Dungeons & Dragons 5th Edition Campaign

DnD Session Update 1-25-17
Covering a lot of ground

-One of the doors in the grand round room took you deep into the mines below the ancient dwarven city

-Heavy duty lifts move between the 5 levels of the mines

-You find a sanctuary devoted to Moradin

-You encounter Hook Horrors, Cave Fishers and enslaved Derro in the lower mines

-You encounter Neogi in the middle levels of the mine

-You encounter Fomorians, some armored with Azers in the upper mine levels with the workings of the mine running strong as the Azers are working metal

-You escape the mine through a network of waterways underground that lead out to small sinkholes out in the main valley outside the dwarven complex

-You find a fallen armored giant in another sinkhole and he has a sack full of heads and a chest containing magic items

-You decide to make for the south end of the valley as you have seen the thinning of the forest across the river from the encampment at the exit of the river from the valley.

-4 massive wooden ships are docked along the shore there as you find a large camp of giant tents that appears to be a healing camp for a large group of giants. Mixed races but mostly Hill Giant.

-You encounter a small caravan making its way through the valley towards the giant encampment. The caravan is made of numerous carts being pulled by beasts containing much shiny reflective cargo. The caravan is escorted by numerous Fomorians wearing armor

-Just as you ready to set off south the Hag that Yolanda released from the iron flask appears before you and hands you a small black chest and tells you to give it to Yolanda. It says this is a reward to Yolanda for its release from the flask. It says, “Do not be tempted to open it” and disappears.

-Using the magic items you found Lum, Bouldergut and Hanrik follow the caravan while invisible into the giant camp while Shamash makes for the river and towards the ships.

-The plan to set tents on fire as well as some of the ships is mostly successful as a number of tents go up in flames as it spreads and one of the ships is smoking heavily

-Meeting at the ship nearest the massive cavern opening in the valley wall, the summoned earth elemental and Bouldergut take out a giant with Bouldergut’s incredible swings of damage

-Cutting the massive ship free of its moorings and trying to maneuver it out into the swifter waters is a bit of a challenge for you as the ship swings ass end first towards the cavern

-Failed attempts by the giants to gain access to the ship as it moves away leaves you trying to steer a water vessel with a rudder while traveling in reverse. Dropping the sails on two of the masts seams to aid in swinging the ship around backwards to off you go into the dark void

-Things are fine until you are now in the current and see ahead a split in the waterway, possibly by your help of sheer luck, you fail to strike the stone and make your way down the left channel

-Some distance down the river in this dark mountain cavern you notice a huge arch of stone ahead of you and with no way to stop, turn or slow the vessel, you enter below the arch and suddenly fine yourselves out in a vastly open air space on a river but it is near completely dark so you vision is limited

-Up in the sky you notice lights and far off ahead of you, lights seem to be on the ground in an area. Your light sources on the ship as well as dark vision help you to notice a muddy river bank coming up with a sharp turn in the river. The ship strikes the shore and is stuck.

-The lights in the sky seem to be getting closer and with more examination they look like windows illuminated from within a large structure up in the sky and it is moving towards you

-A quick search of the ship and you find it to be loaded with giant sized weapons, healing and bandage supplies and ammunition but with the floating lights coming towards you, the group disembarks the ship up the muddy slope and out into the grassy terrain beyond the river bank. It is now dark out and you make for the open lands

View
DnD Session Update 11-30-16
Lost in the mines

-You make your way back to the grand round room of doors. Scotty seems interested in where these door lead

-You rest and heal up. Again you gain the benefit if a long rest in the time of a sort rest

-You decided to open more doors. Viktur open the locks as Hanrik opens them. Again the doorways are dark black areas within the doorframe once the doors are open except for Bouldergut, Hanrik and now Scotty who can see beyond the threshold. Bouldergut does recognize the stonework beyond the door to be dwarven

-One door looks out into huge stone wall room that reaches beyond your darkvision.

-Another looks into a medium sized room with two exits and the remnants of a table and bookcases on the far wall where you see papers on the table

-A third door again looks out into a massive room where you cast a light-stone out beyond the door to illuminate and see huge machines that Bouldergut recognizes as massive forges

-Hanrik and the dwarves move through the second door and make their way towards the dilapidated table and bookcases. As they move through the doorway, the rest of the party can no longer see them. So they decided to follow

-The papers turn out to be maps of a large underground mine. Several levels are noted. You search out the immediate tunnels and discover a location on the maps that matches the pattern of tunnels you are in.

