Mark 1

Session 2-18
A Ladder Downward; Twisted Undead

Month 8, day 22, 3:35 PM

The party investigate the eastern half of the long room with the river and forges. They see that the river drops into a large, deep chasm. They can make out a chain ladder going down as far as they can see hanging from a ledge on the northern edge of the chasm, but they can’t reach it from where they are. They turn back and finish searching for loot in the forge room. Returning to the great hall to the north, the party check the bodies of the duergar who fell there for valuables. Then, they choose to go through the door to the northeast. Heading north through the door, they walk into a 30 foot room with a dark pool in the middle. They hear a ghostly sound and babbling in dwarven. The babbling raises in tempo and intensity until everyone in the party except Sebastian and Riot are hypnotized by the sound. An allip approaches from the east hall. Riot retreats because he’s already injured from the previous battle. Sebastian begins rousing his friends. They come to their senses and do the same as they are hit by the allip and drained of their wisdom.

Their mundane weopons pass though the monster. Xen starts hitting the spectre with spells. Sebastian is struck several times, but uses his +1 morningstar to deal damage back to the ethereal creature. Cindell temporarily enchants her rapier with a spelll so she can hit the allip too. It takes time to land any blows on the ghostly creature. They finally deal it enough damage to destroy it, but not before Sebastian and Cindell are drained of more sanity by the creature’s touch.

The PC’s head south into a small room off the main forge room to rest and recover.

Month 8, day 23, 12:30 AM

After healing up, the party emerges from the small room and heads back north to where they defeated the allip. Two hallways branch off from that room to the east and west. Several doors lead off north and south from each. They head west. The north doors lead to a couple of small, mostly empty rooms. Duncan spots a secret door at the end of the hallway. The party walks through and finds a 10 foot hall ending in another secret door. They turn back and explore the rooms off the south of the hallway. The first is a small room that holds 8 dwarven skeletons that animate when the party walks in. Sebastian uses his greater turning ability to destroy them all. The party find and loot the body of a long dead rogue. Returning to the hallway, they find the next room to the south holds nothing interesting. They head back west and open the second secret door. They enter a long room with an altar that was once dedicated to dwarven gods. It looks to have been desicrated by the orcs. A dead orc in half plate kneels at the altar. As the party walk west into the room, the dead orc turns and smiles at them evilly and four large mace wielding ogre skeletons rise up and attack. The heroes are surrounded on the west, north, and south. Xen backs off to the east targeting the orc wight with spells.

Sebastian prays to the sun god to consecrate the area. The holiness negates the desecration in the room. The party do their best against the skeletons, but Riot, Blyx, and Cindell have trouble damaging them with their piercing weapons. Cindell switches to a sickle. It does a little better. Meanwhile the wight and Duncan square off but fail to hit each other. Xen hits the wight with one acid arrow then another. As the skeletons start to go down, the wight attempts first to attack the rest of the party, then turns back and attempts to flank Duncan. Seing an opening, the dwarf turns and brings the wight down with a mighty swing of his axe. The blow continues through the dead orc, and into a skeleton, dropping that as well.

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Session 2-17
The Foundry; Battle in the Great Hall

Month 8, day 22, 3:30 PM

The party open the iron door. Beyond is a narrow corridor with stairs leading up. They give way to a 30 ft. hexagonal room. Three large statues of armed dwarven warriors guard two doors in the northwest and northeast walls. Blyx checks the room for traps and finds none. Cindell notices tracks forming a path that disappears right into the eastern wall. Sebastian casts detect magic to check the statues for anything out if the ordinary. He sees nothing there but detects an aura to the east through the wall with the tracks. The party find a secret door there and open it to find a short corridor with stairs.,Sebastian sees that the aura is coming from the thirteenth step.
They move in close to examine it. Sebastian can tell that the aura is that of a faint illusion. The party decide to continue up the stairway skipping that step. At the top of the stairs, they listen at the door. They can just make out conversation in dwarven on the other side. Duncan recognizes the accent as that of the Duergar. The party burst through the door into a very large hall with pillars, and take the dark dwarves by surprise. The party fire a round of ranged attacks and move closer. The dwarves react by taking cover behind the pillars and firing crossbows. A firefight ensues.

