Monday, October 12, 2009

SESSION SEVENTEEN “Of Time outs and Traitors”

Trapped beneath the waterfall, with two unconscious and severely injured companions, the group listens to the bellowing of the enraged Kuldan Death warrior outside.

“COME OUT WICAL OF CULAN! TRY YOUR TRICKS ON ME AGAIN!”

A man-sized boulder then crashes through the falls, smacking the granite above them and nearly crushing Ewald as it falls. Another boulder falls in front of the entrance to the recess, blocking the party’s easy exit. It’s when the third massive boulder smacks through the falls that Ewald recognizes an even greater danger. A large fissure in the wall is growing wider, and water is seeping through it.

It’s at this point that the first undead Trulla (formerly known as Cheg), reaches up through the falls and tries to tear into Rory. Rory does a good job of cleaving his opponent when another Trulla zombie staggers through the falls and jumps Ewald. Ewald beats the creature off but more are coming.

As Ewald’s Durin-trained mind works through the ramifications of the crack in the stone, Rory comes to a realization. Moments later, as Ewald cries out, “EVERYBODY OUT… NOW!!!” and the whole rock face of the waterfall begins to fall on top of them Rory instead pulls out the Dragon’s rod and hastily intones the command word.

Instantly, everything is still. All sounds stop. All movement stops. In fact, time itself stops. Perhaps due to his haste, perhaps because of his nervousness about using the rod, Rory is wracked by horrible pain that courses through his bones and turns his skin into one giant fiery surface.

When he’s able to think clearly Rory opens his eyes. Everyone and everything around him his frozen in time. The large shelf of stone hangs frozen in midair, just above their heads. Tristan has Gruff hoisted over his shoulder and is frozen in mid-leap. Ewald has a boulder the size of a wagon poised motionless, inches from his back and the Trulla zombies are frozen in mid-attack. In amazement, Rory turns and looks at the water itself. The falls are likewise frozen in time, a giant watery curtain.

In the next several non-moments in time Rory realizes several things. First, his hair and fingernails have grown out quite a bit. He now has hair to his back and a full beard and his bones still ache. Next he realizes that the drops of water hanging in the air seem to resist his movement for a moment and then turn liquid upon his body. Lastly he sees that the rod has heretofore unseen moving parts.

A small ring pulses with an inner light and slowly spins its way down the rod. Rory guesses it to be some kind of arcane timer. From his quick estimates, he also guesses that he has slightly more than a quarter candle before the ring reaches the base of the rod.

Now he sets about deciding what to do. After a panicked moment where he believes he won’t be able to save his still frozen friends, he finds that he can free them from their stasis by grabbing hold of them and concentrating. One by one he brings them around, including Gruff and Billy, who remain unconscious. Next he and the others set about “digging” a hole through the waterfall by liquefying small scoops of time-frozen water.

They walk across the surface of the water as if it were rippled glass. In the water they see the Undead Kuldan frozen in mid-throw, another massive boulder stuck in mid-arc. In the creature’s other hand is the necromantic wand raised high. Unable to resist the opportunity, Ewald steps up and takes a swing at the Kuldan’s exposed neck. The Durin’s axe bounces off with a loud thud, leaving the flesh of their enemy unharmed and Ewald’s axe badly blunted.

While Rory contemplates stealing the wand, Tristan is busy making his way up the trail and away from the grotto, laboriously carrying Gruff. Ewald gives in and hoists Billy, following Tristan, and Rory takes another look at the rod before moving off as well.

Halfway up the trail toward the old mine the rod’s spinning timer reaches the base. Instead of time resuming it’s course, Rory feels his energies sag and the timer begins it’s way back up the rod.

Once they reach the safety of the mine, Rory speaks the command word again and the world resumes its course. Exhausted from hauling the two huge Trulla, Ewald and Tristan collapse. As they see to each others wounds, they discuss their situation. It seems reasonable to assume that they have escaped peril for the time being. With the imminent collapse of the waterfall, their enemies are likely to believe them all crushed and buried. Since no tracks were left upon the time-frozen path, there is no easy way the Kuldan could spot their passage, even if he were looking for it.

Ewald says healing prayers over Gruff and Tristan before giving in to sleep. Rory also passes out. Hours later Gruff wakes and with Seer Gavin’s aid is able to heal Billy of his chest wound. Seer Gavin seems slightly perplexed, perhaps by the missing span of time. They fill Billy in on what transpired at the grotto.

It’s decided that they all must travel back to Selghaven as quickly as possible to see if the village still stands. With the aid of Rory’s Levitation spells they all grab hold of Ewald as he Airwalks back to the village.

Arriving in the night to find the village unharmed, Billy quickly calls an emergency council. Tristan’s suspicions flare when he notices a bit of surprise in Thonos response to their arrival. It’s nothing any of the others notice though. The council members discuss what the attack at the grotto means for them. It is abundantly clear now that the Daagar are still involved, and that a necromancer of some kind is also involved. Little Teega whispers to Ewald that Old Belza’s body had indeed moved since it had fallen off the cliff.

Again, between talk of necromancy and mention of old Belza’s body, Tristan sees things in Thono’s mannerisms that make him even more suspicious. As they discuss plans, Thonos tries once more to dissuade Billy from trusting outsiders. Before the council he accuses Rory of being a practitioner of Arcane magic and therefore untrustworthy. This doesn’t sway Billy, who was just saved by that same arcane magic, but it’s clear that it does sway several of the council. They also talk about the Greater Daemon Thloch the Bone Lord, and how arcane necromancers often are his followers. The conversation is steered toward the dark statue they discovered in the Daagar stronghold, which makes both Gruff and Seer Gavin very uncomfortable. Several times Ewald has to physically hold back Gruff from attacking the Seer’s apprentice. His obvious anger and hatred of Thonos doesn’t help their cause.

Several options are discussed to keep the clan safe. Moving to the last Trulla redoubt, Carak Cavern, is tossed out, since it is far too small to house the whole village through the winter. Travelling southwest in search of the southern Trulla clans is also ruled out, since the trip would take months, and have to be made through dangerous terrain and Durin and Hodra territory. It is finally suggested that they move into the old Durin mine, which while not perfect, would at least be easily defendable and is close by.

Billy sends everyone out to make a thorough search of the village and surrounding area, making sure there are no spies about. On request from Tristan, Rory follows Thonos to watch for further signs of treachery.

Rory follows Thonos as the Seer does some half-hearted searching. Soon Thonos returns to his quarters. Rory spots one of the Trulla warriors shadowing Thonos as well. Not sure if the man is in league with the Seer, Rory stays hidden from him too. His spying pays off when a short while later he sneaks close and overhears a conversation Thonos is having with someone else inside his dwelling. Though he can’t hear everything he does hear enough to confirm their suspicions.

“... told me it would be settled at the Grove!”

“..is still very much alive... Kadagar you promised they wouldn’t be...”

The name Kadagar strikes a chord in Rory’s memory. He remembers specifically one of the Daagar warriors at the grove calling the Kuldan undead by that name.

Meanwhile, Gruff finds a moment to speak with his spirit advisor, Gavin. Gavin has been mulling over the lost time at the grove. He plants a seed of doubt in Gruff’s mind about Rory and the others. Reminding Gruff that Tristan, Ewald and Rory have secrets. Secrets concerning the magic rod and some master they serve. Gavin warns Gruff that he shouldn’t put all his trust in them.

Once Thonos leaves his chambers, Rory can’t resist the opportunity to have a look around. After a careful search, he finds a polished brass mirror under Thonos’ bed. The mirror looks to be of Syvani make, but doesn’t appear to be magical.

Leaving the mirror there, Rory returns and informs everyone what he learned about Thonos. They take the information to Billy, who is upset by the news. Billy informs them that he had one of his warriors following Thonos as well. He points out that Rory’s word will not suffice as evidence against Thonos. Together the group comes up with a plan. They call Thonos in and inform him that they have changed their plan and that they will be traveling south to find the other Trulla clans at first light, hoping that such a change will require another "call" with the mirror.

After the village has been thoroughly searched, and no evidence of spies has been found. The people of the village are gathered in the great hall for easy defense. In the early morning hours, Rory, who has been watching Thonos’ house very carefully, notices that several blankets have placed over his shuttered windows. He barely has time to veil himself in an invisibility spell when Thonos steps quietly out of his house. With methodical care, the Seer checks all the likely hiding places around his house. There’s a moment of worry when he Detects for magic and nearly spots Rory’s spell, but he doesn’t, and goes back into his house.

When a candle is lit inside, Rory sends a signal to Gruff, who has been waiting patiently outside Billy’s chambers. Gruff and the others than quickly grab two of the council members and rush to Thonos’ house. Busting down his door is a simple matter for Gruff. As the group stumbles inside, they are just as surprised as Thonos is. The traitorous Seer has the mirror propped against the wall. A white faced, cruel looking Neran looks out of the mirror. It’s obvious the two were interrupted in the middle of conversing.

As Gruff slaps Thonos to the ground, the Necromancer inside the mirror begins to cast a spell. Ewald has no idea what the enemy might be trying, but he’s not about to stand around and find out. He lunges at the mirror and turns it aside just as a bolt of dark energy shoots out of it and hits the floor in the corner of the room.

As Gruff and Telg wrestle Thonos, the floor in the corner begins to sink away, revealing a dark vortex of necromantic energy from which several shadowy forms emerge. From the mirror the necromancer screams, “KILL THEM! AND KILL THEIR CRIPPLED KING!” before the mirror goes dark.

Tuesday, September 22, 2009

SESSION SIXTEEN "Death at the Grotto"

As the heroes race down the steep tailing piles of the old mine they quickly piece together a plan to get back to the grotto as quickly as possible. Rory casts a Levitation spell on himself and Tristan as Ewald puts his new Airwalk spell to use. Under the effects of the Levitation, Tristan hangs tight to Gruff's back as Gruff races with Trulla agility down the mountain trail. Rory hangs tight to Ewald, who while not as quick as Gruff, has the significant advantage of running unimpeded across thin air. In this fashion they make excellent time back to the grotto, reaching it in a record quarter candle.

Just upriver of the falls, the party regroups and moves forward at a more cautious pace. No more horns have sounded since the first two warnings nearly fifteen minutes earlier. Weapons are drawn as the group moves quietly from brush to boulder. Before the grotto comes into view they are able to hear a loud splash and crack, like huge rocks smacking against one another while crashing into the pools.