-You make for a room that contains a lift noted on the map. There you encounter spiders and hook horrors in combat as you enter the melee

-Hook horrors end up being tough foes but you are victorious and attempt to use this heavy duty lift to rise up the shaft above you. Shamash notices a dead dwarven body crushed beneath the lift as you finally get it moving. You discover magic items and more pages of maps of this mine complex

-You move from the 5th level up to level 4 of the mines. The walls here show more being worked to a finer quality. You head for a group of large rooms on the map to find a healing temple to Moradin. Statues, healing tables and stashes of healing potions are found. You rest. Hanrik and Bouldergut leave a donation in the hands of the healing maiden statue before you head out.

-Heading back towards the lift you encounter cave fishers and enter combat. Bouldergut is pinned and takes much damage throughout the battle. You are victorious

View
DnD Session Update 11-16-16
Further into the ruins

-Hearing possible screams of battle coming from down the hall, the group enters the large hall with pillars to see several bullywugs some distance down the dark hall with glimpses of a dwarf dodging between pillars

-Making for the bullywugs to enter combat is you decision. As the fighters head down the hall and enter melee, the healers and rogue follow behind

-Half way through combat, the dwarf you had seen is wielding a mighty battleaxe and wearing plate armor as he deals grave damage to the bullywugs until two giants move in from the darkness beyond

-The two fomorians deal out massive damage as they connect with members of the party. The dwarf makes down the hall from the direction you came, the party follows but not soon enough. Olican and Bouldergut fall in battle as the remaining members of the group, following the dwarf Scotty, climb up a pillar in the great hall and make their way down a secret shaft behind a secret door

-Scotty tells his story of how he came to be here. He is a gold dwarf and found himself transported here from far away. He does not know where he is actually so you inform him that you all stand deep within the Spine of the World at the northern reaches of the Realms. He tells of the bullywugs, slaves, giants and a vast ancient dwarven city this shaft has lead you to. He has survived arming himself and taking on the bullywugs and trying to rescue any slaves he can. The fomorians are tremendous foes which he hates but has given a wide berth so he can try again at a later time once they appear.

-You learn this great hall connects the ancient dwarven structure with the grand circular room complex you found. You do tell Scotty of the round room and he seems interested in investigating this. Scotty also tells of a way he found to navigate his way through the dwarven city below and make his way into the mines below the dwarven complex. You decide to seek out Bouldergut who you believe was not killed. Scotty thinks he would be taken to the ancient dwarven complex. You decide to follow this dwarf and make your way through the lower levels where you find yourselves climbing a staircase that brings you back to the great hall (next to 3 other stairwells) not far from where the slaves are kept.

-Fighting your way into the smaller halls of the great hall into the large room containing the slaves. You recognize this room as you have been here before. Slaying the bullywugs and grabbing a bit of treasure along with finding Buldergut and his equipment is gained. A dragonborn wishes to join your adventuring group. His name is Shamash and he is a blue dragon. You do not have time to save the remaining slaves as you notice two fomorians getting closer to the main entrance across the bridge outside the massive doors so you flee back into the underworld.

View
DnD Session Update 11-2-16
Into the valley wall

Hiding within the forest edge along the river after the battle, you decide to pursue the raft which is supposed to contain a dragon’s remains headed for the island and some dark ritual. Making your way back out to the river’s edge, you notice numerous large creatures in flight some distance south of you. Smoke rises in the direction of the river cave as you run to get ahead of the raft floating down river. Catching up to the raft’s position, swimming out to intercept it is no issue all while watching the creatures in flight approaching. The cult member was not lying as you find dragon hyde, claws, teeth and the skull of the a huge blue beast covered upon the raft. Taking what you can before the now identified Wyverns with riders reach your area. Back into the deep woods you decide to head for the Giant complex you had investigated earlier.
riders_on_the_storm.jpg

Making your way through the forest as winged beasts fly overhead, you cross a road leading south and north. Beyond you make for the complex but as you approach you notice two Fomorians standing outside the massive entrance so you change course and make for the vally wall again to try to move along it back towards the Dwarven complex. Using the rangers skill, this rough terrain is no challenge to you. Moving out from the valley wall some, you cross another road. This one runs east to west headed towards the dwarven complex so you head north of the complex to approach from that direction. You take a short rest but again benefit as though you took a long rest.

Again you move closer to the rough rocky piles on the valley floor close to the wall. There you notice a small dark opening in the rock themselves. Further investigation reveals a short dark tunnel leading to a secret door. You use your abilities to open this door and find a stone hall with the valley wall. The passage leads in many feet until it is crossed by another passage. Taking a left you travel further down this other passage until you come to an opening on the left leading to a spiral stair. This leads up to the long room with an open wall looking out into the valley from a heightened perch. You cannot reach out through this opening but you do discover that with concentration you can focus in on a feature before you and zoom you view in on it. You discover this way a stone stairway to the left of the right hand waterfall making its way up the rise across the valley. Being later in the day, the far side of the valley is in shadow and trying to see across the river or down to the river cave is too difficult. You do discover a secret notch in the stone containing several potions of greater healing.

dwarf-cave.jpg

Back down and back to the intersection you continue across so you are traveling to the right of your original direction. You come to another opening with a stair this time on your right as the passage also continues ahead. Up these stairs reveals another long room with a view out onto the valley.

