful request.

    They give a thankful prayer and return to pursuing the stallions.

    After moving about a mile through the forest, the sounds of battle erupt from somewhere in the darkness ahead.

    Ek skillfully moves through the woods, quickly putting the two humans behind him. The elf prefers to move alone through the woods. Though he isn’t accustomed to a surface forest, the darkness creates a closeness similar to being in the underdark.

    A short time after beginning the chase, Ek notices a sudden and sustained illumination behind him. It appears they have found a light source. A prayerful spell no doubt concludes Ek. Having to deal with having to be in the light only solidifies Ek’s thankfulness for being alone. The horses have quickly outpaced the elf. However, his ears still betray their direction of travel. Ek maintains his course.

    After moving about a mile through the forest, the sounds of battle erupt from somewhere in the darkness ahead.


    Breymeer, now in bear form, scans the forest. In moments, he sees the stallions racing through the woods. Fire and brimstone sail into the air with each powerful landing of the dark horse’s hoofs. Flames shoot from its nostrils in small jets burning along with the creature’s eyes.

    Sensing the bear, the animal turns slightly to its left and continues off into the night. Just behind it races the holy white stallion. It appears as a shimmering silvery-white streak as it zigs and zags after the dark horse. The holy horse appears to ignore the bear; it remains focused on the dark horse.

    Breymeer, recognizing the two animals as good and evil begins immediate pursuit. The ranger runs full speed, letting the bear’s natural abilities guide it flawlessly through the forest. He will put down evil this dawn or join his brethren in the hallowed halls in his attempt.

    After moving about a half-mile through the forest, the sounds of battle erupt from somewhere in the darkness ahead.




    Loris Naef moves the cargo west on Cross Street to the intersection with The Path of Light. Here, he turns north. The intersection is bordered by two mason’s homes, both made of stone. There is a third stone building and a wooden structure with a stone base. The third stone building isn’t marked but the fourth is a general store of sorts.

    The Path of Light leads north to Cobble Street. Here, Loris Naef turns west towards the Kroten Tavern and Ale House. It is a large, solidly built building. It obviously served as some type of defensive structure in the early days of the town. The basement and main floor are made of stone with a wooden second story.

    West of the tavern is the northeast wall tower (Gate 4) of the walled section of town. The slope of Sheeps Hill covers the northwest quarter of the walled section.

    Loris moves through the east gate to enter the walled area. Immediately inside, he turns north, exiting through the north gate at this location. The closest building to the gates was a crossbow maker. In addition to the shingle posted in front of his doorway showing a cocked crossbow and some quarrels, a target is set up on a 100 foot range behind the building.

    The cart moves down Sheeps Hill, across the northern branch of the Kroten River. Loris Naef pays a toll as he passes the final guardhouse before ascending Dearn’s Peak towards Kroten Castle.

    Esned and Cholack bounce along inside their barrels wishing the ride was over.

    As they ascend Dearn’s Peak, the flying Grimlock can see the main structure on the hillside is Kroten Castle. It sits approx. 100 or so feet above the river level below. To the west of the castle is a strange wizard’s tower. At least, given by its design, it must have been built by a wizard.

    The odd shaped tower looks like a large cube with another smaller cube on its roof. It is held there by a thin tower which doubles as an exterior staircase. I looks to be at least 100 years old. The base is 32 feet across and 32 feet high to its crenulated roofline. The second story has barred windows.

    On the roof is an 8 x 8 pillar that is 36 feet tall. Upon the pillar rests a 16 ft x 16 ft x 10 ft tall rectangular shaped structure. The roof is also crenulated.

    The castle has a perimeter wall. It has a main gatehouse with a tower to each side of the gate. You pass under the portcullis and between the gate towers. Loris carefully guides through as there is barely room for his wagon. The area is a designed kill zone. All type of missile weapons could be deployed from the two floors above as one passed below. No harm comes as the group moves through. You then pass through a set of solid wooden doors. The doors are pushed forward and the delivery is allowed through.

    A wide path leads to the large double doors to the castle. They are twelve feet wide and eight feet tall. The appear to be made of very thick wood and banded with iron.

    Loris guides right down a smaller path, passing between the corner of the barn, tucked into the southwest corner against the wall, and the castle’s main structure. On the north side of the barn is a lean-to. It appears to belong to the groom.

    The path continues north between the outer wall of the castle building and the outer wall. The area is narrow. The path, passes a vegetable, spice and herb garden and then leads to the side kitchen door just before reaching a large cabin; likely for the kitchen staff.

    The kitchen door is propped open. One can see the door is designed to be barred from the inside as needed. The sounds and smells of a busy kitchen roll out the door into the small courtyard. The gnome and dwarf have the slightest reprieve from the constant smell of fish that surrounds them.

    Loris uses a hand cart to move the barrels into the kitchen with the help of the cook; a human woman. She displays a bit of strength as she helps move the cargo inside.

    Grimlock, the half-elven, remains invisible and hovering slightly above the ground. He keeps himself in position to see into the kitchen through the open door.

    Once the barrels are inside, Loris Naef quickly frees Cholak, the dwarf, and Esned, the gnome.

    The cook whispers something in Loris Naef’s ear and he quickly relays the situation, “Two of your friends were brought into the cells in the basement below up. By description, it is Lexington, the young mage, and Seeler, the second dwarf.”

    Loris Naef takes a meat cleaver off the counter and lets out a sigh. He looks at the group, “I believe my days as a peaceful merchant have come to an end. If you fail in your quest, I will surely be found out about and hung for my crimes.” He looks longingly at the cook before continuing, “Go into the basement and retrieve your friends. Hurry! The Duke will be at breakfast soon. It will be the best time to strike. Hurry, we will cover from here until you return. Hurry, or we shall all die!” Loris Naef’s face is twisted with adrenaline and excitement. “The basement is beyond those doors.

    The room has stone walls except for four doors. The first is the propped-open exterior door. The second is a door in the north wall to the left of the hearth that dominates the northeast corner. A door is mounted on the south wall near the eastern exterior side The final is a small door that swings into the kitchen. It is on the southern wall on the far western edge.

    A large table sits in the middle of the room. All manner of pots, pans, knives, forks and other cooking utensils are scattered about the kitchen and handing from the ceiling above the table.
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    Mon Mar 21, 2022 8:11 pm  

    Lexington melts with infatuation. As she’s leaving, he stumbles on his words, “Ahhhh . . . Yea . . . Very pretty . . . You look better on me . . . err . . . I mean it . . . I mean, the medallion . . . on you . . . looks very better . . . pretty.” He then manages to unknowningly blurt out his best geek pick-up line ever, “If you ever want that ruby polished, I’d be happy to help.”

    Seeler speaks as best he can through the tube as she vanishes, “Thanks for my equipment – that sounds fair!” Though he doesn’t know it is too late, he calls out, “What shall we call you m’lady?”

    No answer comes.

    As Lex comes to his senses, he hurries over to his and Seeler’s things. He quietly asks, “How do we get out of here?”

    The answer is unclear though Lexington realizes there is probably enough oil left in the lantern to study his spellbooks.

    Seeler, being a dwarf, can see about his cell without the light. He just sits and waits for what may happen next.

    Looking closely at the doors, they can see they are solid iron, not iron banded wood. In addition to the nine inch square hole at the bottom, a small peep hole is cut in the center of the door at eye height (for a human).

    The lantern is getting low on oil when the two prisoners hear what sounds like the iron door in the next room opening. It appears the duo is not alone anymore.



    Breymeer is the closest to the fight among his peers. He continues toward the sounds of battle intending to support the forces of good.
    As he nears the fray, he can hear voices and shouts along with the sound of the horses trampling hooves.

    Ek continues forward towards the sounds of battle though he slows a bit to remain cautious of dangers. He keeps and eye and ear out for threats as he hustles along. He keeps a sharp elf eye out for traps while moving along the darkest areas he can find. In addition, he remains vigilant for any sign of Breymeer.

    Ergon looks at Jandre, yelling, “Let’s go and see what that sound is!” Jandre follows the paladin as the two men move cautiously yet swiftly towards the sounds of battle with weapons drawn.



    The cook points to the door in the northwest corner of the room. “Beyond the door is a stairwell into the basement. It leads to a long hallway that is mainly used for storage. There is a second hallway that leads south; to your left. Once you take the second hallway, take the first door on your right. The cells are accessed from that room.”

    Esned is the first to speak, his gnomish voice full of confidence, “I shall assist in freeing our friends. To the basement we go!”

    Cholak concurs, “Hell yeah, let’s roll!’

    Cholak opens the door, revealing a small hallway with a stone stairway down. Next to the stairwell is a wall sconce holding a glass shielded candle (unlit). Stacked in this room is firewood and coal for the kitchen. A small hole in the upper part of the wall sheds a small amount of light into the room and allows for some air circulation. There was a similar pipe high up in the kitchen.

    Cholak and Esned descend the stairwell, going down in an easterly direction. They assume Grimlock is following. At the bottom of the stairwell is another air pipe that allows in the smallest amount of light. Esned and Cholak both see very well in the dark. Grimlock struggles but can generally see shadows, movement and the general layout in the low light; at least far enough not to run into anything. The design of the stairwell causes them to have to buttonhook back to the west to see the length of the hallway. There is a solid wooden door on the south wall at the base of the stairs. It is five feet wide.

    Looking around, they can see the area is a long storage hallway with a secondary hallway leading off to their left. The group moves down the secondary hallway until it reaches the first door on the right some 50 feet from the stairwell. The door is made of solid iron. A second door on the right is about 20 feet further down the hallway. It also appears to be made of iron. It has some raised squares in the middle of it. A third door, this one made of wood and five feet wide, is straight across from them on the left (east) side of the hall. Both iron doors are three feet wide.

    Grimlock takes a look at the lock on the door. After determining that it appears safe, he goes to work on the lock. It does not take the multi-talented rouge long to have the lock opened.

    Listening to the cook, the group opens the door and enters the room. Grimlock remains in the hallway. He cannot see anything within the unlit room.

    The iron door is well oiled though it still makes some noise as it opens inward. Beyond the door, a is a large square room (30ftx30ft) that contains many items for extracting information from someone. There are three sets of manacles on the north wall that are designed to hold someone in a standing position. There are several torches (unlit) in wall sconces. Along the west wall there are three cells with solid iron doors. The doors have holes at the bottom about nine inches square. A peep hole is located about eye height (for a human) in each door.



    Tathar questions, “Gaerhith, what does your intelligence gathering have for us? What kind of fiends will we be encountering; what are their weaknesses? Do we have any aid waiting for us? Or does this group represent the whole of our attack force?”

    Gaerhith answers each question. “Some type of unholy witch riding a black demon horse has been witnessed coming and going from the ruined keep that sits among the Skull Peaks. Whether or not she is the main foe, I do not know. Our mission is to enter the keep and prevent anyone or anything from opening a gate to this world. Judging from what we have learned about the previous gates, it is likely this one may also be tied to the hells. I know not what we will encounter there though I doubt it will be anything but evil.”

    He continues, “We shall not have to worry about any forces coming to the aid of the keep out of Asmogorgon. Our associates should have the town controlled shortly after our arrival to the area.”

    “As for assistance, there is a small community near the Skull Peaks. Hopefully we can gather some more information and supplies there. As far as entering the keep, at this point, we’re it.”



    Breymeer is the first to arrive on the scene. It is a small clearing, approximately 30 feet across. Seven large boulders are arranged in a rough circle. Each boulder is well settled into the ground. A fire burns within the circle and the area appears to have been converted temporarily into a campsite.

    Around the fire, a battle rages.

    A wretched-looking old woman is doing battle with a man who appears to be a Baklunish mage. He wears a turban on his head, a long beard upon his face and robes. Three images of him swim and drift together confusion the whereabouts of his true location. He holds a wand in his hand which he appears to be about to use.

    The witch is a haggard old woman with fangs and dry, chapped lips. Her fingers end in razer sharp fingernail/claws. Her skin is a deep bluish-violet. Her hair is ragged and jet-black. Her eyes glow with a fierce hatred; shining red in the dull lighting.

    At the witch’s feet, a gnome lies motionless.

    Just ahead of the mage, a woman in chain mail melees with the witch. The woman wields a two-handed sword of fine quality. A look of determination is fading into one of desperation.

    Outside of the stones, the stallions do battle. A thick cloud of noxious vapors surrounds the black war horse. The white war horse battles on. Both animals show multiple injuries. A woman with black hair and a strong build had been fighting against the demon horse. She appears to have gotten a bit of the toxic smoke inhaled as she is bent over fighting to breath. The demon horse rears up and kicks into her. The woman reacts just in time. Having dropped her weapon, she bringing up her shield with both hands. Both hooves strike the shield in a shower of sparks and dark smoke. The woman is launched backwards and falls between two of the boulders. She rolls quickly up to her hands and knees. She is alive but a bit stunned. Though she appears to be mostly human, her slight fangs, facial and ear structures give away a partial half-orc ancestry. The stallions continue to battle fiercely.

    A second woman, this one in gilded plate mail, lies upon the ground nearby. Her long sword lies next to her and her shield is still strapped to her arm. She may have been overcome by fumes or the significant impact to her head. Blood trickles from her ears. She appears to have just fallen in battle as a man with identical plate mail rushes to her from within the stones. The both wear sun symbols on their armor and shields. The holy man has a mace in his right hand.

    Ek is only about a half a minute behind Breymeer at this point.
    Jandre and Ergon are about a minute to a minute in a half out.
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    Mon Mar 21, 2022 8:24 pm  

    Lexington finds his wands and scroll with his gear. He smiles. Internally, he feels confident in his spell power; having lost none of it during incarceration.

    The mage begins to meditate in preparation of his escape.

    Seeler finds the time less easy to pass. He sits quietly, waiting and watching in the dark for the first sign of his friends.
    It is not a long wait. There is some commotion in the next room and then quiet footsteps.

    Esned whispers to Cholak, “Check the doors.” The gnome eyes the peep holes and smiles knowing the dwarf has no better chance to look into them than he. Esned walks towards the door back to the hallway, “I will keep watch.”

    Cholak moves to each door and speaks softly, “Seeler? Lex?” After no luck at the first door (to the north), he finds Cholak and Lexington in the final two cells. Lexington, in the final cell, simply answers, “Yes.”
    Lexington finishes gathering his things and prepares to leave once the door is opened.

    Cholak can see each door has a lock.



    Breymeer, still in the form of an enormous cave bear, charges into the firelit circle heading straight for the black stallion. A deep, fierce growl turns into a deafening roar as Breymeer the Bear covers the short distance in a flash.

    The witch is awestruck at the voraciousness of the charging bear.

    The mirror imaged mage is also caught flat footed. The woman battling the witch takes the moment to push the mage to cover; putting a rock between herself and the witch, while watching the bear charge by.

    The man in gilded plate mail also stops in his tracks with a stunned look on his face as the bear go by him.

    The demon horse moves too slowly to cover its flank as the mammoth bear crashes into it.

    Ek, hearing the battle and knowing he’s close, attempts to pick up the pace. Unlike his sun kissed brethren, he finds little sure footing trying to run through the forest. He diligently continues forward.

    Jandre and Ergon continue forward somewhere in the forest behind Ek.



    Breymeer the Bear slams into the demon horse’s flank while trying to hold his breath to avoid the toxic fumes. Smoke and cinders fly into the air at the impact. The demon horse rolls underneath the bear. The bear rakes the black stallion with its claws as it passes over; cutting into its hide.

    The stallion quickly rolls back onto its feet as the white stallion crashes into it.

    The battle has suddenly turned against the witch and the dark warhorse. To make the situation worse, Ek has arrived on the scene. He quickly assesses the situation and conjures up two glowing missiles, resembling arrows, that shoot forth from his pointed finger as he points at the witch. They fly unerringly into her. The dark elf yells out, “The bear will help you, do not attack it!”

    The man in gilded plate mail eyes up the bear. He decides the dark elf must be truthful as the bear and the white war horse now battle together against the demon horse. The priest rushes over to his fallen maiden warrior.

    The multi-imaged mage points his wand towards the witch. She is suddenly enveloped in a deep, impenetrable darkness. Unfortunately, this also encompasses the mage and the female warrior. They both stumble backwards, trying to create distance between themselves and the now unseen witch.

    Ergon kicks up the pace as Jandre follows suit. The two holy men come upon the battle scene.

    A sinister voice emits from the darkness where the witch was last seen. She speaks in the common tongue, “Breymeer and companions! I knew you would not disappoint.”

    Bright colorful lights, pure white, light purple, brilliant blue, green, amber, light sky-blue and ruby red, begin bouncing through the clearing. Each light’s origination is a stone in the circle. From the stone, the lights bounce dizzyingly around the clearing in an endless laser light show.
    “You left Peylae for dead Breymeer! Now you shall find her or die trying. Know that the Hells will be standing in your way!”

    With that, the witch and the demon warhorse disappear.

    The laser show grows more and more intense until it becomes to mind-numbingly difficult to see. Each occupant of the glade covers their eyes to avoid the painful light show. Moments later, a very still quiet settles upon the group.

    Looking around, each in turn, the group discovers they are no longer in the clearing in the woods. The seven stones remain in place but are no longer anchored to the ground. The are in the same positions but a simple darkness lay around them. The darkness is not blocking out the light; it appears to be a lack of substance. There is simply nothing there to be seen.

    The brilliant white war horse stands where it was in relation to the stones. It appears confused. Its eyes are wide. It knickers nervously. It calms some when it sees the holy man in gilded plate mail kneeling nearby. However, the female holy warrior’s body is no longer next to the holy man. The man wails with emotional pain and drops forward weeping.

    Breymeer the Bear is next to the warhorse. The bear struggles to adjust to the suddenness of the change.

    Ek, Jandre and Ergon stand near each other, looking about in confusion.
    The mage, still with images about him, and the maiden warrior are arm in arm as if they were still stumbling out of the darkness. They stop and look around bewildered.

    Finally, the orc woman stands from near the boulders she was thrown between.

    Looking around, there is nothing of substance as far as the eyes can see. It cannot be described as darkness, just nothingness. A vastness of nothingness surrounds the group.


    Ergon scans the scene for dangers; finding nothing. He looks upon the newcomers and asks, “Anyone hurt or in need of healing?”

    No one answers, all being a bit awestruck. Ergon looks upon them. His evaluation shows that no one currently present is in need of care. The few that were on the ground previously and did not appear here now are presumed to have perished. At the least, they are beyond his aid.
    Ek remains where he is, prepared for battle. He watches everyone present closely.

    Breymeer, assuming the new people are not a threat, returns to human form. The transformation exhausts him and he collapses to a seated position, holding himself up with one arm, “I am Breymeer of the Restenford Rangers and our group will not harm you. Give me a minute to regain my wits and then help us figure out what the hell just happened.”

    The woman with slight orcish features looks around. She is armed and remains in a defensive position though not threatening Breymeer and company.

    The mage remains imaged. He moves towards the nearest boulder for shelter.

    The man in gilded plate mail continues to sob on his knees.

    The female warrior next to the Baklunish mage speaks for the group, “Captain Breymeer, I know of you. We are of no threat to you as well.” She looks to her companions to assure them of her confidence.
    “I am Yechwa. My husband is Amos, son of Almax the druid. You traveled for a short time with my husband. I believe you fought side by side against Duke Nebub’s forces north of Restenford.”
    She continues, “My companions are Orwar Ascoban, the priest of Pelor over there.” She points to the sobbing man in plate mail. “His paladin, Pamina, is missing.”

    Yechwa points to the Baklunish man, “Roodin Bokassad comes to us from the far west near Ull.” The mage simply nods; showing little trust yet in the group.

    The gnome was Ayla, though I fear the worst for her as well.

    “Our newest addition is this warrior over here,” she points to the orcish woman. “She’s earned our trust.”

    The orcish warrior stows her weapons and relaxes, “I am Rook.”

    Yechwa, appearing to be the leader of the group, looks around at the nothingness, “This is certainly an odd place.”

    She tries to walk over to a boulder. “It feels as if I am more floating than walking. Like I am willing myself forward as opposed to propelling myself forward.” Yechwa walks over and touches a boulder. “Seems this is here with us. Where did the rest of the clearing go? Where did I fallen go? It appears just the living made whatever journey we made.”

    It does not appear that illumination is necessary. The group can see each other clearly, though colors are a little greyed out.

    With no point of reference, other than the what they knew to be north as they stood previously in the actual clearing, the group is uncertain what to do next. Everyone looks around at each other as if asking for suggestions.



    Lexington stands ready in his cell for someone to open the locked door for him. Seeler impatiently awaits his freedom as well.
    Esned watches the hallway for danger wondering why the other two have not freed their companions yet. They must get back upstairs to confront Nebub before he leaves the breakfast table or lose the tactical advantage.
    Cholak remains at the cell doors and Grimlock is presumed to be nearby.

    With quiet incantations, Grimlock, remaining invisible, brings his magic to bear upon the locks instead of spending the time picking them.
    With a click, each lock gives way and the prisoners escape.

    Seeler quickly moves into Lexington’s cell and dons all of his gear.

    Lexington, already having stowed his gear, steps out of the cell. There seems to be something different about him. He almost appears happy even though he was imprisoned.

    The group quickly re-unites and shares information. Lexington and Seeler speak of the mysterious traveler Alluvianna and the other group share there is an opportunity to catch Duke Nebub unaware at breakfast if they move immediately to assault him.

    What started out as a large assault party has boiled down to this: a dwarf warrior, a dwarf warrior-priest, a gnome priest, a human mage and a half-elven warrior-mage-rouge.

    Upstairs, the merchant and kitchen maid await their return from the basement.

    Esned advises the way back to the kitchen stairwell is still clear.



    Breymeer, not liking the feeling of being out in the open, moves over to a boulder to sit down and have something to lean against and rests.

    He looks at Yachwa and explains, “The shape changing saps me of energy for a moment.”

    Ek appears a bit freaked out by the endless open space. He moves to a boulder to give him some sense of comfort. While there, he inspects the surface of the stone for any details it may give. Since they stone is no longer set into the ground, Ek can look below the stone; where it was once set into the soil.

    Breymeer watches Ek while finishing speaking to Yechwa, "This may not be the exact time or place but I hope we can soon share stories about how we each came to be in this predicament.”

    Yechwa replies, “I agree Captain. For now, simply know this, we are your side and will aid you while our goals are similar. We support Restenford!”

    Yechwa looks at Ek before questioning Breymeer, “I know you are a man of honor. I also know the dark elves have hearts of darkness. Since you travel with this elf, I assume he has your trust? It is obvious he was aiding us before the witch bespelled us.”

    Oswar Ascoban collects himself at the sound of Yechwa’s response to Breymeer. He looks at the newcomers, especially the paladin and priest of Pholtus. He nods cautiously towards the fellow followers of light knowing that Pholtus followers can be fanatical in their beliefs.

    Roodin Bakassad, having looked around, advised, “I do not know what the witch did but I believe we have entered another plane of existence. Possible we are stuck in the ethereal or astral. This may be a dangerous place. We should stick together.”

    He continues, “I am not really sure what to think about direction now. I am not sure how we can get out of here. My only guess is the stones are significant since they remain with us in this plane. It seems the other non-living items did not make the journey.”

    The thought causes sadness to wash over him, “Which leads me to conclude our friends have perished.” He looks to Oswar Ascoban, “I am sorry my friend, I fear she is gone.”

    Oswar Ascoban nods in agreement, “May Pelor protect her and Ayla,” as he wipes tears from his face.

    Ergon, having not received a request for healing, finishes catching his breath from the run through the forest. Jandre stands near him, also catching his breath.

    Rook watches the group to see what happens next.


    Ek, looking under the stone, finds it has a large blue sapphire (5000gp) set into the bottom of the boulder.


    Rook, desiring a frame of reference, takes a place besides one of the stones. She keeps her back to the outside of the ring; facing the newcomers.

    Ergon goes quiet and concentrates. He seems to be focused in on the area of the boulders.

    Breymeer answers Yechwa, “Yes, my dark friend, Ek, does like to keep to himself but his skills do come in handy. Please put your mind at rest as he has my trust.”

    Yechwa nods acknowledgement. It appears to be all she needs to hear. She is, obviously, used to overlooking stereotypes as she currently travels with one of orc blood.

    Ek finishes examining the boulder and moves onto another one. He examines that boulder in similar fashion.

    Roodin Bokassad peers out into the nothingness for a while before commenting, “I am no expert in regards to where we might be. However, it appears we are at least sustainable here. We can breathe, talk, move about and generally, are not affected by the change of environment. Other than it appears we move by will as opposed by friction upon a secondary surface.”

    He continues, “Unless we are all caught in some type of illusion, I believe we have entered another plane. If we cannot return through the gate we came through here, we may have to travel out into the openness to find an alternate route. However, I make no guarantee there is safety or an alternate route out there. I simply do not know.” His Baklunish accent is heavy but his words seem knowledgeable.



    Grimlock can be heard chanting another incantation. His bodiless voice announces, “I will head up and scout before everyone else heads up to start the attack.”

    Lexington says, “I’ve got many spells at the ready and my wands if necessary. When we go in, I can cast a hold spell on Nebub. That may ease our assault.”

    “Good idea,” replies Grimlock before he is silent; seemingly having left the room.

    Cholak, Lexington, Ensed and Seeler work their way back upstairs to the kitchen to rendezvous with Loris Naef and the cook.



    Ek looks up from his work and speaks, seemingly unconcerned if others hear, “Gems under each boulder. May have something to do with getting out of here.”

    Breymeer continues to rest. While doing so he listens to the wisdom and advise of the others. He stands as strength begins to come back to him. He looks at one of the boulders to see if he may be able to turn it over. It appears it could weigh as much as four or five hundred pounds. Moving it does not appear easy, though the ranger finds he can simply move and change his reference. Up and down to not appear to have as much meaning. He finds himself upside down but not disoriented. He is not able to examine the bottom of the boulder. He looks out of place, seemingly standing on his head, compared to the others.

    Ek works his way around the boulders, inspecting each one in similar fashion. He reports his findings. There are indeed gems set into the bottom of each boulder. Ek reports there are one each of diamond, amethyst, sapphire, emerald, topaz, jacinth and ruby. The rays that bounced around the clearing prior to everything changing match the gemstones. The green ray came from the emerald, etc.
    After reporting his findings, he starts to move away from the others and the stones, watching and examining the distance for anything.



    The group returns to the kitchen. The cook, Jevvala, is speaking quietly to Grimlock while Loris Naef listens in.

    Jevvala seems to be speaking to the air as she points to the swinging kitchen door on the south side of the room. It leads to a small ten foot by ten foot hall with full door on the west and another swinging door on the south that leads into the dining room. There is a door immediately upon entering the dining room that is mounted on the west wall. The cook instructs, “We will go through the swinging doors then hard right through the door into the entry hall. There will be a guard at the front door. It will be one of the sergeants. Duke Nebub’s Knight Commander, Sir Dirtbragg, has an office just off the hall. He will either be in the office or his bedroom above the office on the second level.”

    She stops and listens for a moment, “Everyone will be coming down to the dining room for breakfast soon. The Duke wishes breakfast in bed this morning. We have not heard from Duchess Esbella yet.”

    She twists her hand nervously on the meat cleaver. “Once past the guard, we can rush up either stairwell to the second level. That room should be empty. Within the room is a stairway to the third level. From there, we simply cross the third level landing to the duke’s bedroom. We shouldn’t meet resistance beyond the first guard if we are lucky.”

    A look of concern washes over her face as she looks to Loris Naef, “If I should fall, be warned, most of the other doors in the castle lead to bedrooms of the duke’s guards.”

    She points to the back stairwell. “The other stairwell there goes up to the second level. It is guarded by an ogre and beyond him, more of the duke’s warriors. I suggest we quickly and quietly overcome the guard and the front door and make haste for the duke’s room.”



    The Ungohling cruises along the coast overnight. Gaerhith requests the small ship to move as close as it can safely sail once the sun begins to show itself.

    A mostly cloudy sky brings with it some drizzle. Gaerhith appears pleased with the weather as it gives a little more cover for their landing.
    After some time, yet still early in the morning, Gaerhith believes he has spied the landing.

    Comus guides the ship in as far as possible before everyone gets into the life boat. Tathar issues the command and the Ungohling completes the now-familiar reshaping down to a small box. Tathar stows the box and the small life boat is rowed towards shore.

    As promised, a well-hidden, yet treacherous, rocky shoreline gives way to a small stone landing. They work patiently among the rocks, taking their time to not get swamped. Comus and crew deliver everyone onto shore without trouble.

    Gaerhith seems pleased, “Well now,” he states with a smile, “we just have to traverse those nasty foothills.”

    Gaerhith dictates a quick traveler’s guide to the local layout. He points to each landmark as he speaks.

    Looking eastward, the group can see two mountain ranges, one south of their location and one north. The southern one grows in height and size as it moves generally east-northeast towards a large set of mountain peaks. They are the Barrier Mountains.

    The second range is the Skull Peaks. It is not as impressive. A higher portion of the range is near the coast where the City of Asmogorgon sits upon the sea (to the north of the mountains in the flatter land). From the peaks by the city, the range drops to basically foothills again. It is in this area the road from Kroten connects Asmogorgon and Kroten. The Skull peaks are the second are of higher mountains. At the base is the small establishment of Winterhaven. Up in the mountain slopes one finds the Keep on the Shadowfell.

    From the Skull Peaks, the range drops back down to foothills again moving east-southeast until it meets the large multi-peaks of the Barrier Peaks; completing the encirclement of the foothills the group now prepares to travel through.

    Gaerhith finishes, “I am hopeful we may be able to find a guide or at least supply ourselves for the trek to the keep.”

    Gaerhith looks to Tathar Surion in an acknowledgement that it is Tarthar, and not Gaerhith, who leads the expedition, “May we continue my brother?”
    Adept Greytalker

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    Wed Sep 21, 2022 3:38 pm  
    Kroten Castle

    Grimlock warns, “This is the last you will hear of my before engaging the duke.” Quiet falls upon the group as they listen further.

    Grimlock continues, “I suggest you surprise the lower guard with a hold spell and take him with you as to not remain and alarm any others and to save time stashing him.”

    The group concurs.

    “From this point on, it is of urgent nature you proceed to the duke’s room, overcoming any resistance quickly. I will make one of you silent and any area around them for 15ft. I suggest the person casting the hold on the first guard remain far enough away from the silent person to not interfere with the spell caster”

    The idea continues to meet the group’s approval.

    “If the hold sticks, proceed up the stairs. If it fails all rush forward and engage the guard. The silence spell should cover any noise less the guard escape you and call out for help.”

    “I will not be able to hear you so proceed quickly. The battle with the duke will be up close and personal due to the silence spell. This I feel will disable more of the duke’s magic versus our own as we have the numbers and capable warriors.”