Before they can get close enough to see, there's an ugly growl and two shapes emerge from the brush to the left of the trail. Weapons are raised in defense as the party sees a pair of the nastiest undead hounds they've ever laid eyes on careening toward them. The beasts have putrid flesh hanging from their large frames. The bone of their unnaturally elongated snouts actually jut through the flesh of their face, somehow warped by foul magic to be even bigger and more full of razor teeth. The mouths on these things are easily capable of taking a hand in one solid bite.

Thankfully Gruff is ready and prepared for this threat. Though obviously startled, he has the presence of mind to raise his sword before him. "Ancestors and Gods of light ward us! Culan smite you!" With the words the area directly before him takes on a pearly clarity that spreads in a wave toward the hounds of death. A cold mountain winds whips past Gruff and flows over the creatures, turning one to dust and sending the other howling back toward the grotto in uncontrollable fear.

"That'll warn them I'm afraid," Gruff says with anger.

Any lingering doubts the heroes had about what the emergency might be are now gone. With such unholy creatures about, it can only be truly dire in the grotto.

Sure enough, it's only moments more before they see the first Trulla warrior, sprawled awkwardly in death upon the trail. Hot on the heels of this discovery a deep, powerful voice comes from the grotto, speaking in Knockfar, which Ewald translates for the others. "Magdar, take your men and check on that!"

Now the group veers off the trail, opting to look down into the grotto from the small cliff overhanging it's western edge. Using all the stealth they can muster (a certain Kirith-Syvani even cloaked in invisibility), they approach the edge and look down at the falls and pools onto a massacre.

From their vantage it's easy to see that Billy and the other Trulla were taken by surprise. Six more Trulla corpses litter the ground around the pools edge. On the narrow beach on the eastern side twelve armored Hodra warriors move cautiously toward the base of the waterfall. Their wicked hooked broadswords readied. On the south end the of the pool, a dozen Daagar warriors mill about, making their way toward the west trail and the party's position. Leading this group are four more of the Death hounds, straining at thick leather leashes.

But above and beyond all this, what draws everyone's eye is the source of the deep, commanding voice. Standing thigh deep in the pool, one man-sized boulder in hand, is the biggest Kuldan they have ever seen. And to make matters worse, it appears the thirteen foot ogre is undead. His flesh is sagging around his eyes, which look yellow and pupiless, and a loose flap of bloodless skin hangs from his jaw.

In spite of the creature's lifeless looking eyes, he apparently has very good eyesight and quickly spots Ewald hunkered low behind a rock. Pulling a gnarled wand from his belt, he sends a greasy line of necrotic energy across the pool, striking Ewald dead center and sending the Durin priest writhing to the ground.

Rory wastes no time in returning fire with his newest, hottest spell. A thin trail of smoke flies from his hand as a tiny, bright ball of fire streaks unerringly toward the massive Kuldan and explodes in a huge fireball over the pool's surface. Rising from the water, the Kuldan undead cries out in pain and anger, but unfortunately seems to be still quite full of pep and vigor.

As Tristan moves away from the cliff and toward the oncoming Daagar, Gruff eyes the narrow passage leading behind the falls and the Hodra advancing toward it. This sight combined with the fact that Billy's body can't be seen, leads Gruff to believe that his brother might still be alive and cornered behind the falls. Consigning himself once more into the god's care, he launches himself down the cliff and lands in the shallows of the pool, much to the shock and disbelief of the now visible, but still well hidden Rory.

The four hounds are let loose at about the same time that the Kuldan commands his troops to, "Beware the mage! Split up you fools!" He then sends a second bolt of energy from his wand that staggers Gruff.

The Daagar and the Hodra listen to their commander and break up into smaller groups.

Tristan braces himself as the dogs quickly close with him and he is encircled in a deadly cloud of snapping jaws.

Ewald staggers to his feet, still enfeebled by the wand, but able to rise and airwalk toward Tristan, ready to aid his friend against the hounds.

Fearing that his nicely bunched targets may soon scatter, Rory quickly sends another fireball coursing across the pool and past the Kuldan toward the Hodra. He catches six of the knockfar warriors in this second blast, utterly vaporizing one and turning four more into burning piles of armor and flesh. Only one is lucky enough to dive into the water and avoid the fire.

Unlike Ewald, Gruff is able to quickly shake off the worst of the wand's effects. With purposeful strides he moves along the pools edge toward the undead Kuldan ogre. Before the giant enemy is able to bring the wand up again Gruff raises his sword and once more calls on Culan and his ancestors, "By Culan's Balls May death reclaim you!"

The turning, while somewhat unorthodox in wording, is very effective. The same clarifying wind blows across the grotto pool and into the Kuldan abomination's face. With a terrified cry the lumbering enemy's smile melts into a look of pure terror. With a speed and agility that belies both his size and undead condition he turns and heads straight for the low east cliff of the grotto, obviously very frightened of Culan's balls smiting him down.

As Tristan and Ewald continue to battle the dogs, and the Daagar load crossbows and prepare to fire on them, Rory sends a third fireball into the Kuldan's fleeing backside. The flames wash over his armor and burn his flesh, but again he weathers the attack, before finally gaining purchase on the rock-face and fleeing into the trees, screaming all the way.

Both Rory and Gruff notice with some annoyance and dread that three of the smoldering, fireballed Hodra warriors stir and rise, parts of them nothing more than blackened bone. Tally a few more undead horrors for the enemy.

Though Tristan has managed to put down one of the dogs, the heavy brush proves difficult to fight in, and he has taken one nasty wound to the face. The largest of the death hounds is also giving Ewald a very tough time, even though the Durin is able to fight four feet off the ground. When the Daagar group into a fighting line and finally send a volley of crossbow bolts toward them, Tristan and Ewald grow very concerned.

That concern proves unnecessary however when the fifth and final fireball of the battle detonates in the center of the tightly packed (despite their commander's thoughtful warning), disciplined Daagar battle line. Only two out of twelve Daagar manage to avoid the worst of the blast. Of the rest, those not killed outright are sent screaming and on fire into the woods, never to be seen or heard from again. Those two survivors recover rather quickly however, and Rory sees murder in their eyes as they scream and charge the mage.

Another of the dogs is ended with a head severing blow from Tristan as Rory confounds the two pissed off Daagar with a hasty Invisibility spell. Gruff engages several of the undead hodra warriors before trying a third and final turning, with far less success. Still, the sight of the other Hodra advancing under the waterfall and Cheg's scream is enough to motivate Gruff into a quick dash toward his clansman and hopefully brother.

A Hodra warrior comes sailing out of the falls and into the pool, proving to Gruff that someone still lives and fights back there.

As Ewald, Tristan and Rory continue their battle with the hounds and two remaining Daagar, Gruff finally gets under the falls. He is greeted by the sight of his brother, critically injured with Cheg standing defiantly over him and being swarmed by six undead hodra. The six quickly become five as Gruff puts his horns to good use and sends one the enemy sailing through the falls with a broken back. Another is cut down by Cheg before a hooked sword finds it's way into the brave Trulla's neck.

When the remaining Hodra enter the fray Gruff's hatred keeps him fighting against horrible odds. He is poked time and again by small wounds. Both sides slip and slide on the moss covered stones. Cheg spends the last of his life saving Gruff by grabbing the leg of a Hodra before slipping beneath the falls. Pressed by four hodra warriors, Gruff grows desperate and thinks, "Gavin! If ever I needed your aid it is now!"

The old seer's voice replies, "Use a gem and say these words." as a spell forms in Gruff's mind. Casting his shield down Gruff reaches for a gem and mutters the spell. Thick tendrils of shadow emerge from the rocks at the feet of the Hodra. Before they can react, two of the undead creatures are enmeshed in shadowy tentacles that smother, then crush them. With horrible suddenness they implode in a spray of flesh and bone, leaving Gruff with two assailants.

Backed up nearly on top of his dying brother, Gruff fights on desperately, now shieldless, against opponents that seem not to tire. Outside and above the grotto, Tristan and the others are just finishing off their opponents. With a herculean blow, Gruff nearly bisects one of his remaining opponents. Unfortunately, this ties up his sword for just a moment too long. As he pulls the blade free, he feels a warm wetness in his midsection. Looking down, he sees with disbelief the blade of the last hodra sunk deep in his own body. Though he tries to raise his sword, he next finds himself laying atop his brother, and then finds only blackness...

Rory, Tristan and Ewald soon deduce Gruff's destination. By the waterfall they engage the three remaining Hodra that were knocked into the water earlier. With heavy hearts they step behind the falls and find Gruff and his brother, first thinking them dead.

A quick inspections proves them both still clinging to life. As Tristan watches the entrance, Ewald and Rory tend to the brothers. Gruff's wound is very bad, but fresh, a few minutes later their expert ministrations have staunched the worst of the bleeding. Billy's chest wound is worse, and though they patch it up, his prospects are far more grim.

And speaking of grim prospects...

Everyone but Gruff and Billy, who remain peacefully unconscious, jump at the loud and immediate sound of someone heavy and pissed landing in the shallows of the grotto outside. "AAAAAAGHHHHHHHRRRRWWW!" There seems little hope that it's anyone other than everyone's favorite undead Kuldan commander, finally back from his hysterical jog through the mountains.

Battered, bruised, depleted and freshly down from their adrenaline highs our heroes share a look that speaks volumes.

TO BE CONTINUED...

Saturday, September 19, 2009

SESSION FIFTEEN "Oh Brother"

As spring slowly comes to the highest reaches of the Argons, our heroes' tired bodies rest and mend. The occasional burst of eldritch fire comes from Rory's chambers as evidence that he's increasing his magical might. Tristan spars with Gruff and the other Trulla warriors. He and Rory also accompany the Trulla hunters on some short expeditions to replenish the food stores. Ewald's days are largely filled with study and meditation, as he seeks to master a powerful new prayer. The Durin diplomat spends some time speaking with Billy and the others around the fire most nights, attempting to bridge the chasm of racial animosity between Durin and Trulla.

Ewald is also befriended by a shy, strange little Trulla girl named Teega, who for some reason chooses him to latch on to. Over the intervening weeks he learns that Teega is shunned by the other villagers due to her odd behavior. It seems the girl claims to see spirits and ghosts and doesn't get along well with the other Trulla children. Her parents were both killed in the raid on Namichek. Her attachment to Ewald doesn't cause much concern among the people and despite his initial gruff nature, Ewald grows fond of the orphan.

Gruff spends a great deal of time reacquainting himself with his clan and brother. It soon becomes plain that Billy has subtly fallen in the eyes of his people. Billy's handicap has dimmed the once bright spark of leadership in his eyes. Gruff watches with growing anger and helplessness as his brother's wives and warriors pile one small slight after another onto their leader. Many nights the others think they hear Gruff talking to himself, even arguing with himself, but none question the strange behavior.

