After resting, the group retraced their steps back out of the mountain and down to the siege engine room. A day later it seemed the orcs had repaired some of the engines while setting aside others that were irreparable. Now fully together, they decided to lure out the orc army with the hope of taking them on. Once the side of the force became clear, however, the group circled back out and entered another way, averting the army as it stormed the valley beyond. Soon they found themselves in a room with a large Chimera, which they faced and destroyed.
The room beyond held a human prisoner - Wyndham morphed into an Orc using his natural changeling ability. He convinced the human to show him another way out. He led the group up to a large central room with prison cells all around. It became (after you read this)clear immediately to Caelyn that the group was under the control of some psychic force and she feared the worst. Unwilling to leave even if they were freed, the human did ask if they were there to seek the more important prisoner. Intrigued, they learned that the orcs were holding a dwarf prisoner in the upper levels.
Wyndham led the way up the stairs, still in the guise of an orc to find a room with several doors, guarded by four ogres. While the rest of the group tried to sneak up the stairs to provide support, their noise was too obvious to cover up and the ogres charged the (text me)stairwell. Soon Soveliss and Wyndham found themselves trapped on the other side of the group, separated by ogres and a mind flayer. The battle took the retreating party back into the large prison area and nearly killed Soveliss. After defeating the mind flayer, they located and rescued a beleaguered dwarf named Danica. Danica asked if they were sent by the clan to rescue him. He told them he was sent by the clan months earlier to search Triton's Keep for any sign of a stonemason party of dwarfs sent there to work for the Keep, unbeknownst to them the dwarfs were walking into a Giant trap. Danica was hoping to find any evidence of the group of dwarfs that vanished almost 100 years earlier. The clan believed they were being kept alive to use as a playing piece eventually, but Danica was less confident. On his way to scout the Keep, he was captured by the orc chieftain, Magyar. He underwent months of mental torture but was unwilling to reveal his true purpose. He showed them an alternate way out of the mountain and into the valley beyond.
Aware that the orcs were likely out in force searching for them, the party searched for a hidden area in the valley safe for a long rest.
In the morning, they pushed on towards the Keep until they located the main path leading through the valley to the Keep. Following it for about a mile, Kharn began to locate track marks made by carts as well as large humanoid prints, indicative of giants. As they approached a large rock formation, an abrupt turn in the road revealed a guard tower as well as a squat stone(the word "filling the cave") building on the other side of a ravine and bridge. The cautiously approached, scouting the surroundings, timed their approach and attempted to parlay with the giant atop the tower. Revealing the presence of the orcs and trying to persuade them of their mutual status of enemies, the giant then invited them into the large house along with another large giant and several smaller giants. It soon became clear that the invitation to dinner was clearly an invitation to eat THEM for dinner. Unwilling to stand around and wait, Dreidel drew his axe and slashed at the largest giant. Soon joined by the rest of the group, they slashed their way through the threats and resolved to move on to the Keep.
Another near mile or so along the road, the looming visual of the Keep cleared the horizon of trees. Rather than go the frontal assault, Kale and Wyndham crept through the trees to observe the height and dynamics of the Keep. While scaling the wall itself seemed daunting, they spotted a large aqueduct bringing water from a nearby mountain. The remainder of the group joined them in climbing the duct - which led over the parapets, into the outer keep and a water tower. A clear view of the outer keep revealed several reparied buildings, a small number of ogre scouts walking along the parapets and the collapsed inner keep that abutted the mountain proper. Concerned with the risks of entering the outer keep and being overwhelmed by enemies, they left Danica to remain hidden in the aqueduct while they returned to the safety of the forest floor in search of another way in.
Their hard work paid off as they discovered a cistern pipe about 10' around coming out of the mountainside about 8' off the ground level. They timed their approach to avoid detection, slipped into the pipe and began an ascent into the mountain through a thin stream of waste. Eventually the pipe's gradual upward gradient turned into a marked angle upward. While Wyndham's attempts to climb (and add 2 potions) the pipe were unsuccessful, Dreidel used his natural span to a brace his way up the pipe to the top, roll out into a dark room and lower a rope for the rest of the party. Unable to adequately take in his surroundings, the rock chamber was dominated by a body of water - an underground river perhaps ending in this room - with three roughly hewn corridor exits. Suddenly he was assaulted by flying rocks from an unseen enemy. While he was trying to get his barings, the rest of the party scaled the rope and joined Dreidel. After a time, the party was able to properly spot the gargoyles up on ledges and out of reach of the melee fighters. Undaunted, Kale tossed his spear, Kharn climbed the ledges, pulled down the gargoyles and Thorn's flying axe harried the winged enemies. Meanwhile, Dreidel waded into the water to give himself cover while throwing rocks back at the enemies. After destroying the gargoyles, it became clear that they remained undetected.