    “The duke must fall quickly as his forces will be less interested in defending a dead leader in case it all goes to hell. Although, hell could be and interesting adventure; today I feel a bit of order is my muse.”
    “May lady luck smile upon this hour. Meet you at the top.”

    Grimlock quickly calls upon the magics to bring a silence around Seeler; the only non-spellcaster. The dwarf swears unheard as the spell is completed. With that, Grimlock pushes through the two swivel doors and the door exiting the dining room into the foyer opens.

    Cholak, intending to cast the hold spell, turns and follows on Grimlock’s heels. Cholak reaches the dining room door before it can shut. As he’s moving, he pulls out a small straight piece of iron while voicing encouragement to the others, “I’m ready for the chit to hit the fan!”

    Lexington is next out of the chute, “Let her rip! I’ll save my spells for later rounds.”

    Esned, though hurrying, is passed up by others as he quips, “I was thinking along the same type of plan. Let’s do it.” Loris Naef and Jevvala beat Esned through the doors.

    Seeler sighs with a silent, “Well, crap!” He’s out the door last, trying to make sure Cholak has room to cast his spell.

    Passing through the dining room (18.5’x33’), a quick scan of the room reveals three windows on the east wall. The outer two are 2x4 and the central window is 4x6. The shutters are open.

    The center of the room is dominated by a large dining table that is twenty one feet long and seven feet wide. There are two tall back arm chairs at the head of the table (north wall) and seven chairs along each side. The far end of the table has a single arm chair. Upon the table are two large silver candelabra; each holding five candles.

    The west wall holds shelving with pewter serving sets.

    Next to the kitchen door is a small table with a chest upon it. The chest is padlocked. It is also connected to a bolt in the wall by a small sturdy looking chain.

    Once into the entry hall, Grimlock’s whereabouts are lost immediately.
    The group enters the entrance hall (18x33). The large entrance double doors to the keep are twelve feet wide and eight feet heigh. They are very stout in appearance, thick wood with iron bands. They are barred on the inside. They are hinged to swing either direction. On each side of the door is a vertically barred window (2x5). The shutters are open, allowing an ample amount of light into the room.

    On the west wall, at the base of the western stairwell, is a wooden door.

    The center of the north wall contains ornate wooden double doors. It appears likely they lead to the throne room.

    Two large braziers are at the foot of the twin ornate staircases that ascend to the second level. Both of the inner walls are decorated with large tapestries depicting large battlefields.

    A Suel man of some physical strength stands looking out the far window. He wears chain mail armor and has a shield upon his left arm. A scimitar with a gem mounted into the hilt rests in a scabbard on his left hip. A long bow is stowed upon his back attached to a quiver of arrows. The bow is not strung. A brass horn hangs on his right hip by a small chain.

    The man appears to have been paying attention as he immediately turns to face Cholak. Not recognizing the dwarf, he immediately goes on the defense, “Who are you!” he states as he reaches for the brass horn. He brings his shield up instinctively.

    Cholak calls out his command, “Hold!” As the man brings the horn to his face, his body becomes rigid in place; the horn inches from his lips.

    The group rushes past Cholak as he finishes his spell.

    Seeler tries to keep the group encompassed in the silence spell. He moves along trying to get to the center of the group.
    Silence falls upon the group as they rush across the floor.

    Lexington immediately to the closest stair and begins rushing up. He assumes Grimlock is just ahead of him. Ensed is on Lexington’s heels but quickly loses ground going up the stairs. Jevvala waits at the bottom of the stairwell with Seeler.

    Seeler waits at the bottom of the stairs as Cholak and Loris Naef rush over and grab the guard. They drag him over to the stairwell. Their footsteps become evident as they reach the guard. They hurry dragging him back, though his boots scrape across the floor; leather upon stone.

    The wooden door at the base of the stairs opens and a man in chain mail walks out as if to see who was making noise. He immediately grabs his neck and turns red. A golden colored noose appears around his neck. The golden rope leads to a woman who suddenly appears standing on the west stairwell.

    She is a gorgeous red headed woman in a thin silk white dress. The rope attaches around her waste as if it had possibly been her belt. She is upon the man immediately. She locks an impassioned kiss upon him as she drives the discolored steel blade of a dagger deep into his abdomen.

    She repeated drives the dagger into the man as he collapses onto the ground. She drops down upon him, turning the blade in her hand. She continues to plunge the dagger into him as she straddles him. Red blood stains quickly coat the front of her chest.

    She looks at Lexington as he ascends the stairs. The sudden attack has caught the young mage’s attention. He recognizes her immediately as the woman who visited his cell. Fangs can be seen in her mouth as she sneers at Lexington, “Goodbye dear boy! Know this, if you fail in your quest, I will return and kill you tomorrow. Win the day, and live long my lover!”

    As she speaks, her shape changes. Crimson red wings, as tall as the woman, unfold from her back. She bites deeply into the dying man, taking the last of his life. With that, she folds her wings over the pair and they disappear from view.

    Not having time to contemplate what happened to the second guard, the group continues up the eastern stairwell.

    Grimlock is still scouting the second level when Lexington makes it to the top of the landing. The top of the landing is the northernmost part of the room, in the northeast corner.

    The upper hall matches the size of the lower hall. The room contains two 18 inch by 42 inch windows with vertical bars. Each has a shutter. A tall stool sits in front of the west window and a leather chair in front of the east window. A small table with a glass shaded candle is next to the chair. A decanter and a goblet complete the items on the table. A larger table and two chairs sit against the center of the east wall. The room is well enough lit.

    Both down staircases have glass hooded candles on small shelf that illuminate the stairwell when dark. Spare candles sit on the shelf next to the candle.

    Next to the down staircases are three large boulders than can be pushed down the stairs.

    There are four doors in the room. The center of the west wall, the northernmost section of the west wall, the northernmost section of the east wall and a double door in the center of the north wall. All are stout wooden doors with locks.

    The staircase up starts near the center of the west wall and goes upward to the south.

    Grimlock, unbeknownst to anyone, scraps plans to wizard lock doors and continues up to the third level to scout considering the group is right on his heels.

    The group moves as close to in unison as possible to keep Silent Seeler in the middle of the group.

    Good blessings are upon the group and no further resistance is found.
    Lexington moves to the third level with Jevvala; her having caught up to him. Behind them are Seeler and Esned. Finally, Loris Naef and Cholak bring up the rear dragging the rigid guard along with them.

    At the top of the stairs is an iron door. It has been left open. The landing of the stairwell is in the southwest corner of the room. A large single window dominates the south wall near the group. It is crisscrossed with four horizontal and eight vertical iron bars that are wired at each intersection. There are no shutters.

    A large double wide wooden chair with arms and cushions is in front of the window. A large table, with eight chairs (four per side) and a large armed chair at the north end, occupies the center of the room. It is finely crafted.

    A small 10x10 alcove on the north wall, in the east corner, opens to two iron doors; one on the east wall, one on the west. Both doors have locks.
    Jevvala gives a hand signal, pointing towards the western door in the alcove. She puts her pointer finger from her right hand into a hole created by her left fist and makes an unlocking gesure.

    If Grimlock has followed the plan, he should be nearby.

    Cholak readies himself to cast aid once the group enters the duke’s bedroom.

    The group is gathered at the south end of the room. The moment of destiny is upon them.

    Cholak and Loris Naef drag the guard’s body up to the third story landing and leave it lying in the SE corner.

    Cholak motions to Seeler and the group. Using crude sign language, he points to the SW corner; indicating to Seeler and the others to gather there. They follow the dwarf’s command.

    Cholak motions Lexington over to him, the two of them stand outside of the silenced area that surrounds Seeler.

    Cholak, in a whisper, asks Lexington about magically opening the bedroom door. Lexington shakes his head. The young mage then pulls a bone wand with a crystal set at the tip.

    The cook approaches the dwarf and the mage while they speak. “The door is likely unlocked. He is awaiting his breakfast. I will volunteer to open the door.”

    Cholak motions in the air in an attempt to get Grimlock to come over. “Jevvala will open the door if it is unlocked. If it is locked, you may have to force it open with your magical powers or pick the lock.”

    The group prepares their assault.

    Seeler moves up to the door behind Jevvala. Cholak is just behind them.
    Lexington, wand in hand, and Esned are just outside of the alcove, waiting to bring up the rear. Loris Naef stands next to Jevvala. Esned takes his hammer in hand, ready for melee.

    Grimlock moves back away from the silenced Seeler in case a spell is needed.
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    Wed Sep 21, 2022 3:45 pm  
    Kroten Castle

    Jevvala looks Loris Naef in the eye and she smiles warmly at him. She takes a deep breath and looks back at the group. Esned, being at the end of the line, nods back in affirmation.

    Jevvala pushes open the door and charges in, leaving the cone of silence surrounding Seeler. She curses the duke, “Back to Hell you villain!”
    The room is unlit. From the natural lighting spilling in from the window on the southern wall of the stairwell landing, the demi-humans can see well enough into the bedroom. The humans, Lexington, Jevvala and Loris Naef, are unable to see more than five feet into the room.

    The room is roughly forty feet east/west and thirty feet north/south. There is a stout wooden trap door in the stone floor located in the northwest corner of the room.

    The area directly to the group’s right (north) is enveloped in a deep darkness. The darkness begins at the stone wall that supports the entrance door and extends north approx. ten feet.

    The bed, centered on the west wall, is large, luxurious and well-made. Two chests, one per side of the bed, appear to be wardrobes. They sit against the wall.

    Painted on the floor of the room, between the bed and a table centered on the north wall. Is a Circled Snake Pentagram. Just outside the circle, at the snake head points, are five gold candle holders holding a honeycomb candle.

    The table and two chairs are well crafted and made of stout wood. Sitting in the darkness, in the eastern chair, is Duke Nebub.

    The duke is not surprised by the sudden incursion into his private chamber. He is dressed in his leather armor and has an ornate cloak over his shoulders. An exquisite long sword sits in a scabbard on his left hip. A long leather sheath sits upon the table. It is roughly four feet long and eight inches wide. It is nearly two inches thick.

    Duke Nebub rises from his chair and places his hand upon the hilt of his sword.

    He is a tall, well-muscled man with thick dark hair and a dark mustache and beard that is trimmed to follow his jaw line. It comes to a point upon his chin. He wears a crown upon his head that consists of a thin band of platinum set with a ¾ inch ruby.

    Grimlock moves to the ceiling and begins circling to a position behind the duke. Grimlock draws his sword quietly as he drifts into position awaiting a back attack.

    Duke Nebub pulls sword and shouts, “Slay her!” He throws the blade forward and it springs to life in mid-air. The blade slices across her mid-section causing a fatal gash. She drops to the floor and slides to a stop. Loris Naef cries out in silence, “No!” as he charges forward.

    Duke Nebub opens the leather sheath on the table and draws forth a javelin.

    Esned, being the last one to enter the room having followed Lexington in, shuts the door behind him. With an ear to the door, he listens for reinforcements with his hammer at the ready. He keeps a keen eye on the progress of the attack in the bedchamber.

    Lexington follows Loris Naef and then Cholak into the room. He moves to the east side of the room enough to break away from Silent Seeler. He aims his wand at the darkness to the group’s right side, “Aeros!” Once spoken, white crystalline motes spray forth furiously from the end of the wand in a cone shape. They blast forward covering the entire west wall floor to ceiling in a frigid blast of ice and frost.

    Thankfully, no one in the party was in area of the frost blast. Even so, a short-lived blast of cold blows across the room to everyone’s discomfort (no damage to anyone).

    The blast of cold slows Loris Naef’s charge enough to allow Duke Nebub to hurl his javelin towards the merchant. The javelin transforms into a bolt of lightning and slams into Loris Naef’s chest. With a thundercrack, Loris Naef tumbles to the ground dead. The smell of ozone mixes with the chill air.

    Finally, Seeler moves forward so that he is only about ten feet away from the duke; ensuring the ring of silence encompassed the villain.

    Seeler leaps over Loris Naef’s fallen body and charges Duke Nebub. As Seeler passes the dancing sword, it strikes down upon his neck (8, 37/45). Seeler continues forward screaming out an unheard war cry. The duke takes a second javelin in hand and throws it at Lexington as Seeler reaches the nobleman and drives his axe down upon the duke’s right leg. Though a direct hit, the axe fails to pierce his skin.
    The javelin, as the previous one, turns to a bolt of lightning as it streaks across the room and strikes Lexington. The nimble mage attempts to dodge it but the electricity arcs into his right thigh, knocking him back into the wall and down upon the ground (13, 8/21). He remains conscious but is in pain.

    The duke’s head suddenly and violently snaps to the right. Appearing behind the duke is Grimlock. Grimlock swung Bloodletter in a decapitating stroke. The blade would surely have taken off the head had it not caught a bit of the armor and cloak on the duke’s shoulder. It was enough to allow the duke to deflect some of the swing’s energy and keep his head upon his shoulders. As it is, he took a nasty slice from his mouth to behind his ear (30, 34/64).

    Esned watches the battle unfolding as he keeps a keen eye for reinforcements.

    The duke turns so that Grimlock is on his left and Seeler on his right as he draws a second long sword. He calls out a short three word sentence that remains unheard.

    Grimlock flies back up and away slightly, attempting to distract the duke. The half elf shelters himself behind his shield.

    Seeler strokes the duke a second time on the thigh without effect. Seeler pushes he attack trying to keep the duke occupied.

    The dancing blade slashes Seeler across the back (6, 31/45). The stout dwarf retains his footing and fights on through the pain.

    Though his pain, the young mage calls out to the duke, “If it is in my powers, you will not escape back to the darkness from which you came nor will you call for more help.” In the darkness, having judged the room from the illumination of the lightning strokes, Lexington points his wand towards the blackness of the west wall, “Turac!”

    A solid wall of ice forms between the duke and the blackness adding to the coolness of the room. Small snowflakes drift about near the ice wall.
    Esned, giving one last look for reinforcements, moves into the room and begins given aid to Lexington’s thigh (1, 9/21). The gnome keeps an eye for the door as he works.

    The ruckus has caused and alarm to be raised. Shouts and confusion begin coming from lower levels of the castle.

    Finally, from the icy formation created by Lexington, comes forth an alien type creature. It has to slouch its 12-foot insect-like body to fit into the room. It has claws on hands and feet, and sharp pincers at the mouth. The head bulges with multifaceted eyes. It has a long, thick tail covered with razor-sharp spikes. It has and generally frosty white appearance. Evil and malice emanate from the creature as it arches back, mandibles wide in a silent screech.

    Lexington thanks Esned for the aid and begins moving towards the hallway, “I think I’ll be of better service alive and not so close to the action here.”

    Esned readies a hammer in preparation should he need to call upon his deity for guide it to help defend Lexington and the group from an assault from the hallway.

    Seeler continues to keep the duke occupied though this new devilry has him concerned. While doing so, the dancing blade slashes the dwarf again (3, 28/45).

    Grimlock moves in and the duke and unleashes a flurry of blows. The duke attempts to parry but the half-elf’s skill with the blade and shield overwhelms him. The duke, soundless, calls out a single word as Grimlock’s blade slashes him.

    The outline of the pentagram on the floor immediately glows an intense red.

    Grimlock bashes the duke with his shield, bringing him to his knees.

    The pentagram drops away revealing a hellish hole in the floor. All of the air in the room is immediately sucked into the hole with hurricane force.

    Before Grimlock’s fatal blow falls upon the duke, Nebub is pulled into the hole followed quickly by Seeler and then Grimlock.

    The devil jumps in next followed by Esned.

    Finally, a struggling Lexington clings to the wall out into the hallway but the vortex ultimately pulls him in as well.

    With a brilliant hellish-organge-red flash and a thunderclap, the room returns to normal. Only the bodies of Loris Naef and Jevvala remain.

    After a moment of what feels like freefall, there is a flash of hellish light and those transported fall roughly to a chill stone floor. In the flash, one can quickly make out they are now in an oval shaped room approx. 40 feet long by 20 feet wide and 14 feet high. The shiny black walls reflect the explosion of light brightly and then all goes dark.

    Grimlock lands near the center of the room, between the right hand wall and true center.

    Esned is to his left but closer to true center.

    Seeler is in the center of the room.

    Lexington is to Grimlock’s side, opposite to him than Esned.

    In appearance, Seeler holds the center of the room and the other three form a line behind him; from left to right, Esned, Grimlock and Lexington.

    Between Seeler and Lexington drops the devil and just behind it, Nebub.

    Nothing else of the room was comprehended in the brief flash of light, considering focus was on the enemy nearby.

    Indicating the silence spell has been deactivated, everyone can hear themselves hit the ground (no damage).
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    Wed Sep 21, 2022 3:50 pm  
    Keep on the Shadowfell

    Tathar questions, “Gaerhith, is it your intention that we travel to Asmogorgon for supplies and any help we can muster, then follow the road to Shadowfell Keep?”

    Tathar questions the wisdom of going to Asmogorgon, “Will we be safe in Asmogorgon? I would think Nebub has spies everywhere.”
    “Sorry Lord Surion,” is Gaerhith’s reply. “I agree Asmogorgon would not be a wise place to travel right now. I meant Winterhaven. It should be a relatively safe place. Nearly a thousand people live there, or nearby. It is large enough to find supplies for the journey into the mountains.”

    The Ungohling crew, Ment, Tiz and Nedwyn, look back and forth at each other. No words are spoken but it is obvious, they prefer the sea to the mountains. Without a word, they loyally follow Tathar into the foothills.

    A strong wind and drizzle make the first day of inland travel less than pleasing. The group zig zags through the foothills keeping a generally easterly course while trying to avoid as much elevation changing as possible. As the day winds to a close, the drizzle stops and the skies partially clear. The wind remains steady as the group contemplates camp.

    The area is rocky but still contains enough trees, brush and scrub to easily find wood for a fire. The ground is broken up enough, finding shelter from the wind is also not difficult.

    Gaerhith contemplates, “We covered some five or so miles today. As the eagle flies, it should be twelve to fifteen miles to reach the road. With as much as we are forced to wander back and forth, it will likely be a couple days until we find it.”

    Tathar tells the crew to set guards tonight, each taking a turn. Tiz volunteers for first watch. He climbs up a small outcropping to gain a vantage point.

    The rest of the party gather’s up wood for a fire and prepares the camp. For the evening anyway, it appears the rain will hold off.

    The evening passes without incident as each crew member takes a two hour watch.
    '
    The next day brings much of the same. The wind dies down significantly but a steady rain begins to fall by noon. By evening, the weather has turned worse bringing pouring rain. Other than fighting the weather, and having a reduced movement for the day, the day passes without incident.

    Tathar scouts around on the second evening and finds an open enough area, mainly clear of loose rocks. He takes out the Ungohling box and gives the command word. It dutifully changes into the small ship, complete with interior cabin. The ship lists to one side but comes safely to rest.

    Guards are set and the night passes again without incident excepting the pouring rain. The rain stops by morning though a strong wind blows down the mountains across the foothills. The ship offered much protection from the driving wind and rain; especially for those in the cabin.

    The third day, Patchwall the 1st, is spent in similar fashion, moving slowly in an easterly direction towards the road and Winterhaven.

    A third night is spent in the foothills. The Ungohling is used for shelter again from the rain. This night there is no rain. The skies are clear.

    Patchwall the 2nd remains windy but dry. The sun is warm.
    It is on this day that the group comes upon what Gaerhith believes is the roadway he is looking for. It is not well maintained though it remains good enough for cart and wagon passage.

    Gaerhith believes the town is now to the left, north of the group.

    Following Gaerhith’s hunch, the group turns north and follows the roadway. Having camped another night, the group moves north on Patchwall 3rd. The wind is cool but comfortable. The rain is gone, for now. The road is generally level. The road winds it’s way through the foothills among woodlands, hills and rocky outcroppings. It continues to climb in elevation; sometimes gradually, sometimes sharply. An occasional cobblestone peeks throught the dirt road, indicating decades of neglect. The roadway is rutted with occasional wagon/cart travel. It is obvious that regular travel is not common though the road is still in use.

    Patchwall 4th opens with overcast skies and rain. Gaernith believes town is within reach this day. The group waits out the rain for the early morning before turning the Ungohling back into a box. The rain lessens but becomes wind driven drizzle. The group moves out, hoping to reach the comforts of town by the end of the day.

    Tathar, Morwen and Gaernith walk in the middle of the group.

    First Mate Comus walks the front with Mert and Tiz.

    Crewchief Larrig walks the rear with Nedwyn.

    Shortly after leaving camp, Comus stops the group and motions Tathar forward. There are muddy footprints on the road, it appears they were made by small clawed feet. The tracks come from around a small curve in the road ahead of the group. They were initially moving towards the group, stop and then turn back up the road away from the group. It appears there were two creatures.

    Tathar stops and concentrates on the area ahead of him. He slowly turns his body to analyze the curvature of the path. From around the curve, Tathar detects evil. A sinister, cruel feeling is concentrated around the curve. He detects nothing else.

    The view of the path beyond the curve is obstructed by tree and brush growth mixed with the occasional rock formation.
    Adept Greytalker

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    Wed Sep 21, 2022 3:58 pm  
    Pyramid of Shadows

    Breymeer states what they others are also assuming, “The key to getting out of this weirdness has to have something to do with the gems. Any idea?”

    The ranger captain watches Ek as the dark elf walks further out into the nothingness. “I am going to try and keep Ek in sight and see what he might find out in the abyss.” Breymeer follows Ek’s direction of travel. The keen-eyed ranger evaluates his surroundings, always looking for the slightest hint of change.

    Ek moves cautiously forward as if he were walking on the edge of a cloud, waiting to fall through. He keeps moving outward in as straight of a line as he can manage.

    The Roodin Bokassad attempts to go over the moment everything changed, “I remember that witch seemed to have triggered the transformation. It is possible she teleported us somewhere but I am still more included to believe she sent us into the astral plane somehow. I agree the gems appear to play a roll, but I am afraid some outside magics may have to be employed to trigger the transfer.” He begins examining the boulders.

    Yechwa nods in agreement with Bokassad’s summary before asking her crew, “Do we stay here and try and manipulate a transformation back or should we adventure forward in hopes of finding something else?” She looks to Ergon and Jandre as well; hoping for their input.

    Ergon prays earnestly seeking guidance and wisdom. The warhorse stands attentively next to the paladin. Jandre looks out into the vastness.

    Roodin Bokassad continues, seeming to struggle a little bit with his thoughts, “This plane is not my primary area of study. But I believe we are bound yet to our normal plane my a magical “rope”. We may be able to travel forth into this endless sea without losing our ability to come back to this gate.

    Yechwa questions, “Should someone stay here or should we all travel together? Or should we stay and try and manipulate this gate?”

    Roodin Bokassad shrugs but gives his opinion, “I have heard horrible tales of people being lost to this place forever. I believe we should stay together.”

    Rook and Orwar Ascoban mill about near the stones while Ek slowly continues to walk out into the nothingness.

    The warhorse gives a sudden snort and looks out into the vastness bringing attention to something off in the distance.

    Orwar Ascoban looks momentarily and questions, “Is that a wisp of clouds?”

    Roodin Bokassad looks for a moment, “It is moving very fast. And there are several of them!”

    The image comes into clear view. Several very dark mutli-vortex tornadoes are bearing down on your location. They are traveling at great speed and will be upon you momentarily. There is little time to prepare.

    As the storm comes closer, dark, tube-like clouds, roll across what would be considered the sky. They move swiftly.

    Dropping from them are the now inky-black funnel clouds laced with indigo streaks.

    Yechwa shouts, “Take any cover you can! Try and stay together!” She ducks behind a boulder the best she can.

    Roodin Bokassad warns, “Astral storms!” He moves next to Yechwa and ducks down.

    Orwar Ascoban joins the ranger and mage.

    “Must we fight the wind?” questions Rook as she shelters behind a boulder by herself.

    Jandre looks to Ergon, “Shall we try to out run it on the horse or take shelter here?” Ergon still prays. The horse remains steady; it does not appear overly frightened.

    Breymeer hollers to Ek to return, “Sprint back Ek!”

    Breymeer, himself, turns and wills himself back to the rocks. He seemingly runs in place in the absence of gravity as he wills himself to the stone circle as fast as he can. His hair and beard flutter slightly as he travels. He takes shelter among the stones. The ranger pulls out a rope, but seeing he has not enough time to secure himself, instead takes a grip of the stone and holds on for dear life.

    Ek turns at the sound of Breymeer’s voice. He starts to run after the ranger towards the rocks but calculates he will not make it, though he is likely still in the storms path. He can see he cannot outrun the storm.

    The storm lacks the audible sound of a blowing wind though the “ground” begins to shake and the storm overtakes the group. It feels like a minor earthquake.

    The blackness envelopes all, including Ek. Everyone is torn loose from where they sought shelter and tossed about in the weightless environment. Minus the terror of the moment, it is an exhilarating experience.

    Though absolutely terrifying, the group is deposited more or less together. Yechwa, Roodin Bokassad and Orwar Ascoban are all still grouped together. A short distance away is Breymeer, and not far from him is Rook, the half-orc. A little farther out is Ergon and Jandre with the warhorse. Finally, out a fair distrance is Ek. Even Breymeer’s rope is next to him.

    Most everything is the same. The weightlessness is ever present. Movement is only possible by thought though the habit of combining it with the physical action of moving one’s arms and legs is still natural. The group notices a lack of smell associated with the wind and storm. In fact, there appears to be no smell at all. In fact, other than when talking to one another, it appears breathing is not required to stay conscious.

    Finally, the sky is changing. The storm, in its indigo-streaked darkness, is rolling away in the distance. What now remains is a silvery lit surrounding. The silvery sky goes in every direction; up, down, and outward as far as the eye can see.

    Roodin Bokassad comments, “This is more in line with what I have been told of this place. I could not figure out why it was so dark before now. I may have confused it in my own mind somehow.”

    All signs of the stone circle are gone. However, one significant location extends out from the silvery vastness.

    A dense forest of deciduous trees looms ahead of you. It is difficult to estimate distance accurately here though it appears to be but a fifteen minute “walk” over to it. The trees extend left to right approximately two miles if one compared what you can see to the same time/distance of your home plane. Judging by the outline of the trees, the ground below them is anything but level. In fact, it appears to have some significant and sharp elevation changes.

    There is nothing else in view but the silvery sky.

    Breymeer picks up his rope and stows it. He calls out so the scattered group can hear him, “I sure as hell would feel more at home over yonder in that woodland instead of standing here waiting for another unnatural storm.” He surveys the group, “How’s everyone feel about getting out of here?”

    Ek, being the closest to the forest, begins to move towards it; essentially floating through the air effortlessly as if he were Peter Pan. He does not appear entranced. He has discovered movement only requires the desire to do so, not actual movement.

    Yechwa nods in agreement with the Restenford ranger captain.

    Roodin Bokassad agrees, “Any abnormality offers more promise than this situation.” He turns and holds his arms out to the endless sky.

    “I’ll follow your lead Yechwa,” replies Orwar Ascoban. “What can possibly go wrong in there?” he adds accepting any challenge that lay before him.

    The three appear to be very loyal friends.

    Ergon and Jandre, gathered by the horse, appear to be in agreement with exploring the forest.

    Rook stands ready.

    Ergon looks at Jandre, “I think we should be up closer to the front.” Ergon looks upon the party to see if anyone needs healing. Seeing no obvious need, he mounts the warhorse and nudges him towards the distant forest. The horse moves effortlessly forward through the silvery air.

    Jandre follows.

    Breymeer moves out ahead of Ergon, intent on checking the edge of the forest for dangers before the party enters it. Ek falls in alongside the group but a bit to the flank. He keeps his hood up to block out the bright sky. From under the hood, his sharp elven eyes painfully look around for trouble. He hopes to himself for a dark, dense woods.

    “I may be young and foolish,” starts Rook, “but I think there is only one way to go. I am not really a fan of trees and forest but anything is better than this nothingness.” She moves slowly forward behind the group.

    The others all fall in line.

    The trek is uneventful. Reaching the woods, Breymeer has the group halt momentarily while he and Ek moves around the perimeter a short distance in both directions.

    The forest itself is indeed dense and appears to be made up of coniferous trees. The trees appear to be of a southern climate; similar to the islands the group has been bouncing between since leaving the lost city in the jungle. The ground appears to be uneven; a mix of rock and lush soil with many elevation changes.

    Breymeer and Ek return to report no obvious paths though there was an interesting find. It appeared something had come into the forest. There was an area of nearly ten feet across and half as deep where the vegetation was broken and/or matted down. From there, a trail led into the woods. It appeared to have been made by two creatures. Both walking on large clawed feet (estimated to be7 to 10 feet tall). They are not overly large though easily a couple hundred points. Each had a tail making occasional marks. The tail did not drag behind the creature, seeming to support the idea the creatures were walking on two feet.
    The marks were about ¼ mile to the left of the group.

    Rook jokingly ponders, “So, do we follow the trail blazing critters? They seem to know where they’re going and maybe they’ll eat any dangers ahead of us.”

    Ergon looks to Breymeer, “What do you think? Will it be beneficial to track these large creatures to find out where they are going?”

    Breymeer offers an answer, “I would prefer to take a route into this dense forest where I found the trail. I don’t know if what made the tracks is good or evil but at least it’s a sign that something living has been able to survive and move about. And that puts me more at ease then driving into the forest elsewhere. And, I believe Ek will be more than happy to dive into the darker timber ahead of us to do a quick search around the opening we found. Any other ideas, I’m all ears?”

    Ek nods in agreement to Breymeer’s proposal and can’t wait to get into the woods.

    Seeing no one in disagreement, Ek drifts over to the trail in the woods with the others following. Prior to reaching the trail, Ek dips into the woods and quickly is gone from sight.

    Breymeer whispers to the elf, “If there’s something in there you don’t like and for some reason you can’t come back out to warn us, try to send some type of sign. Otherwise, we’ll be coming in after you after twenty minutes or so if you’re not out.”

    Ergon examines the woods and believes he can lead his warhorse into the darkness. The lack of actual gravity, movement by thought, appears to remove the chance of the mount breaking a leg, etc.

    The group moves to where the creatures entered the woods. The group prepares for trouble as it waits for Ek.

    Ek moves carefully. It is dark and the ground is rocky and uneven. Though movement is still more by though than by actual gravity, the act of walking becomes psychologically natural again. Essentially, Ek feels as if he is walking weightlessly.

    The dark elf feels somewhat at home if only the trees were cavern walls.
    He moves carefully anticipating eventually coming across the trail. He keeps his angle moving deeper and deeper into the woods.

    Ek finds nothing strange, moving about ten minutes forward; covering nearly a quarter mile of uneven terrain. He cuts harder to the trail and quickly finds where the two large creatures moved through the foliage. They appear to be moving normal and not crashing through. They are large enough that Ek located their trail.

    Breymeer makes another pass looking for tracks near the wood line. He examines the tracks but they remain alien to him. He can decipher whatever made them are relatively large. There appears to be no other tracks. He comments over his shoulder, “About ten minutes and I’m going in if no sign of the elf.”