On a night not long after Ewald first demonstrates his ability to Airwalk in the skies outside the village, Billy calls for a special feast in the cavern hall. A dark meat is served for dinner, to the obvious surprise and delight of the clan. Gruff winces inwardly as Billy is casually denied by his wives the first serving, a Trulla leaders traditional right. the meat is called Mossbelly, and is apparently a delicacy. It's soon learned that Mossbelly are huge, river salamanders. Ewald loves the stuff. Tristan doesn't. But since they are seated next to each other, a deft slide from one plate to the other resolves the problem nicely.

The food seems to perk up Billy's spirits. Gruff, Cheg and Billy reminisce about long ago mossbelly fishing trips, and the hunt for the elusive "grandfather mossbelly". In a moment of exuberance Billy decides he'd like to go on Mossbelly fishing trip. While Gruff is glad to see his brother happy, he disagrees, and thinks that now is the time to plan specifically for the future. "We must do something to fight the growing influence of the Hodra and Daagar tribes in the area! A fishing trip is not important right now brother."

In the conversation that follows the old dead Seer's apprentice, Thonos, argues that the Trulla do not need the help of outsiders. Ewald tentatively suggests that the Durin of Steel Mountain might be amenable to an alliance. Tristan says the same of his father's clans (though inwardly he is more doubtful). Gruff and Thonos exchange harsh words. Gruff thinks the man is a stubborn ass who would rather see his people suffer than accept outside aid. Billy eventually sides with his brother that the Trulla clan must seek aid outside the clan, but first they must try again to reach their kinsmen to the southeast. He is however, stubbornly adamant that before all this, he'll go Mossbelly hunting, and that is that.

The fishing trip is scheduled for three days later. This intervening time is used to rig up the contraption that will lower Billy down the cliffs. The next day during sparring, Gruff is sickened further when Billy's lovely wife, Zeela, subtly shows her interest in him. When she arrives later that night at his private quarters with food and beverage he takes the tray and quickly slams the door in her face, making his feelings plain. The old Shadow seer, Gavin, explains that he can help Gruff teach the woman a lesson, but Gruff opts instead to go speak with his brother.

Once face to face with Billy, Gruff begs his brother to come with him to the Healing springs. It seems the best way to restore his honor and bring strength back to the clan. Though Billy can't deny that the offer is tempting, and lets Gruff know he is very aware of the slights going on around him, he eventually convinces Gruff that such a trip into the heart of Blackback lands would be too dangerous. If both Billy and Gruff were killed, their people would have no one but Thonos to lead them. He does agree to go with Gruff after their people are safe, and with that Gruff must be satisfied.

Meanwhile the little girl Teega comes to Ewald with word that one of the Trulla elders, a woman known as Old Belza, has "gone over". The old woman is familiar to everyone and has been seen tottering around the village by each of them at one time or another. "Gone over" is the term used when a trulla has died, many times literally by falling over the edge of the cliffs. Ewald and the others learn from Gruff that Trulla traditions say the body cannot be touched or interacted with in any way. It is believed that the spirit is busy moving on, and to give attention to the body might disturb it or call it back from the ancestors.

The next night Teega comes to Ewald again, this time telling him that there are ghosts in the village. She shyly asks if he would like to come see them. Though Ewald is somewhat dubious, the little girl is obviously very excited, and he decides to humor her. Overhearing the conversation, Rory can't help but tag along. A short, but harrowing trip across rope bridges and switchbacks in the dark brings them to a higher area of the village. Teega excitedly points out a spot above a house and both Rory and Ewald peer into the darkness.

It's too dark for Ewald to see anything but Rory's Syvani eyes pierce the gloom much better. While he doesn't see anything initially where Teega is pointing, he does spot an unsettling shadow further out on the cliff face. Careful not to give any outward sign of noticing he looks more intensely and realizes with some dread that the figure looks to be Old Belza, clinging with strength and grace to a rock wall that would have been completely beyond her two days ago - before her supposed death.

Rory casually mentions the figure to Ewald and Teega. While Ewald still can't see anything, Teega does give a start when she sees Old Belza too. With far less subtlety, she whispers, "It's Old Belza! Not just her spirit, but her!" and points. With that the figure stirs and quickly retreats across the cliffs and out of sight.

Thoroughly spooked, the three quickly make their way back to their quarters where they share the info with Tristan and Gruff. Gruff passes along the information to the night sentries, suggesting that the watches be doubled and offering to take a watch himself. Despite the extra eyes and ears, no one sees or hears anything, and the night passes uneventfully.

In the morning the mossbelly trip is set to depart. Gruff and Rory examine the area where Old Belza was supposedly hanging from and do manage to find a couple gray hairs caught in the rocks, but no other signs. A complicated contraption of ropes and pullies has been assembled at the cliff's edge and Billy is lowered carefully down while Rory and Tristan levitate, Ewald Airwalks and the rest of the Trulla warriors skip down in true Trulla fashion.

At the base of the cliffs, the four adventurers search out Old Belza's body. While Gruff is loathe to go too near it, Tristan and the others examine it close enough to tell it is the old woman. While the body is still mostly in one piece, it is quite dead and doesn't appear upon quick inspection to have moved since it fell. Resigning themselves to a mystery unanswered they move on at Gruff's insistence.

Hauling Billy's huge weight slows the trip, even with the aid of Rory's Floating disk spell. Still their river destination isn't too far from Selghaven and a little before noon the group has set up a daycamp in a beautifully secluded river grotto complete with a rushing waterfall and deep, cold pools. Everyone takes turns tickling for Mossbellies. It's not long before Cheg pulls out a nice four foot rock gray salamander with a smooth, speckled green belly and small, sharp teeth. Gruff tries his hand and comes up with a smaller specimen which he throws back and a larger one which gets added to the day's take. Billy seems quite at home in the water and seems to very much enjoy the freedom of movement the weightless environment affords him.

As the group pulls out snacks and drinks Billy mentions an old collapsed Durin mine located a little further upstream that he and Gruff used to visit when they were younglings. When the other Trulla return to the water for more fishing, Ewald convinces Gruff, Rory and Tristan to go check out the mine, unable to pass up the opportunity to investigate a possible claim.

A short, difficult hike brings them to the old mine. Tristan scans the outsides for signs of danger and only finds some old bear scat and a few bleached bones. Ewald examines the cave in and tells the group the mine was intentionally collapsed and should be excavatable with a few candles of digging or one expert use of a Stone shape prayer. Realizing they wouldn't be able to drag Ewald away from the mine even if they wanted to, the group decides to give it a quick look-see before heading back to the others.

One Durin prayer and half a candle later the group finds themselves, lightstone in hand, once more underground following Ewald through subterranean passages. Unlike the Darkurth realms these passages are obviously Durin-made. A mine track runs down the main passage complete with an old cart they passed just inside the entrance. Several side passages end in tapped out gold veins. Just as the group is beginning to get bored with it all, Tristan smells a slightly disturbing aroma.

"I smell snakes."

Everyone takes a moment to process this information and weapons are drawn before the group moves forward cautiously. A little further ahead the passage drops into a lower chamber. At the opening to this chamber the group spots the reflected glow of their light from a pile of dark jewels piled just inside the chamber. Rory is the only one that sees them for what they truly are and shouts a warning just as the slumbering, twenty foot snake, with glistening black scales rises up and strikes at Ewald.

Ewald shouts out, "Cave Adder!" narrowly dodging the vipers quick strike and brandishing his weapon in a defensive posture. Further back in line, Gruff wastes no time in calling out a prayer to his ancestors and sending a a glowing spiritual blade spinning toward the giant snake. The attack is as deadly as it is quick. The spiritual weapon neatly slices through the neck of the beast, five feet below the head, leaving the body and head to both writhe and twitch a bit before lying still. As quick as the encounter began, it's over.

As Gruff and Tristan are deciding how best to skin the beast, and whether or not they should milk the fangs for the potent venom, Ewald and Rory check out the rest of the passage. A few feet beyond the snakes layer, Ewald finds what he expected to find, a slanted air-shaft leading presumably to the surface. In a moment of quiet, as he's peering up into the shaft, he and Rory are surprised to hear the distant sound of a Trulla battle horn.

"Everyone be quiet! Listen!"

As the others strain to hear, the horn sounds again, striking immediate fear into Gruff's heart. With barely a thought spared for the snake skin the group grabs up their gear and rushes back through the mine for the outside, Gruff leading the way. All thoughts are bent on the possible danger facing Billy and the Trulla warriors back in the grotto. It took the group nearly an hour to reach the mine from the pools. They will have to move fast if they wish to save anyone!

Tuesday, September 8, 2009

SESSION FOURTEEN "A Trulla Tale"

Having carefully transported their critically injured Trulla companion, the heroes set up camp in the disgusting but warm cave of the now boilt-dead Ettin. As Ewald tends to Gruff, Rory and Tristan search the Ettin's warren. Rory quickly ferrets out the Ettin's treasure, crudely hidden under a heavy stone and some moldy furs. It includes a tidy pile of coins (both Rhis and Punt) and a small metal box with twelve finely crafted gems. He also finds an oilskin scroll case, which, much to his delight, contains several arcane spells. Reading material for later.

In another room of the cave, Tristan discovers a large pile of bloody, discarded armor and a smaller but still significant pile of rusty weapons that failed to serve their owners well enough, but might make due for the group. He spends the next hour sorting out the good from the bad. In the end he comes away with a enough weapons and armor to outfit the entire group. His best find by far is a finely crafted broadsword complete with fine knotwork engravings and gems in the pommel and guard. The complete lack of corrosion and razored edge are enough hint that the blade is special. As an added bonus, he discovers a shiny bronze ring etched with runes that feels warm in the hand.

After rejoining the others and passing out the weapons and armor Tristan goes out to finally track and kill some food. Rory sits down to study the ring, passed to him by Tristan for that purpose and Ewald sets to repairing, cleaning and sharpening the armor and weapons, including a surprisingly good Hodran greataxe that by it's quality seems to have been a warchieftian's weapon. Both men occasionally check on Gruff, who's condition seems to be worsening as he slips in and out of consciousness.

Gruff's pain is nearly too much to bear. Any movement sends fresh waves of agony, but sleep seems to be beyond his reach. Though he can't be sure at first if it's hallucination, he has the most interesting experience...

Through bleary eyes he wakes and sees that he is alone in the cavern. In the greasy torchlight he sees the shadowy entrance and a form taking shape there. Moments later, a tall and grizzled old Trulla Shaman stands before him. In the man's hands is a massive and twisted staff, capped with an assortment of animal horns and bones. Though the Trulla seems ancient, he also seems strong and his gaze is piercing as he eyes Gruff and steps up next to him.