The PC’s slowly close the distance. Duncan charges in, beheads the Duergar’s leader and drops another in the same blow. Another of the dwarves falls. The remaining dark dwarf vanishes from view. The party tries briefly to find the invisible foe, but he makes his way to a set of double doors to the south. The party see the door open and can’t react in time to warning the dwarf shouts in the room beyond. They flank the doorway. They can see several more dark dwarves working at a forge. They spring to action, drawing crossbows and moving in position to guard the two bridges that span the river dividing the chamber from the pc’s half on the north. One of the dwarves casts a shield spell on itsself, and during the exchange of bolts and arrows, casts a flaming sphere near the doorway the party are using for cover. He immediately goes invisible right afterwards. Duncan is burned by the sphere once, but he manages to dodge it the second time. Meanwhile, the dark dwarves, having no cover, begin taking serious damage. As the last of them fall. The magic user’s rat darts out of hiding, but is quickly cut down. The party hear the wizard trying to escape to the east, but they run to block his passage. They hear him head north instead, over a bridge, and through the double doors they are flanking. Xen grabs him briefly but can’t hold on. Riot also misses, but is able to pick up his scent. The pc’s follow the wolf as he tracks down the duergar wizard. Riot again fails to grab the wizard in his jaws. Seeing where the wizard must be, Xen targets him and casts Tasha’s Hideous Laughter. They hear the dwarf cackle and drop to the floor convulsed by unstoppable laughter. The entire party jumps on him and kill him before he can get away again.

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Session 2-16
Roper; Gricks

Month 8, Day 22, 7:00 AM

The party are attacked by the gray ooze. They back off and fire at it with ranged weapons. Having seen the apple dissolve upon hitting it, they are concerned about what the creature would do to their melee weapons. The ooze tries unsuccessfully to grab Blyx then Duncan, but is quickly killed. The party secure the door to the storage room and rest for 8 hours.

3:00 PM

The party head out of the storage rooms and travel west then south into a long natural cavern with a fast flowing river. It leads to the east. They check out a room off to the south. It smells of rot, and is flooded with 5 feet of stagnant water. They decide not to explore that room. They continue heading east. A small tunnel takes them over the river and down again into a similar narrow cavern with the same river running through it. They notice a peculiar looking stalagmite on the southern bank. After taking a moment to observe it, they can see nothing much out of the ordinary. They begin to continue east, but the stalagmite springs to life, ensnaring Cindell and Riot in long, silken strands that shoot out of it. It roars out in common that it plans on eating them for dinner. The party briefly try to put up resistance but the creature grabs two more of them. Realizing the futility of fighting such a battle, Duncan yells out to the creature that he and his friends mean no harm. They are only passing through. The roper asks what they will have it eat if it can’t eat them. The party suggests a troglodyte. The creature seems unimpressed. The party consider all the creature that they’ve killed above, then ask the roper if it will let them pass safely if they bring it a meal. The roper agrees but warns them that if they come back with no meal, that they shall become a meal. The party turn back and head back up into the Glitterhame above. There they explore the furthest reaches of the large cavern. Heading east along the path in the center, they spot two gricks hidden among boulders attempting to ambush them. Duncan and Riot charge. Duncan strikes the first a mighty blow that should have split it in half, but his axe only bounces off the creature’s rubbery skin having barely damaged it. Xen pelts the gricks with magic missiles. Thinking perhaps his magical morningstar will penetrate the creatures resistance, Sebastian closes with the second creature and takes a swing. He’s right. The magical weapon crushes the creature’s head. The party then struggles to hit the first grick. They keep hitting the boulder the creature is hiding behind.

