December 1st-4th, 316 P.E.(May 30th, 2015)
Roll Call: Melora, Izanami,
Azarus, Gerik, Ragnar, Gaspar, Sassha
It is a
crisp morning in Chessex when the party meets up for breakfast in the inn. At
last, the group has all four pieces needed to open the way further into the
dungeon, so they travel through the hills. They arrive without any interruption
and use the silver awl to open the way to the much older portion of the complex.
In they go!
The first
thing they see is a corridor decorated with a fresco depicting a priestly type
reading from a black scroll, staring at the night sky which is filled with constellation forms of many deities. As the group admires this artwork, they hear the chattering of teeth, then see multiple pairs of beady red eyes reflecting off Gaspar’s light source
indicating a whole bunch of hungry vermin. Dire rats, to be exact.
Azarus gets
into position while Gerik rages, charges, and slips on a sheet of ice that
Melora produced on the ground. (Cue the slide-whistle). The rats, now seeing an easy target, go right
for the prone barbarian. The rest of the rats charge towards the remainder of the
party. Azarus, Sasha, Izanami, and Ragnar start killing off rats efficiently. Gaspar
casts Sanctuary on himself, walks onto the ice sheet, and promptly falls down,
then suffers a critical hit from a dire rat. (More slide-whistle, please.)
Gerik,
Ragnar, and Melora keep killing rats, while Gaspar heals himself and stands up. The rest of the rats run away via small holes set into the bottom of the wall, leaving the carcasses of 21 of their comrades.
(The rats may be gone, but their influence will linger on. You'll see...)
The group
moves further down the hallway to a door without a lock and two alcoves to the
north and south, each with a large statue of a winged woman in flowing robes
holding a sword aloft. Each alcove also has smaller statues of different
varieties of dragons, scattered all over the floor, metallic types on one side, chromatic on the other. Gaspar and Izanami check
out the two statues, which come to life and attack the party.
Slogan: "More stupid monsters included than in any other TSR product" |
(One of the only monsters from the original Fiend Folio that was worth a damn. The Caryatid Columns, ladies and gentlemen!)
Ragnar and
Gerik hit the columns, but discover that their weapons are taking damage due to
hitting solid stone. Azarus takes the white dragon statue collected earlier and
puts it into one of the inlets in the alcove. Melora takes her entire turn to
gather up the metallic dragon statues and put them in the inlets of the
northern alcove, which emits a clicking sound when she finishes. Gaspar uses
one of his time revelations to flicker in and out of time space (like a Blur
spell) and gets into flanking position with Ragnar, the latter who suffers a nasty
hit.
(I just LOVE enemies whose very skin causes adventurers' weapons to break, don't you?)
Ragnar,
Sasha, Gerik, and Izanami finish off the battle with the columns. Azarus
collects all of the chromatic dragon statues and puts them in the inlets of the
southern alcove, which engages the last lock and opens the door at the end of
the corridor while Gaspar heals Ragnar.
The group
moves into the next room, adorned with several statues. They are depictions of
several gods and goddesses of the world’s pantheon, specifically Adonai, Okham,
Stentor, Talludrah, Athena, Pahns, and Duma, and the words "Honor the one that is different". After some discussion about each
of the deities in question, Ragnar notices that only one of them is chaotic
aligned. Given his background, he gives a slight nod to the statue of Duma
which unlocks a secret door across the room.
(Those are the deities of, respectively, Law and Good, Common Sense and Directness, Law and Order, Honor and Nobility, everyone knows who Athena is, Intelligence and Knowledge, and Freedom, Good, and Liberty.
Sasha takes
point in the next corridor and begins to search for anything out of the
ordinary. She finds a pressure plate, but sets off the trap in an attempt to
disarm it. The trap flings out caltrops on the floor in front of her. The group
ends up collecting the caltrops and moving along. The group finds a statue with
empty hands. Azarus places the cup in the hands and another door opens into a
dark room with a very high ceiling.