"You did well out there young buck. This old Seer is proud of you."

Gruff is understandably confused and at first makes no reply. Eventually, when the old trulla refuses to disappear, he asks, "Who are you?"

"I am Seer Gavin. I have come to aid you if I can, if you'll have my aid. You defeated the beast that defiled this holy place, and for that I would reward you." With these words the old shaman reaches down and lays a hand on Gruff, immediately easing the pain, at least temporarily.

In the conversation that follows, Gruff learns that the hot springs were once a holy site of the Trulla people. The waters here healed, before the Ettin's Grandfather came and corrupted them. Seer Gavin offers to help heal Gruff if he can get his friends to help cleanse the waters. He spends the next little while teaching Gruff the directions to some pools deep in the caves that can partially restore him. Once that's done, he can cleanse the main pool and fully heal himself. Or so he promises. Though Gruff's nature causes him to be wary, he goes along.

When Tristan returns at dusk, he does so bearing meat in the form of a hefty mountain sheep, much to the delight of his hungry companions. Rory passes along what he knows of the ring, having remembered some old arcana and referred to his father's tome. The ring was forged by elemental beings called the Fire Lords on the elemental plane of fire, Piara Tinis. By speaking the command word three times, one can call forth a being of fire to serve you. There were several rings forged and given to mortals who served the Fire Lords. The creature summoned would be a warrior obedient to the summoner.

The lecture is interrupted however when Gruff awakens, spouting out a series of directions. "Left, Left, Straight, Right, Up and Right, forty paces and down..." Though Ewald first thinks them fevered ramblings, Rory eventually writes them down. Gruff then explains what he has learned and tells them they must take him to where he can be healed before passing out once more. Though the group is suspicious, Ewald judges that Gruff will die in the night without some kind of miracle. It is decided to take Gruff deeper into the caves in hopes that his story is true.

Strapping Gruff to a crude gurney of sticks and skins, they place it atop one of Rory's handy floating disks and set off. They arrive at their destination a short while later. Clean pools, untouched by the Ettin's (since the passages are far too small) can be seen here. Gruff is awakened by Seer Gavin, who appears to be standing next to Tristan and the others. "Gruff, you must use one of the gems now. The gems you found earlier. They have power within them Gruff. When I tell you, drop the gem into the pool and I will heal you."

This of course makes Gruff even more suspicious. The gems the old Seer speaks of are the dark jewels Gruff found in the Daagar Sorcerer's room. The gems kept under the somewhat sinister looking dark statue of a Shadowy God. But he IS in a great deal of pain, and this IS one of his people speaking to him. As Gruff looks at the pools, he sees Trulla carvings in the wall and his fears are dampened. It appears this is a Trulla holy site after all. When the others aren't watching, Gruff deftly retrieves a jewel from his loincloth and drops it into the water.

Moments later, Rory utters a spell and proclaims that the pool is indeed magical. They carefully lower Gruff into the water and wait. Gruff drifts as Seer Gavin spends the time chanting in low, prayer-like tones. Ewald monitors Gruff’s condition and can see that he is improving. After an hour or so in the pool, the magic wanes and Gruff is greatly restored. Seer Gavin reminds Gruff that to fully restore him, the main pool must be cleansed.

Once more in the Ettin’s cave, the party sits down to their first good meal in a long while. Gruff is able to sip some broth and hobble about the cave (a vast improvement). He’s also able to sulk a bit about all the good loot being taken. After polishing up a good two-handed sword and refitting some armor he and Ewald decide to go through the weapons once more, this time using detection spells to make sure nothing magical was missed. There’s a scramble and short wrestling match when they both discover a shimmering dagger under a pile of old leather. Alas, Gruff’s injuries keep him from this prize too, though Ewald offers to trade it for something else of value. More grumbling ensues.

Rory and Tristan discuss the ring and decide to chance summoning the elemental, just to see what they have. There’s a flash and a bang and then from the fire emerges a four foot, lithe female with bronze wings and flaming red hair. Over her shoulders are slung two thin, Kris swords and a bandoleer of throwing knives. Her red tinged skin glows slightly. She is extremely hyper as she buzzes around the cavern.

A short conversation reveals her name to be something unpronounceable that sounds like a roaring campfire. The group decides to call her Ember. She tells Rory that she is of the Piara Forisi and is one of the Fire Lord’s best scouts. In exchange for the ability to once again walk the middle realm she will serve Rory until such time as her Lord calls her away. Then she refuses to leave. And she talks a lot. And sometimes sets things on fire. But she’s nice.

In the morning, Seer Gavin returns, telling Gruff that it is time for his full healing and the cleansing of the main pool. Much to the group’s disgust, this means they have to actually remove the boiled Ettin and various other, unrecognizable chunks of flesh from the hot spring. After a few minutes poking around with spears Ember comes to the rescue, offering to get rid of everything from the pool.

The group takes cover, far back from the spring as Ember sticks her hands into the already boiling water and concentrates. It takes time, but eventually the pool begins to boil at an even more rapid rate and soon begins steaming aggressively. Soon Ember and the spring can’t even be seen through the hissing steam cloud. Rory actually passes out from the heat before Tristan can drag him further away. When all is said and done, and the steaming stops, every last bit of contaminant in the pool has been burned away, along with most of the water.

As the spring slowly refills, Seer Gavin explains that Gruff needs to covertly drop another of the magic gems into the spring to get it functioning. Since the others are mostly looking after the still unconscious Rory it's easy to do. A few more muttered prayers from the old seer and then Gruff gingerly enters the pool. It has somehow been made cool enough to enter, but Gavin warns Gruff that the pool will only function for Trulla, since this is a Trulla holy place. If Gruff thinks the logic is anything other than sound, he is quickly too "immersed" in the good feelings of healing to care.
___________________________

Having no further reason to stay at the pools, the group soon packs up and heads out, using Ember as an extremely useful, if somewhat conspicuous, flying scout. Despite the fire spirit's comet-like flight (or perhaps because of it) the group encounters no further travel woes. Two days of hard walking finds them quickly approaching Gruff's home, the village of Namichek. Rory's ever-helpful levitation spells get the party up the very vertical, very high cliffs. Gruff is obviously worried due to the fact that no sentries were encountered.

The village is a sprawling, cliff-side network of narrow rope bridges and switchback rock ledges interspersed with caves and cleverly constructed stone buildings. It's also completely deserted. After Gruff leads the group to what passes for the village square, a wide ledge on the edge of an equally wide mouthed cave, he quickly explores the rest of the village, affirming that it is indeed empty. Tristan takes the opportunity to look around, discovering some signs of a fire, and a few very old patches of dried blood. He also finds a few old leather remnants and some metal harness rings. Ewald identifies them as Durin climbing harnesses.

Gruff then finds a Trulla rune scrawled on a cave wall and explains that it is a trail sign branding the village "compromised". He surmises that those of his people that survived the attack on Namichek fled to one of two possible smaller holdings even further up in the mountain range. It's huddled near the fire, a broken Durin climbing harness clutched in his meaty paws, that Gruff tells Ewald he owes the Durin a Life debt. Though he is bound by honor to travel with the group until he can repay his debt, he asks that they first find his people and see that they are safe before leading them home.

Ewald and the others agree to help him. The old Durin and the others even offer to return some day to the Darkurth realms to put an end to Queen Meevey and her grove. Ember curls up in the fire to sleep, complaining that it's the only place even nominally warm enough. Alone but for the howling of the mountain winds outside the party talks and reminisces before finally settling in.

In the morning, Rory is somewhat surprised to find Tristan frozen stiff with fear, halfway across a nearby rope bridge and clutching the ropes with utter dread. Once he's carefully pried loose and taken back to the cave, he explains that while on morning watch and searching for more clues, he was suddenly overcome with the sheer height and precariousness of it all and experienced a strong case of vertigo. Gruff and Ember both shake their heads at the absurdity of it all but both graciously offer to carry Tristan down. Rory's method proves more palatable to the ranger however, and one blindfold and delicate Levitation spell later he is safely upon terra firma once more.

Again the group heads upwards, further into the Argon range. They camp and are up at first light, traveling most of the next day as well. In the afternoon of that second day they come upon a Trulla sentry near what Gruff explains is the Trulla cliff fort they are searching for. After a quick conversation and reunion, for it's obvious that Cheg the sentry and Gruff are old friends, Gruff introduces his companions and they proceed to the fort. The look that passes over Cheg's bearded face at sight of Ewald is not missed by anyone. Ewald has a chance to wonder exactly how he will be received.

Though inside it turns Tristan slightly to jelly, he manages to make it up the cliff with Rory's aid and into the narrow chimney of stone that hides this even higher Trulla redoubt. Unlike Namichek, this smaller holding is crowded with Trulla warriors, women and children. They all gawk at the strangers and many stare with open malice at Ewald though he tries to ignore it. The group is led into the main cave, for much to Tristan's relief a large portion of this holding is within caves, and before a massive, blonde furred Trulla warrior.

The warrior is seated before a large fire, his legs covered with a woolen blanket. On each side a female serves him drink and food. Other warriors are seated near the fire. He smiles warmly at sight of Gruff. "BROTHER! It is good to see you! Come sit by the fire and tell us of your adventures!" Gruff responds in kind, but notes with some dismay that his brother, Billy, does not rise or make any use of his legs.

Over a warm meal and strong liquor made of goat's milk the group is told of how Namichek was surprised and overrun more than a year ago by a large army of Hodra and Kuldan with the aid of sorcery and Durinmade climbing harnesses. It was in this battle that Billy was wounded by one of the Kuldan and lost the use of his legs. The greatest of their healers was killed as well, along with many of their clan. The survivors fled here, to Selghaven.

Twice in the times since, Billy has sent scouts to try and reach the other clan of Trulla far to the south, but neither has returned. It appears that the Blackback tribe of Hodra has grown quite strong. The group tells Billy about the Daagar connection with the Blackbacks. Gruff also tells Billy about the holy springs to the west, hoping their magics might heal his brother. Billy seems doubtful and resigned to his condition.

It quickly becomes obvious that Billy is interested in passing on the mantle of leadership to Gruff, leaving the Trulla adventurer in somewhat of a predicament. Ember, after causing quite a stir around the Trulla begs leave of Rory to return to her own planes for a spell. Rory is happy to oblige, for even though Ember has calmed and become easier to get along with, she is still taxing on the nerves, and Rory has been overtired of late.

