MBSI Session Log

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Contents

Thunderspire Labyrinth

8/9/09

Shay decides to return to the Hall to escort the last of the prisoners. Meanwhile, the party fights their way up through the levels of the Tower of Mysteries, teleporting between each (Gauntlet-style).

Level 1 contains chanting walls and pillars. Soldiers and minions teleport in from above to keep the party busy. Meanwhile the Enigmas of Vecna (scary-looking caster) channel their powers through the pillars. Their powers steal your memories (i.e. your access to your encounter, daily, and utility powers). When the Enigmas are bloodied, their tear off their flesh and go into rending-claws mode, becoming melee combatants which do a lot of damage but are much less scary overall.

Level 2 contains labs and libraries. Oh, and 2 Bronze Warders and 2 more Enigmas. One lab contains a partially-finished machine in which a Warder's head floats. It is left unmolested. Another contains a summoning circle. It is molested, and an Imp escapes (but is too low level to be an interesting encounter).

Level 3 contains the finale. The party teleports in to a corridor with 3 doors. As it turns out, they pick neither the most fortunate nor least fortunate choice, but the middle choice. It leads to a Bronze Warder and starts the combat. Another door opens to the Shrine of Vecna, containing unexpectedly-tough undead minions (Witherlings) and 2 more Enigmas. Paldemar emerges and starts throwing around serious damage. He's a fully-functional Wizard (not using PC mechanics, but with many of the same powers, specializing in Lightning (Level 11 Elite Artillery).

The bad guys draw out the fight and slowly draw the party into the Shrine, where various environmental hazards can take effect. These include crystal pillars from which Paldemar can draw power, an idol which shoots flames, a statue which dazes anyone who comes near enough, and a mosaic which grants save bonuses to Vecna worshippers (the latter was never relevant). The party wisely stays mostly out, but that leads to being in grenade formation for a number of Paldemar's Shock Bursts and Lightning Bolts. Tempest marks him and then stays far away, forcing Paldemar into a cat-and-mouse game to avoid teleporting into the party.

Finally, Selene drops a Stinking Cloud into the room, and Tom and Khantar are drawn in through different doors, as the carnage really starts. The minions slowly get popped, but put up a serous fight. The Enigmas both keep party members crippled before losing their lives. Finally the party withdraws from the shrine again as party members start to drop (but bounce back up again). With only Paldemar and his Warder left, Paldemar is tempted into a strike which lets Tempest teleport him away, leading to two simultaneous close-quarters fights. The Warder goes down under concentrated fire, but Paldemar slips out through his bedroom on the way back to the shrine, dropping party members as he goes.

It ends with a dangerous stand-off with ragged party-members with minimal hit-points trying to get in the final hits faster than Paldemar can blow them up. There are daring suicide charges from nearly everyone, after Khantar's Goggles show Paldemar at 48 HP and falling. Only Peter's healing and Tom's regeneration manage keep the combatants going long eough to scrape out an ultra-narrow party victory.

Final party status: 2 party members dead (Tempest and Selene in that order), 1 unconscious (Khantar), 2 alive with HP in the teens (Peter, Tom). Everyone but Tom spent some time unconscious, and Tom was down to 1 HP once.

Total Treasure: 1000 GP, 800 GP Onyx, 500 GP Quartz Eyeball, L11 +3 Magic Staff, Ritual Book: Arcane Lock, Brew Potion, Leomund's Secret Chest, Partially complete ritual notes, Pointer to the next module

7/12/09

Skeletons are thrown into the pit, then the ritual with the four items and four circles is performed. The items vanish. Various hazards appear in each of the rooms: the blue pool becomes an animated vortex, crossbows drop from a ceiling, an altar produces roaring terrors, and the last skull which Shay kept animates and bites him. All these hazards are immobile. A green dragon appears in the center, along with a "Doom Sphere" rolling around the inner track. Chaos ensues, but mostly in the party's favor. Impressively, Khantar manages to intimidate the bloodied dragon into surrendering. It wishes the party luck in their initiation and returns to the pit, leaving the party to simply wait for timed doors to open.

The doors reveal a mist-filled hallway. The party decides to press on without a rest. Some hold their breath, but those who don't are undamaged. Through the mist is a room with two levels. On the upper level a bat-winged gnoll is performing a ritual at an altar, flanked by a minotaur skeleton and a Barlgura. Two human women are in a trance in a ritual circle. Several gnoll warrior-types guard the lower level. Four large cauldrons around the room are bubbling and releasing the mist. Carnage ensues, and is joined by 5 slime demons from the cauldrons. The Fang of Yeenogu (warrior leader) shows himself to have useful "make my allies attack" powers before falling to Selene's Sleep spell. The slime demons explode on death and then attach themselves to the Barlgura as extra tentacles. Maldrick Scarmaker (ritualist) turns out to be a Warlock, and proceeds to curse several party members and pound them from a distance while continuing his ritual. He doesn't get enough Arcana successes fast enough, though, as his minions fall.

Peter analyzes the ritual and finds its goal is to re-dedicate the Well of Demons to Yeenogu instead of Baphomet. Peter's Religion check deactivates the ritual (Baphomet is proud of his newfound servants). The women, who are the last of the Riverdown captives, wake up very confused. Maldrick's body contains several magic items, and two plot items:

  • Silver Key: When Shay picks this up, he receives a vision of a hidden chamber in the Labyrinth leading to a teleportation circle. The key will lead him to it.
  • Packet of Letters: These are in Abyssal, but signed "Paldemar" (in Common). Selene's Comprehend Languages ritual reveals their contents, in which Paldemar negotiates an alliance with Maldrick, who is retrieving items from the Well of Demons for Paldemar's use. Paldemar is using them to gain lore from Vecna, with which he hopes to overflow the Mages of Saruun. He is building a device to control all the Bronze Warders in the Labyrinth.

Khantar wants to investigate the pitt, which is done without revealing anything (the Dragon was a summoned creature). So the party returns to the Seven Pillared Hall for a rest and errand-running:

  • The boar is returned to the Deepgem company for the agreed reward. They ask lots of questions about the gnolls, and get answers.
  • Various items are liquidated to Gendar (the Drow). Other items are purchased or enchanted by Selene.
  • The halflings at the inn are regaled with the dramatic tales of the defeat of the Blackfang Gnolls.
  • Extended rest at the inn.

I the morning, Peter and Selene go to the Customs House to find one of the Mages. Brugg the Ogre sends them inside to speak with Orontor. He seems to already be familar with their exploits, and invites them in for coffee. They show him the letters, and he seems troubled. Paldemar is one of the Mages who has been conspicuously absent for weeks. The party tries to convince Orontor to pay them to investigate. He agrees, that if they prove that this supposed plot is real, and they defeat it, he will pay them 900 GP plus a Level 8 Item of their choice from the Mages' stores.

With payment arranged, the party heads back into the Labyrinth following the key's guidance. It leads to a secret door, which opens to reveal a chamber with a teleportation circle. A manifestation of Vecna appears in the circle and challenges the party to pay for passage. It wants lore, power, or their souls. A skill challenge ensues. As well as Arcana, History, or Religion rolls, the manifestation will accept actual in-game secret information. The party succeeds fully with only 1 failure along the way. Vecna now has knowledge about:

  • Basically a full plot-dump of the events of this module.
  • Info about the ritual used in Shadowfell Keep.
  • Info about the dragon burial ground and empty white dragon lair near Winterfell.
  • Lots of secrets about the University of Arkhosia.

Satisfied, the manifestation departs without taking any souls. Our heroes step into the circle and vanish into the Tower of Mysteries, which will be revealed in the next exciting episode.