Back down again and further down the hall you come to two openings on your left with stairs leading down 10 feet. Leading to separate rooms, one are filled with armor, melee weapons, pole arms, ammo and tools to repair armor. The other is set up as healing rooms. Tables, containers, old clothe and healing tools fill this room. The main passage leads to a dead end a few minutes further. Just before the dead end is another opening leading to a large barracks with beds and storage.

Back to your original passage and moving forward you come to two stairs ways dropping downward 20 feet each that leads to a large round arched ceiling room where you stand on a round balcony so 60 feet up from the floor below. Two huge curved sets of stairs on the far side lead down to the ornate floor below. Marble, tile and ornately carved patterns adorn the columns, stairs and floor on this room. 12 arched doors lead out of the ornate room. Wood doors wrapped in iron and looking very durable. You open 4 locked and some trapped doors here. North door opens exposing two Carrion Crawlers that attack you with the passage leading to a natural cavern trailing off some distance into the dark below. West you find a small room with 2 trapped chests filled with gold and gems/jewelery. South opens to a passage with stairs leading down. You do not open any of the 8 opposing doors yet. East you find a long worked passage that leads several hundred feet and opens onto a huge passage containing massive columns. It extend to your left and right as far as you can see. The feel of a large space fills you senses. You head back to the main 12 door room but are caught by the sounds of yelling or screaming echoing down the passage you just exited. Rushing back to the long columned room you peer around the corner to hear cries and see some distance off with lights sources near them, Bullywugs moving about and the glimpse of a dwarf dodging between the columns.

View
DnD Session 10-19-16
Looting a stronghold, finding refuge in the forest

Standing outside the dwarven stronghold where the two carts remain as you notice the massive doors across the bridge beginning to close. You can see more Bullywugs beyond the door into the canyon wall pushing the door as your fighters move to engage. Taking out the Bullywugs is not great feat but the Ogre that moves towards the great doors will be. Plus additional Bullywugs firing arrows from further in hampers your effort. When your enemy is dead you are faced with numerous captives skirting the walls in this massive chamber. Two large mounds of retrieved items lies in the back corners of this room. You speak with some of the captives and they tell of vast halls and stairs within this complex that they have been forced to search for treasures. Four Fomorians guard these dwarven passages as the captives search. Two remain below as two move up and down with the loot. Deciding to leave this place as soon as possible, not wanting to have to deal with Fomorians you hastily grab items from the piles in the room as well as grabbing what you can of gems from the cart outside the entrance. You move off west out into the heavier forested area knowing that there is a river to cross at some point.

After moving through the deeper forest you come to the river’s edge. Not a particularly fast moving river but wide enough to be a challenge to cross. You notice movement coming from the south as you see a flat boat being pulled by two mules on shore. Accompanying the mules are armored men looking like more cult members as do the figures out on the large raft. The rafts are covered with cloth hiding whatever rests below their shroud. Deciding to attack the band, Lum climbs a tree to get a beneficial position as the rest move in to fight hand to hand. Battling the men on shore and firing at those on the raft brings victory and some answers but only after a treant appears on the far shore and bombards the raft and those of you on this shore with boulders. Once the raft starts floating freely down stream and you all retract into the forest out of sight of the Treant, it moves of out of view.

Learning from one of the fallen armored men you find out:

-The river runs south to the far off valley wall where it disappears into the stone where it has carved out a path leading out of the vale using magic

-At this point is a place the Fomorians are working, creating some large structure from lumber retrieved from the forest

-The island in the upper river is the point of command for the cult. There most powerful magic using figures are there. They are currently deep in the ritual of summoning an evil demonic shadow dragon.

-An ancient Giant fortress to the west on the far side of the vale beyond the river is another stronghold

-Some great artifact has been discovered in the Dwarven stronghold that will bring great magics to the Fomorian army

-The gates need to be breeched to unify the Giants and bring them together with their evil dragon allies

-Dragon kin have arrived to fight alongside the cult

You decide to follow the river south and attempt to reach the large raft that now floats away from you. As you move south and break the tree line you can see streams of smoke far to the south, miles away. You also notice large winged flying creatures to the south above the trees and they seem to be heading north. They appear to have riders.