Two weeks pass in Selghaven. While spring settles on the high mountains and the worst of the snows begin to melt, the adventurers settle in for a well deserved rest. Though Ewald is far from comfortable amongst his people's ancient enemies, Billy has passed word that Ewald is a friend. Rory quickly recovers his health and wind, finally settling down to study and write in his father's spellbook. Tristan keeps mostly to the insides of Selghaven, devising possible plans to reach the Trulla clan to the Southeast with Billy, Gruff and Ewald. In the back of his mind, Tristan knows their mistress is probably looking for them and the Staff Rory still carries.

Sunday, August 2, 2009

SESSION 13 "Like Soup on a Cold Day"

Worried about the beasts without, everyone decides that the hunger within is of top priority. Besides, the snow is beginning to fall fast now, and they all hope that the blood trail will soon be covered. Taking a few moments to use his spells in new and culinary ways, Rory cooks the dressed out hare with a Floating disk spell as a pan and a flaming sphere spell as the barbecue. Once again huddled snugly in their shelter, the companions talk quietly and eat their warm food, feeling that they just might make it through the night.

And they almost do...

In the early hours of morning, during Tristan's turn at watch, or in this case we might call it "listen" since no one wants to venture outside of the little shelter, he's clearing the little hole above the shield-for-a-door when he feels a warm breath on his fingers. The sensation is so unexpected that he's momentarily at a loss for actions. In the next moment several things happen at once. As Tristan pulls his hand back quickly, he turns to wake the others with a warning as the entire shelter disintegrates into a pile of ice and snow, burying the sleeping heroes.

Whatever is outside reaches a furry white, claw tipped paw inside to pluck Tristan out. Only a quick scramble avoids the attack. As the group sputters awake Tristan rises from the wreckage of their shelter and takes a wild, blind swing at whatever is attacking them. He misses, seeing only swirling darkness around him.

As the others take weapons to hand and come thrashing out of the snow, Gruff gets his first good look with his sensitive Trulla eyes and yells, "Ice Lion!" as another paw swipe catches Tristan across the face, sending blood flying.

A solid halberd swing from Gruff catches the thousand pound lion in the mane covered shoulder, bringing a cry from the beast and keeping it from further mauling Tristan. Rory's Kirith-Syvani eyes serve him well as he spots two more shapes nearby and sends a flaming sphere into the first of them, burning and toppling the beast out of sight. The second however, wastes no time in bounding and pouncing on Rory, sinking it's large fangs into his arm and crushing him deep in the snow.

Charging to the rescue, Ewald brings his axe down in a powerful two-handed blow, which the agile cat neatly avoids. Rory gets a good look at Ewald's axehead from mere inches away before taking the opportunity to send another flaming sphere into his attacker. All these large balls of fire hissing and sputtering in the snow prove too much for the cat and it turns and leaps out of sight into the darkness.

With just one wounded cat remaining Ewald rushes to Tristan and Gruff's aid. The three together prove too much for the wounded cat and it turns tail as well.

Only seconds later Rory spots the third beast, this one apparently the big male, just before it's about to pounce on Gruff from behind. He cries out a hasty warning as the beast rises into the air and Ewald heroically knocks the Trulla aside, taking his place as lion attackee. Once again the group has cause to be thankful for the otherwise hated snow as Ewald sinks deep into partial cover from the cat's attack.

Gruff rises quickly and roars out as he lowers his horns and charges the lion, knocking the beast on it's side. Rory, clutching his bleeding arm, sends a group of magic missiles streaking into the beast, which thoroughly unnerves it, causing it too, to race off with a cry of pain and frustration.

With a careful eye to the darkness the group huddles in the wreckage of their shelter. Ewald and Gruff both pray for healing, taking care of Rory's arm and Tristan's face, which luckily wasn't nearly as bad as all the blood made it seem at first. With dawn fast approaching, and the snow apparently stopping, the group decides it better to press on toward a lower elevation. Tristan leads the way.

Just as cold and miserable as the day before, the group still seems destined to eat their footwear and die frozen. Traveling well into daylight they eventually find a small, unfrozen stream trickling down the valley's edge. An attempt to drink said water reveals it to be sulfurous and less then pleasing to taste, and also fairly warm.

A quick conference where everyone discusses the bliss that finding a hot spring would provide, and all decide that a trek upwards to follow the stream might be worth the effort. Scrambling along the edge of the waterway for a candle leads them into a narrow ravine. The water steadily grows warmer and soon they find a pool suitable for soaking near-frozen limbs.

As some bathe, others keep a watch and explore the area. Tristan discovers a nice, shallow cave behind the frozen east wall of the ravine with signs of recent sheep having visited the area. The only thing nicer than warmth is the thought of food, which would allow the group to recharge in relative comfort for a day or two. Gruff once again calls on Loki, his spirit raven, to scout out possible food sources. In very quick order, Loki returns, squawking "Food! Food!" and flying further upstream.

Dried and a great deal warmer, the group dresses and stows their few possessions before scrambling upstream after the bird and it's promise of a meal. Before long they find an area where the ravine widens and great many, tiered hot pools dot the floor of the little canyon. As Rory leans on a big pillar of ice, he's surprised to see a frozen hand inside, which he shows to the others.

Soon it's decided that the Rory and Ewald will stay and investigate the bodies frozen in ice while Tristan and Gruff continue to follow the bird. As the Neran and Trulla carefully make their way across the steaming pools, Rory uses his ever useful flaming sphere to burn away the ice while Ewald chips at it with his axe.

Rounding the bend and moving further into the springs, Tristan and Gruff both spot a strange sight ahead. Perched over a boiling spring is a huge log with bits of rope hanging from it. As they investigate further a loud singing issues from a watery cave in the west wall of the canyon. Something large and tone-deaf this way comes. Tristan ducks behind a rock and whispers, "Hide!" at roughly the same time that Gruff yells, "Ho there stranger!" and a twenty foot, two headed giant emerges from his cave with a scowl.

The giant is massively proportioned, as giants often are, with thick, trunk-like limbs and a chest wider than a Neran is tall. It wears little more than a crude kilt made of mainly sheep skins, with a likewise furry mantle and half cloak hanging from it's shoulders. In each meaty fist is held a gnarled club of hardened wood. Each head is covered in a patchy beard and one has a huge and livid scar running down it's left cheek and through the area where it's eye should be. On both heads rest a crude helmet made of leather and bits of old metal and chainmail.

"WHO ARE YOU LITTLE MAN!" shouts one the one-eyed head. "AND WHY YOU HERE?!" shouts the other.

Gruff, somewhat startled by the size and multi-headedness of his adversary takes a moment before answering. "I! I am Gruff the Daagar slayer! Why even just this day I have killed a hundred of the scum"

The giant takes several steps forward, sloshing through the water. "WRONG LITTLE SHEEP! YOU ARE FOOD!"

"You wouldn't want to eat me friend. I don't taste very good."

"YOU WRONG, I HAD YOUR KIND BEFORE LITTLE SHEEP. TRULLA MEAT GOOD IN SOUP!"

Seeing that the giant seems disinclined to talk, Gruff whispers, "Run and get the others" to Tristan before jumping up on the log over the boiling spring. From his vantage he gets a clear view of the body parts floating in the giant's soup. Thus assured of what his fate will be should he come out last in this encounter he turns and addresses the giant, a plan already forming in his mind.

"Come and get me you pox-ridden, dung eating, puss filled, stinking... urine-breathed, castrated son of an Ogre!"

As the giant charges, Tristan moves quickly to bring help, muttering something rude about luck and giants and scalding himself as he slips and dips a foot into a searing pool.

In a daring move, Gruff waits until the very last second before leaping backwards, away from the giant's clubs. In it's haste to lay it's club up against the side of Gruff's head, the giant is unable to stop it's forward momentum and has to attempt a leap across the scalding hot pool. With a great cry of pain it's leg slips into the roiling water, instantly blistering and turning bright red before the creature can roll clear and rise.

Thinking to finish off the monstrosity before it can collect itself Gruff runs up a rock and leaps nimbly onto a head of the giant. With a great heave of his halberd, he splits the giant's helm and strikes his foe before jumping clear. Turning to survey the damage, his face drops as he sees the giant look down at it's shattered helm and shake it's head, before limping forward to attack.

Meanwhile, back at the ice pillar, Rory and Ewald have chipped free a hand and found evidence of more bodies encased in the ice. At the revelation that the bodies are apparently Hodra, they are considering stopping when the spiked top of Ewald's axehead takes another small chunk that causes a fissure to appear in the ice. As the Kirith Syvani and the Durin watch, the fissure spreads up the pillar. Taking a quick look at each other, they back hastily away from the ice as a giant slab peels away and the whole thing comes down with a crashing explosion of ice and half a dozen frozen bodies.

Both the giant and Gruff look toward the echoing sound. The giant grins, showing stained and crooked teeth. "MORE FOOD! MORE LITTLE SHEEP?"

Gruff grimaces and rejoins the battle, trusting greatly in his nimble footing to stay one step ahead of the giant's attacks.

Tristan, having just come around the bend. Motions for Rory and Ewald to hurry before he turns back and finds a good location from which to shoot his crossbow. As the other two move slowly through the pools, Gruff continues to make small wounds in the giant's thick, thick hide, using the pools and rocks as cover.

Even when Tristan fires a bolt into the giant's back, it only causes the giant to wince momentarily. All the while, Gruff's underfed, abused body is growing tired and his reflexes are slowing. Once or twice, it is only the giant's wounds that prevent him from making that solid connection that Gruff is fairly sure would end the fight quickly.

When Ewald and Rory come around the curve, Ewald immediately calls on his God for aid, coating himself in a shield of faith to compliment his shiny new armor and calling down extra strength as well. Rory wastes no time in sending a flaming sphere into the giant's already damaged leg. With another roar of pain and anger the giant kicks the sphere high into the air, sending it splashing down not far from the startled adventurers.

Gruff keeps working, only now the exhaustion is really kicking in. His insults are punctuated with ragged breathing and his graceful hoofwork is getting... less graceful. To be fair, the giant is slowing somewhat as well, from the myriad wounds decorating his body more than from fatigue, but in all Gruff seems to be in more trouble.

Thinking that the giant must be somewhat weak mentally, Rory casts a mind-effecting Command spell on it, compelling it toward the soup bowl with a simple, "Advance!" For a moment it seems as if it might work, until the giant's other head snaps around and yells "STOP!" at it's partner, proving that two dumb brains are better than one.