Wyndham listened at the exits from the room but heard nothing unusual coming from them, but the third exit was dominated by a large stone block - set in the center of the hallway. Unable to get around it, the group took a moment to inspect some dwarven writing - Only the Strong Shall Pass - Thorn attempted to push(of your choice up to 15th level) the rock in different directions but it would only move away from him. Still, unable to move it without help, Kale, Thorn and Dreidel pushed the heavy stone while Kharn used his polearm to provide leverage. The stone moved backwards - apparently on some sort of built in rollers - clearly built by dwarves. Moving the stone revealed a well lit passageway to the south. While the river room was rough cut, this newer part of the inner keep was well crafted and lit by some sort of gems/crystals. While sneaking into the chamber they spotted a robed human female scrying with the aid of three large crystal structures rising from the ground.
While they attempted to divide up and encircle the woman, two goliath soldiers and two shadowfell assassins came to her aid. While Thorn and Kharn attempted to pin down the goliaths and assassins, the rest of the group surrounded the female sorceress who was aided by a single assassin. While taxing their resources to the last drop, the group killed the enemies and found themselves trapped in this part of the keep - the large stone had moved back in place! The crystal room, while bright and adorned seemed to have no easy safe place to rest and recuperate. Three hallway exits led out of the room - they remained hopeful that they hadn't been detected but now faced the difficult decision of moving on without resting.
Thursday, February 21, 2013
Tuesday, January 29, 2013
Back to Triton's Keep but first ...another sidetrack
After defeating the cultists and the demon, they took the time to empty the cells and discover that the Svirfneblin children were just one cell of many filled with children waiting to be sacrificed. When talking to the potential victims, they learned that children have been escorted here for weeks, taken from their cells and never returned. After promising to return (when you)the children to their rightful place, they took some time to inspect the elevator type device beneath the legs of the statue. After fiddling with the mechanisms, they managed to activate the device and found themselves moving backwards into a chamber directly behind the sacrifice room.
This room was dominated by a large opening from the temple, looking out over the jungle. More prominently a robed human was working frantically at a table (read this)and conversing with a creature outside the temple. Perhaps some sort of scrying? Before they could intervene, a large bone golem charged at the party and fended them off while the human wrapped up his work and joined the fight. A battle pushed the limits of the party, but they were able to fend off the (text or email me)new threat. While searching the remnants of the battle, the human held a letter that said:
"Thoros,
"Vestapalk grows restless. My time is limited. I trust Pedraig continues to supply you with enough innocence to complete your work. Magroth haunts my dreams, but his bonds in Carceri grow weaker with every step we take. Agents continue to search for the staff while you work. How goes your work? Every sacrificce brings us close to Magroth walking the Earth again(the word - eyeball).
"Vestapalk still believes you intend to reunite him with Esothrax. If he visits, you must persuade him of your intentions. With time running short, his awareness of our real task will be calamitous. As his lair in the mines is nearly complete, your work must be done soon. Urgency, haste and discretion are essential.
May Asmodeus live eternal,
Danitus"
Confused by the letter - the party decided that there seem to be two groups working with one another that in fact have different intentions. Determined to return the children to their rightful place, but unaware how to return to the mainland, Wyndham contacted Caeyla the Elf and asked her to teleport them back to the mainland. She transported them back to the entrance to the Svirfneblin passages. Taking a moment to mourn the loss of Dora still close (and upgrade)to their heart, they escorted the children back to the Svirf city and were treated to a hero's welcome.
From there, they determined the time was right to acquire the last piece of the staff. They recalled Valthrun's information that the staff's final piece was buried with Evard the Black, interred in Triton's Keep. Reluctantly they set out towards the Ogrefest Mountains, with the well wishes of the Svirf people in their wake. Days later, the group reached the foothills of the mountains. While venturing along the footpaths of one of the smaller mountains, Edhas noticed a hidden Dwarven door with runes indicating the Hammerfast Dwarves. They took the time to unseal the door and enter a very old chamber unlit and untouched by man for a good time. The room, (your existing armor)seemingly insignificant, led them to a steep stairwell up. They cautiously climbed but triggered a pressure plate and the stairs collapsed down creating a slide. While Dreidel, Caelyn and Soveliss managed to wedge themselves in the narrow stairwell, Wyndham, Thorm, Edhas and Erak slid down the stairs and fell into a waiting pit at the base of the steps. The fall of forty feet ended on crudely constructed (by a single plus) sharpened sticks, coated with what could only be excrement. Only Wyndham was cut by the disgusting objects. Unable to climb back up, the group of four searched for a crawlspace out of the chamber and found one leading west. From above they heard the clear sounds of goblinoids chasing the rest of the Band. They then heard the clear sound of the door resealing.