View
DnD Session Update 10-12-16
Finding new friends in the Klauthen Vale

Hanrik and Yolanda make their way down the final 600 foot section of pulleys and ropes taking them down to the valley floor. Welcome to Klauthen Vale. Several hundred feet out from the valley wall from them are 3 carts pulled by oxen. They also see a dozen Bullywugs, armed and patrolling the carts. There seems to be 10 to 12 figures tied to the sides of the carts dwarves, gnomes, elves, orcs and humans. The carts are covered with tarps but you can see pole arms protruding from the back of the rear cart. As you approach stealthily, they ready themselves as the carts turn around and begin to move out just as you attack.

Taking out the rear most bullywugs is Hanriks plan as Yolanda seek out to free any of the captives to find out if they want to fight for their freedom. A half orc named Lum, a dwarf named Bouldergut and a rogue named Viktur join in the melee after they are freed and find their weapons upon the carts. As bullywugs fall you gain control of the rear wagon as Hanrik tries to use his animal control skills to steer the cart towards the remaining carts. Leaps, tumbles and bow shots are a common sight as carts ram and bullywugs continue to fall. Gaining the rest of their gear from the carts after the battle ends, the 3 join the group seeking treasure and adventure here in the vale.

Lum had learned a bit of info from one of the other captives. The bullywugs are connected to the evil that has befallen this vale and taken position on and in the island further up river. The captives have been forced to search out an ancient dwarven stronghold seeking weapons, armor, goods and items the priests want. Possible magic items have also been found and gathered. The carts were heading to this stronghold to add these to the work force. He also learned that a great “Giant” stronghold lies in the same valley wall some distance before the dwarven hold. The evil figures had gathered there but the purpose was not known. Someof the party decides to rest before heading out but pleasantly find that a 1 hour rest brings you to be fully rested as if you had rested for 8 hours.

Heading out along the far valley wall to the north/northwest where Bouldergut had found a trail, you make your way along the rocky terrain closer to the valley side but having the rangers in your group brings easier movement in this difficult terrain so you make good time. Over an hour later you come to the top of a rise and find a clearing before you leading to massive pillars bordering two 40 foot tall doors within an overhang with stairs leading up to a landing and the doors. The doors are both open with darkness beyond.

Moving in and searching you have come into a huge room with stairs and columns. Even with your dark vision you cannot see the ceiling. Half way down the massive hall you find what looks to be an old fountain but standing within it is a detailed statue of a female storm giant wreathed by magical streaking energy. You cannot touch this as a magical barrier surrounds the half wall around the fountain. A name is crudely carved near the rear of the fountain, Iymrith. History checks find this name to be that of a ancient female storm giant queen who ruled and united the giants long ago to battle the dragons for supremacy. Bouldergut realizes that this entire space was made by the dwarves of long ago probably as slaves to the giants. The ornate carvings and stone work are dwarven masterpieces. Stairs lead up both sides of the hall some 40 feet to open halls leading to 2 pair of huge doors. Viktur attempts to pick the lock he found on one of these doors but even with an exceptional attempt, he fails to open the door. Past the storm giant figure are two rows of huge columns and enormous tapestries running the length of this hall/room. The tapestries and columns have images in/upon them showing great battles and powerful magics being wielded by fire, frost, cloud and storm. Images of battle against good dragons with evil dragons shown to be fighting alongside the giants. Near the end of the hall is a great thrown and seated upon it is a fire giant. Again very detailed in viewing but you cannot touch as a magical barrier separates you and it. On the tall wall behind the thrown are four 40 foot tall archways identical to one another except for the second from the left is dark while the other three are flush stone within the archway. Yolanda fires an arrow into the dark arch and it disappears into the darkness. He tries to pass his hand into the darkness only to find it feels like a flat stone surface. Climbing the archways you find a “Giant” rune carved at each peek. From left to right they are the Cloud rune, Death rune, Fire rune and Frost rune. You all take a full rest here before moving on.

Heading out back along the valley wall towards the known dwarven stronghold, you travel another couple hours until you come upon another clearing. This time you find another huge double door in the side of the valley wall with open double doors leading out across a stone bridge that strattles a long deep ravine paralleling the valley wall. At the end of this bridge rest two more carts and oxen along with more Bullywugs and an Ogre. Watching you see captive again coming in and out of the double doors hauling material to the carts. As you move in closer you see one cart piled with shiny items. A full frontal attack is you plan as you sneak up and fire ranged weapons. Melee attacks follow as a bloody fight befalls the bullywugs and ogre but only after a horn was sounded by one of the guards at the bridge. The captives all fled back into the double doors in the valley wall. You stand victorious before the bridge.

View
DnD Session Update 9-21-16
Through the fog into the valley of snow.