Gaspar casts
Light on Ragnar’s hammer, which he throws into the darkness revealing a ceiling
100 feet up full of webs and four spiders with a red hourglass on their backs. Naturally,
they begin to descend on the party.
(Creepy bastards. The spiders, that is, not the party)
The spiders
reach the party and engage them. It’s a pitched, furious battle, with Melora
taking a nasty bite but everyone managing to defeat the huge vermin. Ragnar and
Izanami decide to climb one of the columns in order to get Ragnar’s hammer
back. They find a few wrapped up victims of the spiders and find some nice
items on them. Feeling like they’ve done enough for now, the group decides to
leave, though they take some time to bury the victims of the spiders in a spot
outside the complex.
(There are tales of the dead being grateful for having their remains properly buried. Fortunately, Jerry Garcia is nowhere to be found).
On the last
hour of travel back to town, the group runs afoul of a wandering chimera. Here we
go again! Gerik charges ahead and draws first blood. Izanami and Ragnar follow
up but only the former manages a hit. Azarus attempts to blind the dragon head
but fails. In retaliation, the chimera’s dragon head breathes fire on both
Ragnar and Izanami. The former endures, but the latter goes up like a Roman
candle.
Gaspar casts
Stabilize on the dying Izanami. Gerik successfully intimidates the beast and he
and Ragnar land some good shots on it. Sasha hits with a sneak attack to the
point where the beast is now teetering on death’s door. Azarus runs up with his
Grim Lantern in hand, casting Burning Hands for the killing blow. After copious
amounts of healing, the group makes their way back to the inn safely.
F-I-L..T-H-F..E-V-E-R! Aw hell the song doesn't fit |
The group wakes the morning of December 2nd and Melora, Gaspar, and Azarus wake up with a pretty intense fever. After some investigation, the group realizes that the three contracted Filth Fever from the dire rats they fought before. After a little healing from the temple of Duma, the three recover. The group decides to spend the day in town and do some shopping and recover from more wounds, also giving the sick people a chance to rest up..
(Those dirty rats...literally and figuratively!)
On December
3rd, the group goes back to the dungeon in the hills. They arrive at
the room they fought the spiders and continue on down the stairs. They enter
into a room full of books, and meet two creatures whose arms and torsos are
human, heads with ram horns, and what looks to be a caterpillar like lower half.
They are psychpomps, and they engage the party in some nice civilized
discussion. In the course of these talks, the group finds out that the
psychopomps, nicknamed Yin and Yang, are servants of true neutrality who guard
the library.
(I just love that name...psychopomp. Neutral outsiders, and these ones in particular are scholars. Not looking for a fight unless one is brought to them.)
Once the
chatting is over, the psychopomps allow the party to read any books in the library.
Even better, time practically stands still, so they end up gaining some skills.
Ying and Yang tell the group that one of the black scrolls does in fact exist
somewhere in the dungeon and it’s guarded by the entity who built the complex.
They also mention that the second scroll is located in Norgheim. The party
moves on.
..not to mention Spam-loving Vikings! |
Inside this
room are two doors, one with dials, and one featureless. Also inside the room
are two skeletons encrusted with gemstones. The things come to life and engage
the party the moment they walk into the room.
(Don't you love constructs made to look like undead? I sure do!)
Azarus and
Melora attempt undead-affecting spells and they flat-out don’t work, which
helps the group figure out that these two creatures are actually constructs
and not undead. (See?) While the major combatants engage the constructs, Melora
explores the side room and finds an urn with runes etched on it, so she uncorks
it. This results in Melora releasing an earth genie named Azan, who is the
creator of the complex, and pleased to be finally free. Melora asks him to take
care of the constructs, which he does in short order.
(I love role-playing genie-kind NPCs. They are so bombastic yet subservient, humble yet egotistical).