Total Treasure: 100 GP, L7 +2 Elven Cloak, L8 Fireburst Cloth Armor, L9 Boots of Eagerness, -4 Baphomet Artifacts

6/14/09

6-14-09 log

Short Version: More tasting of potions. Peek at the Hall of the Crimson Whip (and its pools of poison blood). Then bypass to the Hall of Howling Pillars (and its hordes of demons). Then back to the Crimson Whip after chugging more poison resistance. All 4 plot items have been retrieved and an Extended Rest is taken before the ritual.

Total Treasure: L7 Bracers of Defense, Bell of Fury's Calling, Bloodhorn Blade

5/30/09

5-30-09 log

Short Version: Tasting some glowing water. Turning back towards Gnolls. Fight with gnolls and hyenas. Fight with more gnolls and hyenas, plus finding a Dire Boar. Declining to kill some foolish Tieflings while killing a gnoll priestess and her demon, and retrieving the book. Back to the Well, following the quasit's directions, and into the Hall of Enforced Introspection. Mirrors teleport people away. Others feel around in the dark, smash mirrors, then smash exploding skeletons. Mask is retrieved, along with missing party members. Short rest comes with a disturbing vision of the Abyss.

Total Treasure: 180 GP, 150 GP Topaz, 400 GP Necklace, 100 GP Bracelet, L6 +2 Cloak of Resistance, L6 Shadowfell Gloves, Book of Wrath Unveiled, Face of Baphomet

5/16/09

5-16-09 log

The short form: We free slaves, including most of the Riverdown captives. 2 girls are missing, bought by Gnolls. They also include some prospectors, and Splug. We return to town, where we pick up a dragonborn sorcerer, and we send the slaves we rescued off to freedom. We turn in the scepter for a quest reward, and talk to dwarves. Splug delivers a letter (see below)and we go spring the trap. After we kill everyone at that ambush, we go on to gnoll land, which is apparently in the middle of some crazy dungeon (the Well of Demons) designed to test followers of Baphomet. We don't look too hard for the gnolls, because hey, interesting puzzle dungeon. A quasit-spirit sells us information. Some ghosts of former adventurers give us a little bit more. The dungeon requires gathering 4 items to perform a ritual in 4 circles simultaneously, and we know the vague direction of 3 of them. We were just about to go into one of the "there's probably a fight beyond here" doors when we stopped for the night.

Text of the note delivered by Splug (in Common):

Your activities against the Duergar are commendable. I am in a position of power in the evil organization behind the Duergar's activities, and I wish to help you defeat my comrades. I ahve been seeking a way out of hte organization and I believe you can help me. Follow the attached map so tahat we can meet in secret.

Text of the note found on a dead Tiefling (in Common):

I don't care how you do it, but deal with those adventurers. Take one of the bronze warders if you must. If they remain in the Labyrinth they could disrupt my plans. Once you've dealt with them, deliver their bodies to our gnoll friends, along with the enclosed scroll. {Map of the Labyrinth, with labeled location "Blackfangs".}

The third letter is sealed with a wax seal of a stylized P, and addressed in Abyssal. It remains unopened.

Total Treasure: 300 GP, 14 Slaves, 3 Letters

4/26/2009

Player Log 4-26-09

Looting ensues, with careful attention paid to not opening any doors and starting any new encounters. Rundarr is wearing Dwarven Greaves and carrying a key. The party then barricades several doors and camps in the entry hall. Moxy decides to escort the three slaves back to the Seven Pillared Hall, and indeed beyond that (them being the ones she had apparently sworn to rescue). Terrlen goes with her but promises to return.

The party manage to get a Long Rest (and reach Level 6), and are just discussing what to do next when they hear a noise coming from outside. A beastial-looking man comes sneaking around the corner but Tom spots him and Selene throws Daggers at him. All this is before they realize that he's another late-arriving recruit who met up with Moxy in town. He's Shay Shadowsmash, a Razorclaw Shifter, Avenger of Bahamut, and ready to take over the damage-dealing left undone by Moxy. Before Shay can fully introduce himself, though, Terrlen calls out that he sees Orcs crossing the bridge. Soon smashing sounds are heard from the first layer of barricades.

The party positions themselves in several different rooms and waits for trouble. After 3 barricades are smashed, they are faced with an Ogre plus four Orcs. These give Shay a chance to prove himself in combat as the party successfully surrounds them. They don't seem to have any loot, but they do have a large iron key.

The party cautiously makes their way back through the previously-explored areas and start opening new doors. Two reveal bedrooms, one of which contains a chest which hopens to Rundarr's key, revealing some cash and gems. Two double doors remain, and the one more likely to lead to the slaves is selected. It leads to a corridor with another barracks (smelling of Duergar) and a gatehouse/barracks (smelling of Orc/Ogre). The heavy door from that room appears to be the rear gate. The other double doors lead to a corridor with two more sets of double doors. Conversation is heard behind the first of those, and Shay manages to peek inside for information before the party kicks it open.

They meet up with Murkelmor, Paladin of Asmodeus, along with his two Shock Troop Guards and a Theurge he had been chewing out. Carnage ensues, with the Theurge taking far too long to go down due to Murkelmor's healing ability. The two Shock Troops also turn out to have Rundarr's growth ability as well, but after a tough fight they go down. Murkelmor's key opens a nearby chest containing cash, a valuable idol, and an amulet. Murkelmor's flaming maul is also more pleasant as treasure than it was in his hands.

After a short rest, the next door reveals a room with three pitts. One is filled with water, while the others contain chained slaves. Two Duergar Guards, another Theurge, and two Spined Devils stand guard. Once again, Shay manages to scout, but the party makes too much noise moving through the door to effectively surprise their foes. The resulting fight includes the Theurge volountarily leaping into the pitt, the Devils hovering tanelizingly out of reach. The last Devil attempts to flee, is stopped by Tom, attempts to surrender and offer his services, only to be returned to the pitts of Hell by Peter's decree and Tom's hammer.

(Game stops with no aftermath/looting/resting having yet been dealt with.)

Total Treasure: 301GP, 3 100GP Rubies, Onyx Demon Idol with Ruby Eyes (250GP), L7 Dwarven Greaves, L8 +2 Amulet of Health, L10 +2 Flaming Maul

4/12/2009

The fight in the forge continues, and ends badly for the Duergar. A search of the area reveals less loot than might be expected, though a locked chest in one of the bedrooms contains some cash, and a wall mount in the same room holds a scepter with a skull-shaped head (lost by Gendar). Peter doesn't think the skull symbol has any religious significance.

Tom opens the next double door, which leads to a long corridor curving to the right and leading to another double door. The party leaves one architectural octagon and discover later that they're entering another one. The next double door leads to a corridor with several doors, one of which leads to a bedroom with several beds. A listen at another door from that bedroom reveals sounds of crackling fires (larger than in most rooms) and clanking.

The party lines up and kicks open the door onto two very scared-looking humans wearing aprons. After a few unfortunate misstatments, the talkers of the group manage to calm them down enough to convince them that MBSI is on their side. The two kitchen slaves are Arum and Besa, and mention that another slave Calder is in the next room serving. They are pumped for information and provide a very rough sketch of the layout of the remainder of the fortress. They say there are a half-dozen Duergar left on this side of the chasm, and maybe a dozen total Duergar plus Orcs and others on the other side. They mention an Ogre who guards a gate, machines which fire arrows, and devils who guard large pens of slaves. They also mention Rundarr, the chief Duergar who's dining in the next room.

The party waits for Calder to return, hoping to get him out of the way before the carnage starts. Unfortunately he's so surprised to see armed adventurers in the kitchen that he drops his tray, thus starting the carnage. He wisely takes Peter's invitation to duck into the kitchen as the party charges into the next room. There they meet Rundarr, as well as a selection of Duergar Guards and Scouts. Rundarr knows a neat trick when he gets angry, which turns him into a giant dwarf, but it doesn't do him any good. The Scouts' invisibility trick does them some good, though, but not enough to win the day. Unfortunately, the last Scout manages to make a break for it. Tom is in hot pursuit, but the Scout makes it out a door and half way across a bridge before Tom catches him. By this point those on the other side of the chasm are alerted, so the fight continues without pause.