    Rook surveys the surroundings and sarcastically quips, “What’s a girl like me doing in such a fine place like this?”

    A few minutes later, without notice, Ek’s voice alerts all to his return, “About ¼ mile in, big creatures continue deeper into the woods. Nothing else found.”

    The group moved into the woods following the trail. Breymeer is in the lead with Ek flanking a short distance to the side. Rook follows Breymeer a short distance back with Yechwa and her two companions on his heels. Finally, Jandre and Ergon make up the rear, slowly guiding the warhorse through the treacherous terrain.

    Gravity here is psychologically returning as movement appears more natural though still weightless like.

    The group moves in about a half mile without incident before coming to a small clearing. The sense of gravity appears to be returning the farther the group moves into the forest.

    The clearing itself is nearly eight feet higher in elevation that the group. It sits upon a small formation of flat rock jutting up from the ground. It is nearly 40 feet cross and at least that in depth though hard to see from below. The natural formation of the rock creates easy steps to walk up the formation into the clearing. The tracks stop at the rock formation though Breymeer can see they climbed it. The area, other than the rock clearing, is surrounded by the same heavy vegetation.

    In the center of the clearing stands one of the creatures you have been tracking. It is facing away from you.

    The creature is generally a bipod though its body design hints that is moves upright or on all four limbs equally well. The body appears to have an exoskeleton covering much of its exterior, most significantly, the rib cage. It has a large elongated head with a fang rimmed mouth at the front. It has a long tail, nearly eight feet in length, that ends in a sharp barb. The ribs wrap around its body and come together to form four stubby, appendages that protrude from its back, two per side. It’s hand display long fingers with very distinct claws. It’s feet resemble that of a human with stubby toes.

    It turns its head towards you and lets out a sinister hiss from its saliva dripping maw.

    (Thank you creator of the Aliens movies for this creature)
    Adept Greytalker

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    Thu Apr 13, 2023 8:18 am  
    Into Hell

    Esned’s gnomish eyes start adjusting to the zero light conditions. He immediately looks to where he saw Nebub land. To his horror, the duke rises to his feet. In fact, the duke looks unharmed. As does the devil next to the duke.

    Seeler, also able to see in the dark, immediately charges the duke landing another crushing blow that appears to have caused no damage. Cholak stands and arms himself.

    Grimlock comes to the realization the portal must have dismissed his spells. He can no longer fly and presumably, his stoneskin is gone as well.

    Lexington, finding himself fully healed, aims his wand at the devil but finds he cannot see anything and holds off unleashing its icy death.

    Lexington, realizing he is very vulnerable while unable to see in the dark, can be heard casting a spell. He moves slightly back and towards Grimlock hoping to find safety there.

    Cholak, watches as Lexington disappears from all view; into thin air. His attention is quickly drawn to the battle before him. His fellow dwarf, Seeler, is pressing his attack upon the duke.

    Grimlock, unable to see in utter darkness, resorts to his blindfighting skills. He listens intently to calculate the movements of friend and foe alike. He is aware Lexington has moved closer into Grimlock’s right flank.

    Esned, to Grimlock’s left, hurtles his hammer towards Nebub. The hammer glows lightly with a holy illumination. It strikes Nebub square in the chest (3, 61/64) and then begins dancing around the duke in furtherance of its attack.

    The glow from the hammer, though very weak, is amplified slightly by the shiny black walls. Grimlock finds himself able to make out Duke Nebub though pretty much everything else in the room remains dark; excepting the occasional appears of Seeler and be bobs and weaves around the duke.

    Nebub appears temporarily confused. He grapples momentarily with the situation as he tries desperately to defend himself. Those that can see him are startled to find he has grown a red-colored tail, nearly two feet long. Three-inch horns now protrude from the sides of his forehead. Finally, his skin has become a reddish hue and scaly.

    The devil disappears.

    Seeler continues his attack while hollering, “Somebody think of something quick!”. He swings his battle axe in a wide arc but Duke Nebub ducks under it. Allowing the momentum of the swing to spin himself in a circle,
    Seeler pivots on a heel and brings the axe around on an upward arc catching the duke in the chest as he squats to avoid the initial attack.
    Though the blow does not pierce his reddish scaled skin, the force of the blow knocks the devil off his feet; landing supine.

    Lexington is neither seen nor heard.

    Grimlock engages in a spell and quickly he is surrounded by six replicas of himself.

    Cholak prays.

    Esned’s hammer continues to harass the devil and pummels him while he scrambles back to his feet (3, 58/64).

    The other devil remains unseen and unheard.

    Grimlock and Cholak move against Duke Nebub and a coordinated team.
    The devil just regains his feet when Grimlock slashes him across the chest with Bloodletter. True to its name, the sword paints the floor with his dreaded blood (12, 46/64). The muscular half-elf then, using his forward momentum, bashes the devil in the chest with his shield (7, 39/64). Cholak comes at the flank and bashes with his shield as well. It appears to do no physical damage though it does knock the devil back a step; he remains on his feet. Cholak follows with a blow from his mace that fails to cause harm.

    The devil sneers as he goes on the offensive. He slashes Cholak across the chest with his long sword but the armor holds and Cholak is undamaged. The devil spins slightly and brings the next blow down upon Grimlock’s shoulder. The blow is true but only dissipates the image struck as it was not the true Grimlock. Six Grimlocks remain. The devil bends and spins with his sword inverted in an attempt to spear Cholak. The dwarf deflects the blow with his shield.

    Esned hammer again pounds the devil; this time striking it in the center of its back (5, 34/64).

    Lexington and the other devil’s whereabouts remain unknown.

    Seeler is glad to have the aid in melee. The two dwarves fight side by side as Grimlock attempts to keep Nebub defending two fronts.

    The duke begins moving towards one of the narrow ends of the oval room while continuing to engage the party in melee.

    Esned’s spiritual hammer fails to strike a blow this round as the devil parries it.

    Cholak prays the devil be held but the prayer fails to have effect.

    Seeler, emboldened by Cholak’s aid, breavely continues to melee with the devil.

    Grimlock continues to press his attack using his blindfighting skills.

    Grimlock and Nebub exchange a series of blows; both being very accomplished swordsmen. Duke Nebub destroys a mirror image with a deadly stroke before being sliced in quick succession across the chest by Bloodletter; only one of them actually cutting through the armor (15, 19/64). The duke returns a blow upon Grimlock only to watch another mirror image disappear. The duke hastens his movement towards the end of the room as Grimlock bashes Nebub with his shield (6, 13/64).
    The duke finally finds the real Grimlock and bites him harshly with his longsword (13, 30/43(46)) nearly knocking the half-elf prone but
    Grimlock nimbly recovers and stays on his feet..

    Lexington remains unseen as he struggles to keep track of the combat and movements of the others in the dark.

    Wishing to help his fellow party members, but fearing giving his position away, Lexington hopes the sounds of battle cover his incantation.
    Lexington removes a glowworm and calls forth magical energies from it yielding a much-needed result for the human’s ability to see.

    Four glowing torches appear floating in the air in a square around the area of combat near the center of the room. Lexington can now see plainly what is transpiring.

    The sudden appearance of light throws off the rest of the group as their vision needs to adjust; excepting Grimlock, who was battling using his blind fighting skills.

    The duke attempts to take advantage of the situation and he breaks and runs. While doing so, his form begins to change; leathery wings are sprouting.

    Grimlock, annoyed that he was actually struck by the duke, lays into him with sword and shield nearly knocking the fleeing duke down.

    The duke appears to be fleeing towards the corner as an escape attempt before he is brought low by the glowing holy hammer of Esned. The hammer chases the shape changing duke down and cracks his skull open.
    The duke drops to the ground in a death quiver.

    Cholak calmly walks up and heals the half-elf warrior completely.

    Esned surveys the area for further dangers or things hidden by the dark. A small passageway leads from the cavern in the direction Nebub was fleeing. Finding no threats and a simple plain chamber, he moves to tend to the wounded while keeping an eye on the exit.

    Cholak gives thanks to Lex for the gift of light and offers to give him healing aid but finds him unhurt. In fact, none of the group is hurt after passing through the gate.

    Meanwhile, Grimlock thanks Cholak for the generous healing from Kord as Grimlock moves to the duke. “We’re taking this demon’s head as proof of his demise.” He looks over the body for something that may be the link to the group’s arrival here.

    As Grimlock prepares to lop off Nebub’s head, a high pitched and lilting voice calls out, “Stop!”

    A creature walks into the cavern from the opening. He towers overs the group, nearly 12 feet tall and very well muscled. He has a long, barbed tail and two-toed, clawed feet. Large, bat-like leathery wings adorn his back. He has a human head with dog-shaped ears. He carries a large wicked looking spear.

    Behind him enters six dark haired women. All are scantily clad in sheer, nearly see-through, loose-fitting shirt and pants resembling sleepwear. Each carries two daggers in their hands.

    The high pitched voice of the man continues, “You have slain my bastard son!”
    Adept Greytalker

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    Thu Apr 13, 2023 8:23 am  
    Into Hell

    As the devil enters the room, Lexington holds as steady as he can in hopes he makes no noise and draws no attention to himself.

    Esned and Seeler can only stare in awe as they are caught off guard.

    Cholak readies his shield and sword in anticipation of meeting his deity Kord.

    Grimlock remains calm, having faced many devils and demons. He raises his sword and responds, “I’m not fond of devil’s nor their demonic concubines, but I am not unreasonable in hearing your terms to stay my hand. So let’s hear it devil, what will you offer to keep your bastard son’s head where it is?”

    The devil responds, “Duke Nebub was a half-witted fool. His fate has found him. I am taking him with me none the less though I shall hold you blameless in his death.”

    The six concubines move forward and pick up the limp body of Nebub. The towering devil approaches them. He removes the crown from Nebub’s head. He then touches the body and it and the concubines disappear. “There are ways out of this little corner of hell. You are free to leave should you find them. Your souls are mine should you perish here. I will hold true to my word.”

    The devil hands Grimlock the crown, “Should you make it out, this belongs to the next duke.” With that, the devil disappears.

    The crown is a thin golden band that rests on the forehead. The front of the crown has a forward facing ruby mounted to it. (1500gp)

    Esned continues to be vigilant. He intently listens for anything that may be sneaking around the rough stone chamber. He comments, more to himself than anyone in particular, “Why do I get the feeling this isn’t going to be easy.”

    Grimlock asks, “Does anyone have any idea where we are? Pray to your deities for guidance.” He stows the crown and continues, “I am able to continue and have some magical resourses left but am at the point of resorting mostly to my warrior skills. I say we move quickly and try to escape. What do the rest of you feel we should do?”

    Cholak prays to Kord for guidance. No onswer comes and there appears to be something of a veil between Cholak and his deity. His healing prayer was answered when he healed Grimlock but there Grimlock removes his dagger. The illumination from the holy light bestowed upon it instantly lights the chamber in a brilliant white light. After a few seconds for everyone’s eyes to adjust, the half-elf secures it to his helmet.

    The cave walls are obsidian and occasionally razer sharp protections jut from the wall. They are easily avoidable in the light. The shiny surface of the walls intensifies they already brilliant light on Grimlock’s helm.
    Grimlock walks towards the passageway saying, “This way for certain adventure . . . and likely, death!” He smiles and continues to the passage.

    Lexington appears to have been looking for a light source. Now able to see, he watches the rest of the group to see what the next move is.

    Esned speaks next, “I agree we should find the quickest way of escape. I offer to check out this red lit passage.” The gnome moves forwards with Grimlock.

    Cholak and Seeler fall in step behind the others.

    Lexington follows. It is obvious the passageway is the only viable option of finding out where they are and how to escape back to where from they came.

    Moving towards the passageway, the group finds the tunnel is narrow being only four feet wide and three and a half feet tall. Esned moves forward and takes the lead with a stooping Grimlock behind him. The dwarves, Seeler then Cholak, enter next with a crawling Lexington behind them.

    The passageway moves forward twenty five feet until opening into a massive chamber.

    The cave entrance is in the side of a massive column in the near center of a strange chamber. The entire area is lit by a reddish light. Before you, and in all directions you can see, is this chamber. A ceiling can be seen about one mile above you. The air is still. The chamber you come out of was near 65 degrees F. The outside air is much warmer, between 90 and 100 degrees F.

    Once out of the cave, the group can see the chamber appears to have a southern wall within sight of you. A valley moves away from you between the chamber wall and a line of stalagmites and stalactites that come together in several columns. They form a small chain of hills and columns. To the left and right of the cave are two hills that rise from the sandstone floor of this chamber. Further to the left is a river of lava that flows across the chamber. Far ahead, to the left of the small chain of hills, the river splits around a hill.

    The massiveness of the room is mindboggling.
    is some type of resistance in the channel between Cholak and Kord.

    The illumination spell brought forth by Lexington winks out and Seeler sighs as darkness once again descends upon the group.

    From the corner of the chamber comes a faint red light; not bright enough to illuminate the room. It hints at some type of passageway.

    Grimlock, puts the illuminated dagger back in its sheath, “Well, I don’t want to be here any longer than we have to. The fastest way to find a way out is to cover a lot of ground quickly. Keep an eye on me ‘cause who knows what lives in this devil cave. I’ll be back . . . I hope.”

    Grimlock removes a feather from his pocket, speaks and incantation and blows the feather from his palm. The feather fades away as Grimlock rises into the air.

    Cholak responds, “We’ll watch for ya best we can.”

    Esned tells Grimlock, “We’re going to move towards the lava and investigate as we go.” He gnomes moves forward. Seeler follows the gnome while muttering, “Why can’t I sense how far below the ground we are. It’s as if we aren’t below the ground we once stood.”

    Cholak falls in behind the other three. They move slowly and cautiously as they try and also track Grimlock’s travels.

    Lexington, happy the room is illuminated, follows the others.

    Grimlock stays 50 to 100 feet above the sandstone floor. The group almost immediately looses sight of the half-elf as he flies into a valley between a spine of low rock (350 feet) accented by two columns. The outer wall of the cavern wall is on Grimlock’s right. Ahead of him is a very tall mound (623 feet) with a thick column next to it.

    Grimlock passes a low hill (250 feet) before entering a valley between the outer wall (on his right) and a tall spine of rock (on his left). He next flies between a very tall mound (623 feet, on his left) and a half mile thick column (on his right, made from stalagmite and stalactites joining together).

    The valley opens considerably as Grimlock comes to the far end of the 350 foot tall spine. To his right are two low hills (200 feet and 150 feet). The sandstone floor behind the small mounts rises into a hill as it meets the cavern wall. Approx. ¾ mile up the hillface, at the corner of the cavern, two large caverns enter the cavern wall. It is too difficult from Grimlock’s position if they dead end or not. Each is about a half mile wide and hundreds of yards floor to ceiling.

    Around the 350 foot tall spine appears to be a small lake with some type of vegetation growing.

    Grimlock has been in flight for approx. 90 minutes. He has covered approx. 8 miles so far.

    Grimlock hustles to return to the group. He flies just off the deck hoping to tumble safely once the flying spell ends.

    Grimlock covers about a fourth of the way back. He loses flight between the high hill (not on his right) and the massive column (now to his left).
    Grimlock goes into a series of tumbles and rolls as he hits the sandstone floor. He comes to a stop on his feet unharmed. He quickly looks around but finds no immediate danger.

    Grimlock calculates his is around five miles from where he left his friends. Temps have climbed over 100 degrees F.

    Seeler, with a puzzled and concerned look on his face, tells the group, “I cannot sense how far below the ground we are!? It doesn’t make any sense to me.” He draws his weapon and continues looking around and trying to see where Grimlock may be flying.

    The foursome moves along the hill to the left after leaving the cave. The hill climbs above the cave to a solid column 1/3 to ½ mile thick. The hill moves counter-clockwise around column. A hill rises from the sandstone floor to the column some 3/8 mile up the hillslope.

    Bending around the hill, the group finds a sheltered valley some 1 ½ miles deep and ½ mile wide. The far end of the valley ends with the hillslope climbing to a wider but skinnier column. A third ¼ mile round column rises from the hillcrest across the narrow part of the valley opening.

    Crossing the narrow valley, the group walks to the lava river without incident. This place is massive. And hot, especially at the lave river. The group stays a few hundred yards from it as a precaution. Temperatures are now over 100 degrees F. Hiking in armor is hot work; dehydrating the body.
    Adept Greytalker

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    Thu Apr 13, 2023 8:29 am  
    Keep Shadowfell

    Tathar alerts the party to potential danger ahead. The lead element readies their weapons and prepares for trouble.

    Morwen removes and readies her bow, nocking an arrow. She slips into the wooded area to her left.

    Comus steps ahead of the group to the center of the path and readies his sledge hammer. To his flanks, and slightly behind him, Mert and Tiz stand ready with their cutlasses.

    Gaerhith steps to the side of Tathar to give them both space to fight. Gaerhith readies his bow.

    Larrig readies his bow while Nedwyn covers him with his cutlass. Larrig watches mainly the flanks while Nedwyn keeps a sharp eye out to the rear of the group.

    Morwen creeps forward using what cover she can. Moving ahead she uses some shrubbery as a screen to gain a vantage point around the curve. Ahead, past more shrubbery, are two rocks, one on each side of the path. From behind the left rock, Morwen spies a small scaly head, similar to that of a dog, mounted on a small scaly humanoid creature, peeking out around the rock as if waiting in ambush.

    Morwen moves slightly to get to a vantage point to see if she can spy anything hiding behind the rock on the opposite side of the trail. She spies nothing but isn’t convinced there isn’t something secreted there.

    Also of note, two other rocky formations big enough to hide the enemy come into view about 25 feet beyond the first rocks.

    She sneaks back to the party and advises them of the danger ahead.


    Morwen asks for a few minutes to get back into position with her bow before the party moves up. “I will try and take out the ones on the left side of the road with my arrows. Hopefully, the group can take out the ones on the right.”

    Seeing everyone understands the plan, Morwen disappears again into the growth.

    The party waits for Morwen to regain her position of advantage before moving up cautiously.

    They continue forward, around the bend and towards the rocks on opposite sides of the road. Closer and closer they move without incident.
    Two other rocky formations big enough to hide the enemy come into view about 25 feet beyond the first rocks.

    She will also advise the group that she thinks there could be more than that was able to detect. She will continue back to her sneaking spot and wait until the party advances then fire at the first two. Tathar will also ready his bow.

    Morwen returns to the shrubbery; finding an area that screens her outline but yet gives her an opportunity to fire upon anything that threatens the group.

    Tathar readies his bow. He and Gaerhith watch the group as they advance. Both have arrows nocked.

    Comus, seeing his advance is covered, move ahead cautiously with both hands on his sledge hammer.

    Larrig, walking just behind Comus on his left, watches both flanks. His bow is nocked.

    Nedwyn, on the Comus’ right, watches his right flank and checks back to the rear by turning slowly in half circles. He holds his cutlass pointed outward like a compass dial.

    Comus and crew advance up towards the rocks, of which the left was reported to hide a creature. They come within 15 feet of the boulders when the attack breaks.

    A scaly creature, about the size of a skinny halfling, steps from the boulder with a javelin in hand looking to chuck it towards Tathar and Gaerhith. He has a spear in his other hand. He has two more javelins in a open ended case on his back.

    From the further set of boulders comes a charge. Three of the scaly dog creatures charge from the far left boulder, each preparing to throw a javelin while carrying a spear in their other hand. The move to the trail and appear to be charging Comus and crew head on. Like the other, they have reserve javelins in a case on their backs. From the far right boulder comes one more. He is of similar appearance though he is moving, using cover, parallel to the trail attempting to close the distance to the group’s right side.

    Morwen releases her arrow followed a quick second. Both arrows bury into the creature flanking on the opposite side of the road, felling it.

    Tathar pumps two arrows into the creature that stepped out from behind the boulder to throw a javelin at him. Both arrows strike the creature in the head, killing it before it can attack.

    Gaerhith fires twice at the charging group, felling one of them but missing with his other shot.

    A javelin from the charging group strikes Comus, scratching his arm (32/34).

    The other two javelins miss. The remaining two continue their charge, spears set to skewer.

    Continuing to fire arrows, Tathar drops one of the remaining creatures while Gaerhith ends the life of the other.

    It becomes quiet.

    Morwen uses the opportunity to listen. From behind the far right rock, Morwen hears some rustling immediately after the charging kobolds drop. Then nothing.

    Comus uses the break in the action to wrap a binding around the scratch on his arm.

    Morwen stows her bow and draws steel. She moves cautiously forwards towards the rustling sounds; ready for trouble. The rustling is coming from the far set of boulders so she uses the closer set to help screen her advance.

    Tathar and company move up and investigate the bodies. Each has a few silver pieces, hide armor, a small shield, a spear and javelins.
    While the bodies are being looked over, a second wave suddenly attacks.
    Two kobolds in scale armor and stout shields charge forwards from the right side of the road. They brandish short swords.

    At the same time, a slinger steps out from where Morwen heard the commotion. It has lit a small firepot and prepares to sling in at the group on the roadway. It appears not to notice Morwen’s approach.

    Tathar goes on the defensive and backs away from the charge warning the group, “Spread out!”

    Gaerhith backpedals and arms himself with a staff. Ment and Nedwyn draw cutlasses and cover Tathar’s retreat.

    The kobold slinger flings his firebomb towards the group on the road but fire long. It lands, blowing open and splashing a thick burning fuel harmlessly upon the ground.

    It shrieks as Morwen appears on his flank. It tries to back-peddle as Morwen’s blade slashes it down; ending the threat.

    The two remaining kobolds fail in their charge and are quickly cut down.
    The first by Comus’ war hammer and the second by a combination of Larrig and Tiz cutlasses.

    No more kobolds remain. Morwen quietly checks around the perimeter rocks while the rest of the crew drags the bodies from the roadway.

    A total of 24 silver pieces are recovered.

    Morwen recommends looking for the kobold lair. She begins looking around for any sign from whence they came.

    Tathar and his ship crew drag the bodies off the roadway and stow them in some grass behind a rock, Tathar comments, “We can move them into the lair if we find it nearby.”

    Morwen discovers a faint trail that leads south from the roadway towards the southern end of a spine of high hills.

    Gaernith labels them, “The locals call them the Gardbury Downs for reasons unknown to me.”

    The roadway continues west-northwest towards Winterhaven.
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    Thu Apr 13, 2023 8:33 am  
    Pyramid Shadows

    Ek slips deeper into the woods and begins to work his way around the back of the stone slab; his bow out and ready.

    Breymeer slowly slips off his pack and begins looking for something in it.

    Ergon takes a guarded position, ready to fight. His warhorse stomps and snorts aggressively. Jandre remains next to Ergon, also at the ready.
    Rook, clutching her grandfather’s orcish spear readies for battle, “Where’s its partner?” She carefully scans her surroundings and waits for the reactions of her companions.

    Yechwa moves up cautiously next to Breymeer, “What do you make of this strange creature?”

    Orwar Ascoban takes ahold of his sun shaped holy symbol, “What danger might this bring?”

    Roodin Bokassad stands awestruck, “Amazing, isn’t it?”

    The creature takes a couple threatening steps towards the group, clacking its dripping teeth together.

    Breymeer exhales sharply, not finding what he is looking for. He then remembers giving the item to Cirdan Saralonde back in the jungle city.

    In a sudden burst, the second of the strange creatures bursts forth from the woods on all four limbs with its tail swinging wildly back and forth through the air. It’s target appears to be Orwar Ascoban and Roodin Bokassad, who are both transfixed on the first creature standing on the stone landing.

    Breymeer hollers out, “We will not harm you unless you harm us. We only wish to get out of here!” as he moves to intercept the charging creature. As he suspected, the creature remains at a dead charge; likely not understanding the ranger.

    Yechwa arms herself with her two-handed sword and watches the creature on the ledge, intending to defend the group should it join the fray.

    Rook, with her spear, and Orwar Ascoban, holding his mace, are a second line of defense as the stand ready behind Breymeer.

    Roodin Bokassad pulls a pinch of phosphorus out and speaks arcanely as he scatters the phosphorus in a small circle in the air between himself and the rock outcropping. The outer perimeter of the stone, between the group and the creatures, becomes engorged in opaque flames creating a wall, twenty feet high, along the edge of the rock in a circular shape. The creatures are caught within the radius. The flames appear to generate no heat towards the party.

    Inside the circle must be hellish as the charging creature, not slowing for the flames, burst forth, launching itself off the ledge towards Breymeer. The creature has been obviously burned by the flaming wall (11, 14/25).

    Breymeer carves into the creature with his dwarven battle axe and hand axe as it lands. The battle axe catches it square in the chest (4, 10/25) and the hand axe across its right thigh (7, 3/25).

    The creature rakes Breymeer across the chest with its claws (6, 57/63(67) and 3, 54/63(67). The experienced ranger is able to dodge its toothy maw and whip like tail.

    The ranger counters with additional blows from his axes. Unfortunately, the battle axe slips from Breyeer’s hand and flies through the air. It bounces noisily off the outcropping; falling to the ground.

    Without hesitation, Breymeer drives his hand axe down upon the creature’s head felling it. It drops lifeless to the ground.

    Ek, hearing the commotion, picks up his pace to a near run as he navigates his way to the back of the clear rock. A burst of light illuminates the area of the rock clearing as he moves. He emerges with his bow to see the majority of the rock outcropping is now covered by a ring of high opaque flames.

    Ergon hands the reigns of the warhorse to Jandre and moves quickly forward to Breymeer. The paladin lays his hands upon the ranger’s injuries and prays. The damage disappears completely.

    Breymeer retrieves his axe and inspects it for damage. It appears intact. He awaits the second creature’s charge.

    Rook utters he favorite orcish curse, “Kark mi Plashnak!” as she watches the first beast fall. She remains guarded awaiting the second creature’s charge.

    Ek watches the flames closely attempting to gain a target for his arrow but nothing appears to him.

    Roadin Bokassad maintains his concentration on his spell and the flames remain.

    Yechwa begins circling the left flank of the flames, attempting to spread out the party. Oswar Ascoban follows along with her for backup.

    When nothing further charges from the flames, Roadin Bokassad allows the spell to end. The flames immediately flare out leaving the remains of one very torched creature on the bare rock.

    The creature felled by Breymeer remains still as well. A slight sizzling and smell emanate from the body. The creature’s blood appears to bubble and boil as it eats into the organic material it touches. It appears to have a strong acidic nature to it.

    A calm returns to the forest and rock clearing.
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    Thu Apr 13, 2023 8:40 am  
    Pyramid Shadows

    Rook looks at the dead creature and states with disgust, “Sha! Pusholog!” Switching back to common, she continues, “I hope not every creature here has acid blood.”

    Ergon calls for his horse which comes dutifully to his side. The paladin then concentrates towards the second creature on top the stone ledge.

    Breymeer, already starting to walk, tells the group, “Why don’t you let me circle this area and see if I can find any signs of anything else coming or going. If I come up with nothing, I’m guessing this raised opening is the key to something and figure we should check it out closer.

    The ranger slowly circles the opening looking for tracks or any other signs of coming or going from this raised clearing. He avoids the oozing dead creatures.

    Ek falls in behind the ranger; some twenty yards in distance and further into the darkness of the forest.

    While the group waits, the rest of the party regroups. Yechwa and company climb up on to of the stone ledge and group together. They are prepared to aid the ranger as needed.

    Ergon, Jandre and Rook remain at the ready at the base of the rock.


    Breymeer finds a distinct path from the stone slab leading deeper into the forest. The large beasts have not yet traversed it other than a short distance in the woods to set up their ambush. It mainly appears to have been creature by forest creatures and booted man-sized feet; some a little smaller. Most recent, maybe a half to dozen man sized booted feet moved deeper into the woods. Of forest creatures, they appear to be hoofed, like deer, etc.

    Ergon focuses and scans the area attempting to pick up on and evil that taints the area. He finds none.

    Ek enters the stone clearing and begins searching around, carefully avoiding the acidic foreign creature.

    Breymeer holds security at the new trail he located by the stone slab, “With all the man-sized tracks and wild animal tracks coming and going, I can’t help but wonder what would draw animals, and men for that matter, to this stone slab opening. There is no food here. There is no water here. Makes me wonder if this is a sacrifice area. Is this a portal like the one we just went through?”

    A search of the stone slab reveals nothing telling. Other than the dead creature, there appears to be no other fluid marks, runes, or magical inscriptions that indicate it is anything other than a stone clearing.

    Breymeer, giving closer examination to the trail, indicates the most recent tracks show the man tracks going from the slab deeper into the forest.

    A quiet falls upon the group as they contemplate their options.
    The stone clearing is not giving up any clues. The only discernable path leads deeper into the forest. The grey nothingness awaits outside the borders of the forest.

    Judging by the strangeness of the alien creatures the group just put down, there is no telling what dangers the forest may hold.

    Rook breaks the silence, “A doorway? Out of this place maybe? Or only in? How does it open?” The orcish woman prods at the stone with her foot. “From what I’ve seen here so far, this doesn’t seem like a place a person with any brains would purposely visit.”

    Looking more optimistic, she finishes with, “If we make it out alive, I’ll treat everyone to a barrel of the finest blood wine.”

    Yechwa look obediently towards Breymeer, “Captain Breymeer, you are the rightful leader here. What is our next course of action?”

    Breymeer answers confidently, “I see no other route than to follow this path into the forest. I’ll scout ahead and do my best to stay aware of any dangers.”

    Breymeer leads the way forward on the path. He is diligently watching the trail for any signs of danger or sub-trails. “Ek, give a pheasant call if danger presents itself.”

    Ek, never enjoying being around people, enters the woods, moving about twenty yards to Breymeer’s left flank; though slightly ahead of the ranger. The going is uneven but the drow elf is accustomed to the difficult terrains in the underdark.

    Yechwa, a Restenford Ranger as well, takes a position behind Breymeer by fifty feet allowing him time and room to work. Yechwa’s companions, Oswar Ascoban and Roodin Bokassad, remain near her.

    Rook is next followed by Ergon, leading his horse, and Jandre taking up the rear.

    The group walks cautiously for several hours. Nothing more serious than the sounds of birds and forest creatures threatens the party though the forest remains very dense and dark. The ground continues to slowly gain elevation. The trail continues to show booted tracks mixed with occasional signs of animal tracks.

    The dense forest suddenly parts to reveal a clearing, perhaps 50 feet across, with a small tumble of rocks at the center. Something about the clearing doesn’t feel right. It’s as though the sounds of the forest refuse to enter the clearing, and the air around you feels strange and tingling.

    Breyeer holds and examines the clearing using some vegetation as concealment. Ek moves up nearby and also remains concealed.
    Yechwa, Oswar Ascoban and Roodin Bokassad halt a short distance behind Breymeer and take up a rear guard position. Ergon and Jandre join them. The war horse stands dutifully next to the holy warriors.