At this
point, the group looks to the dials on the door. Gaspar asks Azan in what year
he built this complex. Azan tells the party and they input the number on the
dials, which unlocks the door. At this point, Azan warns that the group will
have to deal with an earth elemental and the very walls themselves. After that,
the party must reason with the ego of Deysin in order to gain the black scroll.
The group
also learns that beyond the urn room is a temple to Oghma that is protected by
two old enemies of Deysin that he killed and turned into mummies. The group decides
to pre-emptively attack the mummies and establish a secure base of operations
in the temple. The barbarians rage and charge a mummy, which causes both to
animate and attack. Azarus is able to gain control of one of the mummies and
commands it to attack its counterpart. Sasha is struck with paralyzing fear
from the mummies, but Melora grabs her and drags her into the temple, which removes
the fear.
(Gotta love the old "safe zone within the dungeon" trope)
Fred the Mummy...IF HE WAS A WHORRRE! |
(Fred!?!?!?!?)
On the
morning of December 4th. the group makes their way past the door
with the dials. They move into another room with even more dials, six of them,
that have the letters of the alphabet on it. Melora spells out “Deysin,” on the
dials and the door opens, revealing one of the black scrolls on a pedestal. Inscribed on a plate in front of it in Valgarese, “Be sure
of your actions.” Ragnar grabs the scroll and another message appears on the
doorway in the place: "The
wheels are now in motion. To get the second, seek out the keeper of mystery who
dwells where immortals and mortals mingle freely."
(Nice going, Melora. Failure to use the dials properly would've resulted in Earth Elemental carnage. As for the mysterious words, they are directing the party to seek out the oracle in the elven trade city of Alverene, where elves and non-elves mingle and do commerce.)
The group takes the scroll with them and makes
their way back to Chessex.
Deadman’s
Quest Chapter 5: Welcome To Norgheim
December 5th-11th, 316 PE (June 27th, 2015)
Roll Call: Melora, Gunnar, Tolg, Izanami,
Azarus, Gerik, Gaspar
The group
wakes on the morning of the 5th in Chessex having finished
completely exploring the dungeon in the hills and now having one of the black
scrolls. Given the information gathered after gaining the first black scroll,
the group rides to the elven trade city of Alvarene in search of an oracle who
might point them in the right direction to the next black scroll. The party
arrives in Alvarene by early evening, enjoying an incident-free trip.
When they
arrive at the city, the party is greeted by a guard who helps them find the
Oracle of Alvarene. The oracle pegs the group as fated individuals of some sort and leads
them into the back of his establishment. Once there, the oracle has a vision
and begins to spout forth a prophecy involving the black scrolls and a war that
is coming. The group’s first stop based on the prophecy is to go to the country
of Norgheim, to the legendary Graveyard of Dragons, specifically looking for the Tomb of the Ice Wyrm.
(Oracles are not the most common sight in elven cities, which is why finding him was so easy.)
Wait..a setting where elves aren't sadly fading away? That hardly seems right!!! |
(Elves in my world forbid non-elves from entering Hanael proper. Only if the non-elves are somehow given the status of elf-friend can they be allowed to travel unchallenged. That arrangement is most rare.)
After some
uneventful travel through the elven forest kingdom for a day and a half, they
arrive at the ghost stone, only to find a black cat calmly watching them. The cat speaks
, asking the group why they are there. The surprised party replies with a
phrase the oracle instructed them to use: the oracle knows the guardian’s
secret and the oracle will reveal it to all, should the guardian of the stone
hinder the party.
This prompts the guardian himself to appear,
who happens to be the very much alive founder of the kingdom of Hanael, Lord-Archmage
Noro Goldentree. He invites them into his home and asks their story before
letting them use the ghost stone. The party explains their purpose, and when they finish, Noro adds
that his people have experienced some odd manifestations of a magical plague,
specifically certain maidens, and no one knows why. Some say it has to do with
prophecies of the dead god of rot and disease and that the party may have some
part to play in dealing with this ostensibly dead god. The group rests for the
night under Noro's hospitality.