At the other end of the bridge are a pair of doors with arrow-slits, behind which crossbow bolts begin to emanate. Selene sends a Stinking Cloud through the hole, which doesn't stop the shots, but does make them less accurate. Eventually, the cloud is maneuvered so that Moxy can unlock the door, allowing Tom to step through, revealing a pair of constructs which are nothing more than animated crossbows on wheeled tripods. They are joined, though, by several Duergar Scouts, and a Theurge who is just as powerful (though differently so) as the Smith was.

Selene's Cloud does limited damage (to poison-immune constructs and poison-resistant Duergar), and the Theurges explosions repeatedly blind party members and knock them down. The outcome of this fight is too close for comfort, but finally only the Theurge is left, fleeing for his life around a corner. He's surprisingly slippery, blinding most of the party and hiding, but with the doors blocked there's nothing he can do to get away. Finally Selene takes him out with Daggers while he's standing over the unconscious body of Peter, allowing Tom to bull-rush Peter out of harm's way.

The party takes a badly needed breather and considers what to do next. (Game pauses after a Short Rest, but no searching/looting has been done yet.)

Total Treasure: 196 GP, 206 SP (216.6 GP equiv), Skull Scepter (no looting yet from the past 2 encounters)

3/22/2009

Finished with the Dwarves, the party returns to the Halfmoon Inn. There they are met by a new member. She is Erinastrion, an Eladrin Warlock who was interviewed back in Fallcrest, but who had been detained by other business until she was able to catch up with the party here in the Seven Pillared Hall. She introduces herself and is accepted into the party, once she explains to Selene that she's not an Elf.

The party discusses their next steps. Moxy asks around about who can help them find particular denizends of the Labyrinth (Duergar, Gnolls) and is directed by Erra to Terrlen Darkseeker. He's a human guide who is drowning his sorrows in a corner of the Inn. Erra explains that Terrlen is a skilled guide to the Labyrinth, but is down on his luck. His last few expeditions were lost to monsters, and Terrlen barely escaped with his life both times.

The party buys Terrlen a drink and asks about his experiences. His recent groups were attacked in darkness, and he remembers only fast-moving teeth and claws. He does appear to know his way around the Labyrinth, though. He can find the Horned Hold (local outpost of the Duergar), and knows roughly where to look in the area for Gnolls. There is some discussion of going after Gnolls first on the theory they might be planning to eat the stolen Boar. But others suggest that a trained Dire Boar is more valuable as a guard or pack animal than as meat.

The party hires Terrlen's services as a guide to the Horned Hold for 10 GP per day (5 in advance, 5 on return). He suggests leaving in the morning after he's sobered up, so the party rests for the night. The next morning they set out through the Labyrinth following Terrlen's directions down the Road of Shadows. It's not really a road so much as a series of interconnected tunnels, and only Terrlen's knowledge of these caverns, and ability to read the carved way-signs makes it a meaningful path. He explains that the road leads to a Duergar city many days away, but that he will veer off to reach the Horned Hold in several hours.

The cavern opens up into a narrow path along the edge of a deep chasm. Terrlen explains that the Hold is up ahead, and that he will wait ouside. he describes the portcullis ahead, and the party makes their plans. They move up and find the way guarded by Orcs behind the portcullis, leading to a tough fight. Moxy and Erin teleport through the Portcullis, only to find themselves outnumbered, but eventually the Orc who holds the key-ring is felled and the portcullis opened, at which point the Orcs are eventually dispatched.

Moxy opens the next door and checks that the corridor is clear before the party rests. Terrlen moves inside to join them, but then goes back outside when they decide to re-lock the Portcullis. In the hallway beyond, sounds of rythmic clanging can be heard from a set of double doors. The party thus decides to try all the other doors first, finding an armory, a bedroom, and a cistern, but nothing particularly interesting. They then burst through the two doors which both appear to go to the source of the clanging, and thus the next combat ensues. Behind the doors is a forge, in which a Duergar smith is working, along with two Orcs and another Duergar. As the battle rages, a door opens and one more Orc and Duergar join the fray. The Smith turns out to have magical power, blinding his opponents with poison and making their weapons burn in their hands.

(At this point game was called early due to loss of quorum. The battle will be finished in the next session.)

Total Treasure: None

2/22/2009

The party camps in the Chamber of Eyes and is undisturbed. On the way back toward the Seven Pillared Hall they smell smoke, and go to investigate. Peter collapses with an asthma attack and stays behind (player is absent, and no sheet is available). As the smoke thickens, the remainder of the party is rushed by three fire-bats. Tom soaks up a lot of damage, but the combined fire of two Arcanists and a Tank deal with the threat easily. Somewhat more threatening is the fact that Tom and Moxy take quite a while to put themselves out after the combat.

Continuing the investigation, the party finds a large pile of lumber and mining supplies which the firebats have set alight. The fire is spreading from one end of the pile, so the party decides to put it out. This they do, using canvas tarps found nearby to smother the flames, with Selene's Mage Hand allowing the tarps to be placed most efficiently. When the fire is out, Moxy looks for identifying marks, and finds a symbol she recognizes as belonging to the Deepgem Company, a group of dwarven miners and traders in the Hall. Taking the singed symbol with them, the party returns to town to speak with the Dwarves.

As party Dwarf, Tom does the talking. He meets Ulthand, the Dwarf in charge, who is unarmored but wears a holy symbol of Moradin. Tom describes the fire, and Ulthand calls in the mining chief Tharlin who rushes off to arrange for a recovery party. Ulthand thanks Tom, and asks what the party was doing in the area. Trusting that any follower of Moradin must be trustworthy, Tom and Selene plot dump. Ulthand utters a string of curses aimed at Duergar in general, and at the Grimmerzhul slavers in particular. He explains that slave trading is not allowed in the hall, but that a blind eye is turned by the Mages if it occurs nearby. He mentions that the Grimmerzhul have a trading post in town, and that while Ulthand would never suggest causing violence in the Hall, he wouldn't shed any tears if all the Duergar were found dead. He also shares that he knows of a Duergar stronghold nearby. It's called the Horned Hold, and is an old Minotaur fortress built to guard the bridges across a deep chasm. He doesn't know exactly where it is, but can give the right direction to search (Dungeoneering-focused Skill Challenge required to find it without incident).

Tharlin returns to thank the party, and also wonders if they might help with another matter. One of his mining parties was attacks, he believes by Gnolls. The bodies of the miners were recovered, but there was no sign of a trained Dire Boar mount/pack-animal who was with the party. He assumes the Gnolls took it, and would like it back. He offers a valuable gem (100GP) if the Boar is returned alive.

(At this point game was called early due to loss of quorum.)

Total Treasure: None

2/8/2009

Hobgoblin corpses are looted, and the party makes the acquaintance (after a rocky start) of Rendil Halfmoon, a young Halfling who was captured by the Bloodreavers. He explains he was tailing them after noticing them "acting sketchy" at his aunt's inn. He invites the group back to the inn for a round on him, and so they continue toward the Seven Pillared Hall. On the way, though, Peter cleans off the Bloodreaver mark at the intersection, replaces it with MBSI, and places a Bloodreaver mark on a different passageway nearby.

MBSI reaches the Seven Pillared Hall, where they are greeted by Brugg, the enforcer, who invites them to join him in the Customs House. Rendil is "convinced" to come along. There Orontor (a Mage of Saruun) asks the party their business, and reminds them of the 10% tax on all business carried out in the Hall. (NPC merchants will take care of that, for the most part.) He also sells them a Chamber of Commerce map of the Hall - Valthrun will be pleased.