Looking off to the south gives you a glimpse of the path you have taken to now be standing upon the massive rock where the barbarian tribes have created a sacred shrine, Raven Mound. To the north rise the foothills and further, the Spine of the World which calls you to one of its sacred places. Searching this devastation and defaced, you find 4 dead barbarian corpses and a ransacked secret nook. At the base of the 40 foot tall wooden carved raven statue is where this nook was hidden. You have no way to tell if there had been anything within it. 4 great axes, warm clothes and footprints are what you do discover.

Heading northeastward, following the footprints you march. Tracking the path of the barbarian destroyers leads you deeper into the hills before the mountain range. Hours of travel have lead to rocky canyons that twist and turn but still keep a northward path. Your senses are awakened by the sounds of yelling and battle echoing from ahead. The canyon walls here are 30’tall as Olican and Fritz climb the top of the canyon for a better view. A battle further ahead between fully armored men is seen. After a few moments their enemy is also seen as a giant spider suddenly appears and attacks one of them but then disappears. Spells are seen being cast from others out of view. All rush towards the battle both in the canyon and up on its bluff. Warriors and bowmen armored are engaged with 2 Phase Spiders as a spell caster is positioned in a grotto in the canyon wall fighting from there. You all enter combat to try to take out the spiders.

The spiders end up not being the only enemy as the armored warriors battle with you once the spiders had fallen. You find the grotto where the spell caster was standing to be a dark wall of shadow where he stepped and disappeared after you notice him using something in his hand. Two warriors run off but keeping one warrior alive, you try to get some answers to their being here. Tatoos of the Giant’s wyrm rune is upon each of the warriors forearms. You learn they are members of the Cult of the Dragon who are traveling to the aid of cult leader (Zanthor) who is summoning a demonic shadow dragon to the Klauthen Vale. Five priests accompany him known as Crimson, Shade, Azure, Illum and Emerald. They are reported to be in a pyramid within the vale itself. The cultists are here to plunder ancient dwarven and giant strongholds. They are to seek out powerful magic items and magic weapons, elemental armors, giant rune magic, potions or formulas and treasures all to aid the cause. There is some lesser knowledge he knows that mentions Formorians. After searching you find a giant wyrm rune carved in the back of the grotto the spell caster had vanished from. You decide to rest and try attuning with items you found.

Before you get rest time in, your watch discovers ogre like creatures heading your direction from the canyons. Not wanting to die, you find that Alaric has cut off the arm of one of the warriors that contains the giant wrym rune. Into the grotto, Alaric finds the tattoo activates the rune and a dark wall appears again. He passes through this wall and vanishes from you sight. He tries to follow the spellcaster’s path. You all pass through this dark wall in time and now stand in a foggy, shadowy realm. Walking upon fog and only able to see 60’ around you, you follow a rope and a few torches that lay in a possible path left by Alaric. In time you come upon Alaric who watched the spellcaster use the item he had to make the floor display a pathway of illumination. Alaric finds that the rune upon the severed arm when lowered to the foggy floor, also brings forth an illuminated path that can be followed. Deciding to rest and attune, you do so here in the fog clouds.

Once rested, Karda finds his great axe to be a mighty magical weapon. He holds it close. Using the severed arm, you follow a lighted path for an hour it seems until you come to a spot of bright light ahead of you. Making you way to this light, you find a portal looking out onto a snow covered mountaintop with a view that reaches for miles. Foot prints can be seen leading away from you in the snow to a lead some 30’ away. All step through this portal and into the snowy scene to find you now stand 2000’ above a huge valley floor before you. At that moment, Alaric reached into the pickle jar and brings forth the demonic idol he claimed had been stolen. He proclaims the idol to be his as you watch on. Fritz jumps Alaric trying to the idol from him and as they struggle, the idol flies over the cliff’s edge. Fritz tries to leap after the idol to get a grasp but fails to connect as he attempts to grab a rope there on the cliffs face to save himself but instead plummets to his death below.

You look around to find an elevator system made of 3 stages that can be lowered down the cliff face to ledges. You make out about half the 1800 feet down, the valley appears to be green and moist and warm looking with a double river system and green trees. You start your way down this pulley system from the first to the second stage. Searching at each level for the fallen idol in the snow. You do come upon Fritz’s body and take his items. At the top of the final stage, now in warmth some 600 feet above the valley floor, you can see several wagons pulled by beasts accompanied by numerous humanoid creatures below you in the valley. You decend…

View
DnD Session Update 9-7-16
Heading North

Back in Mirabar you rest, supply up and gather information around town. After finding out that Alaric’s home was broken into and items were stolen, Fritz seeks out the thieves guild to try and find out who had done this and if they were tied to the guild. No connection to the guild is found and you have no lead to the stolen items.