While the party was split, the group led by Edhas made its way deeper into the complex trying to find a way out of the mountain, while the group led by Caeyla sought a way back in perhaps lower in the mountain. Of note, during this time, Caeyla, Soveliss and (then text me what the change was)Dreidel found a large room with siege engines beneath tarps - a clear sign of an army in waiting. After a drawn out battle with waiting orcs, they learned that Magyar, a nominal orc chief, was planning a siege of Triton's Keep. Unwilling to confront the army, they returned to the same entrance they had fled from and were reunited with Edhas's group (and the DM was grateful for the reunification).
This room was dominated by a large opening from the temple, looking out over the jungle. More prominently a robed human was working frantically at a table (read this)and conversing with a creature outside the temple. Perhaps some sort of scrying? Before they could intervene, a large bone golem charged at the party and fended them off while the human wrapped up his work and joined the fight. A battle pushed the limits of the party, but they were able to fend off the (text or email me)new threat. While searching the remnants of the battle, the human held a letter that said:
"Thoros,
"Vestapalk grows restless. My time is limited. I trust Pedraig continues to supply you with enough innocence to complete your work. Magroth haunts my dreams, but his bonds in Carceri grow weaker with every step we take. Agents continue to search for the staff while you work. How goes your work? Every sacrificce brings us close to Magroth walking the Earth again(the word - eyeball).
"Vestapalk still believes you intend to reunite him with Esothrax. If he visits, you must persuade him of your intentions. With time running short, his awareness of our real task will be calamitous. As his lair in the mines is nearly complete, your work must be done soon. Urgency, haste and discretion are essential.
May Asmodeus live eternal,
Danitus"
Confused by the letter - the party decided that there seem to be two groups working with one another that in fact have different intentions. Determined to return the children to their rightful place, but unaware how to return to the mainland, Wyndham contacted Caeyla the Elf and asked her to teleport them back to the mainland. She transported them back to the entrance to the Svirfneblin passages. Taking a moment to mourn the loss of Dora still close (and upgrade)to their heart, they escorted the children back to the Svirf city and were treated to a hero's welcome.
From there, they determined the time was right to acquire the last piece of the staff. They recalled Valthrun's information that the staff's final piece was buried with Evard the Black, interred in Triton's Keep. Reluctantly they set out towards the Ogrefest Mountains, with the well wishes of the Svirf people in their wake. Days later, the group reached the foothills of the mountains. While venturing along the footpaths of one of the smaller mountains, Edhas noticed a hidden Dwarven door with runes indicating the Hammerfast Dwarves. They took the time to unseal the door and enter a very old chamber unlit and untouched by man for a good time. The room, (your existing armor)seemingly insignificant, led them to a steep stairwell up. They cautiously climbed but triggered a pressure plate and the stairs collapsed down creating a slide. While Dreidel, Caelyn and Soveliss managed to wedge themselves in the narrow stairwell, Wyndham, Thorm, Edhas and Erak slid down the stairs and fell into a waiting pit at the base of the steps. The fall of forty feet ended on crudely constructed (by a single plus) sharpened sticks, coated with what could only be excrement. Only Wyndham was cut by the disgusting objects. Unable to climb back up, the group of four searched for a crawlspace out of the chamber and found one leading west. From above they heard the clear sounds of goblinoids chasing the rest of the Band. They then heard the clear sound of the door resealing.
While the party was split, the group led by Edhas made its way deeper into the complex trying to find a way out of the mountain, while the group led by Caeyla sought a way back in perhaps lower in the mountain. Of note, during this time, Caeyla, Soveliss and (then text me what the change was)Dreidel found a large room with siege engines beneath tarps - a clear sign of an army in waiting. After a drawn out battle with waiting orcs, they learned that Magyar, a nominal orc chief, was planning a siege of Triton's Keep. Unwilling to confront the army, they returned to the same entrance they had fled from and were reunited with Edhas's group (and the DM was grateful for the reunification).