On to the Halfmoon Inn, where Rendil is enthusiastically greeted by his little sister (16ish) Alna. The party is introduced to her, and also to Erra their aunt and the proprieter. After hearing the story of how they rescued Rendil, she offers the party free room and board, and is clearly cross at Rendil for getting into trouble. As stories are told, the party is joined by Bennik the Wanderer (also a Halfling), a minstrel who listens intently to tales of the group's struggles in Winterhaven. Rendil then shares more of what he knows about the Bloodreavers, including how to find the Chamber of Eyes, which is an ancient temple where they've set up camp. Other than the halflings crowded around the party, the people in the inn are very diverse, but mostly made up of surface dwellers. A Hobgoblin would be a rare sight.

Next stop is Gendar's Curios and Relics, which is full of ancient items of questionable legality and morality. There Tom makes his appointed delivery and is paid, while Gendar attempts to recover his payment by selling a pretty necklace to Moxy. Gendar then offers the party a further payment if they can recover a skull scepter which he recovered from the Labyrinth, only to have it stolen by Duergar. He doesn't know where they took it, but knows that the Grimmerzhul Duergar have a trading post in the Hall, and has heard they have a stronghold somewhere nearby.

Not yet feeling sleepy, the party follows Rendil's directions to the Chamber of Eyes, which they find without incident. Its decorations are recognized by Peter as symbols of the evil God Torog. Goblin voices are heard behind large stone doors. Through the door, Peter manages to convince them that he intends to buy slaves, so that they open the door. This reveals 3 Goblins and one Bugbear on guard duty who are quite surprised to find themselves in combat. They aren't too tough, though. One tries to run away, but is caught when a wound causes him to fly into a rage and charge the party again.

After a rest and a search (revealing a magic belt), the party moves on down one of the open corridor. They find an uninteresting bath-room, and then discuss their options for a while in front of a door. As a result, when they open the door, the mixed group of Goblins, Hobgoblins, and Humans in the kitchen are prepared for them. They are not, however, prepared for the Stinking Cloud, and are quickly bested.

Next stop is a set of double doors through which Tom heard panting. This turns out to have come from a Dire Wolf, watched by two Hobgoblin Archers. As the fight starts, one of the Archers calls for help, leading to the eventual arrival of two Duergar, a Warcaster, and Krand, the Hobgoblin Chieftan. Carnage ensues, but the damage and the healing is dished out quite rapidly so the foes are eventually bested.

This turns out to be all that's left of the Bloodreavers, so the looting commences. The most interesting items are found in a locked chest, which yields to the key found in Krand's pocket. It contains 1000 GP in various cash and cash equivalents. A letter found nearby appears to be related, as it is a contract for the for the purchase of a group of slaves taken from Riverdown for the same amount. It is signed by Murkelmor Grimmerzhul.

Total Treasure: 559 GP, 491 SP, 8x 100GP gems (1408.1 GP equiv), L7 Belt of Sacrifice, L5 +1 Lifedrinker Scimitar, L8 +2 Delver's Chainmail, 2x Potion of Healing

1/25/2009

After an off-screen encounter with the Bloodreavers near Winterhaven, MBSI seeks Valthrun for more information about their home under the Thunderspire. He shares information from legend and rumor. Up through three centuries ago, the Thunderspire was home to a Minotaur kingdom, which ruled most of the Nentir Vale from their underground city of Saruun Khel. Their city was built in a labyrinth of tunnels which connected to the Underdark below, and greeted visitors from the surface in a large cavern called the Seven-Pillared Hall. In recent years, a group known as the Mages of Saruun has re-inhabited the Seven-Pillared Hall, and turned it into a place of trade between the surface and the Underdark (so long as all traders pay the Mages a cut). Valthrun is interested in more information about the Thunderspire, and offers to reward it with a ritual from his library.

With that MBSI is done in Winterhaven, and returns to Fallcrest, where they have a large bar brawl (PVP session) and then split up to go their seperate ways. Selene and Peter decide to continue to the Thunderspire to seek out the Bloodreavers and their Duergar allies, and thus set about hiring a new adventuring party. Interviewing the candidates who respond to their classified ad, they end up hiring:

  • Tom the Baker: A Dwarven Fighter/Baker, who came looking for Trent, who owes 2 GP on some cakes. He decides to follow the party around hoping Trent will return. He also turns out to have a mission from a Fallcrest merchant, which involves delivering and exchanging an item with Gendar, a Drow merchant in the Seven-Pillared Hall.
  • Moxy: A Human Fey-Warlock who is also on the trail of the Bloodreavers. She has been investigating attacks in the Harkenwold, and particularly looking for a dozen captured villagers from teh settlement of Riverdown.
  • Unspecified other party members who may or may not join up later.

The newly re-formed MBSI finds familiar companionship in Bob the Merchant, who is now bound for Hammerfast on his next trading mission. MBSI joins him for the first half of his trip, which is uneventful, before breaking off in the direction of the Thunderspire.

The mountain demonstrates the source of its name by being cloaked in dark clouds and lit with lightning as the party approaches a massive stone archway, flanked by large minotaur statues. Heading inside before teh rain arrives, the group follows a well lit and marked series of tunnels leading toward the Seven-Pillared Hall, noting many dark side-passages along the way.

Along one of these side passages Selene sees a freshly-pained mark in the shape of the Bloodreavers' tribal symbol. After hearing signs of a scuffle down the same passage, the group moves to investigate, and hears voices through a set of doors. Peter opens the doors, and finds a group of Hobgoblins and a scared-looking Halfling.

Combat ensues. The halfling darts around a corner while the Hobgoblin Soldiers form up a shield wall and their Warcaster provides fire support. They prove to be no match for our heroes, however, who win the day, and then go looking for the hiding halfling.

Total Treasure: None

Keep on the Shadowfell

1/3/2009

After a night's rest, the party decides to take their new-found Dragon head to a taxidermist to be mounted and stuffed. Peter convinces him that this work will be good for his reputation, and so he agrees to do it for only the cost of materials (50 GP), which are paid in advance.

With that out of the way, the party heads back up the mountain looking for a dragon hoarde. The site of the exchange is deserted, and nothing useful is found there except for cart tracks leading farther up the hill. These lead to a door and asociated arrow-slit chiseled into a cliff face. The cart has been pushed down the slope next to the door.

After some discussion of how to approach the door, Selene's new Stinking Cloud power is applied. She's able to target it directly inside the arrow-slit from a distance, providing both cover for the party's approach, and a strong incentive for any guards to move away. The party is thus able to approach, and Selene is able to blindly but carefully probe by moving the cloud to determine the odd shape of the room inside the door. During this time, mechanical noises are heard (which Erik identifies as a pendulum blades trap), as well as some sling bullets being seen launched through the cloud.

Once the way forward is discovered the cloud leads the way into a complicated series of traps and crossfire where Kobolds are able to attack from 2-3 sides while the intruders are distracted by pit traps and caltrops. Many of our heroes spend most of their time on their knees after discovering that the swinging blades are designed to hit only Medium-sized creatures. The cloud limits the Kobolds' usefulness immensely, and is augmented by Erik's dangerous darkness which safely plugs one side of the cross of danger. In a long chase around corners, the last Kobold is finally defeated.

Rather than pausing to rest, the party decides to use Selene's cloud to best effect, and starts opening doors while Selene carefully maneuvers it out without poisoning anyone. The first door reveals only a latrine, but the second reveals a hallway with several small doors and one set of large double doors. After various maneouvers around the cloud, those doors are open, revealing a chapel in which a worship service is in progress. A Kobold priest is flanked by a Kobold in shining white armor with glowing white eyes, while other Kobolds sit in the pews.