After looking over the map you found in the kobold lair, you ask around and think you discover the location of the mines on the map. Grimly, the owner of Moradin’s Refuge says they look like a map of the abandoned Porphax mines to the northeast. These mines are rumored to be haunted and cursed. Live were lost there some time ago and darkness dwells there now.

Both Alaric and Fritz suggest heading for Klauthen Vale to the northwest. They have heard of riches and treasures that are there to be discovered and gained. You seek knowledge and find that the vale is set far into the Spine of the World where powerful magics keep the valley warm, even though it is surrounded by the high mountains. You also learn of rumors of a large and powerful dragon who claims the vale his. With the promise of great treasure, a plan is set to head to the vale. Between here and there you learn of barbarian tribes and a location known as the Raven Rock. This is supposed to be a spiritual place of the Black Raven and Gray Wolf tribes. Also a location known as Frost Keep lies in that area to the north. You choose to gain hire by a boatman traveling from Mirabar to Blackford with goods. So the next day you head west down the river.

During the second night on the water, you encounter an attacking force of kobolds who have strung a line across the river while attacking your boats from shore. Flaming arrows and winged kobolds bring a complex battle to you. You are victorious and make it to Blackford. Once you head out from Blackford into the wilderness, your decision to use canoes and travel up the waterways seems to pay off as you easily make you way north. The windy weather turns out to hinder your movement slightly as you approach one of the larger open bodies of water in this system. Hugging the shoreline you still make you way north although slower and taking more time, but you reach the north end of the first large lake. Camping on shore one night you encounter a winged serpent creature which you try to shoot. Magic abilities of the creature allow it to become invisible and also to create copies of itself that keep you confused but also given the chance to communicate with it. A faerie dragon it is, and you learn of treasure or reward it is offering as well as rumors of cultists gathering and heading north along the waterways. Cultists belonging to the Cult of the Dragon, this creature as encountered them and it seems they are being called to the Kauthen Vale. The next morning you head out across the waterways once again. Making good time in the windy conditions, you come across trodden grass along the shore that leads to an encampment. You also find 2 canoes hidden in the brush. A trail leads off into the open lands to the north of here. You rest but as bight falls you can see a small fire off to the north of you nearer the hills before the mountains. You head off seeking these lights in the night. During your trek across the grass plains as you reach more roughed lands, the fire you see turns into flashes and bursts. Natural or possible magic fires and even lightning explode out in the hills before you in the distance.

The next morning after resting you head further north towards the area you had seen the great lights. Traveling a good few hours you come to a rocky outcropping with a pathway circling around making its way up to the top of a great stone some 100’ across and 50’ up. A tall slender column stands in the center on this stone but appears damaged. As you make you way up the stone to the top, you find several dead bodies looking to be dressed in barbarian clothing and this 40’ tall column that was once a carved statue of some mighty bird, broken and damaged and also looking burnt.

View
DnD Session Update 8-31-16
Triumphant Return to Mirabar

During your rest overnight outside the underground complex, you are awoken by the sounds of thuds, crashing trees and brush as well as howls off in the distance. As you did not get a full rest in, you are still down on spells and hit points. As the rain still falls, perception in distance and direction are confusing for the sounds you hear. Half the party moves for the ravine as the other half waits to discover what is making these sounds. Deer run towards the watching group coming from the direction of the noise. Through the rain figures can be made out, ogre sized beings, one with a deer thrown over its shoulder make their way toward you. Hanrik fires off a few bow shots trying to attract their attention in a different direction, this seems to partly work. Back at the ravine, figures can be seen and heard in the ravine itself. After moments, figures can be seen on the far side of the ravine up at the top of the ledge as a deer runs out of the ravine below you. The members near the ravine make for the sloped entrance and hide in the grotto where you had encountered kobolds, waiting for the ogre like beings to pass. The remaining party moves towards the ravine but stops and hides as they notice ogre like creatures approaching. Finally after time, all make their way down into the ravine and them climb into the opening you had widened leading back into the dark corridors of the complex below.

Setting alarms and traps, finding your way through the water and mud to one of the center rooms with intact doors, you make camp and attempt to rest a full rest. When you arise, fully rested, you discover the rain has stopped and no foes can be found. Checking out the containers of water you had found, Hanrik tastes one and take damage from the liquid. Also the pouch of dark coins causes a Wisdon saving throw to be made as Hanrik touches one. You decide to explore the complex further.

Unlocking the first set of double doors you encountered, you make your way back into the main alter chamber with the raised dais and alter. Finding nothing different from whence you had last been here, Hanrik flips one of the dark coins into the dark hole but make another Wisdom saving through again. The coin disappears into the black space. Alaric then sticks his hand into the hole and feels the coin, he then has to make a Wisdom saving throw. As he pulls his hand out, he bumps something in the darkness that seems to fall over. He reaches around and pulls and grabs a fist sized object and tries to remove it from the dark hole. When he does, all have to make a Wisdom saving throw that Alaric and Fritz fail. The both seem to want the figurine Alaric has removed from the alter. The figurine/idol radiates evil, Durim discovers. Alaric puts it away on his person.