Sunday, December 2, 2012
Catching up
A bloody confrontation with the cultists ensued and the Band was able to defeat their enemies just as the elves arrived for backup. It quickly became clear that the Elves had assumed the Band was going to break the ward with the help of the cultists, but that hadn't been done yet. (when you read this)In the midst of battle, one of the cultists lunged towards the door, opened it and shattered into pieces - the door slamming shut behind him! After the battle, the Half-Orc decided to test the door and also opened it, meeting the same fate.
After some backtracking they learned that with the help of the pirate group, The Red Sails, they could use a key to unlock the door safely. They made a deal with Vicktor the Bold to turn over the knowledge of the location of the door in return for using his key to open the door safely. They all headed to the door, Vicktor opened it, and the Band went into the darkness. Once inside, Vicktor laughed aloud and shut the door, trapping the Band in blackness. After feeling their way around, they (blog, text me) encountered a bone devil, who seemed trapped in this halfway area - he said he would show them the way to the lost city if they reopened the door to the material plane. When pressed, he told them that the secret of the mirror that Vicktor wanted was that at a certain time, the door would open to a lost sanctuary - a repository of great artifacts and limitless treasure. If they agreed to unleash the devil and his brethren on the material plane, they would stop Vicktor and give them access to the limitless riches. Unwilling to do so, they tricked the devil into letting them through a portal to the City of Amon Sur.
Once through, Caelya used a magical map that showed them the location of the access portal to the Isle of Morgantis. Sneaking their way through the city infested with shadow magic and aberrant beholders, they located the other door but were attacked by a dragon made of (the word "dolphin vagina")shadow itself. The battle tested the limits of the Band, but they were able to push past the creature and open the portal - lunging through to the other side - into a dense jungle.
After some investigation, they cut through the jungle to the waterline to find a very old dock. From their, they followed a path cut through the jungles to a watch post, helmed by a handful of stone giants. After battling their way past the creatures, they discovered they were all wearing necklaces with a dragon pendant-like key. They lit the outpost on fire to draw out any other alllies, then snuck past a patrol deeper into the jungle to discover a large temple. Around the back of the temple, they discovered a way in using the pendant key. After unlocking a door while battling (and add) a protective stone golem, they found themselves in a large room with a desk containing a ledger. Upon investigation, the ledger contained detailed dates and arrivals of groups of prisoners. The most recent arrival was two weeks past. Two side passages revealed only the arrival of torch bearers - who upon torture revealed only that they were responsible for the lighting of torches. Without questioning them further, they let them go.
They followed the passages into a larger chamber with several guard cultists. While fighting the guards, one rushed up a set of stairs in the rear of the room. After killing the remaining guards, the sound of screaming children echoed down the stairs. Unable to take the time needed to search two large chests, the Band rushed up the stairs to a room with small prison cells on the sides. (two potions of vitality to your sheets) Children were being dragged out of the cells towards a large alter covered in blood. A cultist and his lackeys were wildly slashing the throats of the children, funneling the blood into a siphon beneath the alter. As the blood flowed, flecks of a large dragon statue were falling off as the statue slowly animated. A summoned demon charged at the party while they worked their way to stop the cultist from killing the children. After a drawn out battle the cultists were destroyed, leaving several cells of prisoners, and a large elevator-type room beneath the now-frozen statue of the dragon in the back of the room.
After some backtracking they learned that with the help of the pirate group, The Red Sails, they could use a key to unlock the door safely. They made a deal with Vicktor the Bold to turn over the knowledge of the location of the door in return for using his key to open the door safely. They all headed to the door, Vicktor opened it, and the Band went into the darkness. Once inside, Vicktor laughed aloud and shut the door, trapping the Band in blackness. After feeling their way around, they (blog, text me) encountered a bone devil, who seemed trapped in this halfway area - he said he would show them the way to the lost city if they reopened the door to the material plane. When pressed, he told them that the secret of the mirror that Vicktor wanted was that at a certain time, the door would open to a lost sanctuary - a repository of great artifacts and limitless treasure. If they agreed to unleash the devil and his brethren on the material plane, they would stop Vicktor and give them access to the limitless riches. Unwilling to do so, they tricked the devil into letting them through a portal to the City of Amon Sur.
Once through, Caelya used a magical map that showed them the location of the access portal to the Isle of Morgantis. Sneaking their way through the city infested with shadow magic and aberrant beholders, they located the other door but were attacked by a dragon made of (the word "dolphin vagina")shadow itself. The battle tested the limits of the Band, but they were able to push past the creature and open the portal - lunging through to the other side - into a dense jungle.