It scores several hits on them with its tentacles, though it does little damage. Frustrated, the party withdraws about 20 feet back from the boulders. The raging creature follows them out and after several more blows bouncing off it’s hide, Sebastian finally lands another hit that drops it. The party head up the rocky slope the gricks were hiding in. They find a natural cavern room holding the remains of many meals. This appears to be the gricks’ lair. After sifting through the refuse, Blyx finds a good amount of coins on the decaying remains of humanoids. The party heads back down the rocky slope. They continue following the path to the east to a heavily reinforced iron door. Blyx checks for traps and finds none. Duncan tries opening it, but it’s locked. Blyx goes to work trying to pick the well made lock. For a moment she believes it will be too difficult to pick. Clearing her mind, she lets her hands work on instinct. The tumblers are thrown with a loud click and the door is no longer locked.
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Session 2-15
Subterranean Lizard, The Sinkhole

Month 8, Day 21, 10:25 PM

The party search and loot the troglodyte caverns. They head down the corridor to the southeast.
They come upon a chamber with a giant lizard chained up. There are two chests just out of its reach. Cinndel attempts to calm the hostile creature so that they can set it free after Blyx checks the chests. She calms it a bit, but she doesn’t trust that it’s safe to get near it. The party decide to come back after resting. They lock themselves in the chamber that was inhabited by the troglodyte chieftain and rest for 8 hours.

Month 8, Day 22, 7:00 AM

The party arises and returns to the room with the subterranean lizard. Xen casts hypnosis on the creature. Meanwhile, Blyx searches and loots the chests and Cinndel releases the lizard from its bonds. The party continue on to the south east. They run into a long chamber with a waterfall and a sharply descending tunnel with carved steps. They take the tunnel down to a level a good distance below. They emerge into a natural chamber that has a wall of worked stone to the east with two doors. The party finds that both doors are stuck shut. They force the northern door and emerge in what must have been a large storeroom. They move to the south door which they also force open. They find this room to be completely empty. They return to the northern room and head further through open archways into a second chamber. There, in the middle of the floor, Duncan catches sight of a strange looking puddle in the center of the floor. Blyx decides to see how the puddle will react, she picks up a bit of dessicated food and throws it at the puddle. It hits, and the puddle seems to gather itself together and head straight at the party.

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Session 2-14

Month 8, Day 21, 9:50 PM

Once the troglodytes are down, Blyx does a brief search of the southern portion of the room. When she finds nothing of interest, the party head to the door in the western wall. Listening outside, they are able to hear signs of life on the other side. They quietly open the door and head through. Blyx is sent forward to scout. She sights two sleeping troglodytes in a room ahead. She stealthily slips in and dispatches each silently, first one then the other. She can hear what sounds like more troglodytes in the rooms to the south. She sneaks up and sees that one of those rooms are occupied by 6 female troglodytes who seem to be caring for a dozen or so hatchlings. Cindell creeps up next to Blyx and casts an entangle spell near the center of the room. All but one of the adults are entangled.

Soon after the battle begins, 3 more troglodyte warriors emerge from the corridor to the south. One is sprinting toward another corridor in the northwest of the chamber. It makes it into the corridor and through the door at the end with with no problems. The other two begin attacking from the south. Meanwhile, the party begins dropping the females from the first room. After a few more moments of fighting, the party see a giant lizard emerge from the corridor to the northwest. Duncan charges it. An armored troglodyte appears out of nowhere behind Cinndel and stabs her back with a longspear. It is larger than the other troglodytes they’ve seen.

The party drops the last of the females, then the warriors. Sebastian casts detect magic and finds 3 auras in the area. He concentrates to learn more. Duncan and Xen finish off the lizard. The large troglodyte casts sleep, but Riot and Blyx shrug it off. He proves more difficult to hit, but as the whole party is able to turn their attention on him, he takes several hits. He casts invisibility on himself and begins to walk towards the door the party entered from. Sebastian, still concentrating on his detect magic spell, is able to follow him by the magical aura on him. He points out the direction the troglodyte is from him. Riot follows it’s scent and pinpoints it’s location, but is unable to damage the creature. Seeing this, Duncan and Cinndel slash at the air where riot attacked and the cleric is pointing, but strike nothing. Sebastian sees the aura disappear as the troglodyte takes off running out of the room.