    Rook, a little ahead of the others, remains on guard, not trusting anything about this strange place. The half-orc doesn’t want to fall victim to any nasty surprises. She holds her spear pointed out ahead of her.

    A cursing deep voice alerts Breymeer and Ek to trouble. Those farther down the trail also hear the sound but cannot see into the clearing.

    A dwarf, swearing in his native tongue, enters the clearing directly opposite Breymeer. The dwarf is with two more of his kin; all male warriors. They are dressed in plate armor and have heavy shields. They carry war hammers in their weapon hand. The appear concerned and look about as if they had lost something or someone. The continue moving into the clearing, and therefore, closer to Breymeer’s position.

    Behind the dwarves, remaining at the edge of the clearing, are two human men. They are dressed in leather armor and carry maces. One holds the reigns of a strange mount. It appears to be some type of large lizard; though it is too far into the shadows of the wood to make out too many details. It is the size of a war horse.

    Breymeer steps to the edge of the clearing and, in a loud voice, hails the dwarves and men in the common tongue, “Hello master dwarves, please do not be alarmed as I mean you no harm. I will, however, defend myself to my last breath if necessary. I only wish to find my way out of this place. I am called Breymeer. With whom do I speak and what pray tell brings you to this place?” The others in Breymeer’s group can clearly hear him speaking.

    As Breymeer moved forward to the edge of the clearing, Ek began to circle counter-clockwise around the edge of the clearing, staying well within the woodline, to get behind the opposing group of men and dwarves.

    Rook halts all movement except to find herself better cover and concealment. She remains on guard; listening intently.

    Ergon focuses his attention towards the unseen clearing ahead of him in attempts to discern the nature of those to whom Breymeer speaks.

    One of the dwarves speaks back, answering in the common tongue, “Lost er ya?” The other two dwarves fan out from the speaker; moving about 10 feet apart. The step into the clearing.

    The human holding the reigns mounts the giant lizard and begins to move into the clearing. The other human remains in the shade of the trees and begins moving clockwise around the clearing.

    The dwarf continues, “I twas ‘oping yer were Mr. Vren our companion. ‘Aven’t ‘appen to seen ‘im ‘ave ya? Seems he gone missin’ an’ now yer ‘ere, eh!”

    The dwarves stand about 40 feet from Breymeer with the mounted lizard behind them.

    Egon continues in prayer, hoping to discern if the other group bears evil intent.

    Jandre begins to pray in preparation of casting a spell.

    Ek hears the human flanking the clearing through the edge of the woodline towards him. Ek moves very quietly around the human while keeping his own presence hidden. The human passes by Ek without apparently noticing the drow elf. The human has a footman’s mace in hand and is focused in on sneaking around behind Breymeer. The human does not notice Ek arming himself with a bow.

    Breymeer boldly steps into the clearing and replies, “I have been traveling the trail behind me and observed no sign of your companion. I have been following some tracks however. What say we break for a minute and I’d be more than happy to explain to you what the trail behind me has shown. Are you willing to return the favor with information about the direction you have come? My stomach tells me it’s time for a bite anyway. I do have to admit however, your friend in the woods is making me a bit nervous the was he’s circling in the shadows.”

    In a gesture of good faith, Breymeer sheaths his weapons; but remains a the ready. He watches the dwarves closely. Breymeer eyes their equipment for symbols that would betray their disposition or country of origin.

    Ergon cautions Breymeer, “They are evil my friend! I can sense it!”

    The two flanking dwarves continue forward while widening their position on Breymeer. The human with them guides the lizard to a frontal approach with the remaining dwarf. All are menacingly moving up on Breymeer.

    The dwarf responds while looking intently into the woods behind
    Breymeer, “You appear lost and alone. We’ve come up your trail and we have our own food. We only care to know what you did with Vren.”

    Jandre is prepared to unleash his spell as necessary.

    Breymeer places his hands back on his two weapons and states loudly, “Master dwarf, I cannot help but feel your intentions are less than friendly unless your companions halt their flanking movements and everyone stow their weapons and come out into the clear. I wish not to fight and the ball is in your court. I have seen no Mr. Vren or anyone else for that matter.”

    Several sounds can be heard behind Breymeer.

    First, Rook steps forward from the foliage, “Pusholog! Glob!” She has spear in hand and is ready to dance.

    Secondly, the sound of heavy plate armor rings as Ergon mounts his holy warhorse. He rides up on Breymeers flank, opposite Rook. The massive warhorse kicks up dirt threateningly with a front hoof. Ergon’s armor gleans in the light as he palms his sword hilt.

    Jandre moves forward with holy symbol in hand; still prepared to bring about his spell.

    Yechwa quietly leads her companions up the left side of the clearing, saying in the cover of the woods. Their plate and chain mail give away their intent though it appears Yechwa was moving quickly to cover ground, more than silently. Oswar Ascoban and Roodin Bokassad move with her.

    Ek holds with arrow nocked.

    A sudden attitude shift comes across the dwarf’s face. His eyes widen as Breymeer’s backup arrive. The flanking dwarf stops and faces the woods where Yechwa moves. The lizard rider moves his mount next to the speaking dwarf. The flanking dwarf on Ek’s side of the woods moves closer to the center of the clearing again. The human coming towards Ek stops moving and watches.

    The dwarf leader speaks, “Er, eh. Haven’t seen ‘em eh.” He appears to be stalling to analyze the new threats. “Eh. Why ‘re y’all here den?”

    Breymeer responds to the dwarf, “As I mentioned earlier, we are unsure as to where ‘here’ is. I will offer that we ended up in this place due to powers out of our control. As to our personal affairs, that, my friend, I see as having no bearing on this happenstance meeting with you. Now, I already told you we’ve no intention to do harm here and kindly asked for your help with directions and information about what lies ahead of us. Now, if you have other thoughts, want to pretend you know nothing about this area, and wish to hinder us in our efforts, well then, my good dwarf, my friends and I are in need of a good workout and will be happy to oblige. Are you ready to help us or shall we dance?”

    Rook twists her hands on her spear menacingly.

    Ergon, without speaking, dismounts and walks towards the dwarf leader. To the dwarf leader he says, “We haven’t seen or even heard of Mr. Vren. As you can see, I have no reason to lie or mislead you. If you know a way out of here, and would please tell us, we will be on our way.”

    Ek, staying hidden with bow at the ready, keeps his attention on the human in the woods. The dark elf is prepared to end his life at the first sign of an offensive move, be it spell or assault.

    The dwarf looks at his buddies and then back towards the paladin and ranger, “’Tis ‘ow we arrived as well. Weird place it ‘tis.”

    The dwarf looks down and has a confused look upon his face. He points at the ground near his feet, “Where dat pyramid lookin’ thing come from?” His nearby companions look as confused as the dwarf. The on one the lizard utters, “It seems to be getting bigger.”

    On the ground, a few feet in front of the dwarf leader, amongst a tumble of smoothly worn stones is a small pyramid. The pyramid grows into an approx. one foot triangle. It has a slowly pulsating glow that shifts between the primary colors.
    Adept Greytalker

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    Tue Dec 05, 2023 9:45 am  
    Hell

    Esned points ahead, “There is a choke point through the passage. I suggest we wait for Grimlock to complete his recon before we continue. We could find some water while we wait.”

    Lexington responds, “I am in no way able to lead an expedition in such an area. I will happily keep an eye out for any trouble and will aid the group with my magic as needed.”

    He takes out his wand of frost and ice in hopes it will be more effective in such a hot place.

    The group looks around a bit but there is no water in sight. The temperature climbs over 100 degree F as the mid afternoon approaches. Nearly three hours after he left, Grimlock is located coming up the side of the hill that the group walked as they headed toward the lava river. Grimlock is flying fast and low, maybe 5 to 10 feet off the deck.

    He lands with the group, seemingly unharmed.

    Seeler addresses Grimlock as the half-elf lands, “What did you see? Is there a way for us to cross this lava river? This is way too hot down here; I want to get the hell out of here!”

    Grimlock explains to the group that he traveled to the southwest. The chamber is massive. He is unsure of how to get across the lava river. He did not see anything dangerous to the southwest in regards to creatures.

    Grimlock suggests the group get back to the cavern and explore once the heat of the day turns to the heat of the night to prevent those in heavy armor from dropping over from heat exposure.

    The group rests for a couple days, eating and drinking food provided by Esned.

    While passing the time, the party discovers a few details about the cavern.

    The day time gets about as bright as an overcast day; though very heavily tinged red. It is very hot; upwards of 100 degrees F or more at mid day.

    As the day goes on, the sky darkens to near moonlight night; though still red tinged. Temps fall between 60 and 80 degrees.

    The group decides they will move at night under the moonlight.

    The wind in this place is generally stagnant. Though, with sudden appearance, the wind can gust mightily, even whipping up a tornado-like whirlwind.

    Lightning storms also come and go without warning.

    Being stuck in what appears to be some type of hell, the group sets out at midnight on the beginning of the fourth day after arrival.

    Seeler suggests, “Whatever way Grimlock’s path was that he cleared seems like the safest way to travel. We should follow that. Or we can take the suggestion of Grimlock on which way we would go.”

    The group moves out of the cave in the middle of the night. Seeler marks the ground with chalk about every 50 yards as a precaution.

    Having no other suggestions, the group moves counter-clockwise hoping the way Grimlock went remains clear.

    The group leaves the cave behind. For the first mile, the group cuts southwest between a 250ft tall hill and the larger, longer 350ft tall hill that separates the southwestern portion of the chamber from the rest of it.

    Turning east, the group sticks close to the taller hill. To the south, the chamber wall climbs steeply before sharply rising to meet the ceiling of the chamber (some 1500 feet above the sandstone floor). It travels another mile before the group moves north around a small hill. Then. cutting between a very large hill (600+ feet) and the northern 350ft tall spine, the group puts two more miles under their feet.

    The group is cautiously moving about one mile an hour without wearing out the gnome. This speed keeps the group vigilant.

    Coming to the southwestern corner of the cave, the group looks at their options. Two hills sit before them. The first about 200ft tall and the next 150ft tall. Beyond them in the far southwestern corner the wall rises up between two enormous columns. It appears some large caverns jut into the chamber wall several hundred feet up the chamber slope. To the north, a valley runs between the hills leading towards more open area.
    Adept Greytalker

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    Tue Dec 05, 2023 9:50 am  
    Keep on the Shadowfell

    Morwen asks Gaernith, “Gaernith, do you think this is just an opportunistic group looking to mug travelers or something more in need of attention? Or should we just press on?”

    “Lady Morwen,” he replies, “I am unsure.” He pauses in thought and then continues, “Answers may lay in Winterhave. But if you wish to examine the area for a lair and rid the town of these vermin, it would be noble. I believe our mission lies in the keep but it could be related.”

    Tathar speaks, “If they may be related, I recomment we investigate the lair. If we find intel, great, if not, we will rid the town of an ongoing evil.”
    “Fair statement Lord Surion,” Gaernith nods towards his superior and they turn south into the wild lands.

    The group quietly, slowly and cautiously follows what evidence Morwen can find of a trail. The kobolds appear to have not tried to hide their trail but they are small and light so Morwen is forced to go slowly in order to not lose the trail.

    The afternoon is waning by the time the group upon several small glades of trees that lead up to a cliffside waterfall, where a stream tumbles from the top of a rocky overhang. The water descends the side of the hill and flows away to the southwest.

    Gaernith nods in the direction of the waterfall, “I not an expert on these creatures but I suspect they dwell somewhere amongst that outcropping.”

    The group stands at the edge of a clearing to the northeast of the waterfall. Between the group and the waterfall, a natural row of trees, some 15 to 25 feet wide, parallels the river creating a barrier between the clearing ahead of the party and the area of the waterfall and river. Trees also grow along the party’s left (northeast) allowing them cover should they move closer towards the waterfall area. The rock ledge looks relatively flat.

    Tathar quickly consults with Gaernith and Morwen. Tathar questions Gaernith, “I can sense evil ahead. I believe another, larger, ambush is set. Do you believe we can navigate around this obstacle? Do you believe it is necessary to assault this encampment or may we bypass it and yet accomplish our goal?”

    Gaernith quickly answers, “I believe we can retreat back to the old track and continue on to the keep without adversely affecting the mission.”

    Tathar agrees. Using hand motions to the others, he signals the group to withdraw and return back to the path upon which the group was initially ambushed.

    The group’s quiet retreat appears to have been a success. Upon returning to the road, they turn towards Winterhaven.

    After a mile or two of traveling through the wooded foothills, the rutted King’s Road leads to the foot of a broad hill that holds the walled village of Winterhaven. The village is nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades. Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods and to the north, tall mountain peaks.

    A road runs away from the town, both to the east and to the west. The one the group is on approaches the town from the south.

    “The keep lies to the west along that road there,” Gaernith points to the roadway leading west out of the town. “Do you wish to stop in the town Lord Surion, or continue to the keep?”

    The sun is disappearing behind the hills and light is fading into dusk.

    The group continues towards Winterhaven. The town sits just north of the intersection of the King’s Road and the road traveling east and west through the area.

    The town is surrounded by a two-story wall constructed of locally quarried mountain stone. The wall is ten feet thick and very stout in appearance. Over the wall can be seen the upper rooflines of several buildings scattered within the wall’s confines. Most notably, a three hundred foot tall tower stands near the middle of the town.

    The roadway leads to the western side of the wall; entering between two square towers acting as the gatehouse. Eight towers in total mark the outside wall. Two other towers form a gatehouse for an inner wall that separates the larger, southern section of town, from the smaller northern section.

    The town’s footprint is small, some 200 feet east/west by 150 feet north/south.

    It is quickly becoming dark as the group approaches the western gatehouse. The heavy, iron reinforced, doors are closed. Two human guards, one per tower, look down upon the group. “Hail travelers, welcome to Winterhaven. Any troubles upon the road?”
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    Tue Dec 05, 2023 9:59 am  
    Pyramid Of Shadows

    Rook watches to see what happens to the dwarf near the pyramid while taking a quick cursory look for more of the objects in the clearing. He sees no other similar objects.

    The dwarf near the pyramid backs away from it, “Wha’ is dis magics?” The lizard rider also cautiously backs up. The other two dwarves ready weapons. The human in the woods looks on with intrigue.

    With a sudden humming, an image is projected from the pyramid. It stands in mid-air above the pyramid. The figure, a ghost, perhaps, shows as an insubstantial vision of a male humanoid figure with curved horns sprouting from near his forehead and following the crown of his head back along each side. It boasts a tail. It is clothed in ornate red robes. “Greetings, travelers,” the image says in perfect, if not rigid, common, “I am Karavakos. What do you seek in the Pyramid of Shadows?”
    Without a thought, the dwarf leader barks, “Have you taken Mr. Vren?”

    The image turns and looks to the dwarf and his companions, “Mr Vren has not been taken. Mr. Vren has entered the pyramid on his own accord. You may enter as well by touching its surface. Or stay out here and face the dangers of this environ. I care not.”

    He turns back towards the Restenford Ranger Captain, “And I suppose you have come for Peylae, have you not, Captain Breymeer?”

    Ergon draws his weapons, as he has detected evil. He stands at the ready and watches for Breymeer’s next action. Ergon keeps a steady eye on the figure that has just appeared.

    Rook keeps alert, still ready to tussle.

    Breyeer fearlessly holds his ground and responds, “Karavakos, your knowledge impresses me. If you have knowledge of Peylae, I would be greatly in your debt if you would share that with us. And, it would not hurt to have more knowledge about this place, particularly how to get out. If that means entering the pyramid, what type of journey can I expect if I touch it’s surface?

    “Captain Breymeer, this place is out of place and time as you understand it. It is a place where things, people particularly, can be secured. I am the caretaker. An enemy of yours has placed Lady Peylae here. You may enter and retrieve her if that is your wish. You and your companions, should you wish to take them with you. You may reach your homeland again from the pyramid, I assure you.”

    The dwarf interrupts, “We be ‘ishin’ to get Mr. Vren!”

    The image, turns his head and looks at the dwarf over his shoulder, “Very well Master Dwarf. Let it be so.” With that, colorful rays shoot forth from the pyramid into the dwarf and his companions in the clearing. The light rays retract back to the pyramid. The three dwarves, man and lizard are all pulled towards the pyramid. Their images fade into colored lights at the pyramid absorbs their images without a sound.

    Ek can see the final human still standing in awe in the woods near the dark elf.

    “Chose your own path. Lady Peylae will be here waiting for you until the end of time,” the image begins to fade. “I have guest to attend to. Should you enter, I shall speak with you again.”

    Breymeer addresses the group, "Well, we can't allow Peylae to be stuck for eternity. Who's up for an adventure? I'm ready to give 'er hell and dive into this pyramid thing."

    Jandre steps forward next to the paladin. The priest removes a beat up looking cigar and gets it lit with some frustration, "My last one. I've been saving it." He gives a couple long puffs on it and exhales sharply. Looking over to Breymeer, he clenches the cigar between his teeth and gives an 'I'm ready' nod of his head.

    "I'm with you!" Ergon holds securely onto the reigns of his warhorse, "He's coming with."

    Rook responds with nothing more than orcish profanity but appears ready to follow Breymeer in..

    Yechwa and company have a quick discussion and she steps forward with the two men standing boldly behind her. "Captain, I will follow you into whatever carnage awaits us. My companions pledge their support as they can though out of friendship and not duty. " Both men concur.

    Ek stands fast as he waits to see what the human in the woods does.

    The human holds his place, even ducking down a little too hide himself.

    Breymeer approaches the pyramid cautiously. The others fall in line behind the ranger.

    Giving one last look to the group, Breymeer bends over and touches the colorful pyramid. He immediately fades into the pyramid.

    These rest of the group follows suit led by Egon and his horse, Jandre, Rook and finally Yechwa and company.

    As the party starts disappearing, Ek break free from his hiding spot and follow them into the pyramid.

    These group is immediately onset by trouble. Each struggles to comprehend the new scene.

    The group appears to be in a pit, some ten feet below the level of the floor of a dimly lit chamber of unknown size. The bottom of the pit is covered bodies of all kinds of humanoids of civilized races; dwarves, elves, halflings, humans and such. Their clothing and armor appears off a time forgotten. An overpowering smell of death hangs in there air.

    You're group is not alone in the pit. The dwarves and humans that transported ahead of you are fighting a pitched battle.

    A two headed giant is just arriving at the edge of the pit. The giant is covered in splattered blood He has a large blood stained meat cleaver in each hand. Each of his heads grin as he kneels down and waits for an opportunity to behead those in the pit. Each head appears to be encouraging the other. It truly appears to be enjoying itself.

    The headless body of the lizard riding human lays next to the giant at the edge of the pit. The motionless tail of the lizard hangs over the edge of the pit next to the human. The giants appears to have just returned from finishing off the lizard.

    The three dwarves are still standing in a small semi circle with their backs to the wall. A giant green centipede like creature is in the pit between your newly arrived group and the dwarves. It has a large tooth filled mouth with eight tentacles circling its mouth that lash out at the dwarves.

    A second such creature clings to the edge of the pit and attacks down upon the dwarves. They are in a dire predicament.

    The pit is nearly 15 feet wide. It is 10 feet up to the level of the floor above the group. It is unknown how deep the bodies are stacked under the group’s feet.

    In the pit, the group struggles with the new environment as the ettin looks down upon them. Its skin stained dark, exposed through holes in its rotting clothing. Its teeth show yellow and chipped as it grins and curses. The hair on both heads kept cut short, near the skull.

    Just below the ettin, moving in on the creature’s right side, Yechwa, in her chain mail and helm etched with feathers, engages it with her two handed sword. Her cape trails behind her as she moves in for the attack. The ettin swings down upon her with one cleaver as she tries to cut off its arm. Steel meets steal as the ettin parries her blow.

    Oswar Ascoban, the priest of Pelor, engages the ettin on the left side with his mace. With his gilded plate armor and shield his defense, he meets the ettin’s blow with his mace, shattering the meat cleaver.

    Behind the two, Roodin Bokassad tries to buy time. He steadies himself. As he points towards the ettin, four greenish-blue missiles shoot forth from his finger in succession. Each strikes the giant’s torso as its grins turn to anger (12, 57/69).

    The sudden change of scenery catches Ergon and Jandre off guard. Ergon, wearing his heavy field plate armor, struggles to hold onto the warhorse reigns as it struggles to stand on the mishmash of bodies that makes up the floor of the pit. Jandre is behind the horse and can only manage not being trampled under the massive hooves of the warhorse. The holy warriors stand near the corner, farther to the ettin’s left than Oswar, just out of reach.

    Across the pit from the ettin, in the corner to the ettin’s right side, the dwarves battle the two carrion crawlers. The battle is behind Roodin Bokassad.

    One creature is on the pit floor. One dwarf makes an attempt to circle the creature along the back wall of the pit to flank it. The creature stretches forward and entwines the dwarf with tentacles. The dwarf goes limp as the creature begins to chew on him.

    The creature on the wall hangs over and attacks the other two dwarves. The both fail to land a significant blow. The creature wraps up one of the dwarves in its circle of tentacles but looses grip and falls into the pit on top of the limp dwarf.

    The final dwarf standing is the one that spoke to the group in the clearing.
    In the final corner, across the pit and to the ettin’s left, Ek moves to the wall and begins to climb his way up the corner.

    Rook sees Ek climbing the wall and takes up a position to cover his flank. The orc warrior stands ready with her prized spear.

    Finally, Breymeer, having appeared in the pit nearest the carrion crawlers, advances into the flank of the creature initially in the pit as it munches on the limp dwarf. As he moves, he makes certain both Yechwa and Orwar Ascoban are holding their own.

    As the ranger closes, he notes the creature looks more like a slug or similar type creature. Its head is covered with a thicker hide than the body. A rank odor befalls Breymeer as he buries his dwarven rune etched hand-axe into the creature’s soft side (4, 15/19).

    The ranger buries his battle axe into its side, just ahead of the front series of legs (3, 12/19). Putting both hands together, the ranger rakes the creature along its side, severing off several legs (6, 6/19). Greenish goo leaks from the injury as the creature drops to its side. It contorts its body enough to spin counter-clockwise to face Breymeer with its writhing tentacles.

    Ek pulls himself out of the pit after scaling the wall. Behind him, Rook jumps and lays her spear across the corner of the hole. She starts pulling herself up while calling to Ek for assistance. The dark elf grabs onto the orc blooded warrior and heaves. The effort brings Rook to the floor level of the chamber. Ek steps back, preparing to cast a spell.

    Meanwhile, in the pit, Jandre wades his way across the bodies to join Breymeer in the battle with the wounded crawler.

    Breymeer, realizing he may want to stay out of the grasp of the tentacles, uses his battle axe to parry while continuing to hack away with his battle axe.

    The crawler struggles; writhing upon the floor. In desperation, it attacks the ranger. Showing incredible skill, Breymeer parries an onslaught of tentacles until the creature bites down upon his arm (2, 61/63). Catching the creature overextended, Breymeer smashes his battle axe down upon its head (9, -3.19). At the same time, Jandre steps up and hammers the it in soft tissue of its flank. The creature drops upon the body littered pit floor and quivers as Breymeer removes his axe from its corpse.

    Nearby the final dwarf attempts to melee with the crawler but steps oddly on one of the dead bodies in the pit. He fails to catch himself and falls prone. The foul smelling slug-like creature collects itself from its fall. It ignores the dwarf that tripped and continues to chew on the one it fell on.

    Below the ettin, Ergon calms his warhorse as they both finally find somewhat stable footing.

    Roodin Bokassad utters something incomprehensible and blows a feather from his hand. He rises several inches off the bodies on the bottom of the pit.

    The sound of steel on steel rings in the chamber as Yechwa’s two-handed sword and the ettin’s cleaver continue to make contact as each parries the other’s assault.

    Oswar takes a step back, prays to Pelor, and heaves a hammer at the ettin. The hammer begins to glow softly with a orangish light. It impacts the ettin in the chest (4, 53/69). The ettin drops its broken cleaver and bats at the menacing hammer with his now free hand.

    Breymeer, being cautious of his footing, steps back away from the carcass of the dying crawler while stowing his axes and removing his bow.

    Ergon, collecting himself, assesses the situation. He charges, to the extent the body ridden floor allows, towards the remaining crawler in the pit wielding his holy sword. The warhorse follows, smashing dead bodies under hoof.

    The dwarf rolls out of the way of the charging paladin. He pulls himself up against the body of the slain crawler, now standing next to Jandre.

    Yechwa cannot effectively reach the ettin from within the hole when it isn’t leaning over after her so she changes target and moves between the Roodin Bokassad and the remaining crawler. She slashes it’s side wide open with her two-handed sword.

    Ergon simultaneously buries his holy sword into the creature’s head. It drops to the pit floor dead.

    Roodin Bokassad flies up out of the pit and lands directly across from the ettin and generally above those that just finished melee with the crawlers.

    Rook begins circling the room counter-clockwise, cautiously passing by the open stairwell that leads downward.

    Ek unleashes two magical missiles. The bolts of energy streak across the top of the pit and strike the ettin center mass (7, 46/69).

    Orwar Ascoban continues his assault on the ettin with his spiritual hammer. The hammer whacks the ettin in the left shoulder (5, 41/69).

    Immediately thereafter, Breymeer puts an arrow into its chest (7, 34/69). The ettin bellows in agony. In a rage, it jumps in the pit. The sound of breaking bones and crushing bodies is sickening as the giant sinks several feet into the bodies. With its free hand, it attempts to grab Orwar Ascoban. It knabs him for a moment but the Pelor cleric spins from the giant’s grasp. Frustrated, the giant attempts to cut the priest in half with it’s cleaver but misses completely.

    Rook, arriving at the edge of the pit, drives her grandfather’s spear into the ettin’s back (9, 25/69).

    The ettin screams in a homicidal rage. Its eyes widen and spit flies from it mouths. It appears to have lost any control as it screams out threats and obscenities in its own tongue.

    The ettin seems to have gained the initiative by his sudden entrance into the pit. Only Breymeer reacts quickly, shooting another arrow into its chest (9, 16/69). The long armed ettin slashes the ranger back across his chest with the oversized cleaver (10, 51/63). Only Breymeer’s experience in combat and studded leather armor allow him to escape being mortally wounded. The ranger even manages to maintain his foot and nock another arrow.

    Trying to buy his companion some time, both Yechwa and Ergon attack the ettin from its right flank. Neither lands a significant blow.

    Rook pulls his spear from the creature’s back as it turns to grab him with its free hand. Two more magical glowing bolts from Ek strike the ettin (9, 7/69) as Rook drives her spear into the ettin’s heart (9, -2/69) killing it instantly.

    The ettin crumbles to the floor of the pit, taking hard blows from the warhorse’s right rear hoof and the magically glowing holy hammer. Jandre steps back to avoid the collapsing giant.

    Roodin Bokassad simply watches from the edge of the pit; to Ek’s left.

    A quiet falls upon the room momentarily until disturbed by a voice outside of the pit. It is coming from the corner to Rook’s rear and left side. There is an alcove there with heads mounted on spikes. The voice calls forth in elvish, “You out there! We can help each other, I just know it.” The voice appears to be that of a female.
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    Tue Dec 05, 2023 10:05 am  
    Pyramid Of Shadows

    Ek moves toward the northeast alcove, seeking out the source of the unknown elvish voice.

    Breymeer stows his bow, and with a boost from Jandre and an outstretched hand from Roodin Bokassad, Breymeer climbs out of the pit at the southeast corner.

    Rook turns to face the northeast alcove as the voice continues, “Please, continue to me. I am in the sack mounted next to these unpleasant looking ettin trophies.”

    Mounted on spikes in the alcove are four heads. Working clockwise around the alcove are a human male, a human female, a dwarf and an orc. The final peg has a small sack hanging from it that appears to contain a baseball sized object.

    Ek becomes more cautious as he approaches the alcove containing the heads and the voice in the bag. He takes a defensive stance as he engages the voice in conversation, though he has lowered his voice so now none can hear him from the area of the pit.

    Rook, not seeming to understand elvish, largely ignores the voice. She spits on the fallen enemy and gloats in her victory by casting a few orcish curses at the dead ettin.

    In the pit, those remaining struggle to climb out of the body strewn pit. The bodies continue to twitch and an unease remains.

    Roodin Bokassad speaks to Ergon, “Please noble warrior, lead your horse to the edge of the pit and I will assist it up.”

    Ergon complies. Roodin Bokassad takes out a feather and utters an incantation. He touches the feather to the head of the horse while advising, “Each of you, use the horse’s height to climb out of this abysmal pit.”

    Ergon remains with his steed as everyone else gets out of the pit.
    “Now,” Roodin Bokassad continues, “Ergon, mount your horse and command it to fly out.”

    Ergon, a bit uneasy or unsure or both, gives his horse the command and some encouraging heels into its flanks. The horse, showing its intelligence, gracefully rises out of the pit and lands upon the stone floor. Egon thanks Pholtus for such a blessed creature.

    The group eyes the room while Ek has his conversation with the exception of Ergon; who seems to be studying what is transpiring between Ek and the voice.

    The dwarf takes stock of his situation. Looking around the room, similar to the others, he states to anyone interested, “I’m alon’ w’ich ya. Ye shud be knowin’ me name. Kolus. Kolus Darkgut I be.”

    Ek moves to the sack very carefully; ever ready to tumble away to safety.

    He lowers his voice as he speaks to the sack, maintaining the elvish language, “How could one of my elf brethren be stove up in a sack of this size? Explain, or I will assume this is a trick and be on my way.”
    Ek is prepared for trouble.

    “Fate has brought you to this prison, though I do not know what fate you follow. If you wish to escape from here, you will need my assistance. I am Vyrellis. At least I am what remains of Vyrellis. Aid me in becoming whole again and I will assist you in your quest. Acting together, we shall overcome and escape from here.”

    Breymeer moves closer to Ek to help cover his back. The group remains vigilant of the multiple exits from the room. One in each direction with the westerly passage going down a flight of stairs.

    Ergon dismounts from his warhorse, petting him and encouraging him, “What a good boy you are!”

    Ergon then prays to Pholtus. He looks over to Breymeer and asks the ranger, and the rest of the group, if anyone needs healing.

    Meanwhile, Ek continues his conversation for a short time before turning to the group, “The voice is Vyrellis. She claims to be an elf who worships Sehanine from the Spindrift Isles of which one is Lendore. She claims to be able to assist us in escaping if we help her become whole again along the way.”

    As Ek finishes his statement, a beautiful song begins. It drifts into the room from up the stairwell to the west.

    Ek responds to the voice, “Vyrellis, what will it take to restore you? And if we do, can you tell me your deity or whom you are a follower of to help assure us you’ll bring no harm?”

    “I follow Sehanine Moonbow of the Spindrift Isles. Men often call one of the islands Lendore Island. Though, by the sound of your voice, you are drow and not a surface dwelling elf. I ask of you, take the orb in this sack so that we may assist each other.”