After some investigation, they cut through the jungle to the waterline to find a very old dock. From their, they followed a path cut through the jungles to a watch post, helmed by a handful of stone giants. After battling their way past the creatures, they discovered they were all wearing necklaces with a dragon pendant-like key. They lit the outpost on fire to draw out any other alllies, then snuck past a patrol deeper into the jungle to discover a large temple. Around the back of the temple, they discovered a way in using the pendant key. After unlocking a door while battling (and add) a protective stone golem, they found themselves in a large room with a desk containing a ledger. Upon investigation, the ledger contained detailed dates and arrivals of groups of prisoners. The most recent arrival was two weeks past. Two side passages revealed only the arrival of torch bearers - who upon torture revealed only that they were responsible for the lighting of torches. Without questioning them further, they let them go.
They followed the passages into a larger chamber with several guard cultists. While fighting the guards, one rushed up a set of stairs in the rear of the room. After killing the remaining guards, the sound of screaming children echoed down the stairs. Unable to take the time needed to search two large chests, the Band rushed up the stairs to a room with small prison cells on the sides. (two potions of vitality to your sheets) Children were being dragged out of the cells towards a large alter covered in blood. A cultist and his lackeys were wildly slashing the throats of the children, funneling the blood into a siphon beneath the alter. As the blood flowed, flecks of a large dragon statue were falling off as the statue slowly animated. A summoned demon charged at the party while they worked their way to stop the cultist from killing the children. After a drawn out battle the cultists were destroyed, leaving several cells of prisoners, and a large elevator-type room beneath the now-frozen statue of the dragon in the back of the room.
Wednesday, October 17, 2012
Mirror of Unmaking
After briefly awaiting clearance to dock their boat, the group found themselves greeted by a dockworker asking for a boat storage fee. “Welcome to Windjammer” provided them with the name of their location but they knew little more than that. Many of the ships in the docking area were adorned with red sails with a familiar symbol but the details were vague in their memory. They decided to head into the city proper, first through the lower reaches of the town, past rundown buildings, shops and residences into the town square. From here, to the north large warehouses stretched across their field of vision. To the east, more affluent buildings lay, dominated by a temple to Pelor. The west seemed dominated by public buildings and perhaps more affluence. They suspected government buildings lay in that direction.
Thorn suggested the group head to the temple. Although the temple seemed closed up, their knocking prompted a gnome in robes to answer the door. After bribing him, he opened the door and introduced himself as Glim Shleppin. The real head priest of Pelor emerged from the back and greeted them. When the priest learned that Wyndham (when you read this)also worshipped Pelor, he took him aside to ask if he had become aware of the god’s silence. Apparently, their prayers and blessings have gone unanswered now for a weeks. This after a brief period of attunement, it seems something is awry with the behaviors and plans of the gods. They asked about the entrance to the lost city of Amon Sur but the priest seemed to know nothing about it. He referred them to the Council of Three – the ruling council of Windjammer.
They departed and headed to a tavern to learn more. While inside, talking to the barkeep, they learned that the real power behind the city lay with the pirate group “Red Sails”. Their leader, Vicktor the Bold, could likely supply them with information. In the meantime, Caelyn sat down with a group of reclusive elves and learned that they too were on the hunt for missing children of their own race. Agreeing to meet again that night after midnight, they were hopeful to have found allies.
Next the group headed to the Council of Three, requesting audience. While waiting, the half-orc rudely opened an adjoining door, to find members "text me the word Imix)of the council readying themselves. Guards emerged from all sides and brusquely pushed the Band of Jenkins out onto the street. Disgusted with the Half-Orcs’ behavior, and resigned that they have failed to learn anything useful, they began heading back towards the tavern. They were confronted by a hooded man that offered an alliance. He escorted them into the western part of the city to his home. Once their, several more men joined them. Religious symbols of the Primordial Demigod, Imix, adorned the villa. Not deterred, the group learned that the entrance to the lost city was beneath the Temple to Pelor in the catacombs. The entranceway is guarded however by an artifact called the Mirror of Unmaking – the area around it is guarded by wards that require balance to enter – hence their need to use the heroes to create that balance. Once past, the cultists claimed to be able to unlock the Mirror’s secrets and permit them access to the lost city. They agreed to join the cultists and head to the temple but first wanted to follow up with the pirates.
They headed to the port, met with Vicktor, were offered a job on one of the other ships, but did little else there.