Cinndel, Sebastian, and Duncan reach level 4

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Session 2-13
Sepulchers, Troglodytes

Month 8, Day 21 9:35 PM

Upon leaving the chamber containing the two dwarf corpses, the party spots two troglodytes hiding in the chamber with the wooden gate. The PC’s attack.

One creature heads to the gate as though he is about to open it, but the PC’s drop them both before they can. Cinndel approaches the gate to see what animal is being held there. She sees a bear that (judging from it’s immediate aggression) appears to have been trained to guard the troglodytes. Her Druidic nature makes her feel like it’s wrong to leave the animal to starve now that the troglodytes are dead. She attempts to use empathy to calm the bear down, but the bear continues to act hostile. She decides to bring the bear some of the stirge carcasses, enough so that it has food to live on for awhile. She plans on returning to rescue the bear somehow once the party has finished clearing Khundrukar. The party now heads back to the west then south. They enter a large chamber filled with stone dwarven sepulchres. Duncan can tell that all but 3 are empty. Preferring not to disturb the dead, the party pass through to the southern end of the chamber. To the east, they see a very large cavern with a slope downward separating it from where they are now. To the southwest, they see a passage blocked off by mud. It appears to have been constructed by someone or something. Duncan easily pushes through. On the other side is another large chamber. A stream flows through a pool just in front of where the PC’s are now standing. They can smell the horrid stench of the troglodytes coming from this cavern. They spot butchered animal carcasses on the far side. The party ties a large rock into a rope and uses it to test the pool’s depth. They find that it’s 10 feet at the deepest. The rogue is sent to swim across the pool to get a better view of the northern half of the chamber. Doing so stealthily, she surfaces on the other side of the pool. She immediately spots two more troglodytes hiding along each of the cave’s walls. They appear to be on alert, probably by the sound of the the rock thrown into the water, but they can’t yet see Blyx or the rest of PC’s. Blyx lines up a sneak attack with her crossbow but misses. The troglodytes hurl javelins, then rush toward the pool and the crossing PC’s. One troglodyte meets several of the party, while just across the stream Blyx switches to her short sword and meets the other.

As she dodges it’s claws, Xen hits it with his crossbow from across the stream. Blyx then sinks her short sword into it finishing it off. The other creature is mauled by Riot’s bite, then dropped by Sebastian’s crossbow.

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Session 2-12
Entering the Glitterhame

Month 8, Day 20, 8:40 PM

The party quickly cut down 3 of the four orcs. The remaining orc and Old Yarrack flee. They are not pursued. The PC’s head back to the northwest to the small room hidden by secret doors. They figure it will be safe to rest there, since it’s obvious the orcs aren’t aware of it’s existence.

Month 8, Day 21 6 AM

After a safe night of rest, the party head southeast to the secret passageway
they had previously left unexplored. At the end of it, they find another secret door. After listening for a moment, they hear two gruff female voices conversing in orcish. The players burst in and slice through two female orcs armed with light maces.

They converge and move to flank the third orc, an older female. She begins to fight back with her dagger but is struck a grievous blow by Duncan. Badly injured, she grabs a smoldering log from the cooking fire and flees into the room to the north that the PC’s haven’t investigated yet. In order to prevent her escape, Xen moves about 10 feet to catch sight of her, then targets her with a melf’s acid arrow. His aim is true, and the orc pitches forward into the floor with the smoking brand clattering on the floor near her. Duncan and Blyx lead the way northward into the large room, searching as they go. There is a natural tunnel in the center of the room leading down with steps carved into it. There are carvings on the walls of dwarves at their forges. On the northern wall is another stone door carved in the shape of the face of a glowering dwarf. Searching the carvings on the wall, Duncan discovers spouts hidden in them near the northern door. He signals for the party to halt. Seeing the spouts, Blyx searches the door to the north and is able to find signs that it is rigged to set off a trap if opened. She is easily able to jam the mechanism to open the door safely. On the other side, the PC’s only find a small room containing the workings for the door trap. They decide to make their way down the passage in the large room behind them.