The cloud leads the way once again, leading the Kobolds to dash in various directions. The armored Kobold and one of his subordinate Dragonshields fight their way into the midst of the party, while the Priest and another Dragonshield loop around through a bedroom to emerge from another door. A Slinger bravely charges through the cloud to be rapidly felled on the other side, and the Minions find themselves mostly unable to help. The Priest manages a dirty trick by using a Fear effect to push Trent into the cloud, but the battle otherwise goes quite well for our heroes and the last of the Kobolds is felled.

Continuing undaunted, our heroes push on, still without rest, through a set of double stone doors behind the altar. The cloud leads the way down a long cavern into what turns out to be a deserted dragon lair, before finally dissipating. The Dragon lair's only other exit is a tunnel which emerges in the face of a cliff too high to be easily climbed. With no obvious threats, the party pauses to rest and commences with the looting. The Dragon hoard is appropriately impressive (for a Young Dragon at last), and is shoveled into the bag of holding.

Back in the Kobold lair, bodies are searched thoroughly for loot before moving on to the largest bedroom. Erik manages to deal with a locked desk drawer, revealing a stash of cash, and a scroll tube with a broken seal of wax. Erik opens it, and a gem falls out into his hand, along with a letter. Despite the fact the letter is written in Goblin, Erik finds himself able to read it:

To Fakru, High Sycophant and Speaker for Dantlix Wintertouched the Mighty,
I have recently learned of your master's residence in the area and have an offer for him and his loyal servants. During your raids in this region, should you capture any humanoids which do not suit your master's tastes, we are eager to buy them. We ahve Duergar allies in Thunderspire in need of slave stock. The humble gifts carried by my envoy are but an example of the payments we can offer. If the envoy himself is to your master's liking, accept him with my compliments. To make further arrangements you can meet my raiding party on the next full moon at ... <directions to a location in the woods a few days East of Winterhaven follow>.
Chief Krand of the Bloodreavers

The remaining doors reveal more bedrooms containing some stashed cash, but no other items of interest. The blades appear to have finally run out of impetus, and thus the party is able to safely make off with their loot. Meta Note: There was another encounter planned, but you got the most interesting ones. Given we ran long, the DM declares the remaining encounter was simply never there, and you're done with the Kobold/Dragon lair, and ready to move on to the next module.

Total Treasure: 439 GP, 1905 SP, 4167 CP (671.17 GP equiv.), Animal Pelts (47 GP), Ivory & Onyx Chess Set (175 GP), Porcelain Vase (60 GP), Assorted Semi-Precious Stones (97 GP), Emerald (50 GP), Pouch of Frozen Pasage (L9), +2 Ornament of Alertness (L8), Polyglot Gem - Goblin (L6)

12/14/2008

Rewinding for a moment, the party remembers to stop off in Sir Keegan's chamber on the way out, dropping the refugees on the surface first. They find that he is now no more than bones, now resting in peace having seen that the rift was sealed. Back to the surface, the party travel back to Winterhaven in bright sunshine. The townsfolk greet them with cheers and adulation, more muted when they see the two dead party members.

First stop is the temple, where Sister Linora offers comfort and begins preparations for Raise Dead. She explains the people's awareness that the quest is complete. They saw swirling dark clouds and energies above the Keep for the past day, making clear the fact that dark things were afoot.

Next to Lord Padraig to report in. He pays the party the agreed 250GP with his compliments. He plans a grand feast and celebration, but delays it to tomorrow so the currently-dead can attend. Instead, he hears the party's story, then offers them a chance to bathe before dinner, where Sister Linora and Valthrun the Prescient join to hear more. Peter attempts to convince Padraig that re-building the keep would be a good growth strategry for the town, and he seems to quite like the idea. Valthrun takes on the task of researching how to make the rift harder to open, and to suppress the dark energies so that Lord Padraig doesn't suffer the same fate as Sir Keegan.

Overnight, Erik returns to life. The party sleeps in free rooms at the inn. The next day Linora reports that Keinnion's spirit is at peace and does not wish to return. Blondie also takes his leave, stating that the quest is at an end and Avandra calls him elsewhere. The rest of the group decides to stick together to search for Selene's and Erik's missing mentor Douven Stahl. But first loot distribution and shopping occurs. Blondie keeps the items he already has. A fair share is left for Keinnion's family, and the rest is spent on various new items and power-swaps between items. The general policy decision is that Selene will manage the party treasury, to be spent for the general good, rather than loot being distributed.

That night there is a fine feast and celebration. The next morning bright and early, the party leaves in search of Douven, following the directions of Elian the Old to a rumored Dragon burial ground. As they approach the site, they are approached by a talkative Gnome who introduces himself as Agrid. He claims to be a friend of Douven's, but says that Douven had to leave on personal business. He offers to show the party around the dig site, which contains 4 human laborers, and a tame Rage Drake munching on a deer carcass near a cart. Various dragon bones can indeed be seen in the ground, including a partially-buried skull.

After cunningly maneuvering the party into position, Agrid turns on them, as do all his servants and the Drake. Two more Gnomes also turn out to be hiding in the woods. Carnage ensues, but Trent manages to tie down the Drake very effectively while the rest of the party mop up the Humans and Gnomes. Searching Agrid afterwards reveals a locket (Amulet of Health) and a letter written in Draconic (which nobody can read) with a map also labeled in Draconic. Trent pokes under the blanket in the cart and finds a bound and gagged human who turns out to be Douven himself. He also finds various historical artifacts, including a valuable mirror, and a Frost Mace.

Douven thanks the party for the rescue. He asks if anyone has seen his locket, which Selene hands over. Douven removes the picture of his wife from inside, then presents the amulet to the party as a token of thanks. He explains that his captors came upon him as he investigated this site. They were clearly after something, because they kept asking him questions. He also helpfully translates the letter:

Agrid,
Master says bring skull to rock spire on map and we pay you. Not climb higher or we kill you. Master says bring quick.
Also, no talk to traitor kobolds. Traitors work for Death Man in ruins with stinky Goblins. Thay no good. No trust them.
Fakru

The party decides to finish digging up the skull and haul it back to town. Trent pulls the cart, after being convinced by Selene's feminine wiles. Back in town Douven takes his leave, wanting to return home to tell his wife he's okay. The party gifts him the dragon skull, but only after they hire a carpenter to make fake copy. This is all preperation for a cunning plan to make the exchange in the letter, but not for a truly valuable item.

A day or so later, the fake is ready, and the party heads up the mountain. At the appointed meeting place, they find a band of Kobolds and a Spiretop Drake. After a tense negotiation, the exchange is made. Two Kobolds pull the cart up the hill, and the Drake delivers a bag of gems as payment. Cash in hand, the party decides they've got what they wanted out of this encounter, and beat a hasty retreat before the Kobolds can discover their error.

A few hours later, however, the party sees a large white shape come over a ridge and swoop toward them. They recognize it as a White Dragon, and prepare for the worst. The Dragon is accompanied by a Spiretop Drake (flying along side), and a Kobold caster who drops off the Dragon's back as it approaches. The resulting fight is a tough one, but once again Trent does a good job of tying down the Dragon, while the rest of the party clean's up his allies. Then it's a long slug-fest to see if the Dragon can be killed faster than its repeated breath weapons can take the party down. Peter drops but is brought up again. Selene comes close to dropping repeatedly, but finally the Dragon is defeated before he can fly away.

After some discussion, the Dragon's head is removed and placed on Selene's floating disk for the return to town. The townsfolk seem amazed at MBSI's merchanting talents, having apparently successfully traded a fake Dragon skull for a real one, with the flesh still attached. The party celebrates their latest victory, while considering where exactly they might find the Dragon's hoarde.