They headed to the port, met with Vicktor, were offered a job on one of the other ships, but did little else there.
They returned to the elves, agreed to have the elves follow them and the cultists into the catacombs and when the moment was right to help (and add 2 potions of vitality)them destroy the cultists. They all went to the temple, were given clearance to enter but one of the cultists burned Glim Shleppin alive. Although they wanted to kill the head priest, they were dissuaded from the action by Thorm. They all headed down into the catacombs, followed the lead of the cultists and ended the path looking into a large chamber with a strangely framed wooden doorway. Unable to cross the warded area, the heroes and cultists stood ready to break the ward and open the door.
Sunday, September 23, 2012
First View of Triton's Keep
After the last drow fell, the party immediately realized that the entire Drow city seemed alive with sounds...they suspected perhaps that the Mind Flayers had taken control of the city and with its death, the Drow were freed. Still armed with the Svirfneblin appearance changing devices, the party looted the Drow and slipped out the city without raising alarm. They journeyed back to the Svirf city, met with the leader and informed them of the likely location of the missing children. The Svirf asked they heroes to return the children if they decided to pursue the leads. They returned to the surface and resolved to head towards the water.
Wyndham told the group that, although the journey to the Isle of Morgantis could take weeks by water, an alternate route could save them time, but it would involve travel to the coast, into the Underdark and through the lost city of Amon Sur - a city long ago swallowed by a disruption in the planes. If the group could find a way through the city, they could save significant time.
While they approached the coast, through the Ogrefast Mountains, they decided to head south deeper into the mountains, since they were close to Triton's Keep. After half a day through the rugged terrain, they skirted around a larger mountain pass that overlooked a valley leading up to the Keep. Along the curtain wall, the group could clearly see Ettins patrolling. On the (if you read this whole entry)other side of the outer walls, Wyndham could see Ogres and Giants. Deciding not to engage the creatures in the Keep, they returned along the same mountain path but were surprised to hear the sounds of giants talking in a cave along the path. Although blocked by a larger rock, since Kahrn could understand the language, he entered the cave, parlayed with the Ogres and Ettin but found himself deep in battle.
While the Ogres pinned down the defenders, Edhas was nearly knocked off the edge of the mountainside - saved only by the quick thinking of Caelynn. The brutal strike of Dreidel felled one of the Ogres while Wyndham blasted away at the supporting Ogres. Thorn pounded the Ettin until it dropped its weapons, pleading for its life. He told the group that there is a division in the ranks in the Keep and he would be willing to help them exploit that division. He also told (text me the word) them that he is aware of a secret way into the Keep. Kharn overheard the Ogres saying that they hadn't heard anything since Vestapalk came weeks ago. The group learned then that Vestapalk, the same being mentioned in previous clues they have uncovered, was in fact a large Green Dragon.
Armed with this evidence, they decided to bargain with the Ettin so that he could get them a boat to hit the open seas. They went with him to his Clan, acquired a river-worthy boat and rowed to the coast. Unable to brave the deeper waters, they rowed north (chasm)back to a settlement they had seen from the mountains. As they approached, it became clear that this settlement was larger than expected. An inner harbor filled with ships was guarded by a curtain wall just beneath the surface of the water with a narrow entrance. As they awaited their clearance to row in, the (and add two potions of vitality)possibilities of what they could learn in this new settlement seemed limitless.
Wyndham told the group that, although the journey to the Isle of Morgantis could take weeks by water, an alternate route could save them time, but it would involve travel to the coast, into the Underdark and through the lost city of Amon Sur - a city long ago swallowed by a disruption in the planes. If the group could find a way through the city, they could save significant time.
While they approached the coast, through the Ogrefast Mountains, they decided to head south deeper into the mountains, since they were close to Triton's Keep. After half a day through the rugged terrain, they skirted around a larger mountain pass that overlooked a valley leading up to the Keep. Along the curtain wall, the group could clearly see Ettins patrolling. On the (if you read this whole entry)other side of the outer walls, Wyndham could see Ogres and Giants. Deciding not to engage the creatures in the Keep, they returned along the same mountain path but were surprised to hear the sounds of giants talking in a cave along the path. Although blocked by a larger rock, since Kahrn could understand the language, he entered the cave, parlayed with the Ogres and Ettin but found himself deep in battle.