    Rook remains on guard, but quietly responds to Kolus with a sly smile, trying to hold back her natural orcish disdain of dwarves, “Colon Rotgut, hmph. You’ll fit right in. Welcome to the motley crew.”

    The dwarf does not appear to notice the orc’s insult. Instead, it has focused in on the singing and curiously moves to the stairwell down to the west; holding his war hammer in hand. Yechwa, still holding her two-handed sword, and Roodin Bokassad, the mage, move to back the dwarf.

    Orwar Ascoban, in his gilded plate mail, holds near the southern edge of the room watching the southern passage. He asks over his shoulder towards Yechwa, the ranger, “What devilry is this new song?” She doesn’t return a comment.

    Ergon turns his attention towards the singing as well. Jandre warns him, “Careful my friend, I trust this not.” Ergon begins to move towards the stairwell but his war horse steps between him and the stairs, temporarily impeding his move.

    Ek, in light of hearing the singing voice and thinking a charm of some type could be in the works, and going with his gut that what he hears from the sack is legit, states in a voice loud enough for all to hear, “I have heard no objections and I believe what I have learned can help us. There is an orb in this sack I feel with help us.”

    Ek quickly looks at the group, and to Breymeer particularly, for any further concerns or comments. Breymeer simply nods before the ranger captain turns and joins the group descending the western stairwell.

    Ek pulls the sack open as it hangs on the peg and carefully removes the orb. The orb of darkest obsidian easily fits in the palm of his hand.

    As Ek looks upon its inky depths, the severed head of a noble elvish female floats into view and Ek hears her sing song voice, continuing to speak in elvish, “I am Vyrellis, and I offer my assistance to whoever carries this orb.”

    Ek responds to the floating head of Vyrellis, “Well, this is very timely indeed, my good Vyrellis. It seems my companions are being pulled away from me, against their will, by a singing that is messing with their brains. I believe we can likely help you regain your wholeness if you are willing to get them out of this charm and help us get safely out of this place.”

    “Certain death awaits them!” warns Vyrellis in elvish. “If they cannot be held back, you must defeat the vile filth that awaits them!”

    Ek responds, “Your warning is not a surprise and don’t underestimate the power of our group. You stated you could help us. Make good on that promise now and prove to me you can be trusted by helping us with this now, be it with actions to get my friends out of this charmed state or advice that will help. Act fast as I have to leave and help my companions.”
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    Thu Dec 21, 2023 12:43 pm  
    Pyramid Of Shadows

    After a brief conversation between Ek and the Orb, spoken in elvish, Ek turns towards the stairwell in attempts to sprint ahead of his companions before they descend the stairwell unprotected. To his surprise, in an instant, he is ahead of the group; having teleported somehow just ahead of them. He barely has time to adjust before he is moving down the stairwell; saved by his incredible dexterity.

    In common, a noble sounding female voice being emitted from the orb calls out, “I will aid Ek and your group with my powers as I am able. And Ek, through his own free will, shall be the channel from which I use my powers! I am Vyrellis!”

    During this time, Oswar Ascoban prays for the removal of the enchantment with no noticeable effect.

    Jandre and the war horse continue to block Ergon’s path until the sun image that forms the base of Ergon’s holy sword begins to glow and the light washes over the paladin. With renewed vigor, Ergon looks to his holy companion, “Jandre, I’m good, by the grace of Pholtus.” Ergon has shaken off the charm.

    The stairwell leads twenty feet west and down into a large room; fifty feet wide and eighty feet long. Entering the room, Ek stands upon a stone balcony, twenty feet wide and ten feet long. The balcony sits ten feet above the dark water that covers the floor of this room; if there is a floor.

    A rope bridge, with a wooden walkway, slants sharply downward towards a wooden platform that sits just above the level of the water. Two other rope bridges form the other supports for the wooden platform; one to the north and one to the south. The northern bridge connects to a stone balcony that sits ten feet above the water. The southern bridge stretches out of view.

    The bridges are tied to wooden posts mounted on the balconies. Each bridge is ten feet wide. The bridge leading away from Ek towards the wooden platform is missing five feet of wooden walkway boards at the half-way point.

    The length of the north and south walls are broken up with window shaped niches (3 feet high, 2 feet wide) that glow with the soft firelight from the torches that are mounted on wall sconces within the niche. They are fifteen feet above the water.

    The far end of the room, illuminating the wooden platform, are three more niches, side by side, illuminated by small braziers of burning coal.
    They are five feet above the wooden platform.

    The singing is coming from the far corners of the room. On the northern stone balcony sits one of the sources of some of the singing. A foul creature is taking flight. She is human sized, having the lower body of a vulture and the upper body of a naked woman. Though her body appears to be that of a young adult woman, it is covered with dirt and grime; giving her the appearance of an older hag. Her hair is matted and unkept. Her teeth are sharp though disgustingly dirty. In one hand, she carries a long bone of some kind; wielding it as a club.

    The dwarf, Kolus, steps past Ek with his hammer in hand. Though appearing to be in a daze, Ek hears the dwarf mutter, “I’m gunna whack’er!”

    Rook mindlessly walks past Ek, following the dwarf, entranced by the music.

    Yetchwa and Roodin Bokassad both walk past Ek and follow the other two onto the rope supported wooden bridge. Breymeer is the last to enter the room.

    Ek responds to Kolus as the dwarf passes by the dark elf, “Kolus, if our companions keep mindlessly walking forward, they will fall through the hole in the bridge unless you stop them.” Kolus appears to have received Ek’s warning; confirming such with a nearly imperceivable nod of his head.

    Ek mutters to the orb, “Well Vyrellis, looks like a lot of this is up to me and you. I’m gonna plan to magic missile this ugly, flying bitch unless you got a better idea.”

    “You and I, dear Ek,” it responds, somewhat snooty in elvish.

    Oswar Ascaban steps to the top of the stairs and focuses a prayer on the entranced group a second time, “Pelor, bring you light upon their minds and break this enchantment!”

    This time, the prayer has a significant effect. Breymeer, Roodin Bokassad and Rook break free of the enchantment. Only Yechwa remains entranced, still walking mindlessly forward.

    Kolus, on the sloped wooden bridge planking, near the edge of hole in the planking, attempts to stop Yechwa from continuing forward towards the hole. The dwarf easily grabs ahold of the human ranger but to his surprise, she elusively slips his grasp; breaking free of him. The next moment finds her in freefall as she continues to stumble forward. She plunges down the open section of bridge and splashes into the dark water about 6 feet below.

    Ek conjures up two glowing arrow-like missiles and directs them flawlessly at the vulture-ish woman as she takes flight. The arrows strike her center mass (4 & 5, 61/70). Her singing turns to a shriek of pain.
    She continues to shriek, more now in anger, as she flies across the chamber towards Kolus.

    Kolus waits for her like a trained warrior. She comes swooping in on him, claws flared forward, in an attempt to rake him and knock him off the bridge.

    The dwarf, using his shield to block one clawed leg, slams the other leg with his war hammer (5, 56/70). She clumsily pulls up from her attack and flies up above him, just out of melee range.

    Behind Kolus, spaced out evenly on the bridge, are Rook, Roodin Bokassad and Breymeer.

    Jandre joins Oswar Ascaban at the top of the stairs. Ergon leads his war horse over and joins the two priests; standing behind them.

    A second creature, nearly identical to the first, comes flying around the corner to the south at the far west end of the room. She carries no weapon. She is maintaining her original singing.

    The creature hovering above Kolus lets out a mind-splitting shriek focused on the dwarf. He cowers in pain but holds his ground (5, 35/40).

    Roodin Bokassad takes flight. He flies directly under the hole in the bridge and plunges into the water after Yechwa. The ranger sank quickly below the surface in her chain mail armor. The only trace of her is a string of bubbles in the dark water.

    Rook holds her position with her grandfather’s spear at the ready. She growls loudly orcish and dwarvish curses attempting to be louder than any of the charming songs.

    Breymeer, now realizing what is occurring, removes his bow from his shoulder with the grace of expert archer. With amazing speed, he nocks and releases an arrow into the unnatural spawn hovering by Kouls. The arrow takes some feather and meat from its the left thigh as it passes through(6, 50/70).

    Kolus recovers from the sonic blast. With the creature out of melee range, and Breymeer now trying to turn it into a pin cushion, Kolus leaps the gap in the bridge intending to head off the second enemy. He clears the gap and takes a defensive stance facing west.

    Kolus now stands on the western side of the hole on the bridge leaving Rook in the front of the group on the east side/.

    Orwar Ascoban prays, “Pelor, silence this unholy beast!” as he holds his sun-like holy symbol and points to the shrieking, hovering bird-woman. She overcomes the prayer causing it to fail.

    Jandre and Ergon hold their position at the top of the stairs. They watch over the ettin’s chamber and the passageways that exit the room.

    Ek, seeing the second flying creature coming, calls upon his magical powers to create a deep, impenetrable darkness in her line of flight. An area thirty feet in diameter goes completely black.

    As the creature flies into the blackness, her singing instantly stops. With a panic induced squawk, she veers left and lands hard upon the bridge decking somewhere in the darkness west of Kolus.

    Breymeer’s bowstring sings a second time as another arrow draws blood from the hovering menace. This arrow removes her left ear as it whistles past her head (7, 43/70).

    Roodin Bokassad burst back to the water’s surface. He has Yechwa in a bear hug. She is coughing and spitting out water. She looks half drown.

    Oswar Ascoban moves down the stairwell slowly, getting a better look at the room. Putting prayers aside for the moment, he pulls out his footman’s mace, intent on getting into the fray. Behind him, Jandre and Ergon continue to hold rear security.

    From the darkness, the second creature emerges moving east along the bridge deck. She flaps her wings and begins to take flight as she engages Kolus in melee. She grabs his plate armor with both clawed hands and tosses him backwards down the hole in the bridge. Kolus drops like a stone. He lands supine, splashing down next to Roodin Bokassad and Yechwa. Kolus’ hammer drops into the water and disappears from sight. Kolus immediately disappears from view below the water, sinking like a stone in his plate mail armor.

    After dropping Kolus, the beast flies towards Rook.

    The lead winged horror flies at Breymeer. Her mouth is wide open displaying her pointed teeth. Ek conjures up and delivers two more magical bolts into the foul spawn (4 & 3, 18/70). A moment later, the ranger targets her with an arrow impaling her abdomen (13, 30/70) causing a nasty wound. She crashes into him as he attempts to get a second arrow into her, raking him with her claws. Breymeer’s studded leather armor withstands one attack but the second opens a wound on his face (12, 39/63(67)), wounded, minor bleed). The impact drives him to the ground, knocking the wind out of him. Breymeer gasps for breath as blood oozes from the wound and into his left eye (-2 to hit; -3 total including the penalty from the wound). In a coarse voice she threatens, “I eat yer face!”

    Rook, seeing an opportunity, moves in behind the harpy on Breymeer; at the same time putting distance between herself and the one that dropped Kolus into the cold water. She spears the creature on the back of the left arm (5, 25/70).

    With a war cry, Oswar Ascoban quickens his pace and closes to aid Breymeer and Rook.

    Breymeer struggles to break free but finds himself trapped under the nightmarish woman-vulture. It appears certain death soon awaits the ranger.

    In attempt to help his friend, two more mystical missiles from Ek discharge their energy into the harpy (4 & 2, 12/70). She is obviously weakened but appears to intoxicated on the though of killing and eating Breymeer.

    Oswar Ascoban attempts to knock the creature off Breymeer as he engages it with his mace. She ducks under his arcing swing.

    Shrieking with hysteria while managing to keep the ranger prone, she takes her club in both hands, one on the butt and one at the top. In a flash, she raises the club horizontal to the ground and slams it down upon the ranger’s neck (8, 31/63(67), critical hit, 2nd wound, now -4 hit, -1 dam, +2 ac, -1” move). Breymeer was able to tuck his chin at the last moment enough to keep her from breaking his neck. She squawks with bloodlust delight as she bites at his face. Breymeer gets his arm between her and his head, taking the bite on his forearm instead (4, 27/63(67).

    Rook is prepared for the second harpy. Continuing her own chorus of curses and hisses, “Come get a taste of my spear you toothed turkey!” Rook spears it square in the chest (8, 62/70). It thinks better of engaging the half-orc. Instead, it turns and dives below the bridge on top of Roodin Bokassad and Yechwa. Took takes a second poke at it as it dives below the level of the bridge.

    Roodin Bokassad, still able to magically fly, is just lifting Yechwa out of the water when the harpy lands on them. The harpy lands on Roodin Bokassad with her clawed feet. The claws fail to penetrate his skin as if he were protected by some type of magical enchantment or barrier.

    Yechwa does not fair as well. The creature claws her across the face (8, 44/52) as it bends her head sideways and bites her viciously on the neck (8, 36/52, wound). The impact upon them drives them back down into the water.

    Below them, there is no sign of Kolus.

    Jandre, eyeing the pit of twitching bodies, asks of Ergon, “If anything comes out of that pit, yell for me. Pholtus be with us!”

    The priest grasps his maul with both hands and charges down the stairs, “Keep fighting Breymeer!”

    Rook spins and drives her spear into the harpy’s back as it chews on Breymeer. The spear bites deeply into her flesh.

    Orwar Ascoban continues the assault with his mace. This time he lands a blow across her face, knocking her off of Breymeer and onto the floor between Jandre and himself. Her club flies out of her hands and lands on the stairwell.

    While prone, she claws madly at Orwar Ascoban, raking him across the back of the shin (5, 24/29) and biting him on the foot (6, 18/29).
    Breymeer’s pupils grow wide as he summons the power of the Bear Cloak of Llerg. He finds the bear cloak has already begun to wrap around him. The fur of the cloak engulfing the ranger as he grows and transforms into a 15ft tall cave bear.

    Rook takes a couple steps back from the bear.

    Jandre grabs Orwar Ascoban and starts pulling him back up the stairwell and away from the bear.

    Breymeer the Bear’s roar echoes throughout the stone chamber as he pounces upon the harpy, tearing her left arm off and opening up her abdomen. He bites onto her torso and shakes her violently until there is no sign of life remaining. She is a lifeless, broken and bloody mess when the bear drops her back onto the cold stone floor with a low growl.

    In face of the massive bear, Ergon is pleased to see his war horse remains calm though obviously alerted by its sudden appearance.

    Below the bridge, splashing about in the water, Roodin Bokassad and Yechwa continue to fight with the remaining harpy aYes bubbles float to the surface near where Kolus splashed down and disappeared.
    Yechwa, having lost her two-handed sword to the dark water, draws a dagger and stabs at the harpy’s right leg, grazing it lightly (3, 59/70).
    Roodin Bokassad flies upward, attempting to push past the harpy. As he moves upward, the harpy bites and claws him about the shoulder, neck and head (9, 8/17). Roodin Bokassad flies up through the hole, pushing the harpy into the bottom of the stout wooden bridge decking. She strikes her head on the bottom of the bridge decking and goes limp, dropping into the water like a spent Mayfly. Stunned, she takes on water, slips below the dark surface and drowns.

    At the same time, a burst of bubbles on the surface precedes Kolus’ return. He gasps deeply as he breaks the surface of the water, spouting water and profanities in rapid succession. He is no longer wearing his plate mail armor nor does he have his shield or Warhammer.

    He splashes wildly and nearly goes back down when Roodin Bokassad’s grabs the dwarf and convinces him to calm down. The mage, showing some strength, holds the dwarf above water until he is calm enough to lift back onto the bridge.

    The water stills and the battle ends.

    Breymeer the Bear begins to calm after trashing the harpy. With the other adventurers backing away from him and not being considered a threat, the bear releases its hold on the ranger and he transforms back into his human form. He collapses for a moment before collecting himself. He stand boldy again about the time Roodin Bokassad is setting Kolus down upon the bridge decking; on the western side.

    Roodin Bokassad and Kolus stand on the west side of the hole. The mage requests, “Ek, do you feel we are safe enough to dispel the void of darkness ahead of us so that we can be certain there are no further surprises?”

    Yecha sits on the eastern edge of the bridge, still collecting herself. Not far from her, Rook stands upon the bridge. Breymeer stands near Ek. Jandre and Orwar Ascoban are at the base of the stairwell.

    Ergon and his war horse remain at the top of the stairs. Nothing is threatening him but the noise from the pit indicates the bodies continue to stir there.
    Adept Greytalker

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    Thu Dec 21, 2023 12:49 pm  
    Pyramid Of Shadows

    Thumping the butt of her spear onto the bridge, Rook gives out her owl growl of pleasure with the victory in battle.

    Rook notices Kolus’ condition. With a smirk, she needles the un-armored and un-armed dwarf, “Funny battle strategy there Rotgut. Seems to work though.”

    “Aye!” comments the dwarf, “Be short life ‘er wit’ ner’armor.” He pulls out a throwing hammer and looks upon it glumly. He pulls out a second hammer, one in each hand before informing Rook, “I knock out da teeth. You gut’m wit’ da spear.”

    Breymeer collects himself and wipes blood from his eyes. A small stream of blood continues to run down his cheek. He picks up his weapons and any other items he had come loose in the attack. He keeps his bow in hand, ready for the next threat. With a smile, he looks at those that are new to him, “Fear not my friends, I can usually control the power of the bear. I almost never tear limbs off of or eat my friends.”

    “Shapeshifter?” asks Roodin Bokassad.

    Yechwa comforts her friends, “He is a Restenford Ranger Captain! You will fair well in his care.”

    Ek, using his command of the underdark, removes the blackness on the west end of the room.

    In elvish, Ek engages the orb in a conversation.

    Ergon calls down from the top of the stairs, “Anyone in need of assistance.”

    Jandre advises, “I’ll check on them.”

    Jandre approaches Breymeer and administers a healing prayer (25, 52/63(67)). The bleeding on his face stops and much of his injuries are healed. His wounds disappear.

    Ek points out to the orb, “See, I told you not to underestimate the power of my comrades. I believe you have good intentions and ask you now for help. Are there further dangers in this area? Can you point us in the proper direction to get us out of this place? We’ll do what we can to make you whole in return for assistance.”

    The orb answers, “This whole pyramid is a danger. All the creatures are trapped here. They have either accepted their fate and laired or are trying to calculate a way out. The pyramid is a collection of strangeness from all over the multiverse. The key to escape comes with defeating Karavakos. He is treacherous!”

    The orb continues, “Some strange plant creatures have established a lair to the south. A group of humans, arriving just prior to you, have fled from the ettin, moving north past the alcove you found me. I will attempt to guide you as you move through the pyramid if I can. For now, you should move from here. Gurrak, the ettin, and his crawler pets won’t remain dead for long.”

    Rook inquires of his wet companions, “How deep is the water? Is it possible to collect the items that were lost?”

    “’bout t’ree o’me!” declares Kolus. “Armor be junk now. Cut’r off, I did.”

    “My sword is somewhere down there,” Yechwa sadly concludes.

    The sound of Ergon’s footsteps are heard as he is leading his horse down the stairwell towards the group. His horse, having learned to manage the flying enchantment, makes no sound at is hovers just above the steps.
    Ek tells Breymeer, “I have guidance from the orb I found above. I can translate if you’d like as I am hearing we should move quickly.”

    Breymeer attempts to get the group to focus on him for a moment, “Gather quickly my comrades and listen up.”

    Once he has everyone’s attention, with Ergon reaching the bottom of the stairs, the ranger captain continues, “Go ahead and state what you have learned Ek.”

    Breymeer nods to Ek. Ek advises the group, “I’m being told that this whole place is dangerous and the only way to get out is to defeat Karavakos. Strange plant creatures are to our south and some humans that arrived just prior to us have fled north past where I found this orb. The ettin and the crawler things won’t stay dead so we should move.”

    Kolus nearly interrupts, “Dat be Mr. Vren! I be followin’ ‘im.” The dwarf appears to care not for his missing hammer or armor. He leaps the open gap in the bridge deck to join the group.

    Yechwa looks sadly at the water, “That was a darn good blade.” With a sigh, she falls in with the group.

    Roodin Bokassad, like the war horse, maintains flight, moving just above the level of the floor.

    Breymeer starts up the stairs, leading the group as they fall in behind him.

    Crossing around the dead pit, it appears the orb is correct. The bodies at the bottom of the pit continue to twitch and contort. The ettin and the crawlers appear to be healing. The move more than the others as if coming out of a stupor.

    Not wanting to face that mad butcher again, the group moves to the northeast corner of the room, past the alcove with the mounted trophies of severed heads. The group moves north up the stone passageway.

    The passageway is made of tightly fitting stone blocks; like the rest of the pyramid. The passageway is not lit. From the dim light of the ettin room, those with low light or dark vision can see up the hallway. There is a passageway leading to the east, approx. 40 feet north of the ettin room. Just past that, on the left (west) there is a double door. The passageway continues north out of view. There is generally no sound or other obvious indications of what may lay ahead.

    Behind the group, the noise and activity in the pit continues.

    While mustering together, Ek, in elvish, asks the orb, “Let me know if we are getting close to Karavakos.”

    The orb responds, obviously preferring to speak in elvish, “If Karavakos or my life force are detected by me, I will surely let you know.”

    Ek, being in his element and enjoying the darkness, moves to the front of the group.

    Breymeer requests a light source. Before anyone can think to dig one out, the warhorse begins to radiate a soft white light. It is the equivalent of a torchlight.

    Breymeer falls in a short distance behind Ek stating to those in the rear, “Let me know if critters start coming out of the pit towards us.”

    Ergon and Jandre follow Breymeer with the war horse directly behind them.

    Yechwa is next followed by Orwar Ascoban and Roodin Bokassad walking side by side.

    The dwarf, Kolus Darkgut is next.

    Rook takes up the rear, making sure to stay out of the radius of the illuminated war horse.

    The group moves north up the hallway.

    Moving north, Ek can see the hallway ends thirty feet past the doors to the left (west). At the north end of the passage is another set of double doors.

    The passage to the east reaches a set of stairs going down after only twenty feet. A large, dimly lit room can be seen beyond the stairwell. The floor is hidden under more mirky water. The details of the room cannot be made out. The water appears to have some random current to it. It quietly laps the stairwell.

    Breymeer covers the eastern passage while Ek moves to the double doors on the western wall. Ek whispers something to the orb in elvish. After receiving an answer, Ek listens at the door.

    Ek asks the orb, “Get any feelings behind this door?”
    It simply answers, “No.”

    Listening at the door, Ek hears squeaking from what sounds like rodents coming from whatever lay beyond the door.

    The door does not appear to be locked.

    Breymeer can see no tracks in the dust free hallway. He does see a faint stain or discoloration near the center of the eastern passageway at the top of the stairs.

    Ergon begins to move up towards Ek. The paladin has not yet reached the dark elf when Ek, gripping his short sword, opens one of the double doors a crack.

    Cold air brushes Ek’s face as the door is cracked open, carrying the smell of dust, freshly turned dirt and rat excrement. Across the room, an enormous mound of bones is piled. To Ek’s right is a double door. Several very large (two-feet long), vicious looking rats, scurry around the bone pile. He peeks around quickly and shuts the door again.

    Ergon lets out a sigh, seeing no danger present itself.

    Breymeer, meanwhile, steps into the eastern passage, scanning for more details. He moves closer to the top of the stairs. As Ergon leads his war horse farther towards Ek, the light in the eastern passage increases enough for Breymeer to make out the stain appears to be blood.

    As the ranger gets to the top of the stairs, he can see more blood splattered on the stairwell. The body of a lizard man lay face down upon the stairwell. It has been hacked and punctured. A second lizard man’s body is partially on the stairs and partially in the water. It has been penetrated with several arrows. It’s neck nearly severed in what may have been a coup de grace. Next to each body is a wooden club.
    The stairwell with the lizard man bodies disappears into murky water that covers the floor of this odd-shaped chamber. At least two other stairways lead out of the chamber, and a platform floats atop the water on the eastern side of the chamber. A wooden ladder connects to the platform on the southeast corner to assist one in climbing out of the water onto the platform. A heavy door stands in the wall beside the platform. Breymeer can not see the south side of the room from where he stands.
    The water churns in irregular patterns; moved by an unseen force or current.

    Rook remains on guard at the rear of the group, backed by Kolus. The ettin and crawlers have not yet arisen from the pit.
    Adept Greytalker

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    Thu Jan 04, 2024 11:26 am  
    Hell chamber

    Suddenly, the group is ringed by a dome of fire! The dome is roughly forty to fifty feet in diameter, encircling the group. A wave of heat washes over each character (no damage) as if blown on in a sauna.

    Through the top of the flames bursts a gargoyle shaped creature, approximately three feet in stature. It is covered in spines. It has a spiked tail and long talons on its feet. It carries a cruelly tipped military fork.

    It hovers above you heads, flapping its wings while a voice enters the mind. The voice is low and sinister, speaking very broken common, mixed with some unknown devilish tongue, “Deliver message for <Unkown> Kekak, Master <unknown> World. <Unkonwn> Kekak say you stayed too long. Give <unknown> Kekak forgiveness gift and be shown door. No gift, then die!”

    Grimlock, being invisible and flying, waits to see how the others react. Grimlock slips the glowing dagger all the way into its scabbard so that no light is given off by it.

    Lex asks, “What gift would be good enough to merit Kekak’s forgiveness?”

    “What give to live?” it answers.

    Lexington questions the group, “Can we pool together an offering to appease this devil as a door out of this place is what we are looking for?”

    “Magics <unknown>.” It pauses to think, “Magics, yes.”

    Seeler, the dwarf, digs out a gold necklace set with two emeralds (4000gp). He then removes one of the two large rubies he is holding (1000gp). He silently cringes knowing it actually belongs to Ergon.

    Seeler sets the items on the ground before him, “I offer this.”

    Lexington pulls out a wooden wand, “I acquired this in the depths of White Plume Mountain but have never been able to learn its magic.” He removes the glass tipped wooden wand from a leather scroll case to display it. He sets the wand and the scroll case upon the ground.

    “And you, gnome and <unknown> elf?” It appears to have picked up on the presence of Grimlock and the lack of participation from Esned.

    Esned removes a magical necklace and places it upon the ground begrudgingly.

    Seeler digs a little deeper and, with disappointment on his face, dumps out various coins into a pile (89pp, 213gp, 92ep, 95sp), “Damn devil.”

    The devil points to Cholak, “You give not.” It calls out Grimlock again, “None, you give none elf!”

    In a final threat it orders, “Now, last go.”

    Sweat beads up on the characters as the heat from the flame dome radiates upon them.

    Lexington speaks as boldly as his young self can muster, “If he Grimlock gives nothing, keep him, but let us out of this yell . . . ummm . . . I mean, please find our gifts satisfactory and let us out.”

    A red, man-sized gargoyle like creature walks through the flames and each hears in their mind, “Go! I shall allow you to pass the fire. All but the one who gives not. Not free to go are they. All else are free, climb the southeast slope and search. You may find a way. You have eternity to find the passage.”

    Grimlock, in his mind, hears, “You, stay behind if you wish to hear another offer.”

    Lexington replies with a slight bow, “Thank you.” He takes his leave in the direction of the southeast slope and bravely walks fearlessly through the fire, disappearing into the flames without a sound.

    Cholak, before parting, speaks into the general air to Grimlock, “Grim, I don[‘t know what you’re planning but even a cat can run out of lives.”

    A bodiless voice responds over the roar of the flames, “And they always land on their feet as well!”

    The dwarf, Cholak, follows Lexington and also disappears into the flames.

    Seeler watches Esned express concern for the half-elf, “I am torn leaving you behind. Grimlock, do you have a feasible plan to survive this situation.

    Lexington and Cholak, enter the flames without feeling any pain or burns from the intense fire. They emerge out of the fire dome and against stand on the sandstone floor of the strange chamber.

    The other three do not emerge as Lexington and Cholak make there way away from the dome of fire.

    Surprisingly, over the roar of the fire dome, they hear Seeler give a war cry, “You are going to die!!”

    Grimlock responds confidently back to Esned, “This isn’t the first devil I’ve met. The last one didn’t fair too well by the end of our meeting. I’d like to see what this one has to say.”

    Esned analyses the half-elf’s take on the situation while Grimlock continues, “The devil seems to be part of my journey, but doesn’t necessarily have to be part of yours.”

    Suddenly, Seeler, with battle axe in hand, charges the red gargoyle-like creature while shouting a war cry, “You are going to die!!”

    Seelers drives his axe down upon the creature’s shoulder in what should have been a mortal blow. Instead, the axe deflects harmlessly off as if Seeler had tried to drive it into concrete. His follow-up blow, being thrown off balance by the deflecting axe, misses the creature completely.
    “You paid tribute dwarf. Now it is forfeit!” laughs the red gargoyle. “As will be your life!”

    The spiny little devil flies over to the pile of discarded treasure and begins to gather it up. Three others suddenly appear next it and help with the collection.

    Meanwhile, Lexington continues away from the dome of fire, out of the range of its heat. He stops, trying to monitor the progress of the battle.

    Unseen, Grimlock can be heard calling upon his magical nature and casting a spell. It has no obvious effect to the observer.

    Esned shouts, “For Carl!” as he heaves a throwing hammer at the red gargoyle. The hammer begins to glow with a light green illuminance as it slams into the devil’s left shin. The hammer and the devil disappear. A quiet laughter can be heard as the red gargoyle vanishes.

    Seeler, giving up on the red devil, charges the group of spined devils at the treasure pile. He barrels into the group and grabs ahold of the gold and emerald necklace he donated to the pile. One of the spiny devils grab it as well causing a standoff. To pull will break the necklace.

    Outside the flames, Cholak yells, “Our friends need aid! Quickly, we must return to them!” The dwarf runs back to the flaming dome and finding it not causing him to burn up, runs back through it into the interior of the dome.

    Lexington holds his position for a moment while the young man thinks the situation through.

    Seeler and the little devil stare at each other, neither wanting to destroy the necklace.

    Suddenly, Cholak returns to the interior of the dome as Esned charges over to the treasure hording spiny devils and strikes the one vying for control of the necklace with Seeler. Esned’s blow hits it square in the back below the neck (5, 15/20). The blow causes the creature to release its grip on the jewelry and call out in surprise and pain.

    Grimlock has gone quiet.

    Lexington remains outside of the fire dome.

    Lexington pulls out his own eyelash. He encases the eyelash in some gum arabic he had removed from his spell component stash with his free hand. With some cryptic wording and some well-practiced movements, he disappears from view.

    Now invisible, Lexington slowly and carefully makes his way to the escape cavern reportedly in the southeastern slopes.

    Seeler stows the necklace as the spiny devils finish grabbing up the rest of the treasure pile.

    Seeler attempts to strike one of them but they disappear. Nothing of them can be seen or heard.