Total Treasure: 315 GP 13 SP (316.3 GP equiv.), Bag of Gems (470 GP), Mirror (550 GP), +1 Amulet of Health (L3), +1 Frost Mace (L3)

11/23/2008

We-rejoin our heroes poised outside the stone doors which lead to an unknown fate, as sounds of dark chanting drift out through the cracked doors. Here our heroes pause to consider their resources and their options. Some of them are hurt. Some have used magical resources which cannot be regained without time and prayer. But all fear the villains will succeed if they pause before the evil is defeated. Peter makes a rousing speech and Avandra smiles on the party, and with a wave of newfound resolve they charge through the doors. [Meta: By special DM dispensation to avoid a long meta discussion, the party levels up to Level 4 without a rest.]

The room behind the door is a partially-ruined temple, clearly dedicated to the dark lord Orcus himself. A priest chants at an alter, and lifts his bloody dagger from a freshly-sacrificed victim whose blood flows to join to flowing streams which flow around the room and then drip down into a pit in the center. The pit descends into unknown depths, and chains hang from the grates above, channeling the dripping blood downwards. The priest shouts a curse by Orcus and his cultists charge. They are shortly joined by a group of Vampire Spawn, lead by a Dark Creeper (a sneaky denizen of the Shadowfell).

The Vampires are less scary than they look, but the cultists turn out to pack quite a punch, while the priest and Creeper continually harry the party from a distance. Finally, only the final two remain, and they are run down. In the pause after the fight the party realizes that the chanting they heard before has not stopped, but continues to emanate from the pit in the center of the floor where the ritual continues. Below they see light shining through a swirling cloud of shadow.

Peter checks the sacrifice and finds her already quite dead, but hears the cries of a group of prisoners lined up for further sacrifices. While he ministers to them, others pile bodies to block the flow of blood in hope of disrupting the ritual. Finally, the prisoners are told to stay put while the party descends. Peter and Blondie descend the chains on their own, while the remainder rope themselves together, hoping that Trent's great strength will catch them if they fall. As it turns out, Trent is one of the two who fall, and thus all of them are dragged downwards to fall with a splash in a shallow pool of blood. Blondie falls similarly, while Peter slides smoothly down the rope to land beside them.

What greets them is the Shadowfell Rift itself. The rift has clearly become semi-permeable, and the claws of some unknown entity reach through, grasping for whatever it might find. The ceiling of this chamber roils in a swirling cloud of dark energy. On the floor of this chamber is a glowing ritual circle, and a huge statue of Orcus. At one ends stand a pair of glowing pillars flanking a pit, next to which stands a Deathlock Wight. At the opposite end is an altar at which the dark priest Kalarel looks up from his ritual book in surprise. At the opposite end is an altar at which the dark priest Kalarel looks up from his ritual book in surprise. Skeletons stand guard in front of both the Wight and the priest. The priest (Kalarel) makes a dire prediction that this interruption will only lead to more soldiers for his army of undead, as the party picks themselve up to attack, concentrating initially on the skeletons which stand between them and either Kalarel or the Wight.

The party splits up, but several of them charge Kalarel, who activates an amulet and teleports to the ritual circle, leaving his ritual book behind. Peter examines the book, and realizes the ritual can be stopped, but that it will take great effort and force of will to oppose the ritual's dark purpose and safely dissipate the massive energies which have been gathered. It will require the force of several heroic wills, as well as the skills of those who can understand the ritual. As the fight rages on, Peter manages to take several steps in this process. Enough to visibly disrupt the energies above and elicit a curse from Kalarel. However, Peter is forced to leave his efforts and return to the fight.

Meanwhile, Kalarel and his undead servants are putting up quite a fight. The ritual circle makes them stronger, and the aura of the statues allow the Wight's fell energies to reach out at great distances. Kalarel moves closer to the portal in order to lure heroes into the grasp of the claws behind it. Skeletons go down, but the Wight stands one of them up again. The ongoing effects of Kalarel's curse are felt heavily by many. Several heroes fall and are brought back to their feet, but the resources to continue doing so run low

Finally Keinnion, weakened by Kalarel's magic, falls to the Wight's dark energies, and none are able to save him. Trent also falls, and is stabilized but cannot rejoin the fight. Erik falls and breathes his last before aid can reach him. But their efforts lead to the last of the undead being slain, leaving only Kalarel. He laughs meniacally, absolutely confident in his power, but the group concentrates on him and wears him down.

When Peter's final blow causes Kalarel to fall, the dark priest's eyes widen in disbelief and he calls out to his dark master Orcus. The response is not what he expected, as the claws reach out, this time for him. He screams in terror as he is dragged into the portal, where he will face Orcus' displeasure for his failure.

The bloody and battered remainder of Murder Based Solutions Inc. take a breath and take stock of their situation. Two of their number lie dead, one unconscious, and the ritual remains unstable. Rushing to the alter, they continue the process Peter started, aiming to stabilize the ritual enough that the energies can be held in stasis for a time. At this they succeed, though with one scary moment of near disaster, but they need Trent's heroism to continue. Once the ritual is stable enough, the party is able to tend to Trent and to their own wounds uninterrupted. (Selene performs the appropriate rituals to ensure their dead remain raisable, and do not become undead.)

Once all are ready, they continue the final stages of the ritual. While they once again come within a hair's-breath of losing control of the massive energies, they finally manage to bleed them away, and the rift ceases to ripple and becomes an opaque solid black surface - fully closed once more.

Selene takes posession of the ritual book, and a search reveals a stash of gold and a magic dagger behind the altar. With that the party uses the equipment they found down here to climb the chains and return to the frightened prisoners. They are lead out into the daylight, where they find that an area around the Keep has been subject to a blight from the many dark energies gathered below. However the sun is shining, and Avandra smiles down on the triumphant heroes as they descend toward Winterhaven.

Total Treasure: 981 GP, +2 Magic Dagger

11/9/2008

Rested and much less fearful for their lives, our heroes move boxes again and make their exit from the Hobgoblin barracks. Their next stop is south past the open portcullis, which soon traps them as it and another slam down and an alarm goes off. This is uninteresting, though, since the Hobgoblins who would've responded to the alarm are already dead. The portcullis is pried upwards, and the controls are found so as to raise both. Searching reveals a chest in the Hobgoblin chief's room, containing gold and a magic shortsword.

Exploring down the long hallway seen before reveals a branch, with a narrow corridor to the west and a wider one to the south, both with double doors. The western fork is chosen in hopes of sneaking around behind Kalarel. The doors lead to a corridor which turns south, and then another set of double doors. These are boarded shut and labeled "Closed" in common. Undaunted, our heroes pry off the board (with some difficulty) and continue to a fork. Trent goes ahead with a light, as Ken follows to search for danger. Ken attempts to search an alcove, and nearly walks right into a Gelatinous Cube, which proceeds to engulf Trent. Combat ensues, and several peopole get a "Ride" in the Gelatinous cube. Later, 3 Corruption Corpses (the exploding zombies seen upstairs) arrive to join the fun, and much carnage ensues.

After battle, the remaining alcoves are searched unproductively. With great efforts, the sarcophagi which once held the zombies are pried open, but found to be empty. A locked door is picked, leading into a storage room with a chest. It turns out to be full of the effects of two children (clothes, toys, other items) presumed to be Drystan Keegan and Ceinwyn Keegan from the engravings on certain items. The chest is taken in its entirty, with some intent of presenting it to Sir Keegan upstairs.

Back to the main corridor, and through the doors, revealing a room too large to be covered by the available light sources. Several people advance and a large shape looms out of the darkness - a huge statue of a knight in armor. When approached, it moves, swinging its sword in a wide arc which knocks several people off their feet. Exploration in other directions reveals other dangerous statues. Two dragons which breathe waves of force. Cherubim who form a force bubble which they fill with water. And the dragons appear programmed to defend the Cherubim. Nevertheless, once their patterns of action are understood, all of the statues are disabled with minimal losses.