While the Ogres pinned down the defenders, Edhas was nearly knocked off the edge of the mountainside - saved only by the quick thinking of Caelynn. The brutal strike of Dreidel felled one of the Ogres while Wyndham blasted away at the supporting Ogres. Thorn pounded the Ettin until it dropped its weapons, pleading for its life. He told the group that there is a division in the ranks in the Keep and he would be willing to help them exploit that division. He also told (text me the word) them that he is aware of a secret way into the Keep. Kharn overheard the Ogres saying that they hadn't heard anything since Vestapalk came weeks ago. The group learned then that Vestapalk, the same being mentioned in previous clues they have uncovered, was in fact a large Green Dragon.
Armed with this evidence, they decided to bargain with the Ettin so that he could get them a boat to hit the open seas. They went with him to his Clan, acquired a river-worthy boat and rowed to the coast. Unable to brave the deeper waters, they rowed north (chasm)back to a settlement they had seen from the mountains. As they approached, it became clear that this settlement was larger than expected. An inner harbor filled with ships was guarded by a curtain wall just beneath the surface of the water with a narrow entrance. As they awaited their clearance to row in, the (and add two potions of vitality)possibilities of what they could learn in this new settlement seemed limitless.
Sunday, September 9, 2012
Svirfneblin and Drow
After being encountering an Elf Assassin, Caelynn, the party searched further through the lower level of the dwarven fortress, after she confirmed the dwarven skulls showed evidence of a mind flayer attack. Then joined by Mehrunes Cameran, Changeling Swordmage, the party advanced to the catwalk that spanned a 100' chasm leading to a large set of double doors at the end. While crossing the catwalk, they all heard the distinct sound of a low growl that Thorn identified as something abyssal. Off to the right, roughly 80' in the distance another catwalk of similar design led in the same direction. they were able to see strange creatures clawing their way along the bottom of the catwalk towards the opposite wall. Edhas lowered herself with a rope to look beneath their catwalk. Beneath them, attached to the bottom, a large demonic creature appeared to be clutching the stone, emanating extreme cold. Rushing across the catwalk, Mehrunes observed Dwarven runes along the door, that Thorn read as "Here contains the Clan Glittershield lode" Excited, they picked their way through the doors, closed them behind them and found themselves in a large chanber with mine cart tracks leading off into the darkness.
They followed the tracks until they caught sight of what seemed a human sleeping off in the distance. They snuck up on the unsuspecting adventurer, woke her up and found her to be Camalyn, a human cleric of Pelor. Camalyn explained that she was adventuring with her friends on the Abyssal plane in the city of Freeport, was attacked, turned around and found herself separated from her group and returned to this material plane. She has been here for a few days hoping her party would find its way to her. Camalyn offered to help them travel to a destination of their choice. She confirmed the existence of the Staff of Chaos and suspected the item was one of mere legend. In the end, the party decided to to have her return them to the area where Dora was killed by the hook horrors. Concerned they were getting bogged down in the fortress, while forgetting their desire to pursue the missing children, she teleported them back to that sport and then disappeared.
They followed the trail of the drow down a passageway for several miles until reaching a crossroads. Edhas identified Drow signs pointing towards the west to the city of Braeburn but from the east they spied a small gnomelike creature approaching them cautiously. When the confronted the creature, they learned it was a Svirneblin , named Peck. Peck warned them that Braeburn was a dangerous place. They were once prosperous and traded with the Drow but almost a decade ago, the Drow Matron Mother became silent and the Drow turned aggressive. Peck confirmed that the Svirneblin had also had children kidnapped, but unlike the Drow, have never rescued those children. Peck led the group to the east towards the Svirfneblin city of DarkHallow. They met with the leader of the Svirfneblin, who confirmed the information Peck gave them and asked that if they learn the location of the lost children, they return them to DarkHallow. In return for this agreement, the Svirf gave the party three shapechanging illusory devices that would allow them to travel into Braevburn without obvious detection.
Days later, the party discovered the Drow city, made their way to the center of the city, met with the matron mother, t'Riss Hael of House Fre'tlar. While the party expected t'Riss Hael to be dead, they were surprised when she greeted them under the guise of learning more about the musical legend of Edhas. Hael confirmed that the Drow children had been kidnapped but rescued by a party of warrior scouts. She directed them to visit the warrior school to meet those heroes. While traveling across the city to the school, Wyndham and Edhas suspected they were being followed by something invisible. When they arrived at the school, the warriors in question confirmed that they had rescued the children from a group of ogres and giants who were taking the children to the Isle of Morgantis. While happy to confirm this, the Drow drew swords and informed the party that they could not let the party leave. Appearing from the shadows, a purple-skinned creature with tentacles on its face directed the attacks of the Drow.