Next the quickly tiring spellcaster causes a bunch of sticky webbing to appear between the giant's massive legs, anchoring one to the other in an attempt to trip the monster into the pool. It does fall, but not in the right direction. With a yank and a snap the webbing comes free and Gruff nearly loses his head to backward swipe of a club.

A sphere of darkness springs into existence around the giant's head, courtesy of Rory. Gruff lunges in to take advantage and puts another gash in the giant's legs. Ewald draws near.

Then, tragedy strikes.

Ducking low and coming clear of the magical darkness, the giant drops it's club and makes a grab for Gruff. With great effort he evades and rebounds off the rocks in a pattern that has perhaps become too familiar to his opponent. As the Trulla comes back in for an attack with his halberd he's snapped up in a two handed grip by the enraged giant. smiling and laughing in triumph, both heads focus on Gruff and squeeze. Things pop and grind that really shouldn't and Gruff cries out in pain, and more deadly pain.

Ewald comes in low behind the fully distracted giant and proceeds to cut deep into the monster's good leg, hamstringing the beast and causing him to fling Gruff high into the air. Once more Rory webs the giant's legs. With tremendous effort it rips the web away again and takes a swing at Ewald who barely avoids the blow and stumbles over the now dislodged log and old rope.

Ewald looks quickly from the rope and log to the giant, noting the monster's dozens of minor wounds, his dragging feet and staggering steps. His back to the boiling water, Ewald plants his feet and yells at the top his stout, Durin lungs, "COME AND GET ME YOU HALF BRAINED MISERABLE EXCUSE FOR A GIANT!"

With a roar the giant obliges, charging as best as his injured weakened legs can manage. His hairy toes catch the tied coils of rope and keep his feet from clearing the log. Twenty feet of enraged giant topples like a stone toward Ewald and the pool. Heels to the water's edge, Ewald ducks and rolls at the last possible moment and thus it is only the giant that dives head first into his boiling, sulfurous soup and disappears completely into the water.

Ewald stands and looks across at Rory and Tristan when from the water emerges a two headed, blood red thing that once was their foe. The giant's skin is covered in huge, hideous blisters and it's three eyes are cloudy white and oozing blood. It's long, tortured scream echoes through the ravine as it momentarily reaches for Ewald before sinking back into the roiling water with a splash.

They find Gruff nearby. Having landed in a pool, he somehow found the strength to pull himself out. Carefully they look him over but his injuries are severe and mostly internal. Though some things are obvious: broken ribs, fractured arm, others are less so. Though Ewald is able to mend somethings through his wicalic prayers and they clean him up, it's clear that Gruff will be doing no walking any time soon and is far from being saved.

Rory and Ewald prepare to explore the giant's cave in hopes of finding something useful to aid their friend. Tristan stays with Gruff and prepares him as best he can for moving. Gruff sleeps, perhaps to wake again, perhaps not.

Friday, July 3, 2009

SESSIONS 10-12 "Escape from the Mushroom Queen"

Huddled in the dark, far back from the wall ahead, the band of adventurers plot their next move. After several plans are put forth and discarded, they finally decide upon a stealthy advance by Rory and Grog, who will quietly dispatch the two Daagar guards and open the gates for the others.

Casting Levitate on himself, and then Invisibility on them both, Rory keeps hold of Grog, takes a good leap and glides toward the wall. Once at it’s base they levitate to the top and crouch between the crenellations. As the Daagar approach, Grog smells the “first” wrinkle in their plan, namely a dog. Hoping for the best, they continue on.

With a deft throw, Rory tosses his light stone onto the walkway and he and Grog skewer the two Daagar before they have a chance to react to their now visible attackers.

The enemy warriors barely make a squeak.

Unfortunately, the same cannot be said for the black furred, attack trained mastiff that begins baying, snarling, and barking as it charges the two heroes from further down the parapet.

Undaunted, Grog’s quick mind comes up with a solution. With a deft chop he loosens an arm from the dead Daagar before him and tosses it to the dog, one must assume in hopes of befriending, or at least quieting the pooch. “Who’s a good doggy?” is thrown out their in Grog’s version of puppy-talk along with the appendage. The severed arm bounces off the dog’s chest, barely slowing it’s maddened charge. Grog’s word’s might actually have made it angrier.

Not to be provoked to deadly action against such a friendly, innocent pooch, Grog catches the snarling creature and proceeds to hog-tie it quite handily, without getting bitten even once. Meanwhile a loud gong begins sounding from behind the wall.

Rory wastes no time chastising Grog but instead casts another invisibility on himself and heads off in search of the mechanisms to open the doors. Soon crossbow bolts are flying through the dark as Tristan and the others rush toward the wall.

As battle-ready Daagar rush the wall from one side and our heroes rush it from the other side, Rory searches desperately for a passage that leads to the massive doors. Huddled at the base of the wall, Tristan, Gerty, Ewald and Shujen try to avoid crossbow bolts as Grog cleaves through Daagar nearly (but not quite) as fast as they come at him.

Displaying the craftiness of their race, the Daagar’s fortification proves too difficult for Rory to navigate, since the gate house is actually lower than the inner courtyard. Grog jumps from the wall to the courtyard and continues to butcher Daagar as Gerty moves to the gates and begins to formulate an idea.

Something tentacular reaches for Grog out of the darkness but he avoids it and continues killing.

Gerty’s arm begins to glow and her companions take a step back. With a mighty THWACK she hits the fortified doors. The reverberations from her blow stop everyone but Grog, who is now in a true and epic rage. A partial opening can now be seen through the reinforced doors. After a moment of awed silence, Ewald and Tristan widen the hole with their weapons. Gerty sits down as Rory joins them with a “hi” to announce his invisible presence.

Once through the door, the group faces off against a Daagar greeting party. Thanks to Shujen’s Spiritual weapon spell and Ewald’s holy protections, they actually fair well against the enemy.

Grog is still separated. And still killing.

Then a Daagar captain appears bearing a strange weapon. It appears to be a globe-like mass that is hurled without delay into the heroes midst where it detonates with a hiss and a puff, sending tiny spores floating through the air and into everyone’s lungs. Though they try desperately to resist, it’s no use and each succumbs to sleep and unconsciousness accept for Tristan. Faced with the choice of giving up his friends and fleeing, or surrendering, he chooses surrender.

Which leaves Grog, in another area of the fortress, still in a killing rage, chopping through Daagar like kindling. The Daagar are now truly frightened of the towering half-hodra. They do their best to hem the giant warrior in and stay alive and succeed in at least half of that plan. When a particularly stout Daagar appears on the walls above Grog, he is in the process of killing too many others to notice. When the Daagar champion’s axe sails through the air and takes Grog in the back, he drops in a haze of pain and anger, not to rise again.

________________

When next we visit our heroes, things look grim. Each eventually wakes presumably in the fortress dungeons. All is blackness, leaving only Ewald and Gerty able to see their surroundings, a narrow stone room separated by stout, cramped, iron cells, into which each hero has been thrown. On top of this, they have each been outfitted with thick, leather and iron collars that appear to have been glued to their skin. When investigated, the collars are found, to everyone’s horror, to have some sort of creepy crawly insect inside them, endlessly circling the hero’s throats.

Though injured and woozy from the effects of the spore bomb, everyone but Grog seems to be in passable condition. Though it’s a relief to see Grog at all, from his position in the cell across from Grog, Ewald can easily see that the wound in the Half-Hodra’s back has been poorly bandaged and has leaked a great deal of blood. Grog seems mostly unconscious, only occasionally moaning in his painful slumber.

For her part, Gerty seems incredibly tired. Whatever power she used to smash the fortress doors she is slow in recovering from. With some effort, she is able to cast a dim blue glow on the room from her rune-covered fleshed, which she notices with some alarm has now spread to her shoulder as well.

As the group is taking stock of their situation, the Daagar captain appears through the dungeon door. Luckily, Gerty is able to extinguish her glow just in time. Smiling wickedly, though only Ewald and Gerty can see it, the captain explains their situation in broken common.

“I am Captain Raakar, her majesty’s servant and war leader of the Izil-Mahr Clan. You are worthless, top-dwelling scum who have invaded our home and killed our comrades for no apparent reason. It is only Her Majesty’s command that keeps your soft hides from being flayed from your bodies. The collars you wear each contain an Ebon Death centipede, a creature that’s venom will kill you instantly should it bite you. Fortunately for you, the creatures are generally peaceful. It is only loud shrill noises that anger them. Noises such as this whistle makes.” Here the captain produces bone carved whistle hanging from a leather thong around his neck. “Make any attempt at escape, or cause us any further trouble, and you will all die quickly.”

With this warning, Captain Raakar leaves them again.

In the silence of their imprisonment, the group waits and rests. Ewald and Shujen, with some difficulty due to their lack of holy symbols, begin healing what wounds they can. Between Shujen’s paladin healing and Ewald’s priestly ministrations they bring Grog back from the brink of death, but still leave him in a bad way. Time passes and the magic wielders in the group begin to regain a little of their essence. The guards bring them food and water.

Once rested, Rory wastes no time in “Knocking” his collar off with a spell and scraping the bug quickly from his neck. Though it taxes him greatly, he next opens his cell door with another spell and moves to open Ewald’s cell next. Further plans of escape are interrupted as the guards approach. Rory casts invisibility on himself as two guards enter. Ewald just barely pushes his door closed, though it remains unlocked.

“The Queen demands to speak with your leader. Who amongst you is that?”

Grog takes the opening to mutter, “I will kill you just as I killed all your friends little dwarf.”

As reward for his troubles, Grog is stabbed in the foot by the second guard.

Thinking quickly, Ewald says, “I will speak as the leader... I suppose.”

Things happen very quickly after these words. The guard moves to open Ewald’s cell. As he finds it already open Ewald rushes the door, knocking it heavily into the guards nose. Ewald jumps on him as the other guard pulls his axe. Wrestling for possession of the whistle Ewald barely manages to prevent from being skewered by the other guard. As Rory rushes to aid his Durin friend, the first guard gets hold of his whistle and blows the death knell for them all...

There is a little pain as the bugs respond by biting the necks of all but Rory, who long since got rid of that pest. Everyone bitten succumbs to the poison. Rory stays hidden, partly in shock of what has just happened, and partly at a loss as to what to do next.

The guards quickly take stock of the situation. Realizing almost at once that Rory’s cell is empty and he is not only not dead, but not present they flee the room, perhaps rightly fearing magic. With a clank, the main dungeon door closes, leaving Rory in the room with his dead or dying friends, some of which are weakly thrashing in the throws of the poison.

Moments later the guards return, with plenty of backup. Entering the room quickly they shut the door just as fast. Along with Captain Raakar is a Daagar in black Wicalic robes. Rory crouches in the corner, invisible but lacking a good plan.