    The fire dome remains in place.
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    Sat Jan 06, 2024 11:20 am  
    Keep on the Shadowfell

    Morwen, using her charismatic diplomacy skills, replies kindly, “Good sir, the road was not too bad. We were accosted by kobolds some distance back, but these brave men got the better of them.” She waves her hand towards her companions before she continues, “You and the other guards must do a fine job to keep the roads so safe.”

    The guard smirks, “You words are more kind than true I fear. Those buggers are getting more and more courageous. I am glad to hear you bested them. They have all but shut down the King’s Road to travellers.”

    The other guard cuts in, “But it is safe around here. They are not yet numerous enough to come close to town.”

    Morwen questions, “Do you have an inn to stay in?”

    “Yes, ma’am,” answers the first guard. “Just inside the gate you will find Wrafton’s Inn.”

    “I’ll get the gate,” comments the second guard as he disappears from view.

    “Do you happen to have a chapel to worship to Lady Sehanine?” inquires Morwen.

    “No. There are few elves here,” comes the answer from the remaining guard, “We do have a chapel that the locals use. It is a general place of worship. I hope that will suffice.”

    The sound of wood scraping on wood echoes from behind the gate as the guard removes the heavy beam used as a bar. The gate swings open and the group enters.

    The road bends immediately to the left. Directly in front of the group is Wrafton’s Inn. The building is approx. 50 feet north/south and 25 feet east/west. A simple wooden sign of a grey colored flagon sitting on a copper-colored plate hangs above the door. The structure is made of wood and stands two stories tall. The main portion of the first floor is the common room, kitchen and storage. The upper level is obviously rooms for travelers to rent. Smoke billows from multiple chimneys that break up the roofline.

    To the south, along the roadway is the towns marketplace. It is a wide spot in the road. It is currently quiet. The few wagons remaining are buttoned up tight for the night.

    A stable is built against the town wall to the south of the marketplace.

    Other than the huge five-story tower in the middle of town, nothing else can be seen clearly from the entrance gate.

    A light rain begins to fall as the mountains chill the air into the 50s. The wind is threatening to pick up; threatening to bring a storm.

    Entering the inn, the group finds a decent crowd. The place is half full. The bar sits in the middle of the room, able to serve customers in all directions. Circling around the bar are stools every couple of feet. This arrangement takes up the vast majority of the floor space. The outer wall is lined with booths, each having a central table. The benches on each side of the table can hold up to three people of average size. The bar takes up 35 feet of the 50 foot length of the building.

    The air is heavy with wood smoke, pipe smoke of various blends and aromas from the kitchen that makes the hungry salivate after a long march on the roadway. Ham and fowl appear to be the main dishes tonight. Fresh garden vegetables and the like along with fresh bread, butter and cheese round out the meal.

    It appears most of the folk are locals with a few of the wagon merchants mixed in.

    There are several open booths but no room at the bar for the entire party to sit together. Two open booths are available next to each other to the left or across the bar.

    The wall to the right has no booths. The wide swinging door to the kitchen is located there; in the northwest corner. In the northeast corner, leading upward to the west, is a stairwell leading to the second floor.

    Most in the crowd look up and let their eyes linger for a short time. It is obvious your group is not from around here; consisting of Sehanine elves and sailors.

    The sailors scowl back at the crowd, as a sailor would.

    Morwen approaches the bar while Tathar leads the group to two empty booths next to each other on the left (south) side of the room.

    Comus and Larrig slide into one side of the booth, positioned so they can see the entrance door. Ment, Tiz and Nedwyn slide in opposite them.

    In the other booth slide in Tathar with Gaerhith across from them. Tathar can see the entrance. Tathar leaves room for Morwen’s return.

    Several waitresses move about the room. Two appear in their teens or early twenties while the other, likely their mother, is middle aged.

    Morwen inquires about renting rooms; securing four guest rooms upstairs (4gp).

    Morwen questions the bartender about playing music. The bartender calls to one of the young waitresses, “Fetch Ms. Wraftan and serve the new tables please.”

    The waitress disappears into the kitchen and then heads to the tables the adventurers occupied.

    Shortly after, a woman comes out of the kitchen smiling at Mowen. The woman is in her mid 40s. She is pretty and fit but the lines on her face show a life of hard work and worry. She enters the enclosure of the bar and moves across from Morwen, “I am the owner, Salvana Wrafton, I hear you are a musician.”

    Meanwhile, the waitress arrives at the table, “Good evening fine gentleman. Would you like to dine or will you just be having beverages this evening?”

    Tathar digs out his coin purse, intending to purchase the entire meal for the group.

    Morwen, with a sweet smile, answers, ‘I will play and sign, if you are accepting. I ask that if your profits for the evening increase, that my companions see a compensation in our room and board.”

    Salvana Wrafton smiles warmly, “I see no loss in that offer. You have yourself a deal.” The innkeeper puts forth her hand and shakes Morwen’s hand firmly. The barkeep has the strong grip of a woman who has managed her life on her own.

    Tathar hands over 5 pieces of gold, “Both please. For both talbes. If this be not enough, I will settle affairs at the end of the evening.” The waitress takes the coins and heads promptly towards the kitchen. As she passes the bar, Salvana Wrafton hails her. The waitress moves close to the bar. Wrafton leans over the bars and comments to the waitress who, smiling, nods her head and hurries off to the kitchen with a quickened step; she is unable to conceal her smile.

    Salvana Wrafton, with an open hand, pounds on the bar bringing an utter silence to the bar. Every eye in the bar is on her when she announces, “Hail, good patrons! I have splendid news for weary souls. One of our new arrivals, this very evening, has offered to perform for us this evening!”

    A round of cheers carries around the bar as the group looks obviously towards Tathar and his crew. No longer are there suspicious looks; instead replaced with anticipation and excitement.

    Salvana Wrafton pauses realizes she has been premature. She looks to Morwen with an apologetic grin, “I am sorry m’lady. To whom do we owe this grand evening to?”

    Morwen answers with her polished social skills, “I am Lady Morwen Alcerin.”

    Salvana Wrafton continues excitedly, “Lady Alcerin shall entertain us this evening!” She looks to Morwen and asks, “Would you mind starting while the kitchen makes your meal. We shall pause while you eat and then cheer you on for another round!”

    Morwen agrees and removes her gold and silver leaf inlaid baliset from her shoulder. She moves over to her companions and leans against Tathar’s table. She begins to pick at the nine-string instrument knowing each note plays upon the priest’s heartstrings.

    Morwen starts with an upbeat human drinking song with a fast beat aiming to get the crowd into a jovial mood. It is followed by a second, this time a sailor’s song of fair weather and a good catch. It played well in Restenford. A third song, this one a little slower, playing omage to a farming life; the planting and growing of crops.

    The bar is in a fine mood by the time she finishes. Ale sales have obviously doubled and Wrafton appears very pleased.

    Morwen takes her leave when the food is presented though the crowd gives a disappointed but polite sigh; holding hope she will continue after her meal.

    During the meal, a man enters the inn. The room comes to its feet and many a voice call out, “Greetings Lord Padraig!” Not wishing to be rude, the group attempts to be polite but by the time they react to stand, the introduction is over and he enters the room. Only Morwen was able to pop to her feet and give the man proper honors; a skill she acquired working around various dukes, barons and the like.

    It takes Lord Padraig very little time in scanning the room to spy Tathar and his company. He immediately approaches them. Walking confidently to them, he stops and stands before the group.

    “I am Ernest Padraig, the Lord of Winterhaven. I mean not to trouble you during your meal but the security of this town is of grave importance to me; hence the interruption. I do apologize.”

    The place had grown quiet and Padraig lowers his voice, “My guards informed me you had some trouble with brigands on the way in. When you are done with your meal, would you kindly tell me about the encounter. I will grab a booth and a meal while I await your tale.”

    He moves across the room and greets another man who had been sitting in a booth alone. He joins the man while ordering a meal from one of the young waitresses who had been dutifully waiting for him to find a seat.

    Once everyone is finished dining, Morwen walks to Lord Padraig’s table. She invites them to join her table and they accept invitation.

    Tathar is seated one on side of the booth. He slides over as Comus stands. Morwen joins Tathar and Comus slides in behind her, keeping one leg partially out from under the table so he could quietly stand.

    Gaerhith sits on the other side and is joined by Lord Pedraig and his associate, who is quickly identified as Rond Kelfem, captain of the Winterhaven Regulars.

    Lord Pedraig, being polite but direct, goes directly into questioning, “The brigands, what can you tell me about them. Who and how many?”

    Tathar repies, “My lord, we were ambushed by approximately eight kobolds, but Sehanine granted me the insight to detect a large amount of evil spanning the entire bank of the river, a waterfall and a rocky outcropping. Whether this was also kobolds or some more sinister evil, I cannot say.”

    Tathar pauses to read his face. Tathar can tell the man is not surprised. A grim look of concern settles upon the man while Tathar continues, “We decided to move on, rather than risk fighting a group that was more than we could handle.”

    Lord Padraig mutters, “Wise, you are.”

    “They are becoming more bold, m’Lord,” analyses Rond Kelfem. “It is but a matter of time before the test the defenses of Winterhaven.
    A howl of wind whistles, rattling the windows some in their frames as rain begins to fall.

    “What is it that brings you and your good companions to Winterhaven?” questions Lord Pedraig. It is obvious most of your human friends have not been this long on land for a while. Nor this far inland? May I ask, what is it that brings Sehanine priests, sailors and an elf maiden to Winterhaven?”

    Tathar looks to Gaerhith, “Maybe it’s better if you tackle this question.”

    “I am sorry, but Lady Sehanine’s business is not Winterhaven’s business. Suffice it to say, we are not here as a threat to you or your people. In fact, we are you allies, if killing the brigands on the road isn’t proof enough. We are simply passing through and were in the wanting of an inn.”

    Lord Pedraig is not pleased with the answer but it appears he is enough of a politician to swallow it. “Fair enough. I meant no offense. I am Lord of Winterhaven,” he states firmly attempting to assert some show of power, “so it is my business to know what is or may be occurring around this settlement.”

    As the conversation is taking place, a half-elven woman, that had been sitting in a booth by herself on the west side of the bar, moves past the table with a side eye before walking towards the front door, appearing to be intent on leaving.

    Tathar, watching the half-elf intently for a hint that will give away the Lord or captain, “Do either of you know that woman?”

    “Aye, that’s Ninaran. She is a quiet elf hunter. Mostly ever she’s alone here. She comes and goes from town in between her hunting and occasional employment as a scout or guide. Always seems stern. Very few talk to her and most of those that do soon wish they hadn’t.” Informs Lord Pedraig as he and Captain Kelfem absent mindedly watch her depart.

    Morwen states, “Something is off about her. I do not like the way she gave a side look at us in passing. Are you sure she is not a spy? If she keeps to herself and doesn’t welcome conversation . . .” Morwen leaves the sentence dangling for innuendo.

    “Fair question,” responds the lord. “But for whom? The kobold bandits? Seems unlikely.”

    Tathar asks Lord Padraig, “Being Lord of Winterhaven, and keeping close tabs on the goings on, is there anything you can tell us to watch out for, or anything you may need assistance in?”

    Looking next at the captain, Tathar corrects his question, “In the priestly realm that is.”

    The captain looks to his lord. Receiving a nod of approval, the captain answers, “We’ve received some frightening concerns in regards to the graveyard south of town. Sister Linora won’t go there anymore. Nor has anyone else in town since Sister Linora claims some of the dead have disappeared.”

    As Lord Padraig watches the crowd around them for easedroppers, the captain, in a very low voice, continues, “We are unsure if someone dug them up.” He pauses, not wanting to accept his other conclusion, “Or the dead have returned.”

    The lord speaks, also in hushed tones, “Delphina Moongem, an elf that sells flowers in the market square, said she has noticed goblin activity increasing near the old keep in the foothills north of town.”

    The lord thinks for a moment before finishing with, “I see not what goblins on our north, dead to the south and kobolds raiding the roads have in common other than gloom for this town.”

    Then comes the request, “Would investigating any of these dangers be in accordance with your quest? If so, what can we do to join forces and eliminate some of these threats?”

    Morwen speaks before Tathar can answer. She has a little force to her voice, though still respectful, feeling the Lord of Winterhaven may not have put two and two together, or maybe he knows his town folk better than she, “You have goblins to the north, disappearing dead to the south and kobolds getting brave on the roadways and you question who that half-elf may be spying for? If they operate together from different sides, it is obvious there is someone more powerful than kobolds she is working for.”

    Tathar, looking to head off a heated debate or insult, interjects, “It seems that your request and our quest align more than just a little. It is our duty to honor the Moonlight Mistress and deal with possible undead or necromancers. Is there a place more private that we can talk?”

    “Yes, of course, come to my manor house tomorrow at the lunch hour,” responds the lord.

    Morwen declines her head respectfully and departs to continue playing for the crowd. It appears most of the bar crowd was pretending not to be watching as they immediately see Morwen stand and prepare to play her baliset again. A cheer goes up.

    The lord, seeing a fitting time to leave, bids the group farewell and, joined by his captain, they leave the bar.

    As the lord and captain are making their goodbye, Morwen moves over to Comus table and whispers to him while acting like she is tuning her instrument. She tells him to find out all he and his men can about the situation, the keep and especially, the half-elf woman.

    As Morwen begins to play, Comus speaks with his crew. A few moments later, Larrig, the half-elven crewmaster, and Tiz, one of the human sailors, get up and leave the bar, moving out into the street behind the mysterious half-elven woman.

    Tathar informs Comus to have him and his men meet them for breakfast in the morning to discuss what everyone found out.

    Tathar questions Gaernith about what evils the priest expects to encounter in the keep while keeping his eye open for anyone that seems suspicious or watching them.

    Gaernith admits he is uncertain what types of guardians the keep will hold. He expects to find some evil priest and or mage in charge of opening the rift. If already open, they may be over their heads as some powerful demon or devils could have been released.

    “It sounds like a gathering horde of goblins if nothing else,” finishes Gaerhith.

    Tathar asks Gaerhith’s opinion on how to approach the conversation with the Lord of Winterhaven tomorrow.

    “He has no idea the elven army is coming. I am certain these threats are heavy on his mind. He seems reluctant to send anyone out to investigate even the kobold brigands. So, he either doesn’t have the power or the guts to do it. I am guessing he will be very quick to allow us free range of the area. Maybe even support our efforts to some degree.”

    Morwen, seeing the two priests strategizing, plays another upbeat song to keep the noise level in the crowd high enough to cover their conversation.

    Larrig is not gone too long before he returns to inform Tathar and then Comus, “The half-elven woman exited the gate into the night. I did not want to make it obvious we were following her so I returned here. Tiz climbed the town wall and is going to tale her into the night long enough to see where she goes. If it isn’t too far.”

    Tiz has not returned after Morwen has played a few more songs. Comus alleviates their concerns by agreeing to stay up a while longer to watch for him. Larrig volunteers to stay with Comus and they send the rest of the crew to bed.

    Eyeing the owner behind the bar, Morwen approaches Salvana Wrafton to negotiate a tab. Salvana Wrafton smiles warmly at her, “I am mostly empty tonight. I have set aside four rooms for your group. You owe me nothing for them.”

    Tathar and Gaerhith retire to one room. Comus and Larrig to another and the rest of the crew takes the third. Morwen is given her own room.

    After being gone for about ninety minutes, Comus knocks gently on Tathar’s door and announces quietly, “Tiz has returned. She headed south to the cemetery and appeared to be conducting some type of ritual. He did not witness much before he figured he better get back to update us.”
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    Sun Jan 07, 2024 4:52 pm  
    Pyramid of Shadows

    Cold air brushes Ek’s face as the door is cracked open, carrying the smell of dust, freshly turned dirt and rat excrement. Across the room, an enormous mound of bones is piled. To Ek’s right is a double door. Several very large (two-feet long), vicious looking rats, scurry around the bone pile.

    Ek looks over his shoulder to Ergon, “Rats, stink and bones in that room. Best leave those doors shut.”

    Breymeer’s voice comes from the eastern passage, “Stairs leading down into murky water, dead lizard men and something in that water causing it to swirl around. I’d prefer to check out those doors down the passage to the north.”

    Breymeer retreats back towards the group as Ek moves north up the passage to the double doors. He quietly hustles up the hall, moving along at a jog. Reaching the door, Ek begins looking at the door and listening for some noise to betray what may be on the other side.

    Breymeer catches up to Ek and begins inspecting the floor for any evidence it may give.

    Ek can see the doors are not locked.

    While the door is inspected, Orwar Ascoban lays his hands upon Yechwa’s head wound and prays for healing. The prayer is answered and her head injury disappears.

    Next, the priest of Pelor heals Roodin Bokassad, improving his condition though he is still scratched up some.

    Ek opens the door and looks into the room as Breymeer stands by, axes in hand, ready for action.

    The orb, in elvish, calls out to Ek in a hushed voice, “The library! Heed not the whispers!”

    The doors open to a small hall that leads into a vast dimly lit room. The hall is about ten feet wide and fifteen feet long. The room has a twenty-foot high ceiling and is at approximately 65 feet across. The foyer blocks Ek’s vision of the room from left to right but it appears to be a large room.

    Shelves packed with books line the walls and stand to the sides of the room. There’s about ten feet or so between the tops of the shelves and the ceiling. In the center, a grassy square surrounds a proud statue of an elvish princess.

    At first, the room appears to be deathly quiet. Then, Ek and Breymeer begin to hear faint whispers. They start out barely audible, but then grow louder and press upon their minds – an unintelligible jumble of words in many languages, like a thousand voices murmuring at once.

    Ek closes the door. South, down the hall, Ergon is on guard, praying under his breath.

    Ek warns Breymeer, “Cover your ears ranger, don’t listen to the voices from the library. This room seems to be of some importance. A library of some sort and statue of an elvish princess. What do you want to do?”

    The rest of the group is gathered near the western double door and passageway to the watery eastern room. Ergon and Jandre are the initial line of backup, posting at the intersection. Yechwa and her crew are between them and the ettin chamber. Rook and the dwarf hold the rear guard, watching the ettin chamber, only some thirty-five feet from the pit of undying dead.

    Ek raises his voice enough to be heard by the others, “This room seems to be of some importance. A library of some sort with a statue of an elvish princess. However, there are whispering voices we heard that felt disturbing to our minds. I believe it would be dangerous to enter unless we can silence those voices. Any idea?”

    The group looks on as Roodin Bokassad moves up, “A library you say? I would have interest in it if we can figure out what danger the voices pose.”

    Ek offers, “I’ll go in and check it out. I think I can handle those voices. See you in a bit hopefully.” The dark elf then vanishes from view.

    Roodin Bokassad removes a small amount of two different light-colored powers and put them in his palm. He utters and incantation over them and then, using his finger, smudges the combined powder under each eye. “I’ll be able to track you, Ek. Call for help and we shall come.”

    The door to the library opens enough to allow access. Ek presumably enters and the door shuts again.

    Ek slips silently and unseen into the library entrance hall.

    “Good choice dear Ek,” compliments the orb, still speaking in elvish.

    He moves quietly up to the edge of the main area of the library. The voices in his head become louder as he moves to the edge of the bookshelves that are set into the perimeter wall of the room. The outer bookshelves are continuous around the circumference of the room and several feet wide. Ladders lead from the floor to the top of the ten-foot tall book shelves. Across the room, set at the top of the book shelf is another double door mounted in the wall.

    The statue is fifteen feet tall and ornately carved from a greyish stone. The elvish princess is clad in plated armor that covers her shoulders and forearms. A fine chain shirt covers her breasts, leaving her midriff exposed. A linen garment flows across her hips. In her left hand, a sword with its tip pointed at an angle down, touching the grass. Her hair flows out from under a pointed crown and cascades down her back. On the front of the crown, some type of cut gem is mounted. The gem appears to have been carved from the same stone and appears to be one with the statue.

    “The statue is important. Investigate it. There is likely a precious stone there that we must collect.”

    As Ek looks about the room, two creatures come into view. From the back side of the free-standing book shelves closest to the grass, one from each side of the grass, emerges humanoid figures; two total. They wear plate mail armor and wield scimitars. Each has a dagger sheathed upon their belt. Their faces are nearly featureless, with no nose or mouth, having only two darkly set eyes that carefully scan the room.

    They may have heard the door open and close. They do not appear to be focusing on Ek’s location; simply moving slowly towards him and scanning the room. They are flanking the grass and moving cautiously south in Ek’s general direction.

    Rook, to Kolus, speaking quietly, “I’m not used to things I kill waking up. If those things in that pit decide to crawl out, I am not going to stick around to greet them.”

    Kolus nods affirmatively in return, “Aye! I be wit’ ya.”

    Breymeer listens intently at the door for the first sounds of trouble with Ek.

    The rest of the group holds, prepared for trouble, ahead or behind.
    Yechwa and company keep an eye down the eastern corridor.

    Nearly a minute has gone by since the door closed behind Ek. It is utterly silent in the room.

    Nothing has yet come out of the pit in the ettin chamber.

    Ek freezes in place and does his best to control his breathing as the danger presents itself. He watches the creatures, training his breath to slow. Not a sound comes from the elf as he stands frozen in place.
    The creatures move forward slowly. They dart their heads back and forth trying to find an unseen threat in vain. They move forward along the edge of the grassy carpet and then close on the entryway. Ek, seeing their intent, moves just into the room and to the left side of the passageway. The voices are now loudest in his mind. He finds it hard to concentrate as he presses against the book shelf and allows the creatures to pass. They appear not of this world. Thin robes, torn and tattered, deep ruby colored drape over them. The creatures are very foreign to Ek.

    Each one moves to a side of the double doors Ek had just entered from. Unbeknownst to Breymeer and company, danger now lurks on the other side.
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    Sun Jan 07, 2024 5:00 pm  
    Pyramid of Shadows

    Rook alternates between checking the rear and the action, or lack of action, at the double doors to his north. The half-orc war maiden seems to be gaining strength and confidence from her battles. Even in her confidence, she wishes to get away from the pit.

    Breymeer remains at the ready, axes in hands, quietly listening and waiting for fany sign of problems. Another minute goes by without a single sound.


    Ek, the moment the strange humanoids are past him, begins creeping towards the statue among the grass. He moves slowly and silently, knowing the slightest slip will bring him unwanted attention. After thirty seconds he reaches the back side of the statue and begins to climb, seeing the creatures area still guarding the doorway.

    Ek takes him time and another thirty seconds pass as he ascends the back side of the statue. To his surprise, the gem on the front of the crown seems to be an ash covered real amethyst.

    “Good, good, dear Ek,” calls the orb very quietly in elvish, “You are doing well. Keep this up and we might just get out of here.

    As anxiety builds in the hallway, Breymeer stays the course, waiting for some type of change. Several more minutes pass.

    Ek, glancing at the creatures to confirm they are staying put, Ek begins trying to remove the gem. With one hand, he attempts to twist and pull.
    Ek finds the gem is set into the stone.

    The dark elf quietly removes a knife from his boot and after a quiet couple minutes, is able to break the gem free from the statue.
    “Very good,” whispers the orb in elvish.

    Ek stows the gem securely and quietly climbs back down the back side of the statue.

    Ek remains hidden behind the statue and whispers to the orb in elvish, “What do I do with it?”

    “Stow it, there is more yet to collect,” she whispers in return.

    Ek, seeing the doors a hazard to the south, moves quietly north along the grass, across the remaining stone floor and then, attempting to be silent, climbs up the bookshelf on the north side of the statue.

    Reaching the top, Ek peer around the room before lifting himself onto the shelf. In both his left and right corner (NE and NW), Ek sees immediate threats. In each corner is another of the creatures. Each one is laying down upon the shelf with a bow in one and an arrow in the other. The do not appear to see or hear Ek.

    Another thirty seconds go by. The room is vacant of any indication Ek is in trouble. There has been no sound at all.

    Rook and Kolus are the first of the group to hear it but all eventually become aware of a low painful moan. It increases in volume, being loud enough to be heard by Breymeer as he stands in anticipation at the north double door. The ettin’s left leg suddenly kicks into the air, as if by reflex, and falls back out of view into the pit. The moan ends as the leg lands back into the twitching mass of bodies.

    Ek pulls himself up onto the top of the book shelf without making a sound. A quick glance shows the doors open away from the room as the hinges appear to be on the other side of the doors.

    Ek removes a small bit of phosphorus he collected and smashes it between his fingers as he focuses on creating a humanoid shaped glowing form at the top of the statue.

    The archers immediately see it and slowly rise to a kneeling shooting position. They draw back their bows and let arrows fly as the glowing form moves down the statue. One arrow flies high as the other swishes through the image before breaking on the statue.

    The image reaches the ground and moves towards the southern double door. The archers give an unearthly shriek drawing the attention of the two creatures at the double door. They turn and move towards the glowing humanoid moving towards them across the grass carpet. The archers draw back a second arrow as Ek, not seeing a lock, pushes on the door and slips though, hopefully undetected.

    Ek is standing in a 10x10 foot entryway. The room in front of him is 30 feet wide and 25 feet deep. It is made of the same pyramid stone. The room is dimly lit by an unknown source.

    A stone angel, its wings folded around its body, stands on an ornate pedestal. A stone, carved and painted to look like an eye, is cradled in its hands, the eye gazing directly at you. An L-shaped table and a heavy cabinet stand against the opposite wall, with a closed door between them and another door stands to the left.

    It appears the room is unoccupied. Ek hears nothing from the library indicating anything is coming after him.


    Ergon continues his praying as he stands in a defensive position, ready to take action wherever it comes at him.

    Rook moves further away from the pit joining Yechwa.

    Kolus takes a few steps back towards the group as well.

    Another minute goes by when Breymeer hears bowstrings sing before the whole group hears unholy shrieks from within the room Ek entered. Bowstrings sing a second time.

    Ergon calculates, “Well, I guess that is our que. We best get in there and help out Ek!’

    Breymeer, with axes in hand, kicks the door open and charges in.

    He finds himself in a small entryway (10 feet wide, 15 feet long). Ahead of him is a large room with rows of bookshelves stacked with scrolls and books. The perimeter of the room is lined with a book shelf all they way around. The shelves are 10 feet high. The ceiling in the library is 20 feet high. Across the room, above the book shelf, a double door is mounted into the north wall. In the center of the room is an area (30 ft by 30 ft) of green carpet that appears to be natural grass. A statue of proud elf princess stands in the center of the grassy area.

    The statue is fifteen feet tall and ornately carved from a greyish stone. The elvish princess is clad in plated armor that covers her shoulders and forearms. A fine chain shirt covers her breasts, leaving her midriff exposed. A linen garment flows across her hips. In her left hand, a sword with its tip pointed at an angle down, touching the grass. Her hair flows out from under a pointed crown and cascades down her back.

    Moving from the statue towards the door Breymeer just entered is a dimly illuminated, vaguely humanoid shaped creature.

    Two different creatures, with their backs to Breymeer as he kicks open the door, were moving from the doorway towards the illumination.

    Each of the creatures wears plate mail armor under a thin, deep ruby colored robe. The robes drape over them and are torn and tattered with age. Both creatures wield scimitars and have daggers sheathed upon their belts. Their faces are pale and nearly featureless, lacking a nose or mouth. They have keen dark eyes deeply set where a human’s are.
    With a hiss, they turn and look at Breymeer. From out of sight, to the right, comes a voice giving what appears to be a command in a foreign language. The creature to Breymeer’s left prepares to face off with him while the other moves north to intercept the ghost-like illumination.

    A cacophony of voices begins to fill Breymeer’s mind. He does his best to ignore them as he closes into melee.



    Ek freezes for a moment and whispers to the orb, “Anything I should know about this room?”

    The orb answers back, “I fear we are being watched. Though they may not be able to see us.”

    After a short moment, Ek slowly and silently moves toward the angel to get a closer look at it.

    The orb whispers in elvish still, “I feel the presence of Karavakos near.”

    Ek moves silently back towards the door and opens it enough to peak out. He overlooks the unfolding scene. He scans for anyone that may indicate they are Karavakos.

    Breymeer loudly calls back to the group while engaging the creature in melee, “Someone is to my right giving commands!!”
    The creature slices Breymeer across the chest with his scimitar (3, 49/63(67)). Immediately an energy pulse runs up Breymeer’s nerves and strikes his brain in some type of mind-damaging psychic impulse (5, 44/63(67)).

    Breymeer drives his battle axe down upon the creature’s lead thigh but the metal plate of the armor deflects the blow. With his handaxe, Breymeer is able to draw some blood from a blow to its abdomen (6, 64/70).

    Ergon, seeing Breymeer kick the door open and charge in, follows suit close behind and ready for battle with his holy sword. He whistles and his glowing war horse faithfully follows the paladin. The voices enter Ergon’s mind as he enters the room, growing in intensity as he closes in for combat.

    The second soldier engages the ghost-like apparition, swinging its scimitar though the illumination.

    A bowstring sings from the northeast corner drawing attention to a kneeling creature. He is similar to the others excepting he has a longbow and quiver in addition to the scimitar and dagger. He is firing at the doorway that leads north out of the room from the top of the bookshelf.

    One of the doors is ajar. The arrow impales into the heavy wooden door as an energy pulse is released into it with a star wars laser-like sound.

    <Northwest bowman moving to southwest to engage; still on bookshelf. Mindstrike moving up for melee, second voidblade engaging the fairie fire>

    Ek scans for enemy. Sticking his head out from the door far enough to examine the room. The creature in the northwest corner is moving to the south, looking for a shooting lane. The creature to the northeast has an arrow drawn and is watching the northern doorway where Ek stands.

    Retreating back a step, Ek whispers to the orb, “Where’s Karavakos? Is he controlling these bastards? I am looking to aid in this battle.”
    “Karavakos is not in the library, I would have felt him. I believe he close at hand, somewhere ahead of us; away from the library.”


    Rook moves to the corner of the western door and eastern passageway so that she can watch for danger from all three directions.

    Yechwa orders her companions to remain with Rook and guard the rear as she moves forward while taking her bow off her shoulder. She enters the room and puts and arrow to string, looking for her first target among the sudden confusion of the voices invading her mind.

    Oswar Ascoban stands ready with mace.

    Roodin Bokassad, still hovering above the ground, states, “If it turns against us in the library, I will fly in to assist though I am still in some pain from our last ruckus.”

    Kolus retreats another five feet towards the group.

    Jandre moves to the doorway to the library.

    Ergon ignores the voices and forces himself forward. He steps up to engage in melee. Hearing Breymeer call out a creature to the ranger’s right, Ergon changes directions and rounds the corner to the right. There he meets a third of the creatures moving forward from the south ends of the closest eastern bookshelf. Ergon engages the creature in combat.
    The paladin swings his holy sword, slicing the creature along its right side (9, 78/87).

    The creature attempts to strike back. Its scimitar bounces harmlessly off the paladin’s field plate armor.

    Breymeer struggles defeating the plate mail armor of the humanoid. Due to the armor along with its quickness, the ranger fails to land a telling blow before Ergon’s war horse enters the fray.