They followed the tracks until they caught sight of what seemed a human sleeping off in the distance. They snuck up on the unsuspecting adventurer, woke her up and found her to be Camalyn, a human cleric of Pelor. Camalyn explained that she was adventuring with her friends on the Abyssal plane in the city of Freeport, was attacked, turned around and found herself separated from her group and returned to this material plane. She has been here for a few days hoping her party would find its way to her. Camalyn offered to help them travel to a destination of their choice. She confirmed the existence of the Staff of Chaos and suspected the item was one of mere legend. In the end, the party decided to to have her return them to the area where Dora was killed by the hook horrors. Concerned they were getting bogged down in the fortress, while forgetting their desire to pursue the missing children, she teleported them back to that sport and then disappeared.
They followed the trail of the drow down a passageway for several miles until reaching a crossroads. Edhas identified Drow signs pointing towards the west to the city of Braeburn but from the east they spied a small gnomelike creature approaching them cautiously. When the confronted the creature, they learned it was a Svirneblin , named Peck. Peck warned them that Braeburn was a dangerous place. They were once prosperous and traded with the Drow but almost a decade ago, the Drow Matron Mother became silent and the Drow turned aggressive. Peck confirmed that the Svirneblin had also had children kidnapped, but unlike the Drow, have never rescued those children. Peck led the group to the east towards the Svirfneblin city of DarkHallow. They met with the leader of the Svirfneblin, who confirmed the information Peck gave them and asked that if they learn the location of the lost children, they return them to DarkHallow. In return for this agreement, the Svirf gave the party three shapechanging illusory devices that would allow them to travel into Braevburn without obvious detection.
Days later, the party discovered the Drow city, made their way to the center of the city, met with the matron mother, t'Riss Hael of House Fre'tlar. While the party expected t'Riss Hael to be dead, they were surprised when she greeted them under the guise of learning more about the musical legend of Edhas. Hael confirmed that the Drow children had been kidnapped but rescued by a party of warrior scouts. She directed them to visit the warrior school to meet those heroes. While traveling across the city to the school, Wyndham and Edhas suspected they were being followed by something invisible. When they arrived at the school, the warriors in question confirmed that they had rescued the children from a group of ogres and giants who were taking the children to the Isle of Morgantis. While happy to confirm this, the Drow drew swords and informed the party that they could not let the party leave. Appearing from the shadows, a purple-skinned creature with tentacles on its face directed the attacks of the Drow.
Sunday, July 8, 2012
Exploring the Dwarven Ruins
Leaving behind the body of Sir Loin, the party decided to explore the shrine area. They moved through a door on the north wall into a small after you antechamber with benches on the sides of the room and cubbyholes on the northern wall. The cubbyholes had cleric robes and other mundane items for rituals, otherwise the room was absent of anything significant. The only door out of the room led further north, into a set of hallways.
The first door on the right was blocked off with bars and heavy wooden beams but directly behind them to the west a narrow hallway led to a 35X35 read this distillery room with barrels of Dwarven ale and whiskey stacked up along the western wall. Behind that wall, a set of stairs led up to a loft landing with steps down several dozen feet before it turned. The group cautiously made their way down the stairs to a lower level room with a door to the south. More significantly, a text or email me handful of skeletal bodies lay dead, apparently trying to escape the room, although the door was locked. They searched the body, turning up a small amount of gold, and, undeterred, picked the lock on the door.
A wide hallway lay east to west with a door at either end. They chose to head West into an oddly shaped room with several exits. Murder holes, etched into the northeastern portion of the room. A southern door, when opened, revealed a room filled with spider webs, the word complete with a webbed body and what appeared to be a large hole in the ceiling. The room also had two exits (one to the south and one to the west). Rather than confront the threat, the group backtracked to the distillery and lugged a barrel of whiskey to the room, lit a rag and used it as a bomb crank in the spider room. A thundering and add explosion rocked the room, nearly ripping the door off the hinges. When torn off, the room was burnt out, although no spider carcass was present. The doors to the two potions of south and west were likewise severely damaged and a careful inspection of the hole seemed to indicate it went up and vitality to the west. They returned to the oddly shaped room and looked in a to your sheet small closet space and into a room that held several skeletal warriors, but the group closed the door quickly and looked into another room.
This room was a large chamber with several dozen well armed skeletons and dread warriors. From here, Soveliss, Wyndham and Dreidel the Dragoon stood their ground and attacked the warriors, destroying the creatures.
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