Raakar speaks, “We know you are about Syvani sorcerer! Show yourself and surrender now and my friend here can save your companions. But the poison works fast, and in moments not even the antidote will save them. Decide now!”

Rory only has to think a moment before surrendering. Though he hates the idea of once again putting himself in the Daagar’s hands, he really has no choice.

Gagged and bound, with a sack over his head for extra measure, Rory has no idea if Captain Raakar kept his word. Pushed through the halls of the dungeon, he is herded into the great throne hall of the mysterious Queen of the Daagar clan. When the hood is removed, he sees before him a massive, bejeweled throne of ivory, gold and onyx.

Trussed like the dangerous prisoners they have proven to be, Rory sees Ewald, Grog and Tristan chained to massive iron poles in the floor, still unconscious. Rory is likewise bound but fully conscious, and so has a clear view of the large sedan being hauled into the room by muscle-bound Daagar warriors. When the curtains of the sedan part, Rory has his first view of the Queen.

She is massively proportioned and slug-like in her corpulence. Strange growths warp her face, setting the shining crown upon her head at an angle. Fingers like overstuffed sausages are bedecked in sparkling jewels and gold and silver. Her dress is stately and expensive, but strains at the seams in an attempt to keep her bulk from spilling out. And she is not Daagar.

Coming to only perhaps three and half feet in height she is far too short to be of the Daagar. Instead, she appears to be something like the Dinari tinkers, but with much whiter skin and stringy hair so thin that it’s easy to see her scalp beneath. Her voice is high and piercing when she speaks, eyeing Rory with an evilly sweat look that promises torture.

“I am sorely vexed with thee, little man. You and yours have caused much strife and sadness in my happy home. I am hard pressed to deny my captain the pleasure of crucifying you in this very hall.” She looks to her captain. “Where are the others Raakar? Where is the purple paladin and the old Durin hag?”

“They are dead my queen. Victims of your slave collars,” Raakar answers with some pleasure while motioning to two lifeless corpses stacked at the rear of the chamber.

Rory’s heart sinks at Raakar’s words and sight of his dead friends.

Grog, Ewald and Tristan slowly come around, finally benefiting from the antidote given them.

She continues speaking to Rory, “There is but one hope for you murderer. Tell me how to work the pretty rod you brought me. Tell me all you know of it and I may be more lenient on you and your companions.”

Grog, ever the helpful negotiator again chimes in here with, “Tell the fat one nothing Rory! I will kill you all when I am free!”

At a nod from the Queen, Grog’s tirade is cut short, along with one of his fingers as Raakar quickly and deftly slices the digit off at the knuckle. His shriek is loud and long, and if possible, even more hate fills his eyes..but he does hold his tongue.

Rory goes on to tell the queen the unfortunate news that he has no idea how to work the rod. She doesn’t believe him at first, but is eventually convinced. He does take a chance and make mention of their dragon mistress, Tashea, and that the rod is the dragons, and this news does give the Queen pause. But eventually, she makes a decision.

Obviously disappointed she pouts a little before extending grotesque, tentacles from the folds of her flesh that wrap about the heads of the prisoners. “It is MY DECREE, that the murderers be fed to the Grove as punishment for their crimes against the Izil-Mahr clan!”

As they reel in horror, the tentacles swell and spit forth more spores, sending each of the prisoners once again into a torpor, with the exception of Ewald, who has the forethought and willpower to hold his breath for a ridiculously long time, even in his weakened condition.

Thus it is only Ewald who feels the guards unfasten them from the poles and drag them bound and shackled down stairs and through passages. It is Ewald who witnesses through slatted eyes his friends being unshackled one at a time and dumped unceremoniously over the lip of a hole in the floor. Ewald who briefly considers standing, fighting and likely dying on his own two feet, but instead lets himself be unshackled and rolled into the pit too, trusting to his god, that the fall won’t kill him.

He rolls and slides down a long passage before free falling for at least four or five seconds. A fall that he fears will indeed kill him. Instead he lands partly on Grog on a mass of spongy, smelly matter that gives quite nicely and keeps him alive.

Gingerly rising, he is first surprised to see that the cavern in which they landed is lit by a phosphorescent glow given off by hundreds of mushrooms, some taller than Grog. His companions are all splayed in the spongy remains of long since destroyed mushrooms. Ewald is weaponless, spore-addled and sore from his fall, and on top of all that, he’s pretty sure the room is spinning and wobbling unnaturally.

_________________________________

Thinking that all the group’s luck is perhaps gone, he decides the only hope is to find an escape from the cavern. After briefly attempting to wake the others, he sets off on careful path through the mushroom forest, attempting to map the cavern and see what can be seen.

It’s not long before he notices the first of the Grove’s hazards, as several of the larger, darker mushrooms spit spore clouds at him, and others collapse their huge mushroom caps in attempts to entrap him. He evades and dodges the mushrooms, but finds it more and more difficult as the differences between reality and his quickly growing, mushroom induced hallucinations become harder to tell.

Meanwhile, the others begin to stir, but are already feeling the effects of the “special” Grove mushrooms. As Rory watches Tristan’s face change colors, Tristan is fascinated by his feet, which have grown to huge dimensions, making it impossible to stand at first. Grog is busy tasting the colors of skin and clothes when a light rain of small, purple worms starts covering the trio.

Then Grog makes his final mistake. Perhaps due to the hallucinations, or perhaps just due to his unique, soon-to-be-missed Grogness, he reaches out to the nearest mushroom, breaks off a fistful, eats it, then smiles at his friends. Rory and Tristan both watch in disbelief, as Grog’s eyes roll up in his head and he keels over backwards.

When they rush to their friend’s side, they can see that the fungus has already started to grow out of his mouth, unnaturally quick. With a squirm of uneasiness, Tristan bravely attempts to grab hold of the growth and pull it free, bringing out a wet mass of fungus and blood, but Grog barely shakes before lying still once more, his face now half covered by the speedy growth. If nothing else, their companion’s demise may have cleared their heads for a moment. With an anguished sigh, Tristan turns and calls out to Ewald, but Ewald is busy.

Making his way around a particularly dense patch of man-eating mushrooms, Ewald comes face to stalk with his first ambulatory mushroom. As he runs, screaming a warning to the others, more man-sized mushrooms join the chase, ambling slowly but surely after him on fat, spongy legs.

From his perch in a shallow cave above the grove, a new face watches Ewald’s pursuit. Gruff, the Trulla warrior does not like Durinfolk, and while it is clear that this one is different from the Daagar that killed his people and threw him in this cursed hole, it’s still a Durin. On the other hand, these newcomers might help him escape. With a weary sigh, Gruff makes up his mind to help.

Tristan and Rory are attacked by new mushroom men. Tristan desperately resorts to fisticuffs, punching a mushroom man with little effect. Rory lets fly with a barrage of magic missiles which drops both mushroom men, at least temporarily back into the thick grove.

With the slight reprieve, Tristan and Rory quickly fashion crude masks from the remnants of their shirts and begin heading into the grove, Ewald comes up against the cavern wall with four mushroom men in hot pursuit. Just as he’s about to be caught, a furry, heavily muscled arm reaches down from above and hauls the burly Durin upward, along the cavern wall and into the perilous sanctuary above.

“Shush Dwarf, sound draws their attention.”

Unclear of this new being’s intentions, but quite sure he was just saved, Ewald does what he’s told. At least until he spots Rory and Tristan in the grove, and sees Tristan pulled in by one of the large, black mushrooms.

Ewald shouts, “TRISTAN!” and is then glared at by the seven foot, horned goatman beside him.

Rory manages to pull Tristan from the mushroom, but the ranger is out for the count. As mushroom men approach, Rory pulls Tristan onto his shoulders and attempts a staggering run toward the sound of Ewald’s voice. With another frustrated sigh, Gruff descends the cavern wall with true, Trulla-hooved ease and is ready at the wall’s base as the two weary adventurers arrive. None too soon, he pulls Tristan up the wall as Rory leads the mushroom men away before casting invisibility and climbing carefully to the cave. Dozens of mushroom men gather at the base, before retreating a short distance and milling about.

The small cave space is barely large enough to fit Gruff, Ewald, Tristan and Rory, who is stepped on by Gruff before he can announce his presence and become visible once more. Quick introductions are made before both Ewald and Gruff attend to the unconscious Tristan.

From Gruff they learn that healing spells will keep at bay the hallucinations caused by the grove. That and small bits of less-deadly fungus and water purified by Gruff’s spells has kept him alive for the several days he’s been trapped here. When everyone is healed of the mushroom’s effects Gruff goes on to tell them what he has learned in his few forays into the grove. Mushroom men are attracted by sound and movement. He has found no way out, but he did find an old pitted sword and a wood axe.

After some contemplation of their situation, and uneasy awareness of the mushroom men who are now congregating in numbers larger than Gruff has seen, and starting to form into one massive, writhing pile, it is decided that they must escape now. Gruff summons his spirit companion, Loki, a large raven, and commands it to scout the cavern for a way out, hoping the bird will find a way he could not.

A short while later the bird returns. When asked if it found anything, it bobs it head in the affirmative before flying upward and pecking at the ceiling. From this the group gathers that the way out is on the cavern ceiling.

Gathering themselves for a run, the group descends to the floor of the cavern and sets off following Loki. The massive pile of mushroom men seems to squirm even more violently but doesn’t give chase. Rory tries to burn it with a flaming sphere but only gets the smell of singed yuck for his troubles.

When the bird stops and rises high toward the cavern ceiling, the group realizes it has brought them back to the hole from which they fell. Apparently the only exit from the cavern is the same way they got in. After a moment of frustration, Rory casts another spell, this time Levitation, and carries Tristan upward toward at least temporary safety.

As Gruff and Ewald watch for approaching Mushroom men Rory drops Tristan into the pitch black chamber above, hoping desperately that it is unoccupied, which it shortly becomes apparent that it is. As he floats back down into the grove, Ewald and Gruff both point at a massive, twenty-five foot tall mushroom creature approaching with large, ponderous steps.

Seeing that time is at a premium, Rory grabs hold of Ewald, promising to return shortly and rising once more to the exit. Gruff huffs something about gratitude before preparing a spell. As the giant mushroom creature comes near, he lets loose with a blast of Searing light that takes the creature directly in the torso and knocks it backward and onto it’s spongy ass. As it begins to rise again, Gruff is unceremoniously grabbed by Rory and levitated to safety as well.