    The holy war horse bends right and circles past Breymeer, trotting through the air a few feet above the ground. It flies directly over the creature engaged with the ranger. The creature attempts to slice the holy, glowing horse but fails to land the strike before it is trampled down by the horse; knocking it supine. The horse continues on towards where the ghost-like creature fights a second alien humanoid.

    Breymeer takes advantage of the situation. As the creature rolls to its side in an attempt to get up, the ranger drives his battle axe down upon its left shoulder (4, 60/70). Though the blow doesn’t break through the armor, the force of the blow bruises its shoulder, knocking it back supine.

    Breymeer continues his attack on the disadvantaged creature supine in front of him. At the same time, the creature lets out a focused scream causing Breymeer a psychic distortion that strikes him like eating ice cream too quickly. A sharp pain rocks though his head (12, 32/63(67)) as Breymeer’s battle axe crashes down cutting into its abdomen (5, 55/70). Wincing through the pain, the ranger also strikes its right thigh with a solid blow, penetrating the armor and into the thigh causing a bleeding wound (15, 40/70; minor bleed). The creature appears to be getting wore down.

    Jandre, with his massive maul, moves to aid Breymeer. As if driving railroad spikes, the holy man swings the maul over his head and brings it crashing down. The creature, with unnatural reflexes, moves at the last second and the hammers slams into the floor, chipping of a small bit of stone.

    Ergon, yelling loudly, “I will send you back to the pits of hell!” swings his holy sword back across the creature cutting it a second time across the mid-section (9, 69/87).

    The glowing ghost-like creature breaks melee with the alien humanoid and begins moving north. The humanoid gives it one final cut with its scimitar. Again, the blade wizzes through the air without apparent effect.
    The creature hisses at the ghost before having to turn its attention to the warhorse closing in on its flank.

    The war horse’s charge brings it about right towards the humanoid by the statue. It turns just in time to slice the warhorse across the lower neck (8, 19/27) before being run down. The creature is knocked prone as the war horse now turns towards Ergon’s fight.

    The ghost like creature reaches the north end of the room and scales the bookshelf, moving up towards the double doors above the bookshelf on the north wall.

    Yechwa attempts to put two arrows into the prone humanoid that had been flattened by the war horse. She fails to find the angle and both arrows fly harmlessly by and bury themselves into the grassy carpet.
    Roodin Bokassad flies up to the double doors, “I will monitor the battle now that Jandre has entered the fray.”

    Ek does a forward flip from the top of the bookshelf, landing safely on the floor as he side-steps to maintain his balance. The bowman appears to have its attention on the glowing ghost Ek conjured up.

    Breymeer stubbornly fights on through the pain in his head. He drives his battle axe into the creature’s left ankle (7, 33/70) though the nimble faceless humanoid deflects the hand axe with its scimitar.
    It manages to roll out of the way of Jandre’s maul a second time.

    After parrying Breymeer’s hand axe, it slashes Breymeer across the right thigh (4, 28/63(67)) as another wave of psychic pain rips through his head (5, 23/63(67).

    Yechwa manages to stick an arrow into her target before it rises to its feet (4, 66/70). Once up, it moves quickly and gracefully towards Ergon and his mount.

    Ergon moves to strike but the creature facing him gives out a reverberating howl. The paladin falters, nearly falling over. As Ergon catches himself, the creature, while howling, knocks the holy sword from the paladin’s hand. The weapon strikes the ground with a clang and settles at the paladin’s feet. The howl sends a psychic shock wave through Ergon (10, 18/28).

    Coming to the rescue, the war horse plows into Ergon’s foe, knocking it flat to the ground. The war horse stops and rears up, preparing to pulverize the enemy with its hooves.

    The creature in the northeast corner sends two arrows into the glowing ghost at the top of the bookshelf by the northern door, which is standing ajar. The first arrow flies through its head and the center its chest. Both arrows skip down the wall and smash into the northwest corner, shattering upon impact.

    Without warning, another humanoid, also using a longbow, appears along the western wall, having crawled along the top of the shelf without being seen. It stands and fires an arrow at Ergon. The arrow deflects off his left shoulder plate causing him no harm.

    Rook holds her rearguard position even though the sound of battle tempts her to join, “Let me know if you need my help over there.”

    Roodin Bokassad shouts back down the hall in his Baklunish accented voice, “It is getting bad in there!”. He flies into the room, past the melee in the entrance to the south side of the elven statue. He remains hovering in the air in front of the statues head. He begins digging out spell components.

    Rook scans the east stairway, trying to see if there is anything that be of value to her dwarf companion “Rutgut”. Nothing sticks out but while scanning, she hears a faint sound of a door opening and someone or something trying to quiet step while wearing heavy boots.

    Kolus takes another five-foot retreat closer to the others as the noise in the pit is not subsiding.

    Oswar Ascoban, hearing Roodin’s call for aid, moves up and takes the mage’s vacated position at the doorway. He holds his mace in hand.
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    Sun Jan 07, 2024 5:04 pm  
    Pyramid of Shadows

    Ek begins skirting the room, moving clockwise. He moves carefully, looking for other creatures or clues as to where the voices may be actually coming from.

    The creature in the northeast corner moves along the shelf and passes by above the dark elf as Ek moves along the north outer bookshelf to the northeast corner.

    The voices are incessant as he moves around the northeast corner and starts south along the outer perimeter there. Other than the countless books and scrolls on the shelves, nothing looks out of place or appears to be a source of the voices. The voices appear to be everywhere but most disturbing along the bookshelves themselves.

    Ergon is dazed momentarily by the sudden psychic attack upon him. The whole room spins slightly as he desperately tries to regain his wits. While doing so, he bends down absentmindedly and picks up his holy sword. He is doing his best to regain his concentration even with the non-stop chattering voices in his head.

    The war horse attempts to ground pound Ergon’s assailant as it spins and rolls away in an attempt to regain its feet. Deftly, it out-maneuvers the war horse and, brandishing its scimitar, regains its feet.

    Seeing his holy companion in danger, Jandre charges the creature attempting to flank him. Before the priest can reach the paladin, the alien humanoid grazes the paladin across the neck (2, 16/28). The blow is mostly stopped by his plate armor however, another debilitating psychic pulse rocks the already weakened warrior (5, 11/28).
    Jandre, screaming while he swings, drives his maul down onto the creature’s head (5, 61/70). It is only a glancing blow as the creature dodges nearly out of the way. Between the blow to the head and the creature’s dodge, it loses its balance and falls prone at the priest and paladin’s feet.

    Pulling out a thin metal wire, Roodin Bokassad quickly bends it into his desired cage-like design. He utters an incantation and wave his free hand over the battlefield. The creature that just avoided the war horse, now standing, suddenly stops moving. It has become completely still.

    Breymeer drives his battle axe down upon his enemy, striking it deeply upon the right thigh giving it another bleeding wound (16, 17/70). Blood from the impact sprays into Breymeer’s eyes causing his follow-up hand axe attack to miss wildly. The ranger squints to try and clear the blood from his eyes (-1 hit, +1 ac until remedied).

    Yechwa stops loading arrows as Jandre charges out of the doorway.
    Seeing an opportunity to aid her fellow ranger, she pounces on the downed humanoid in front of Breymeer; focusing on his sword arm. Using her bow, she pins the creature’s sword arm to the ground and preventing it from attacking.

    Breymeer continues battling with blurry vision. He lands another blow from his battle axe on the creature’s free arm as it attempts to fight free from Yechwa (4, 13/70). Very much weakened now, it fights savagely to free itself to no avail. Yechwa keeps the blade arm pinned.

    Oswar Ascoban, mace in hand, charges in to aid the rangers. He attempts to knock the creature on the head with his mace but misses.

    From the southwest, two more arrows target Ergon but both miss their mark.

    The creature in the northwest corner moves along the bookshelf towards the ghost while putting one more arrow though the apparition. Again, the arrow passes through the illumination and breaks on the far wall.

    In the hallway, Rook motions to Kolus indicating she hears something. The combat trained dwarf appears to understand her sign language and moves cautiously up to the intersection with the eastern passageway.
    More booted feet are heard and then, dimly over the sounds of the churning water, Rook and Kolus can hear some splashing. As if something or some things are entering the water.

    Ek continues down the row of shelves on the east side of the room. The creature that threatened him in the northeast corner has moved west and is no longer a threat. Ahead of him, around the southeast corner of the bookshelves, Ek can hear the melee growing louder.

    Ek reaches the corner of the bookshelf and carefully peeks around it to analyze the unfolding battle ahead of him.

    Rook takes a guarded position saying, “Sounds like we’ll have visitors soon.” With a chuckle, then says, “If they aren’t friendly, I hope you’re skilled in naked battle.”

    “Aye, be da dwarves dat swim wit’ lit’le hairy women!” he quips.

    Among the sounds of the bubbling water comes some splashing, most likely unintentional, as it is quiet and nearly blends in with the sounds of the stirring water.

    The sound is much like a muffled echo and hard to place in the room. It seems possible there are several things in the water, and as they get closer, it appears they may be coming from two directions within the flooded room, one group north, one group south.

    Kolus confirms Rooks perception of the situation, “Der be many for the spearin’!” The still wet dwarf takes out a second throwing hammer. Holding one in each hand, he tucks mostly around the corner of the hall so just one eye and some beard are sticking out into the eastern passageway. “Wishin’ I had me armor,” he says glumly.

    Nothing can be seen yet, but they are coming.

    Yechwa continues to wrestle the creature, keeping it sword arm pinned to the ground.

    Oswar Ascoban connects with his mace, smashing its free arm at the shoulder.

    Breymeer, now with the upper hand, puts the coup de grace on the creature before him. With his battle axe, he chops off its left leg before burying his hand axe deep into its chest.

    The creature goes limp and dies.

    “We are in a strange place,” mutters Yechwa as she begins to get back to her feet, breathing heavily.

    Roodin Bokassad begins the same incantation again.

    Jandre, with an arcing swing, drives his maul into the prone creature again (9, 52/70). The force of the blow nearly flattens the creature. Amazingly, it gets up to its hands and knees before suddenly ceasing to move completely.

    Roodin Bokassad looks down upon the situation with relief. Both creatures facing Jandre are no longer moving, froze in their positions.
    Ergon turns his attention to the southwest. He flings his shield up, sword in hand, and moves toward the archer near the corner.

    Ergon’s war horse is immediately beside him, as if urging the paladin to mount up. Doing so draws the attention of the archer. One arrow sticks into the war horse (6, 13/27) as the other sails by between horse and paladin. The horse appears to be rocked by a similar pulse as the others have felt (5, 8/27).

    On the north end of the room, now ignoring the glowing ghost, the alien creature on top of the bookshelf moves to the double doors. With one standing ajar, it quickly disappears into the room beyond.

    Breymeer, using the corner of the shelves as partial cover, stows his axes and removes his bow and puts his fine-tuned archer skill to work.

    In an exchange of missile fire, Breymeer’s sheaf arrow cuts across the southwestern archer’s face (7, 57/64). The faceless humanoid fires two arrows at Jandre, attempting to stop him from executing the others. The first arrow strikes the priest on the left arm as Jandre raises his massive maul to crush one of the magically held humanoids skulls (5, 31/36) sending a familiar shock wave through his body (5, 26/36). The second arrow deflects harmlessly off Jandre’s left shoulder plate.

    The priest calls out his judgement as his maul crashes down on the creature’s head, destroying the first of the two held creatures, “I smote you in Pholtus name!”

    Oswar Ascoban moves up and smites the second held creature with his mace, crushing it in similar fashion as Jandre’s blow.

    Yechwa, back on her feet, puts another arrow to her bowstring while alerting the party to another threat, “Three more, far wall!” She nods her head towards the northern double doors.

    There, ignoring the glowing ghost, three more faceless humanoids come out of the doorway and begin to scale down the bookshelf. They wear robe covered plate mail as the others and, similarly, are armed with scimitar and dagger. Both weapons are currently sheathed on their belts as the descend the bookcase.

    Roodin Bokassad, positions himself behind the head of the statue and removes a bit of webbing from a spider using it to bring forth a massive amount of webbing. The webs shoot forth from his hands and he completely coats the north end of the room between the standing bookshelves. The webs connect from floor to ceiling, forty feet wide, twenty feet high and ten feet deep. The upper northern doorway, and the ghost that stands there, are no longer visible.

    Ergon, reaching the bookshelf below the archer ponders how to get up to the foe. The paladin is wearing field plate armor and has shield and holy sword in hand.

    Ergon’s warhorse, still hovering above the ground, nudges the paladin with his head. It seems to be encouraging the paladin to mount up.

    Ek, using the din of battle to cover the sound of his movements, picks up the pace and jogs across the room, avoiding contact with any of the combatants. He passes by the melee as Jandre puts down the first humanoid. He can see Oswar Ascoban moving up to aid Jandre.
    Realizing they do not need him, the dark elf continues on his mission.
    Reaching the bookshelf below the southwest archer, Ek moves around Ergon and his warhorse. With refined elven dexterity, Ek scales the bookshelf and pulls himself up atop it.

    Ek’s keen eye picks up on the fact that the creature glances quickly in his direction at the elf’s arrival.

    Rook repositions, hiding around the corner across from Kolus and peeking down the eastern hallway.

    The threat comes into view.

    From the southern end of the room, wading through the water, are five humans. They appear to be of Suel decent, pale with light hair. They move forward in two rows.

    Three of them make up the first row. They wear chainmail armor and carry halberds in their hands, spearpoint forward. They have crossbows and quivers over their shoulders.

    There are two of them in the second row. They wear leather armor and wield their crossbows. Each has a club at his side.

    Joining them from the north, and taking up the front ranks, are two more Suel humans. They also have leather armor donned. Each carries a club but are sans crossbow.

    They reach the eastern passageway stairs and begin to climb up them; forming three lines. The front line are clubbers. They are followed by two of the polearms and finally the crossbowmen. The final man, holding a halberd, takes up a position at the base of the stairs and looks back into the room. He looks to the north. He appears to signal to others out of view.

    Rook’s heart beats fast in her chest before Kolus whispers over, “T’ose be Gharash Vren’s boys.”
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    Fri Feb 09, 2024 9:23 am  
    Escaping hell

    Esned looks slightly depressed, “Darn, I was gonna try to grab me treasure back! I suggest we follow Lexington, unless someone has a better idea.”

    Seeler turns to the group, “Sorry guys, I don’t know what came over me!! I might have just screwed us all!!”

    The voice of Grimlock can be heard and Seeler feels Grimlock’s hand on the dwarf’s shoulder, “A little irreverence is just what we needed! I did hear a voice in my head asking about another option. Seeler was a bit too quick to the axe for the voice to finish explaining. I assume it was the little devil but maybe it was the keeper of this place as well.”

    Esned looks around but Lexington is not in sight.

    Cholak awaits the groups next move.

    Lexington continues his march to the southeastern slopes.

    Grimlock tests the fire dome to see if he can pass through. Finding no harm in it, he passes through.

    Cholak also exits the dome followed by Esned.

    Seeler is the last out of the dome, “Let’s get the heck out of here guys! Let’s head towards the southeastern slopes and find a way out of here!”

    Moving towards the slopes, the group notices occasional foot prints appearing to show Lexington is also heading towards the southeastern slope. This suspicion is confirmed when the group finds and arrow drawn in some loose sand pointing in that direction.

    Lexington is easily outpacing the other group, being of a longer legged race. The armored dwarf and gnome cannot keep up with the unarmored human.

    Lexington makes it to the base of the exterior slope as “daylight” is dawning upon the chamber. Behind him, a nasty looking storm is starting to brew. Lightning begins to flash. The storm is moving directly towards the southeast where the group seeks their escape from the chamber.

    Looking up the slope, Lexington can see three large openings that extend into the wall of the chamber. If the devil be true, one of them contains an escape route.

    The dwarves and the gnome make for the southeast as quickly as they dare with a hearty, “Let’s go!” from Esned.

    Grimlock flies along the way making sure the route is safe. At least they assume Grimlock is with them, being invisible and flying, they only get reassurance when he speaks to them.

    The night has passed and “dawn” has arrived in the chamber. The group has nearly 1.5 miles to get to the exterior slope when the storm is first noticed moving towards them from the north. The lightning was the first indication of trouble. Cracking white flashes followed by the booming thunder in and enclosed cavern. Heavy winds pick up sand and obscure the vision behind the group.

    It appears hell has turned against the adventurers.

    The storm is closing quickly and the group has a mile and a half to the chamber walls, plus a climb of at least a half mile to find much for shelter other than cowering behind large rocks or boulders, etc.
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    Fri Feb 09, 2024 9:26 am  
    Keep on the Shadowfell

    The night passes without incident. The morning is warm but very windy (20 mph with higher gusts) with clear skies overhead.

    The group enjoys a breakfast compliments of the house. Salvana Wrafton informs Morwen she is welcome to sing in barter whenever she wishes.

    A quick question to the gate guard reveals the correct path to take south to the graveyard. The gate guards warn, “There is a strange fog hanging onto the ground that a way. Even in this wind.”

    The group moves towards the graveyard. It is just a short distance from town, about a half mile. The fog increases in density as the group comes closer. The wind appears to be held at bay. Though it is concealed in the thick fog, it appears to be located a couple hundred yards ahead of the group.

    Tathar questions Gaerhith about the fog, “It is obviously unnatural, or the wind would have dispatched it. This wasn’t here last night or my crewman would not have been able to see; it must be the work of that elf-woman.”

    Gaerhith agrees.

    “Do you know of any spells that we may ask of Sehanine to disperse it?” questions Tathar, hoping for divine aid.

    Gaerhith sadly is of no aid.

    Tathar, along with Gaerhith, scan the fog, searching for a source of evil, as it thickens around them. Tathar scan catches the graveyard while Gaerhith the path they took here.

    Gaerhith reports the way back is clear. Tathar finds the way forward clear.

    The group moves up a little farther and repeats the scan with similar results.

    Moving forward a little farther, now maybe 100 yards from the graveyard, they try again.

    Gaerhith finds the way back still clear.

    Tathar finds the graveyard is encompassed by evil. Various degrees in multiple locations; all stagnant.

    Morwen listens intently but finds no sound in the frightful fog. She can hear the wind blowing nearby but it is as if it no longer reaches them.

    “How large is this graveyard?” questions Tathar.

    Tiz comments, “About one hundred and twenty-five feet long and one hundred feet wide. The perimeter is encircled by a wrought iron fence some ten feet tall. The entrance gate is on the northern side of the east fence. There were three buildings on the grounds. Two were twenty by twenty feet and a larger building, rectangular in shape, some 60 feet by 30 feet. The two smaller buildings are near the center of the graveyard, basically between two trees that grow on the grounds. The larger building is on the western edge. In fact, fence attaches to the northwest and southwest corner of the building; being the start and end point of the fence. The fence does not continue along the west edge of the building.”
    From where the group stands, they can nearly make out the exterior wrought iron fence, the trees and the outline of the buildings. The path appears to move south and then turn west into the graveyard’s northeast corner.
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    Fri Feb 09, 2024 9:32 am  
    Pyramid of Shadows

    Ek begins skirting the room, moving clockwise. He moves carefully, looking for other creatures or clues as to where the voices may be actually coming from.

    The creature in the northeast corner moves along the shelf and passes by above the dark elf as Ek moves along the north outer bookshelf to the northeast corner.

    The voices are incessant as he moves around the northeast corner and starts south along the outer perimeter there. Other than the countless books and scrolls on the shelves, nothing looks out of place or appears to be a source of the voices. The voices appear to be everywhere but most disturbing along the bookshelves themselves.

    Ergon is dazed momentarily by the sudden psychic attack upon him. The whole room spins slightly as he desperately tries to regain his wits. While doing so, he bends down absentmindedly and picks up his holy sword. He is doing his best to regain his concentration even with the non-stop chattering voices in his head.

    The war horse attempts to ground pound Ergon’s assailant as it spins and rolls away in an attempt to regain its feet. Deftly, it out-maneuvers the war horse and, brandishing its scimitar, regains its feet.

    Seeing his holy companion in danger, Jandre charges the creature attempting to flank him. Before the priest can reach the paladin, the alien humanoid grazes the paladin across the neck (2, 16/28). The blow is mostly stopped by his plate armor however, another debilitating psychic pulse rocks the already weakened warrior (5, 11/28).

    Jandre, screaming while he swings, drives his maul down onto the creature’s head (5, 61/70). It is only a glancing blow as the creature dodges nearly out of the way. Between the blow to the head and the creature’s dodge, it loses its balance and falls prone at the priest and paladin’s feet.

    Pulling out a thin metal wire, Roodin Bokassad quickly bends it into his desired cage-like design. He utters an incantation and wave his free hand over the battlefield. The creature that just avoided the war horse, now standing, suddenly stops moving. It has become completely still.

    Breymeer drives his battle axe down upon his enemy, striking it deeply upon the right thigh giving it another bleeding wound (16, 17/70). Blood from the impact sprays into Breymeer’s eyes causing his follow-up hand axe attack to miss wildly. The ranger squints to try and clear the blood from his eyes (-1 hit, +1 ac until remedied).

    Yechwa stops loading arrows as Jandre charges out of the doorway. Seeing an opportunity to aid her fellow ranger, she pounces on the downed humanoid in front of Breymeer; focusing on his sword arm. Using her bow, she pins the creature’s sword arm to the ground and preventing it from attacking.

    Breymeer continues battling with blurry vision. He lands another blow from his battle axe on the creature’s free arm as it attempts to fight free from Yechwa (4, 13/70). Very much weakened now, it fights savagely to free itself to no avail. Yechwa keeps the blade arm pinned.

    Oswar Ascoban, mace in hand, charges in to aid the rangers. He attempts to knock the creature on the head with his mace but misses.

    From the southwest, two more arrows target Ergon but both miss their mark.

    The creature in the northwest corner moves along the bookshelf towards the ghost while putting one more arrow though the apparition. Again, the arrow passes through the illumination and breaks on the far wall.

    In the hallway, Rook motions to Kolus indicating she hears something.
    The combat trained dwarf appears to understand her sign language and moves cautiously up to the intersection with the eastern passageway.

    More booted feet are heard and then, dimly over the sounds of the churning water, Rook and Kolus can hear some splashing. As if something or some things are entering the water.

    Ek continues down the row of shelves on the east side of the room. The creature that threatened him in the northeast corner has moved west and is no longer a threat. Ahead of him, around the southeast corner of the bookshelves, Ek can hear the melee growing louder.

    Ek reaches the corner of the bookshelf and carefully peeks around it to analyze the unfolding battle ahead of him.

    Rook takes a guarded position saying, “Sounds like we’ll have visitors soon.” With a chuckle, then says, “If they aren’t friendly, I hope you’re skilled in naked battle.”

    “Aye, be da dwarves dat swim wit’ lit’le hairy women!” he quips.

    Among the sounds of the bubbling water comes some splashing, most likely unintentional, as it is quiet and nearly blends in with the sounds of the stirring water.

    The sound is much like a muffled echo and hard to place in the room. It seems possible there are several things in the water, and as they get closer, it appears they may be coming from two directions within the flooded room, one group north, one group south.

    Kolus confirms Rooks perception of the situation, “Der be many for the spearin’!” The still wet dwarf takes out a second throwing hammer. Holding one in each hand, he tucks mostly around the corner of the hall so just one eye and some beard are sticking out into the eastern passageway. “Wishin’ I had me armor,” he says glumly.

    Nothing can be seen yet, but they are coming.

    Yechwa continues to wrestle the creature, keeping it sword arm pinned to the ground.

    Oswar Ascoban connects with his mace, smashing its free arm at the shoulder.

    Breymeer, now with the upper hand, puts the coup de grace on the creature before him. With his battle axe, he chops off its left leg before burying his hand axe deep into its chest.

    The creature goes limp and dies.

    “We are in a strange place,” mutters Yechwa as she begins to get back to her feet, breathing heavily.

    Roodin Bokassad begins the same incantation again.

    Jandre, with an arcing swing, drives his maul into the prone creature again (9, 52/70). The force of the blow nearly flattens the creature.
    Amazingly, it gets up to its hands and knees before suddenly ceasing to move completely.

    Roodin Bokassad looks down upon the situation with relief. Both creatures facing Jandre are no longer moving, froze in their positions.
    Ergon turns his attention to the southwest. He flings his shield up, sword in hand, and moves toward the archer near the corner.

    Ergon’s war horse is immediately beside him, as if urging the paladin to mount up. Doing so draws the attention of the archer. One arrow sticks into the war horse (6, 13/27) as the other sails by between horse and paladin. The horse appears to be rocked by a similar pulse as the others have felt (5, 8/27).

    On the north end of the room, now ignoring the glowing ghost, the alien creature on top of the bookshelf moves to the double doors. With one standing ajar, it quickly disappears into the room beyond.

    Breymeer, using the corner of the shelves as partial cover, stows his axes and removes his bow and puts his fine-tuned archer skill to work.

    In an exchange of missile fire, Breymeer’s sheaf arrow cuts across the southwestern archer’s face (7, 57/64). The faceless humanoid fires two arrows at Jandre, attempting to stop him from executing the others. The first arrow strikes the priest on the left arm as Jandre raises his massive maul to crush one of the magically held humanoids skulls (5, 31/36) sending a familiar shock wave through his body (5, 26/36). The second arrow deflects harmlessly off Jandre’s left shoulder plate.

    The priest calls out his judgement as his maul crashes down on the creature’s head, destroying the first of the two held creatures, “I smote you in Pholtus name!”

    Oswar Ascoban moves up and smites the second held creature with his mace, crushing it in similar fashion as Jandre’s blow.

    Yechwa, back on her feet, puts another arrow to her bowstring while alerting the party to another threat, “Three more, far wall!” She nods her head towards the northern double doors.

    There, ignoring the glowing ghost, three more faceless humanoids come out of the doorway and begin to scale down the bookshelf. They wear robe covered plate mail as the others and, similarly, are armed with scimitar and dagger. Both weapons are currently sheathed on their belts as the descend the bookcase.

    Roodin Bokassad, positions himself behind the head of the statue and removes a bit of webbing from a spider using it to bring forth a massive amount of webbing. The webs shoot forth from his hands and he completely coats the north end of the room between the standing bookshelves. The webs connect from floor to ceiling, forty feet wide, twenty feet high and ten feet deep. The upper northern doorway, and the ghost that stands there, are no longer visible.

    Ergon, reaching the bookshelf below the archer ponders how to get up to the foe. The paladin is wearing field plate armor and has shield and holy sword in hand.

    Ergon’s warhorse, still hovering above the ground, nudges the paladin with his head. It seems to be encouraging the paladin to mount up.

    Ek, using the din of battle to cover the sound of his movements, picks up the pace and jogs across the room, avoiding contact with any of the combatants. He passes by the melee as Jandre puts down the first humanoid. He can see Oswar Ascoban moving up to aid Jandre. Realizing they do not need him, the dark elf continues on his mission. Reaching the bookshelf below the southwest archer, Ek moves around Ergon and his warhorse. With refined elven dexterity, Ek scales the bookshelf and pulls himself up atop it.

    Ek’s keen eye picks up on the fact that the creature glances quickly in his direction at the elf’s arrival.

    Rook repositions, hiding around the corner across from Kolus and peeking down the eastern hallway.

    The threat comes into view.

    From the southern end of the room, wading through the water, are five humans. They appear to be of Suel decent, pale with light hair. They move forward in two rows.

    Three of them make up the first row. They wear chainmail armor and carry halberds in their hands, spearpoint forward. They have crossbows and quivers over their shoulders.

    There are two of them in the second row. They wear leather armor and wield their crossbows. Each has a club at his side.

    Joining them from the north, and taking up the front ranks, are two more Suel humans. They also have leather armor donned. Each carries a club but are sans crossbow.

    They reach the eastern passageway stairs and begin to climb up them; forming three lines. The front line are clubbers. They are followed by two of the polearms and finally the crossbowmen. The final man, holding a halberd, takes up a position at the base of the stairs and looks back into the room. He looks to the north. He appears to signal to others out of view.

    Rook’s heart beats fast in her chest before Kolus whispers over, “T’ose be Gharash Vren’s boys.”
    Adept Greytalker

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    Fri Feb 09, 2024 9:40 am  
    Pyramid of Shadows

    Ek ceases to move hoping the creature ignores him again and goes back to what it was doing. Ek studies the creature to determine its weakest and most vulnerable point. The dark elf noted that blood sprayed from the wounds they received so he believes the creatures to be living beings; not the undead.

    Ek holds his position, waiting for an opportunity to strike while slowly drawing out his weapon. The elf stands very quietly, about ten feet north of the creature.

    The creature’s attention is quickly drawn away from the elf as two arrows pierce it.

    Ergon, trying to ignore the increased noise of voices in his head, mounts his war horse while Breymeer and Yechwa continue to fire arrows into the creature on the bookshelf.

    The creature appears to lose its focus for a moment, giving the rangers the advantage. Breymeer’s sheaf arrow cuts its lower left arm (9, 48/70) while Yetcha grazes it in the upper left arm (2, 46/70).

    Through the pain, the faceless creature transitions from its bow to its scimitar. While doing so, it howls down and a wave of pain rips though the paladin’s head (10, 1/28).

    Ergon fearlessly prompts his war horse and it rises into the air, tossing its head in annoyance at the voices it also hears. The two combatants immediately clash steel on steel. Ergon is the first to draw blood, cutting it across its upper right leg (8, 38/70).

    Breymeer takes careful aim so as not to strike Ergon and fires another arrow. He curses as it flies high and explodes on the stone wall above the creature’s head.

    Yechwa makes a miracle shot, striking it hard in the sword arm, giving it a wound (13, 25/70). It screeches in pain and rage.

    Roodin Bokassad remains hovering by the statue, using it as cover, while he watches the webs for any activity.

    Oswar Ascoban and Jandre take a few more blows to make sure their work is complete. It appears to be so, beyond a shadow of a doubt.

    Rook whispers back to Kolus, “Friends?”

    Kolus answers, “Aye!” as he steps out from the wall into the intersections and greets the crew, speaking common, “I be a’lookin’ fer ya!”

    In their own tongue, Rook can make out, “Kolus!” The rest of the sentence goes untranslated but Rook can guess at the statement as Kolus then answers, “Aye! I be’in all dat left.”

    As Rook watches the exchange, in the distance, he notices a very large hand grip the edge of the pit followed by a deep, loud moan.

    At the same time, one of the crawling creatures with tentacle ringed mouths begins to climb out of the pit facing the northern hallway occupied by Rook and Kolus.

    Breymeer, sniper that he is, puts another one of his arrows into the creature. This time striking it in the side. The arrow buries itself into his guts (5, 20/70). His second arrow flies high and breaks upon the stone wall.

    Yechwa, inspired by her previous shot, curses as she sends two arrows breaking upon the stone wall. She has fired off nearly half of her arrows.