Exploring further into the complex, you unlock the second set of double doors and make your way down that set of stairs to another hall. Before you is another set of stairs leading down, to the right a collapsed tunnel and to the left, a hallway leading away some 100 feet. Magic auras are seen by Alaric covering the collapsed hall and at the bottom of the new stairwell, also collapsed. Alaric cannot move into either of these places and a force keeps him at bay. However, Hanrik and Fritz do move into these places and search the areas to find nothing of interest, just collapsed debris. To the left up the hall there are 2 openings. The first contains numerous ghouls that attack. As the battle is in full, ghasts make their way down from the second hallway opening and join in the fight making 2 fronts. Alaric falls to damage during battle. Durim moves in and takes Alarics sack seeking to possess the evil idol thought to be contained there. When Alaric is revived and Durim discovers the idol is not within the sack, a discussion over the idols whereabouts and needed distruction takes place. Alaric argues the fact that no evil has taken place other than the stealing of his sack by Durim. So Durim retuns his sack and bot agree that this needs to be addressed at some point. Victorious over the undead, you search the rooms. The first room has 7 small semi-circular shelves on the wall 4’ off the floor with a brass container resting on the floor beneath each shelf. Above each shelf is a symbol Alaric identifies as an ancient symbol of the giant races known as a dragon rune, each is slightly different but all of the “wyrm”. The containers are empty but do have a hinged stopper in each, they radiate no magic. Alaric takes the containers. The final room is an ancient kitchen and eating area that has deteriorated images upon the walls. Stone, Fire and Frost giants are depicted in the images along with robed figures. There are several robed figures holding small containers, similar to the ones you found, aloft with streams of liquid filling them from above. You decide to try pouring the liquid from the containers you found into one of the small brass vessels/urns you found. When you do, the liquid turns red within the urn.

IMG_20160905_214319800.jpg

On your way out you search the main temple area and alcoves finding nothing. The massive collapsed and buried doors also have a magic aura similar to that on the collapsed passages below. Abjuration and enchantment auras are present. You climb your way out of the underground passages and into the light of day. Torches and magic light are extinguished as you set off for Mirabar to the south.

Alaric heads for his rented hovel in the north city as Durim, Fritz and Hanrik head for Moradin’s Refuge for some well deserved drinks. Hanrik spouts out to all that can here in the busy bar about the groups exploits into the dark passages and the finding of a dark idol. He also tells of the return of the half-elven child to the Fitgerald family out in the quarries. (You did receive your reward from Victoria-Victoria and many thanks for the safe return of her daughter.) Hanrik does not describe the location where you found this idol but he does describe the encounters with the kobolds, ogres and description of the interior of the complex you had explored. Fritz makes contact with the local thieves guild to pay his guild fee while Durim seeks out a temple of his alignment. The rest of the party has time in the city.

All find rooms somewhere in the city to sleep. Time is spent here in town for a week, so any supplies needed or information being sought can be attempted. Fritz returns back to the dwarven bar where Hanrik has been staying. He encourages him to find Alaric and the party and return to the bar. Upon their return, Fritz reveals that there are non descriptive rumors of loot and great adventures north into the mountains of the Klauthen Vale.

View
DnD Session Update 8-24-16
Hanrik's Tall Tales

This tale begins outside of Mirabar. Beside me was Jeleneth, the brave animal shifting druid, Durim, the protective shield-bearing paladin, and Fritz, a cunning gnome who can disappear at will. I stood among them with my greataxe in hand. Together we walked along a dried up river bed.

Twas in this valley that we happened upon a narrow crevasse along the edge. Fritz approached the hole first and noticed fine stonework within. After a few moments of prodding, touching, and sniffing, he declared it safe, if only the hole was larger. I, with my strong and mighty arms, and a shovel, moved earth and rock to make the hole into a cavernous entrance that would have pleased even the most displeased gods. It began to rain as we descended into the darkness.

We came upon a long dark passage. In front of us was an open door, the passage extended in both directions before vanishing around corners. We paused for a moment for the disturbed dust to settle. At this moment, we hear a dry and rhythmic rapping of approaching danger.

Dim torch light falls upon a pack of wolves as they round the corner. It becomes obvious, these are undead dire wolves. Each more ferocious than the last. The fight is on! Durim and I charge ahead. But even with my axe and Durim’s shield we are nearly overcome by teeth and claws of six savage hell beasts. And so Jeleneth the druid transforms into a mighty white wolf. She, knowing the ways of beasts, strikes one down and turns the attack in our favor. Durim deals a fatal blow with his shield, this gives me the opening to swing my greataxe. In a hefty full arc, I render the remaining four wolves into a pile of bones and dust.