___________________________


In the chamber above the group quickly situates themselves. Unfortunately, it seems obvious they are going to have to sneak through at least a portion of the fortress to escape. On top of this, Tristan, Rory and Ewald need to get the rod back for their dragon mistress, Tashea. Getting their weapons, armor and Rory’s spellbook would be nice too. Gruff has no desire but to escape, or maybe kill all the Daagar in the fortress... or maybe both. Regardless, all agree that their best chances at survival are together as a group.

Sneaking from the chamber they make their way down a hall and find a small shrine room with a gold mushroom statue which they all leave alone. Making their way up some stairs they make some random direction choices before surprising a Daagar carrying a sack of coins and relieving him of his coins, his armor, his battleaxe, a ring of keys and his life, not necessarily in that order.

A little further on, after using the found keys on some intervening doors, they surprise two more Daagar sitting down to eat and again kill them quickly before raiding a small armory of Daagar weapons. Outfitted now with battleaxes, shields, a halberd or two and a crossbow they are feeling a little more secure in their chances.

Ewald then discovers a notice on a small service cart. Reading it to the group, they learn that most of the fortress will be attending a Memorial Service for the fallen warriors. Good luck for them since it means the fortress halls might be relatively empty for a short while.

A few minutes of sneaking and skulking later, they hear Daagar voices somewhere ahead. Ewald translates. “What’s the fuss man. Hurry and get yerself ready. We can’t put things off forever now.” This is followed by laughter from another Daagar and mumbled words from a third.

With the aid of Rory’s invisibility spell, Ewald sneaks toward the enemy. A well placed axe swing and small scuffle later, two dead Daagar warriors lay in the hall and the group stands before a closed door.

A push from Ewald opens the door and as Tristan covers them with the crossbow the group rushes inside, surprising a plump but well muscled Daagar kneeling before a raised dais. On the dais stands an armor tree holding a very, very fine suit of Durin made field plate. The Daagar wears a bulky gambison. With raised pleading hands he begs not to be killed and grovels, trying desperately to keep out line of fire from Tristan’s crossbow.

“Do not kill me! Please!” He begs in Daagarian. In the next few moments the group learns through Ewald’s translations that the Daagar’s name is Pede Halfhelm, a smith of the Izil-Mahr clan. He has been chosen by the Queen to be her husband, a fate that he looks upon with understandable horror. Pronouncing himself a follower of the true Izil-Mahr King, who unfortunately was killed by Queen Meevey, Pede offers his services in leading the group to the surface in return for their help in escaping from his Groom-to-be fate.

Gruff is at first having none of it. By the Ancestral Spirits this is one of the enemy! They can not trust him, he must die, etc. etc. Seeing that his fate is still somewhat in question, Pede offers up more information. When he overhears Rory say something about needing to retrieve the rod he quickly interjects. “I know where that is. Master Laxis has the rod. He is studying it for the Queen. He will be attending the ceremony with the others. The staff is in his room.”

This information seems to be enough to keep Pede alive, at least for awhile, though Gruff is none too happy to be travelling with the hated enemy. Leaving the room, with Ewald now wearing the very nice field plate of his ancestors and Pede wearing the leather armor of his slain comrades, the Daagar seems true to his word, leading the group carefully to Master Laxis’s chambers. On the way, they learn to their chagrin, that their other items are kept in the main armory, which abuts the great hall where the ceremony is taking place.

At Master Laxis doors, Pede is about to enter when Gruff shoves him back, having just noticed through the use of a Detect Magic spell that the door is warded. Careful inspection by Rory, reveals explosive runes and an alarm spell which cannot be circumvented.

After first suggesting the fireplace flu, which might or might not be accessible by Rory, Pede seems to remember a story told by one of his apprentices about Laxis being seen emerging from the Moorback cavern. When they ask why this is strange, they learn that the Moorback cavern has no known exits beside the main doors and it seems unlikely that Master Laxis would have any business there in the first place. Pede believes Laxis may have a secret entrance to his rooms there. Thinking this a better chance then the fireplace, the group heads toward the Moorback cavern, with Pede Halfhelm still in the lead.


They soon learn exactly what a Moorback is, as they step into the smelly cavern and see a large herd of white, six-legged, hairy beasts that somewhat resemble extra wide pigs with milky, sightless eyes. Seeing that they are alone in the cavern, with the exception of the beasts, they begin exploring the cavern in earnest, hoping to find a secret passage.

When all seems hopeless, Ewald decides to ask his God’s blessing on the endeavor at just about the time that Rory discovers shallow grooves in the cavern wall that might be a ladder. Sure enough Rory finds a narrow passage at the top of the wall that eventually leads the group to Laxis’ unwarded back door.

Entering the chambers quietly, Rory goes ahead to scout. The lavish chambers are separated by curtains. In Laxis’s study, they find the rod on a small wooden table with a stone bowl of liquid and a half scribed scroll next to it. They also discover that a pile of clothing on a nearby couch is actually an ancient looking Daagar, apparently dead or deep asleep. As Gruff explores the workshop for valuables, Rory also finds the rod’s case and his beloved spellbook.

As Rory is putting the rod back in the case, and scooping up a bit of the unknown reagent from the bowl into a clay phial, the ancient Daagar falls from the couch and cries out in a feeble voice. “Please, help me.” Though Pede at first doesn’t recognize the figure, he comes to realize that this is a warrior he knows, but that has somehow been unnaturally aged extremely.

The Daagar goes on to tell the group that he was ordered by Laxis to use the staff, and this was the result of that use. Rory looks over Laxis’s notes with some translation help from Ewald, and learns what Laxis apparently learned. The rod is for controlling the potent flow of time. The activation word so far discovered is “Shadros”. Though the Daagar is desperate for them to fix him, they decide it’s far too dangerous to use the rod and leave the pitiful man to his fate.

Gruff meanwhile, has found a small altar with a valuable looking, if somewhat sinister statue, encrusted with gems. After only a moment’s hesitation he takes the treasure and scoops out a handful of loose jewels in a recess beneath it. There may or may not have been a slight feeling of greasy warmth as he picks up the statue, but whatever the feeling, it soon passes, and he’s a great deal richer than he was.

He also turns up a very sturdy looking, iron safe behind a wall hanging. The others are now anxious to leave but Gruff takes a moment more to ask the ancient Daagar what the statue represents and what Laxis keeps in the safe. To the first question the Daagar responds, “It is Laxis’ dark god of deep magick and Black Places.” He professes no knowledge of the contents of the safe, or for that matter even it’s existence. Rory hurriedly scoops up a great many ingredients to replace his lost spell components before the group hastily exits the room.

Having the majority of what they came for, the group decides it is past time for their departure. After briefly discussing the possibility of funneling a stampede of Moorback’s into the great hall, they decide a quiet exit will better suit their escape.

One inattentive, and now very dead guard later, the group exits the fortress through a postern door and makes all haste toward a place that Pede calls the Sunstair. Each of them realizes their escape may be discovered any time, so they rest little and travel until they are bone tired and more hungry then they have been in a great while.

The hunger is at least assuaged slightly as Pede and Gruff both scrounge up some non-deadly varieties of mushrooms. Nearly ten hours of forced march through winding, maze-like caverns finally bring them to a large, vertical shaft with an impressive set of stone stairs winding upward. The detailed carving of a sun with waving rays announces even better than Pede can, that they have reached the Sunstair.

After a careful meeting with a group of Ingen-Dinari, or Deep Gnomes, who in exchange for a bribe of one of Gruff’s jewels and some stolen Daagar coins promise not to mention the groups passage, they continue climbing the stair. Pede is even able to bargain for a small stash of dried meat and some water skins.

If they felt themselves tired before, the continued, seemingly endless climb toward the surface world shows them all new levels of weariness. Pede tells them they will not make the surface before they must rest. In a cavern with a many-tiered waterfall, the group decides to rest. Pede recommends climbing the falls themselves and taking refuge in another cavern less known, not far back along the waterway’s course.

After eating the rest of their food, they sleep on the shores of a small water-filled chamber, taking shifts of watch. The rest-period is uneventful.

Somewhat rested, but still weary, they all continue their trek toward the surface. While climbing a particular bit of stairs, they all hear the rushing of wings and at Pede’s cry of warning they flatten themselves against the wall. Though most can’t see them clearly, Ewald and Gruff watch five horse-sized bats fly past them and down into the depths of the Darkurth. Pede says they are Dire Cave Bats, and counts them all lucky the beasts weren’t hungry.

Hours later, they finally smell the surface and feel the fresh air. Soon they are standing in the mouth of a cave looking out on overcast skies. It is apparent that they have travelled from the deepest depths to the highest peaks, since nothing but craggy mountain tops and snow covered slopes can be seen. It’s somewhat depressing to the group since they have no warm-weather clothing to speak of, have no food and are looking at a hellish hike through deep snow.

Pede announces that their pact has been fulfilled now, but suggests that they travel together a short ways more, or at least until the trail splits in the valley below them. He tells them that he will travel to a nearby tribe of Hodra and offer his services as a smith. These Hodra would not look kindly on the others however. In fact, he suggests that the group get out this area with all the haste they can, since this cave and the surrounding valleys are the territory of a ruthless tribe of Hodra called the Blackbacks.

The going is about as hellish as they imagined it would be. Tristan says when they reach treeline, he can fashion some snowshoes to help, but they have to survive that long. In the snow-choked valley below, Pede says his good-byes, and offers to join them some day in the future if they ever want to go back and rid the world of his spurned bride, Queen Meevey.

The rest of the day is spent in slow, aching travel through deep snow drifts. Pede’s parting words promised that a pass was not far below them, with a better marked trail, but the group is having it’s doubts that they will survive long enough to find it. At Ewald’s suggestion, Gruff once again summons Loki and asks the bird to fly and find them a food source. The bird returns and begins to lead them towards something, but disappears when the spell expires without having led them to anything edible.

As night approaches, Tristan and Gruff set about attempting to make a snow shelter. Each and every one of them is cold from the bones out and so hungry that they are considering eating their boots. The shelter protects them from the worst of the wind and cold, but all wonder if they will be alive come the morning.

Gruff again summons one of his totem animals, This time his Wolf-friend, and practically begs the beast to bring them something to eat. They try to make their shelter as weather-proof and warm as possible.

None to soon, the wolf returns, satisfyingly with a big, juicy hair in it’s jaws. Unfortunately, it’s also severely injured, having been mauled by something obviously more dangerous than it. As it whimpers in pain Gruff thanks it and sends it back to the spirit-planes from whence it came. Though they all are thankful for the food, Tristan points toward the achingly clear blood trail the wounded animal left. In the distance, above the sound of the howling winds, they all hear the roar of some large beast on the hunt...