    Ergon, badly weakened but still in the fight, keeps swinging away. While maintaining his attack, he prompts his horse to engage as well. The paladin strokes the creature across the left shoulder (9, 11/70).

    What comes next catches the group off guard, Ek’s short sword appears sticking out of the creature’s chest. Appearing next to the creature is the dark elf himself with a grim smile upon his face.

    As the creature is sliding off the end of Ek’s blade, Ergon’s war horse rears up and puts a hoof into its check breaking multiple ribs. The strange creature flies back into the stone wall and slams against it. It immediately crumples to the top of the wooden bookshelf and rolls forward falling to the stone floor ten feet below with a dull thud.
    Rook enters the room from the passageway. She appears taken aback for a moment by the voices.

    Roodin Bokassad reports no movement in the webbings that he can see.

    Oswar Ascoban and Jandre, both covered in gore and spatter, catch a breather.

    Rook yells to Kolus, “The beasties from the pit are crawling out! I’m going to take my changes in the next room with the battle.”

    Rook peers around the corner at the soldiers and waves at the group before making her retreat.

    Rook hears Kolus say to his group, “Orc’n odders be friend-like.”
    Kolus drops into the eastern passageway and Rook can hear them forming a skirmish line before she enters the library.

    She is immediately assaulted by a growing sound of thousands of voices in her head.

    Ergon lowers his horse down on top of the slain creature making sure it has met its demise. The horse settles down upon the strange humanoid with all its weight and stomps him one last time crushing what is left of the rib cage.

    While Ergon is lowering down on the creature, the dark elf does a flip off the shelf and lands crouched next to the slain creature, his short sword, still in hand, has been driven to the stone floor though its head.

    Ek gives a search of the strange creature before moving to the book shelves nearby.

    Breymeer collects three arrows while telling Ek, “Thanks for the help Ek. You have any helpful info about this place?”

    Ek, moving to start his searching, responds, “Pretty sure Karavakos is close at hand.” He points to the doors atop the northern bookshelves in the center of the wall, “Through those double doors now webbed shut.”

    Jandre approaches Ergon on his war horse and places a healing prayer upon the paladin, greatly easing his injuries (16/ 17/28).

    A quick search of the creature shows, aside from its armor and weapons, it appears to carry nothing in the way of treasure.

    Rook enters the library and growls with disdain at the chorus of voices that enter her head.

    When she gets her composure, she informs the group at large, “Sorry for coming to the party late. I must tell you the beasts from the pit have come back to life. Also, a group of humans, Kolus’s friends, came from the watery stairway. They are squaring off against the resurrected beasts.”

    Kolus calls out in retreat, “Tha’ strange crawl’r hold’n at da room. We goin’ ta talk wit’ Mr.Vren. Come if’n ya need rest.”

    After his invitation, the retreat of booted feet can be heard. Then only the grunting of the angry ettin as it continues to gain strength and climb out of the pit.

    Yetchwa, watching the southern hall now from the doorway, reports that Kolus and the humans have retreated down the eastern passage towards the watery room. The crawly creature and ettin are not advancing up the hallway, though the crawly creature seems to have blocked the entrance to the room and is menacingly staring up the hallway with its tentacles wiggling in the air.

    Rook swears at the voices before commenting, “I don’t like reading books, and now know I like listening to them read them read themselves even less.”

    Breymeer is quiet for a moment going over options in his head. He nods to Yetchwa in acknowledgement that Kolus and his friends have retreated back into the water room.

    Ergon thanks Jandre for the healing prayer and blesses his fellow holy man in return.

    The paladin nudges his war horse, moving it closer to Breymeer, saying, “We need to continue on, if there’s any way we can fortify where we are at, then we can get a couple hours of rest. If we cannot rest right now, we need to continue the fight.”

    Quietly, the paladin whispers something to the ranger captain.

    Breymeer agrees with Ergon that some rest and healing is needed. If that is what the group wishes to do, it appears Kolus has a safe place figured out.”

    Ek begins speaking with the orb quietly in elvish.

    Continuing with his evaluation, Breymeer gives the other option, “Otherwise, I’m hearing Karavakos is close, just past the webbed entrance. Should we consult with Kolus and his friends about joining together. I like the idea of moving forward, away from the pit creatures, and finding Karavakos. However, if some can’t go on and need healing, let’s do what we have to do.”

    Roodin Bokassad, having flown over to join the meeting, informs Breymeer that the webs should hold for a couple hours, unless the other creatures have a way to defeat them.

    Ergon asks if anyone is injured and in need of care.


    Ek whispers to the orb in elvish "Can you still feel that Kravakos is near and is there any other routes to him other than the webbed entrance? And can you tell me how to end these annoying voices?”

    “Yes, Karavakos is beyond the upper doors though I know of no other route to him of than that behind the webs,” the orb answers. “As for the voices, I know not. They appear to be coming from the books themselves.”


    Ergo speaks directly to Breymeer, so only he can hear. “What’s your call, I’m here to do whatever you think is next.”
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    Wed Feb 28, 2024 7:08 pm  
    Escaping hell

    Lexington scrambles us the sandstone slope finding it mostly hard stone. Behind him the wind whipped sand is obscuring more and more of the landscape. He can see his friends rallying together; likely formulating a plan of escape.

    Lexington makes for the left cavern. Moving up the slope, he can see the left cavern appears to continue through to the north. The sandstorm has not yet blocked the passageway. Lexington can see it leads back to the northern portion of this cavern.

    To his right, the two other caverns start out as one very large opening before breaking into two separate passages. Both end in darkness.

    The storm closes closer and closer. Lexington is about ¼ mile up the slope. He needs to cover another quarter mile for any sense of real shelter.

    Grimlock offers to cast a flying spell on two out of the three companions, Seeler, Cholak or Esned.

    No one immediately answers the half-elf.

    Seeing the lightning coming, Seeler quickly begins removing his armor.

    Grimlock casts a fly spell upon Cholak.

    Seeler waves off the half-elf as the stubborn dwarf continues to take off his armor, fearful of the lightning, “Ain’t much for magic.”

    Esned instead receives the second fly spell. The two diminutive fliers take a few minutes to get the hang of the movements.

    Seeler gets his armor off and stowed before briskly walking towards the southeastern slope.

    Grimlock flies off for the slopes. He calls back over his shoulder, “Last one to the cave is in for a SHOCK!”

    Grimlock, being comfortable controlling himself while flying, is quickly out ahead of the group. The invisible jack-of-all-trades mercenary is quickly gone.

    Esned thanks the half-elf, “Thanks for the lift!” Once the gnome has the general concept of flight, he follows after Grimlock.

    Cholak, a dwarf, struggles a bit more with the sudden magical ability of flight. He is the last to move to the southeastern slopes.

    Seeler mutters to himself, “Very freakin’ funny!” as the others quickly outpace him. The dwarf looks back over his shoulder at the storm with concern.

    Lexington continues up the slope. Looking back, he can see Grimlock, assumably, has taken the time to cast a flying spell upon Esned and Cholak.

    Seeler for some reason, is not flying. Instead, he is removing his plate mail armor in advance of the coming lightning storm.

    As the groups move towards the southeastern slopes, a shadow passes by drawing their attention to a large serpentine creature that flies into view, moving from north to south around the storm, making an arching maneuver over the southeastern passage. It bears a distinct red hue to it. The creature is over 100 feet long including the head, neck body and tail. A red dragon has arrived.

    Seeler, already coming to the conclusion that the storm is going to roll over him before he gets to safety, feels a bit defeated.

    Lexington is unsure where Grimlock is. The half-elf was invisible but assumed to have been with Cholak and Esned when the flying spells were cast. Whether the half-elf is on his own now, traveling with Cholak and Esned or moving along with Seeler, is unknown.

    Lexington can tell the speed of the storm will overtake Seeler before he reaches the slopes. The other two flyers should make the slope in time.

    A shadow passes by drawing Lexington’s attention to a large serpentine creature that flies by from north to south making an arching maneuver over the southeastern passage. It bears a distinct red hue to it. Though a bit different in design from the green dragon Lexington experienced beforehand, it appears to be a dragon none-the-less. It appears to be a bit smaller than the green dragon. Or nearly the same size anyway, being over 100 feet long including neck, body and tail.

    Esned, flying a little ahead of Cholak, asks, “Anyone see a safe-ish place to regroup?”

    The two continue to fly straight for the southeastern slopes though the dragon will be able to intercept them prior to their arrival.

    The dragon, appearing to hone in on the pair, continues arcing in a fashion that will bring it down upon them from the rear.

    Seeler, falling farther and farther behind Esned and Cholak, may not have to worry about the dragon as the storm is about to overtake him.

    Grimlock appears likely to be able to outmaneuver the dragon and get to the southeastern caverns partially up the slope, though his companions, Seeler, Cholak and Esned are not likely to be so lucky between the dangers of the storm and the dragon.

    Lexington has lost any idea where Grimlock is. Seeler is about to be eaten up by the storm and Cholak and Esned are now being circled by the dragon.
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    Wed Feb 28, 2024 7:18 pm  
    Keep on the Shadowfell

    Tathar calls the group back out of the fog in an attempt to do a perimeter check. The group is on high alert.

    Tathar and Comus are in the lead. Tathar with bow at the ready and Comus with his sledge hammer in hand. They are well spaced, about ten feet apart.

    Gaerhith and Morwen make up the rear. Gaerhith has his bow out and Morwen her lasso. Between the ranks fall Larrig and Ment, Larrig with bow and Ment with a cutlass and Tiz and Nedwyn also with bow and cutlass respectively.

    As they retreat to reach the line of fog, they quickly realize the fog is spreading. It appears to be radiating out from the cemetery. Dark clouds are moving in and the day darkens. By the time the group reaches the end of the fog, they have nearly reached the city walls again.

    “Tiz,” questions Tathar, “where was the elf when she started her ritual?”

    “In the graveyard, in front of the largest building; north of the path through the grounds,” he dutifully replies.

    Tathar focuses on the fog but finds it does not radiate evil.

    Tathar turns to Gaerhith, again questioning his fellow priest, “Am I correct in my understanding that the keep is our focus, and that is where we will find the gate?”

    Gaerhith, his face showing his concern for the expanding fog, focuses back on Tathar, “Yes. Yes, the gate is our focus. I am assured the gate is in the keep.”

    Though much to far away to have heard any conversation, the gate guards spy the group and call out to them, “We are locking the gates! Something unnatural about that fog! You need to come in if that is your intention!”

    Sounds of shouts and orders and nervous voices increase in clamor over the city walls. Those inside the town walls are scared.

    With a wave from Tathar, the group double times back to the gate. The gate is open just enough to left the group through. It is then quickly shut and barred. Several extra guards from the barracks are coming down the street to man the wall.

    Backtracking the guards, the group moves down the street, through the market square and past the stables. On the west side of the market square is a general store.

    Behind that sits an unmarked building though it appears to be some type of training facility for the local militia/guards. In front of the building, sparring in the yard, are several warrior type men. One, obviously a man of Kord, is very familiar. It is Markus, the warrior priest. He appears to be training a couple of other men in melee combat.

    A large boarding house is built along the south outer town wall on the south side of the general store and training center.

    Moving north past the general store, the high tower sits on the left side of the path. Behind it are several residential homes and a large stone temple generally dedicated to the Suel pantheon.

    To the right of the path, is the smithy, run by a dwarven man.

    The path terminates at the inner gate, currently closed. Two men stand in front of the gate and two more, one on each side, are on the interior wall, partially obstructed from view by the parapet atop the wall.

    Tathar and Morwen recognize Markus. They stop and Tathar hails him, “Markus, son of Kord! What fortuitous circumstance be this!”

    Markus, also recognizing the others, looks up as they hail him. His attention is momentarily drawn away from his old traveling companions to the heavy fog drifting over the town walls, encircling the settlement.

    The warrior priest utters a quick prayer before meeting his approaching friends.

    Markus returns a warm greeting to the elves, “Greetings my old companions, how are thee faring these days? This fog gives me a bad feeling and I would believe some foul force is at hand.

    Morwen answers, "Of course there is, friend Markus, this sort of thing seems to follow Tathar!" She turns and winks at Tathar. Then back at Marcus, "You wouldn't be available to help us, would you?"

    Markus smiles, "I know of an axe for hire who I have sparred with and gives me a run for my coin. He's young in his skill but would likely be worth contracting to come along. Helleck Blackstone is his name, he's a brute of a dwarf.

    Morwen replies, "All dwarfs are brutes." She says this with the flat affect that most elves have for dwarfs. "Still, if you vouch, Marcus, that's all I need to know."

    "I'll vouch for his axe and dedication, loyalty and cooperation with elves will likely be revealed in the coming days," agrees Markus.

    Morwen replies, "I think Tathar still has a medallion that might go a long way in winning the dwarfs loyalty."

    Helleck agrees to lend his axe and shield for an equal share of the spoils or 10 g a day whichever is greater with the exception of food, drink and lodging is covered by the agreement.

    Morwen quips, "A guy could go broke giving room and board to a dwarf!"

    Markus simply agrees, "Aye!"

    After the brief exchange, Tathar, Morwen and company bid Markus goodbye and advise him and his companion to be ready to travel momentarily.

    Moving just a short distance up the road to the inner gate, they find it closed and guarded. Two guards stand before the gate at road level and several more stand upon the wall looking down upon the road.

    Morwen, drawing on her etiquette and charisma, speaks politely and authoritatively to the guards, “Please let us through to speak to the Lord of Winterhaven. We have very urgent business with him. Also, the elf woman, Ninaran by name according to the Lord of Winterhaven, is behind this encroaching fog. She should be detained if located.”

    “You shall not pass,” the guard states as ordered. “However, we can send word. Who are you that request an audience with Lord Padraig?”

    Markus advises Helleck he has joined a group for an adventure and that he has talked them into hiring Helleck as Markus’ henchman.

    The two quickly begin packing their gear.

    Morwen answers, “Send word to the Lord of Winterhaven that Tathar Surion, priest of Devine Sehanine, Lord of Tur Thar Guldar, and his company have arrived for the meeting that was set only yesterday.” She pauses, then, “Move with haste, sir! The evil that threatens this town will not wait, and neither will we!”

    “I am sorry Lady Morwen,” the guard answers. “And most respectively to you to Lord Surion. Lord Padraig is unable to meet with you at the moment. We are currently in emergency muster. He will send for you went the emergency declaration has ended, should you still be at the inn.”

    “Join me in praying for Sehanine’s guidance,” requests Tathar of Gaerhith. The two mages sit on the ground and ask Sehanine for guidance in regards to waiting for a meeting with the Lord of Winterhaven or if they should instead make haste for the keep.

    Tathar, in his dream-like state, sees an image of a fiery black steed bursting through the gates of Winterhaven. Upon the steed rides a haggard old woman, resembling a heinous witch. Dirty black hair hangs down over her dark, filthy robe. Her skin is green and warty. Following her are the walking dead. The townsfolk that do not perish, flee before the woe-bringers.

    Gaerhith looks Tathar in the eye as the Lord of Tur Thar Guldar eye’s return to normal from their moonshape. “Lord Surion, our mission is the keep. This town shall fall unless we can prevail. It is the humans that brought this fate upon themselves meddling with the dark powers.”

    Tathar looks about the faces of the people, especially the soldiers. He can see fear. There are not enough of them to hold off a devilish onslaught. Certainly, none will be sent by the Lord of Winterhaven beyond the walls.

    Markus and his henchman grab their go bags. It takes them very little time to get everything they own packed and ready for the adventure.
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    Wed Feb 28, 2024 7:35 pm  
    Pyramid of Shadows

    Rook gives her opinion, “I can find no rest here with this noise in my head, not that I need any. I would choose to press on one way or another.”

    Ergon, assessing his war horse’s injuries and finding them considerable, wishes to rest up if it is safe to do so.

    Jandre agrees with Rook, “These voices will give us no peace. Let Pholtus aid us.”

    With that Jandre prays over the horse and then Ergon. Ergon is fully healed and the war horse is nearly so. The horse is very much improved.

    Jandre begins moving through the group healing the most significantly injured.

    Breymeer, having heard from most of the company around him, moves swiftly to the southern passage and calls out, “Kolus, where do you flee to. We need to stick together.”

    The dwarf and his companions are gone or fail to respond.

    Breymeer consults with Yetchwa in the doorway while Jandre moves over to Roodin Bokassad. The priest heals the mage completely; not failing to inform him of the one true way.

    The group gathers around the rangers during their discussion.

    “Did Kolus tell anyone what they are up to and did you see this group of friends of his?” Breymeer asks the fellow Restenford Ranger. “Why is Kolus and his group running away from us at this moment when we most need to keep together? I like it not and am hesitant to follow. As a fellow Restenford Ranger, Yechwa, I trust what you’ve seen and heard while out in the hall and trust your take on this. Do you believe we can trust them and have they made it clear there is a safe place to hold up? If not, I say we move on toward Karavakos immediately even though I am not at my best.”

    Yechwa answers promptly, “I trust Kolus not though he fought very bravely. I believe it very apparent had they had the upper hand in the clearing, they would have slain us there. I believe he fought bravely because our loss was his loss. He knew he was dead without us. Now that he is among his companions, of unknown number, I would not rely on him nor trust him unless death is our other option. We are talented enough, Captain Breymeer. Lead on and my companions and I shall follow faithfully.”

    Jandre approaches Breymeer with healing prayers. He prays long upon the ranger healing Breymeer fully. “Under the protection of Pholtus, we are strong indeed. You are now at your best my warrior companion.”

    Breymeer makes a command decision, “Through the web it is!”

    Roodin Bokassad advises, “Once we have a plan formulated, I will dispel the web. Hopefully the sudden change of status on those strange humanoids will give us the upper hand and we can put them down before they get much of a reaction. They are indeed powerful.”

    Ek, keeping enough to himself, whispers in elvish to the orb, “Is the water covered room safe or do you believe it unwise to use that area as a place of rest?”

    “The room itself can drown a man but the area beyond is dry. The group of humanoids ignored my calls for aid when they arrived. They instead fled the ettin and crawlers as fast as they could, minus those lost in their flight. Twenty men, give or take, fled north from the ettin. How many remain, I do not know.”

    Bremeer expresses sincere thanks to Jandre along with donation pledges to Pholtus.

    With a new vigor and energy after the healing, Breymeer looks at the webbed entry and says, “Who’s ready to join me up at the doors? Our archers can be ready to turn theses bastards into pin chushions and then after the first voley, we’ll be ready to step in and hack them to shreds like the evil dogs they are! And I bet Ergon and his gifted steed are also willing to unleash hell on them as well!”

    Breymeer moves to the left of the webs and climbs up the bookshielf. He removes his battle axe and hand axe; both of dwarvish origin. He stands, waiting to pounce, as the others move into position.

    Ek moves to the right side of the base of the statue. The dark elf takes partial cover and readies his bow.

    Ergon, seated upon his war horse, moves up to the base of the webs a little to the right to stay out of the way of incoming missile fire. His war horse hovers just above the ground, a reminder that the horse still has the ability to fly. Ergon, sword in hand, is ready for battle.

    Rook moves to the base of the webs on the left side. She has her spear in hand, ready to attack the web-trapped creatures once they are released.

    Oswar Ascoban moves up next to Rook. He grips his shield and wields his mace. The gilded mail wearing priest gives the half-orc an, “I’m ready!” nod of the head.

    Yechwa, having lost her sword beneath the water, takes up a position next to Ek with her bow, ready to shoot from the left side of the statue.

    Jandre moves up with Ergon. The warrior priest has his heavy maul in hand.

    Roodin Bokassad, also still flying, hovers behind the statue, above the heads of the dark elf and the half elf. He looks around the room to make sure everyone is in place. He looks over his shoulder to make sure the hallway is clear. Feeling ready, he looks to Breymeer. The ranger is ready.

    Roodin Bokassad dispels the webs.

    The webs disappear. The three strange humanoids come into view as they were climbing down the bookshelfs.

    Ek, having extremely fast reflexes, is the first to fire upon the humanoids, catching them still clinging to the bookcase. Ek puts two arrows into the back of the humanoid right of center (4+2=6, 64/70).

    Yechwa fires two arrows at the one left of center, hitting once (3, 67/70). The other arrow sticks into a book next to the creature’s head.

    Roodin Bokassad, having much luck with his previously spell, calls upon the incantation that held the creatures from moving. Taking the thin iron wire in hand he manipulates the magical energies and casts them upon the three humanoids. Only the one right of center is unheld. The other two stop moving but still cling to the shelves about five feet above the ground.

    As soon as the missile barrage ends, Rook charges forward to skewer the humanoid left of center. She drives her spear into the creature (9, 58/70), peeling it off the wall and driving it down to the stone library floor (1, 57/70), knocking it prone.

    Oswar Ascaban rushes up next to the half-orc warrioress and smashes its head with his footman’s mace, ending its life.

    Ergon, mounted, charges the remaining viable creature. Ergon smites the creature with his holy sword (12, 52/70).

    Jandre follows Ergon’s lead, driving his maul down upon the creatures left shoulder (5, 47/70).

    The creature, showing signs of injury, gets to the floor. Drawing its psych damaging scimitar, it spins to face its adversaries with a mind blasting scream. The psychic blast rocks Ergon nearly to his knees (12, 16/28), causes his war horse to take a step back, throwing its head into the air (8, 15/27) and makes Jandre scream back in pain (8, 18/36).

    Breymeer sees the doorway is still ajar. From behind the door, the keen warrior notices movement. Breymeer kicks open the door and before him stands a likeness of Karavakos though his staff is somewhat different. The bottom is shod in a light bluish colored metal. Several metal bands wind around the dark hardwood shaft. The staff is topped with a small white colored glass orb held in place by the lightning like metal bands that extend out the top of the shaft.

    Recognizing Karavakos, the ranger attack immediately with a war cry. He cleaves at the mage’s chest with his battle axe (5, 73/78) and catches him on the right arm with his hand axe (6, 67/78).

    The mage slams the butt of his staff of the ground and calls out “Har”. A powerful thunderclap explodes past Breymeer concussing his body (15, 48/63) and forcing him backwards off the bookshelf.

    The ranger twists to try and break his fall managing to soften the blow as he lands on the stone floor about five feet out from the bookshelf, directly below the double door above (1, 47/63). Breymeer’s ears ring terribly and he finds he cannot hear at the moment.

    Ek, hearing the spell and seeing Breymeer blown back, stows his bow and whispers to the orb, “You moved me where I needed to be once Vyrellis, can you get me up into that room and behind whatever foe blew Bremeer on his butt? If you put me directly beind what’s up there, I’ll plunge my magic black into its back.”

    “Begin running forward but prepare to about face when the room changes,” it answers.

    The dark elf draws his sword and charges forward only to suddenly disappear from view.

    Breymeer, not happy, struggles to his feet and scrambles to his left. He takes partial cover behind the closest bookcase. He takes out his bow and his black arrow.

    Ergon wheels his horse and charges, using the current flying ability of his horse. Jandre covers the move by keeping the only other viable humanoid engaged in melee combat. The horse rises into the air in less of a charge than Ergon was hoping. He does rise fast enough to engage the wizard in the doorway; one with the appearance of Karavakos.

    Karavakos, seeing the rising paladin, points the staff at him, calling out, “Valignant!” The top glass orb, focused by the metal bands, in an instant, discharges a lightning bolt that streaks towards Ergon’s field plate covered body but the power of his holy sword shelters the paladin and his holy war horse keeping them from harm. The lightning bolt continues past the pair, arcing down and completing a circuit with Jandre’s plate mail covered body (15, 3/36, wound). The force of the bolt blows Jandre off his feet, landing prone.

    The paladin and steed combination complete their movement, coming upon Karavakos close enough Ergon is able to stroke him with his holy sword (12, 55/78).

    Rook, having stepped back from the wall enough to target Karavakos, heaves her heavy spear at the mage. The spear strikes the mage center mass, cutting a gash in its chest (15, 40/78, wound, minor bleed). Blood continues to drip from the injury.

    Rook draws her sword.

    Oswar Ascoban moves ahead of Rook and smashes the head of the other held humanoid, ending its life.

    The strange humanoid that was in melee with Jandre takes advantage of the priest’s unfortunate lightning strike. His scimitar cleaves Jandre’s head off (15, <-10 hit points, instant death). His body quivers from the remnants of the psychic blast and previous lightning strike.

    Immediately thereafter, Yechwa buries two arrows into the creature that slew Jandre. The first buries itself into its chest (12, 35/70, ½ move, minor bleed). The creature is visibly shaken by the injury as it continues to drip blood. The second arrow grazes its ribs as it passes by (3, 32/70).
    Four illuminated missiles are conjured up by Roodin Bokassad and sent streaking past Ergon and into Karavakos (12, 43/78) further injuring the mage.

    The war horse manages to kick Karavakos left leg with its right hoof (4, 39/78). The mage is looking more and more the worse for wear.

    Ek, the moment he disappears from the main floor, appears behind the mage. The dark elf quickly stops running and turns around, facing the back side of the mage while it is engaged with Ergon in the opening of the double door (only one door is open, to Ek’s right, Karavakos left).

    Rook looks around the room and spies a ladder to the upper shelf in the northwest corner. The half-orc makes for the ladder hoping to close on the mage. As he begins his climb, the distracting voices become even more loud in her head.

    As Rook passes moves past Breymeer, the ranger forces himself to focus. The voices in his head have hit a crescendo as well as he used the bookshelf for cover. Knocking the black arrow, the ranger sniper take careful aim of the mage. The arrow flies true and pierces the mage’s right thigh (8, 31/78).

    Ergon continues his frontal assault while encouraging his horse to do the same. The paladin slices the mage across the mid-section (11, 20/78). Ergon’s horse was unable to deliver a strike.

    The mage has a crazed look in his eye. It keeps in the fight though showing several injuries. He is obviously hurt but apparently determined to fight to the bitter end. The pulls out a miniature platinum sword with a grip and pommel of copper and zinc. The mage utters a couple arcane words and the sword expands out and nearly fades from view. The shimmering image of the sword floats into the air and then viciously begins attacking Ergon. The paladin reflexively brings his shield up and stops the blow. The force of the blow, even through blocked by the shield, nearly unhorses the holy warrior.

    Ek moves silently up behind the mage. As the black arrow pierces the mage’s thigh, Ek pounces. The dark elf drives his short sword into its back (8, 12/78).

    Breymeer strings and releases a second arrow, this one a normal sheaf arrow. The arrow sticks into the mage’s chest (8, 4/78). Seemingly near death, the crazed mage fights on.

    Below the mage, on the floor of the library, Yechwa and Oswar Ascoban continue to engage with the remaining humanoid; Yechwa with her bow and Oswar Ascoban with his mace.

    Oswar Ascoban holds his position while Yechwa strikes the creature with both arrows as the creature moved forward to engage Oswar (4, 28/70), (6, 22/70).

    As the creature closes on Oswar Ascoban, he attempts to smash its head flat. The creature out-maneuvers the priest as it ducks under Oswar Ascoban’s swing by rolling forward. Coming up in a crouched position, it drives its scimitar into Oswar Ascoban’s midsection. The psychic pulse races through the priest (13, 11/29).

    Not wanting to lose both of the holy men in the same battle, Roodin Bokassad redirects his attention from the mage to the battle between the priest and the humanoid. Roodin Bokassad conjures up more glowing arrow-like missiles. All four missiles strike true (17, 5/70).

    The creature, though harmed, remains in the fight. Roodin Bokassad curses the uncanny strength of these creatures.

    Oswar Ascoban parries the scimitar with his footman’s mace before spinning and landing a blow upon his foe’s ribcage (2, 3/70). Though just a glancing blow, the creature reels in such a weakened state. It is still off balance when Yechwa’s first arrow sticks deep into its chest, felling it.

    Above that fray, Breymeer’s archery skills fall a little flat on his first arrow. Though flying true, the heavily armored paladin suddenly moves into the line of fire as Breymeer releases the arrow. It bounces harmlessly off the paladin’s left shoulder as Ergon drives his holy sword into the humanoid again (8, 4/78).

    Ek, thinking he may have bit off more than he can chew, wants nothing to do with hand to hand combat with this foe. Leaving his sword in the creature, the nimble elf backflips his way back into the room and away from the strange mage.

    Roodin Bokassad, re-focuses his attention on the mage like humanoid engaged with Ergon. Sending four more mystical bolts into the creature finally drops it where it stood.

    Rook, moving across the top of the shelf, drives her sword into the mage’s body one last time, just to be certain.

    Breymeer holds from firing his last arrow, keeping it knocked in case more trouble appears.

    Other than the continuance of the voices, the battle appears to be over. No other creatures present themselves.

    The orb whispers to Ek in elvish, “Find the key! He must have a key!”

    Ek move cautiously forward toward even though Rook appears to have certified the mage’s death. The dark elf grabs ahold of the finely crafted dwarven short sword and pulls it from the corpse before kneeling down and checking the mage’s possessions.

    Next to the dark elf, Rook cleans the blood and gore off her blade and stows it away. She retrieves her spear. With the best smile she can muster she states, “I’m really starting to like hanging out with this group.” The half-orc continues to gain skills in melee.

    Ek removes a silver chain that contains a jeweled key. It appears to be made of adamantine. “Trului, cin are a callon nin mellon!” speaks the orb.

    Ek finds no magical components as he would have suspected. A very strange mage indeed.

    Finally, Ek recovers Breymeer’s black arrow. It is intact.
    Standing, Ek takes the mage’s staff. Both Ek and Rook can smell ozone, like a stroke of lightning on a rainy day. Both can hear the soft, distant rumble of thunder.

    Breymeer stays on guard with his arrow knocked and searching all directions for additional dangers. After several moments, he climbs the noisy bookshelf and joins Ek and Rook at the double door.

    Ek, without speaking, hands Breymeer his black arrow back. The ranger puts it back in his quiver.

    Ergon lands his warhorse and dismounts. Rushing to Jandre’s side he prays from his fallen holy warrior.

    Yechwa, showing respect, bows her head but keeps her bow in one hand and an arrow in the other.

    Roodin Bokassad flies down and stands silently near the paladin in reverence.

    Oswar Ascoban takes a deep breath and goes down to one knee, partially out of respect for Jandre and partially because of his injuries.

    Breymeer, Rook and Ek look about the room beyond the doors. A ten foot wide, fifteen foot deep hall is just beyond the double doors. A twenty-five foot deep, thirty foot wide room opens beyond the hall.

    A stone angel, its wings folded around its body, stands on an ornate pedestal. A stone, carved and painted to look like an eye, is cradled in its hands, the eye gazing directly at you. An L-shaped table and a heavy cabinet stand against the opposite wall, with a closed door between them and another door stands to the left. The doors, like others in the pyramid, are made of heavy wood.

    In the library, the voices continue to invade the occupant’s heads. In the room beyond the doors, there is quiet, other than the soft thunder emitting from Ek’s new staff.
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