The Glitterhame

The party descend the steps. They pass a stream, but don’t stop to investigate. Entering a large chamber they see the end of the stairway ahead. Just then they are attacked by four stirges. The flying creatures are able to surprise the party, but with the help of a deadly cleave from Duncan, they are able to quickly destroy them. They finish descending the stairs and head into the caverns to the east. The first has the smell of some wild animal in it. While trying to place the smell, they hear a snort from the animal that comes form a chamber to the east that’s gated by strong timbers acting as bars. They head into some narrow passages to the south. They lead to a smaller chamber with mold and fungus covering a skeleton. Cindell is able to determine that the mold is Yellow Mold which is a dangerous variety. The party spends some time dumping water on the mold to trigger it harmlessly. They then examine the room to find two dwarven skeletons, one with a finely made helmet , the other still clutching a +1 bastard sword bearing the mark of Durgeddin.

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Session 2-11
Yarrack, snipe fest

Month 8, Day 20 8:30 PM

The party awakens. Sebastian casts Bull’s Strength on Duncan. They continue down the hall past the room they just rested in. To the north, the hall has one door in the east wall, then terminates in a dead end filled by a massive statue of a dwarf. The party decide not to disturb the statue. Instead, Blyx searches the door for traps. She finds none. As the party position themselves for Duncan to open the door, Sebastian nears the statue. He hears a click as the section of floor he steps on sinks down. The dwarf statue’s mouth opens like a great nutcracker and a noxious cloud of gas envelops all but the cleric. Everyone is able to shrug off any ill effects. Duncan opens the door, and the 4 orcs led by an elder (Yarrick) attack. As the PC’s move forward the orcs charge. The melee is joined in the 10 foot wide entryway to the room.

Riot attempts to overrun one of the orcs to break through their line and fails falling prone at their feet. He remains down so as not to draw an attack of opportunity from them. Yarrick hangs back throwing axes. Sebastian takes a wicked hit from the third orc charging in and falls dying, but he is quickly healed by Cindell. He also remains prone while Duncan fells the two closest orcs. The remaining orc and Yarrick try to overrun Cindell in an attempt to flee. The orc is pushed back and cut down by Duncan. Yarrick disappears back down the hall to the west. Blyx heard him turn south into the natural caverns. Upon searching the room, Blyx finds the orcs’ stash of coins along with a potion of cure light wounds. Cindell discovers a secret door in the west wall of the room. Searching the short hall beyond leads to another secret door. The party enter the hall and shut the secret door behind them. Duncan goes through this to find a small chamber beyond with a long hall running south. 3 orcs keep watch out of the arrow slits. The PC’s figure these must be the same orcs who shot at them as they approached the entrance to the fortress. They don’t see Duncan. The party can tell that no one has used the hall they are standing in because they weren’t aware of the secret doors. Using that knowledge and the cover of darkness in the small unoccupied chamber directly ahead, Blyx snipes the nearest orc. The furthest rises to see what happened to his fellow. Meanwhile, Blyx has reloaded and takes out the second orc. In confusion, the furthest orc draws his Greataxe and begins advancing toward Blyx. She looses a third round that merely injures the orc. Duncan and Xen step out and open fire. The dwarf misses, but the Enchanter’s bolt hits the Orc dead on in the forehead dropping it. Meanwhile, the rest of the party in the corridor hear orcs searching the room behind them. The party know that the orcs probably won’t find them since they were unaware of the secret door closed behind them. The orcs stop walking, having a quick discussion before finally leaving. The PC’s recognize the voice of Yarrick. After searching the bodies near the arrow slits, the party explore the section to the south. They find that the corridors here lead to another secret door connecting back to the room with the rope bridge. The party turns back and still hearing nothing in the room beyond, open the secret door and head back through. Again nearing the doorway to the room where they fought the great Ulfe before resting, they notice that the door to the unexplored chamber at the east end of that hall is now open. They remember it was closed only minutes before. They carefully search the room and find a nice stash of gold and gems. As they are appraising the value the gems they just found, they hear an orc voice raised in the hall behind them. An orc stands there and appears to have just signaled others.