We find Fritz in the center room. He had cleared the area of all traps making it safe for the rest of us to enter. Fritz found a brass key. With the room properly ransacked, we turned to face the stone hallway. As Fritz re-enters the passage, an arrow flies through the air, missing him by a nose.

Jeleneth grips Fritz’s satchel in her teeth and yanks him back into the room as a hail of arrows whiz by. Durim bravely heads into the hallway as a second wave of arrows arrives, some fly past him, others strike his shield. With Durim blocking most of the arrows. Jeleneth in wolf form and I in human form run towards certain danger – a legion of undead skeleton archers. Fritz valiantly guards the rear from afar. Durim, Jeleneth, and I struggle against a baker’s dozen of them. We take arrow shots at close range. I realize that I can swing my two-handed greataxe much better if I lose my torch. But as I toss it back, a skeletal brute knocks me off balance tipping the torch towards Jeleneth, setting a tuft of her fur afire. It was brief, but enough to cause her pain, for which I deeply regret. An arrow to my chest brings my focus back into the fray. With my strength, Durim’s protection, and Jeleneth’s fury, we battle undaunted. Ultimately, we stand victorious among the rubble of snapped arrows, fallen bones, and broken skulls.

The ever watchful Fritz takes lead once more as we explore the twisting labyrinth of terror. We soon discover a great iron and wood door, fit for a castle and as tall as a standing grizzly. Fritz makes a valiant attempt to pick the lock. It is perhaps, a lock of such complexity that it could’ve only been made by a champion lock maker. It turns out to be for naught. I could tell the deep gnome is discouraged, so I offer a rousing speech which ends in me telling him with sincere heart “I Hanrik, believe in you clever Fritz. Try one more time… for me.” It is then that a fire must have been lit in Fritz’s resolve. For not only does he pick the lock, he stands tall and pushes the massive doors wide open. No small feat for a gnome as he. And in this moment reveals to us a vast room filled wall to wall with vials of a peculiar liquid. There are perhaps enough vials in here for us to take and never want of vials again. But not being a greedy bunch we take only twelve vials – about four each. Also, I took a small pouch of gems, as thanks for my great deeds.

As we explore the maze like hallway of nightmares farther, I am overcome with a thirst. I sip from one of the vials. Egads! The liquid tastes like water but my stomach is now knotted in sharp pains. I find the strength to continue, for the others would surely meet their doom without me.

We stumble upon a stairway heading ever closer to the bowels of hell, and a set of locked doors greater in size than those before. Fritz keenly recognizes this lock matches the key he discovered earlier. We enter a large and dark room. As we make way through the echoing chamber, we notice gigantic columns and rows of pews, it is then that we realize that this was once a great temple. The main doors had long ago been barricaded with boulders and trees. As we explore the ruins, a horde of ugly, smelly zombies creep in.

I run into action, meeting the foul mob in the center of the temple. Durim and Jeleneth are in the midst of the battle as well. One of the zombies is about to strike me unguarded, but falls, an arrow embedded in it’s back. Ah, good ol’ Fritz is firing arrows from afar. I fight on, but they revive even after death. I am hit and I fall. I remember Jeleneth and Durim taking on the putrid zombie folk as my hearing fades and I slip into darkness.

I feel a resurgence of power from deep within my heart. Durim has kindly healed me with holy magic and Jeleneth has nudged me awake. I see they have made progress since I fell. It is at that moment that I rise up. Together our combined forces are quite enough to lay waste to the putrid zombie swarm.

The four of us, in unity, approach the altar on which rests a long stone box. We inspect the stone work but are unable to make sense of it. There is a hole on one side. I pass a torch through, but the light does not penetrate the repulsive darkness that lies within. As we examine the box we hear a deafening roar. It’s coming from door from which we entered.

Water rushes into the temple. The gentle rain must have worsened into a maddening downpour, channeled into this pit of grave despair. We head back through the water which moves around us like rapids. We find holds along to stone walls to pull ourselves through the current. Finally we see the lightning flashes at the exit to the outside world. Fritz nimbly makes his way out, as only a gnome can. As I am about to exit I look back and see that the rising water is too much for Jeleneth and Durim. Without hesitation, I purposely lay myself down in front of them, blocking the force of the water that they may step over me and climb from the abysmal waste. I find my footing and reach out. The three of them, Jeleneth, Durim, and Fritz pull me out of the flooding dungeon.

We make our way to higher ground. Safe for now from the undead demon creatures that lurk below, and whatever other dangers wait within that most unholy of holes.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.