Through the next door, into a nest full of undead. Hordes of zombies and two Ghouls swarm the party. Several people are chewed on, but all survive. The undead are aided by a clay Homunculus, which uses ranged mental attacks on the front line. It attempts to escape when the fight turns against the undead, but is run down on its way down a set of large stairs toward two huge stone doors.

Meanwhile upstairs, searching reveals a narrow tunnel which leads to the ghouls' lair, containing the remains of past meals. These include a bag of holding, containing gold and a potion of healing.

The doors loom ahead, and all the members of MBSI have a sense of foreboding suggesting the villain they seek lies nearby behind those doors.

Total Treasure: 386 GP, +1 Vicious Shortsword (L2), Amulet (Drystan Keegan - 250 GP), Bracelet (Ceinwyn Keegan - 200 GP), Hairbrush (5 GP), +1 Safewing Amulet (L3), Bag of Holding (L5), Potion of Healing

10/26/2008

After saying goodbye to Sir Keegan and discussing their options, the party decides to see where the long corridor in the caves goes. Moving down it, they notice small holes in the left wall, and a musky smell. They also notice an open pit, which looks like a triggered trap. Inside the trap is a Young Kruthik, a bug-like reptilian creature. It is hauled out using Mage Hand and a rope, revealing a dead Goblin under it. After the Goblin is hauled out, he turns out to have some gold and two healing potions in his pouch.

The dismembered remains of the Goblin and Kruthik are used to plug the holes in the wall (ick), while Ken scouts ahead to find any more pit traps. He finds one, by falling into it, and is hauled out with a rope. Continuing around the corner, the party finds more holes in the left wall, and advance carefully looking for more pits. They don't find any until they round another corner and find the Kruthik nest. At this point, Blondie charges into a pit and Kruthiks pour out of the walls to surround the party, while their mom hurls poison spikes.

One tough combat later, the looting begins, and the last un-triggered pit is found and marked. Loot includes coinage, and a small chest containing 5 Amethyst gems, and a suit of Blackiron Scale armor (Resist 5 Fire and Necrotic), which goes to Blondie. There is some discusion of withdrawing for a long rest at this point, but the decision is made to press on. This decision is later regretted.

Heading for the stairs down, Blondie is recruited to set off the rune traps, since he resists Necrotic damage. After the part watches him run away a few times, then reach the door, and find that it was opened from the upstairs side despite their spikes. They head downstairs to find the area dark and deserted. Two side rooms are similarly deserted, and a long corridor to the south is not explored.

A sound is heard as of someone running away down a corridor (but no slamming door), which leads to a chase to the east. This reveals a corridor going south, past an open portcullis, to a room where a large table has been propped up in a defensive way. There is also a doorway to the north. The party chooses the door. This decision is also later regretted.

Behind the door they disturb a Hobgoblin, who runs around the corner and slams a door. THe party advances, and opens the door, to find a barracks full of Hobgoblins, including an Archer and a Warcaster in cover behind smaller tables. Later, a side door opens and more hobgoblin grunts pour out, followed by another archer.

A tough multi-front battle ensues. Just as things are turning the party's way, a second wave arrives from the south, lead by a large muscular Hobgoblin Warchief. Panic follows as the party is thoroughly surrounded and fighting for their lives. Nearly everyone goes down over the course of this fight, and there are tense moments as healing arrives just in the nick of time. The party fights on, though, and everyone but Erik (who is stabilized but out of healing surges) end up standing again by the time the boss goes down, and the final annoying archer is dispatched.

The door is slammed behind the party, and Blondie thoroughly fills the corridor with boxes to make sure nothing dangerous gets in. The party beds down to rest in shifts (for a total of 16 hours, due to the weird Long Rest limits). Nothing disturbs them, and around midnight (not that anyone can notice the time of day inside) they breath a communal sigh of relief as they consider their next move.

Total Treasure: 82 GP 229 SP (104.9 GP equiv.), 5x Amethyst Gem (50GP each), 3x Potion of Healing, +1 Blackiron Scale Armor (L4), +1 Bloodthread Cloth Armor (L5)

10/12/2008

Itching for one more fight, our heroes decide to check out the room behind the zombie trap. It's not a closet, but instead a tomb with sarcophagi lining both walls. As Erik steps up to examine on, each of them disgorges a skeleton with a loud bang. During the fight, they continue to do so, making it clear the party wandered into a game of Gauntlet. While a trickle of minions are fught off, part of the party finds a chapel dedicated to Bahamut, and offers prayers, which halts the flow of skeletons.

The party leaves the keep and camps for the night (actually it's not even dark yet), setting a watch schedule. They are interrupted, however, by a swarm of stirges, which are defeated, but not before they drain enough blood to stain the campsite red.

In the morning it's back inside, and directly into yet another prepared ambush. This one is better prepared and tougher, containing the surviving goblins, plus a hobgoblin torturer, and a second wave hiding outside to take the party from behind. Balgron the Fat nearly manages to make a break for it, but is caught, and the last of his forces mopped up. The hobgoblin turns out to be wearing magic armor, and later looting of Balgron's bedroom turns up a chest containing a stash of gold and a wand.

Back into the tombs, the party discover the tomb of Sir Keegan, who is not pleased to see them. Peter tries non-violence, though, and convinces Keegan the party might be good guys after all. Keegan challenges each menber of the party to defend that claim by demonstrating various of their skills, while Peter plays arbitrator. It's a close thing, with Keegan singularly unconvinced by several attempts, but he eventually decides the party is actually here for the right reasons. He gives them information, and entrusts them with his sword "Aecris" as they continue deeper into the Keep.

Total Treasure: 610 GP 100 SP (120 GP equiv.), +1 Bloodcut Hide Armor (L4), +1 Magic Wand (L3), +1 Lifedrinker Longsword "Aecris" (L5)

9/28/2008

The Elf chick is interrogated - rather brutally (Blondie breaks her leg). She is Ninaran, and works for Kalarel because she's been promised a spot leading the undead armies of Orcus, rather than being eaten by them. She reveals the location of her home, and the drop-site she used to communciate with Kalarel.

Keinnion scouts her cabin, and the drop-site. He doesn't find anything of interest, but rigs a snare-trap to catch the next agent who checks the drop-site. Meanwhile, Ninaran is carried back to Winterhaven on a stretcher, and handed over to Lord Padraig. She spouts curses and prophecies of doom, leaving no doubt to her guilt. She is thus locked away, as the party goes back to sleep, and prepares to leave at dawn.

Returning to the keep, reveals that allof the dead Goblins and Drakes (as well as the Rats in the pit) are now Zombies. Most are push-overs, but one rotting corpse is particularly nasty (Corruption Corpse), as are the Drakes (Gravehounds).

During the fight, banging is heard up one hallway. Following it after a rest reveals a barricade which Erik moves aside, revealing 3 doors. The double doors have voices behind them, and are locked. One is ajar. One is unlocked. Opening the unlocked door reveals a store-room, containing a barrel which seems to be whimpering.

Tipping over the barrel reveals Splug, a sniveling coward of a Goblin. He is thoroughly scared, and readily shares the fact that all the goblins (who tortured him for cheating them at dice) are behind the double doors, having gathered together to hide from the zombies. He also reveals the direction which Kalarel and his Hobgoblins go when he goes to do his rituals. Uncharacteristically, the party leaves Splug alive, releasing him into the woods. They also decide not to slaughter the other Goblins (yet). Instead, Selene slides a note (in Goblin) under their door:

Dear Goblins,
We have an appointment with Kalarel. You are free to go. Don't be here when we get back.
P.S. Be careful of the exploding zombies.
--MBSI

Next stop is the door which Splug indicated lead to Kalarel. Behind it is a dark corridor with magic runes in the floor. These cause the party to flee in a particular direction, which turns out ot contain more zombies. Those are mopped up, as are the others which come from the other direction. The party decides to go against the grain of the runes, and reaches a double door, behind which are stairs leading down.