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Session 2-10
The Great Ulfe

Month 8, Day 20 (cont.)

The party finally figure out a way to get Riot Across the rope bridge. Once across, they pass through the double doors and begin exploring the natural caverns beyond. Before they go far, they see a small section of cavern divided off by wooden bars. Two humans rush to the bars and begin calling out for help. Seeing a locked gate in the center of the bars, Blyx picks the lock. Upon questioning, the prisoners reveal that they are merchants from a city in East Faladon traveling west to do business. They had been attacked by the orcs and taken as hostages in hopes of being sold for ransom. They don’t know much about the orcs or the fortress since they’ve seen little else besides the cell they’ve been locked in. They do tell the PC’s about the secret door near the rope bridge leading through halls and tunnels that went north, then east, then back south to this room. They thank the party with great enthusiasm and assure them that they are capable of traveling back to Blasingdell alone. The party then continue their exploration. They come upon a room with a fire, a chimney, and crude cooking utensils. Moving on, they explore a narrow tunnel and find a secret door at the end. Peeking through, they see it leads to a short hallway that continues east then turns
south. They decide to return to this area. Moving northward, they come upon a room with a well filled with murky water and stacked with crates and barrels. They search this and stumble upon a lockbox containing some gold and a flask of holy water. They head northwest from there following the cave finding only small fissures leading nowhere.
Turning north, they come to a hallway running east to west. To the east, it ends in a closed door. To the west, they can see an opening going south, then the hall turns to the north. They choose to head west. They see that the opening to the south is a short set of stairs leading up to a big, sturdy, ironbound wooden door. Duncan tries it, but it’s too heavy to move easily. Using his strength, he is able to shove it open. An Ogre calling himself “The Great Ulfe” and two large wolves are waiting within. He sets the wolves upon the PC’s and follows behind them. They meet the party at the doorway. There, as Duncan fells the wolves, Blyx and Riot are both injured and tripped. Cindell drags each of them out of the long reach of The Great Ulfe’s Greataxe. Xan targets the ogre with a cause fear spell. The frightened Ulfe retreats to the back corner of the room. Having recieved healing, Duncan and Riot charge Ulfe.

As he tries to flee from them, he is caught by Duncan’s axe, then finished off by Riot’s teeth. (Xen: 3rd level)
The party then searches the room and find a two treasure chests containing a large amount of gold, a potion of spiderclimb, and a +1 rapier. Blyx takes the magic weapon, and the party decide to shut the door and rest here.

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Session 2-9

Month 8, day 20 (cont.)

The party makes its way up the trail leading up to Stone Tooth. As they near the side of the mountain, they encounter two distracted orcs on guard duty. They quickly drop them before they can call for help. As they head up the last bend in the trail, they come under fire from archers hidden behind arrow slits in the side of the mountain.

Cindel injures one on the way up. As they reach a large, open double door, an orc appears and tries to shut it in their face. He’s hit with an arrow, then riot charges in to finish him off. The wolf is immediately fired upon by something further inside the fortress. As the rest of the party catches up, they see a large hall ahead with a narrow ledge on their side and another on the opposite side. Between those lies a deep chasm. A rope bridge spans the 30 feet between the two ledges. Two orcs on the other side are using rock formations there as cover and firing arrows at the party. The pc’s engage them in ranged combat and defeat them. After some thinking and a failed attempt to calm riot enough to allow him to be carried in his harness on Duncan’s back, the party can find no other option than to leave the wolf on the entrance side. Using a rope as precaution, they are able to cross the rope bridge to the opposite ledge.

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