At the base of the stairs, Hoblins challenge with a code-phrase. The code-phrase from Ninaran's letter is delivered, but turns out to be a signal, as the Hobgoblins realize that Ninaran has been taken, and shout for someone to tell Kalarel. Meanwhile, more Hobglins charge in, and some try to release a spider from a nearby cage. Things go well at first, as one Hobgoblin is tossed into a well, and those freeing the spider are killed. However, eventually the spider is released, and a long drawn out fight ensues. Two go down but pop back up again, and the day is held by MBSI. Looting reveals some cash (the only treasure of the session).

Total Treasure: 10 GP 27 SP (12.7 GP equiv.)

9/14/2008

A short rest is had in the guard room before continuing. Choosing one of the three available exits, the party opens a door and scouts down some stairs, finding a cave entrance, and hearing growling from ahead. Choosing to face the growling first, they find an excavation site with several Goblins plus two Guard Drakes, all of which are soon dispatched.

Moving on into the dark cave, the party is jumped by swarms of rats, soon joined by their big cousin (Dire Rat). The rats swarm the party but don't last long. It turns out they're being scared by an Ochre Jelly, which oozes toward the party. Many squishy hits, and one mitosis later, it ceases quivering.

After scouting, a door and a long corridor are found to be exits. Water is heard behind the door, which Selene chooses as the next path (much to her later regret). The door reveals an underground pool, with an island containing some bones along with something shiny. A clever illusory noise draws out the terror in the deep, which turns out to be a Blue Slime. Unfortunately, its stench reaches the party at a distance, as do several slime explosions in the fight which follows. One of them overcomes Selene who falls, and is later killed before healing can reach her.

Post combat looting reveals a tube with three pieces of paper. One is a map showing the way to the keep. One is a letter in Common:

Greetings, Kalarel.
I have recently learned of your activity in the area and have an offer for you. During your time in this region, if you should capture any humanoids, we are eager to buy them. We have duergar allies int he Thunderspire in need of slave stock. If you are interested, send an envoy back to me. My messengers will show the way.
Chief Krand of the Bloodreavers

The final paper is in Goblin:

Remember, don't wet the nodule - unless Kalarel is not receptive to the offer. Then, wet it only from a distance, and then, turn and run. Water will bring the creature otu of its dormancy, and it will consume anything it can reach.

The party closes the door and hides in the room for the night. They're disturbed by noises, which retreat when they emerge with light. They decide not to engage, though Ken does camp out in the darkness outside the room for the rest of the night. In the morning, the new Goblin guards at the door are easily overcome (and the Rats eat well once again) as a fighting retreat is accomplished.

Back in Winterhaven, Sistor Linora gets started on Raising Selene, and the party's coffers are much less full. As she returns, there is much rejoicing, as the town gathers to celebrate Trent's conversion to Avandra, hearing his first-hand accounts of Avandra's miracles. There is no rest for the weary, though, as the party is roused bleary eyed in the wee hours of the morning by reports of undead attacking near the graveyard.

They arrive at the graveyard to find an ambush prepared for them by the mysterious Elf woman from the tavern. Hordes of skeletons and zombie puppies are upon the party before Selene can reach the magic circle which animates them. They are eventually dispatched, though, and the Elf is subdued while trying to flee. As well as gold, her purse is found to contain a letter from Kalarel:

I received your report on the adventurers. Next time you see them, put an end to their meddling. Mix the blood of ten people with the exlixir my messenger brings. Then trace the following pattern on the ground of a graveyard and pour the liquid into the lines. That should supply you with a force to thwart them.
I'm very close to completion; see that I'm not interrupted. As you already know, if you do come to the second level of the keep, the pass phrase is "From the ground, some magic was found."
Kalarel

Total Treasure: 94 GP 157 SP (109.7 GP equiv.), +1 Symbol of Battle (L3 - Bahamut), Heavy Shield of Protection (L3), Potion of Healing

8/23/2008

Kobolds ouside lair are cleared. None get away. Thus the party gets the drop on the Kobolds inside, and survive Irontooth. They find his letter written in Goblin:

Irontooth,
My spy in Winterhaven suggests we keep an eye out for visitors to the area. It probably does not matter; in just a few more days I'll completely open the rift. Then Winterhaven's people will serve as food for those Lord Orcus sends to do my bididng.
Kalarel

Night is spent in the lair. Back in town, the party tries not to let on that they finished with the Kobolds, but consult with Sister Linora, Lord Padraig, and Valthrun the Prescient. Night is spent in the inn.

The party makes like they're returning to the Kobolds, then doubles back and heads to the keep. They enter and eliminate the goblin guards easily. Game pauses.

Total Treasure: 579 GP 116 SP (590.6 GP equiv.), Dwarven Chainmail +1 (L2)

8/6/2008

Selene gathers the new members of Murder Based Solutions Inc. in Fallcrest. The group signs on to escort Bob the Merchant to get his wagon past the Kobolds who have been attacking traveler's on the road to Winterhaven.

Kobolds attack the wagon, and are rapidly dispatched thanks to early warning from a perceptive ranger. 34 SP are gathered from the corpses.

Arrival in Winterhaven. Bob is thankful - pays the party 30GP. The party splits up to ask questions around the town:

  • Erik and Selene ask around at the inn for their old friend Douven. They are pointed to Elian the Old, an old man who's a fan of tall tales. He told Douven about a dragon burial site to the southwest, to which he disappeared several weeks ago. Selene buys him a drink.
  • Peter and Paladin-boy visit the temple, dedicated to Avandra with small sub-shrines to other friendly gods. Sister Linora is out, but they make small donations and wait for her. When she returns, she welcomes them, but doesn't have any information about death cults. When they ask about ruins, she mentions an ancient keep to the northwest.
  • Trent loudly announces in the inn that Murder Based Solutions Inc. is looking for work. A friendly guard decides not to arrest him, but instead to mention that Lord Padraig might pay for help with the Kobolds. Selene buys him a drink. Random townsfolk start asking Selene if there's anything they can tell her, too.
  • Erik's vast Streetwise gets the general lay of the land in Winterhaven. It's a mostly human/dwarf town, with a few Elves (notably Ninaran the hunter, and Delphina Moongem who sells wild-flowers and crafts in the market). There are a few other potentially interesting NPCs who nobody's talked to yet: Valthrun the Prescient (Sage), Thair Coalstriker (Smith), Loard Padraig (Ruler).

Night passes. In the morning, the party visits Lord Padraig, and receives a commission to clear out the Kobolds, along with directions to the vicinity of their lair to the southeast. Pay is 100GP plus salvage rights on anything they find (even if it belonged to citizens of Winterhaven). Currently available plot hooks:

  • Kobolds to the southeast. Paid work for Lord Padraig.
  • Dragon burial ground to the southwest. Last known location of Douvan Stahl.
  • Ruined keep to the northwest. No known residents, but it's suspicious.

Party sets out that morning for the Kobold lair. Shortly out of town, they are ambushed (more effectively this time) by Kobolds. Their priest shouts that Irontooth sends his regards, before stupidly getting within range of Trent. They are eventually dispatched, but much less quickly than the previous set.

The kobold priest had a necklace with the symbol of Orcus on it, implying that perhaps there's a kobold death cult?

Total Treasure: 35 GP 57 SP (40.7 GP equiv.), Necklace of Dragon Figurine (worth 80GP)

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