(Noro is the second character I ever rolled up, way back in 1978. I would play him several times a week until the mid-80's. When I "retired" from playing and focused solely on full-time DMing, he had led the elves of my world into the deep forests to re-establish the elven kingdom, the above-mentioned Hanael. Now, about 2080 years later, he has retired into the deepest woods, having faked his death, and lives alone with his familiar, the black cat named Midnight. Noro is a 25th level Fighter/25th level Wizard, Chaotic Good, and 2224 years old. Noro's grandson Ansalor is now king of Hanael.)
Apparently the oracle at Alverene knows of Noro's deception and has no compunctions about spilling his secret. Noro himself is of two minds. On one hand, he wants nothing more than to be left alone with his studies, his star-gazing, and his hobbies, enjoying retirement and waiting for death to take him someday. On the other hand, he rather misses the adventuring life, being as how he started out as an adventurer when he was a young lad of 150. Thus, he feels a kinship with this new generation and sort of wants to help them and watch their progress. This contradiction is a source of frustration, much to Midnight's amusement.)
The group
rises the next morning, the 8th, ready to make their way to Norgheim via the
ghost stone. Before they leave, Noro gives them a small wooden cube with Secure Shelter cast on it 12 times, and a few scrolls for the arcane casters (Azarus and Melora). When the group activates the power of the ancient stone, they are instantly transported
into a bleak, hostile, cold environment. They begin traveling east towards their
destination. As the group slogs onward, they eventually run afoul of a dozen
frost wights.
(And so began one of THE worst bits of dice rolling I've don in years. Seriously. My dice SUCKED. These frost wights are terrifying things. Instead, they resembled the Keystone Kops if they were made out of Kleenex. Fortunately, I have a lot more chances of showing what these bad boys can really do!)
The wights engage
the party but either badly miss or slip on some ice created by Melora.
Meanwhile, Tolg channels positive energy to wear down the undead, Gerik, with
his nice new great-axe, downs most of their number. Azarus controls two wights and makes them turn against their own, and some timely arrows from Gunnar downs a couple. Izanami
kills one and Gaspar supports with spells as well as phasing one wight out of
time and space. All in all, the group handily beats the wights, earning a few new magical
items. After this, the group travels a bit longer and then rests for the night
in the magical shelter that Noro provided them.
I dunno, I kinda like it here! |
Now, consider if you will how many unscrupulous, grave-robbing types out there hear the words "dead dragons", and think "easy treasure". So, year after year, dozens of opportunistic, greedy, unprincipled types go up there looking for all of that unguarded loot, and instead find death. Then that necromantic energy kicks in, and they all come back as frost wights.
But wait, there's more...
It's also freaking DECEMBER, so the temperature rarely gets above freezing. Even worse, the sun never makes it over the horizon, so you have perpetual darkness- no sunlight. Not so good for living creatures, totally awesome for undead.
As for any kind of civilization, that would be about a week's slog to the south, to the appropriately named Fort Heimdall, which guards Norgheim's northern frontier from incursions of white dragons, frost giants, and ice trolls. So, good luck finding a safe place to level up without undertaking that fun trek.
And oh yes, let's not forget the aforementioned living monsters that range around here, such as the white dragons, frost giants, and ice trolls.
Not to mention the tribes of gnolls in the area...
And the ogre clans...
This is going to be FUN!)
Morning
comes and the group presses on. At around 10 am, a white dragon catches up with and engages the group. The group gets in a few good licks, but the
dragon uses its breath weapon, downing Azarus and seriously wounding both Gerrik
and Gunnar. The group throws itself at the dragon, landing some blows while
Gaspar revives Azarus. The dragon advances to Gunnar and bites him, making him
fall. Gaspar attempts to phase the dragon out of time and is successful in taking
the dragon out of reality for a couple of rounds.
(I honestly never thought that Dibz' oracle would amount to much, but this character is consistently kicking ass. I'm impressed. And hey, the party's first dragon kill! Of course, it IS a white dragon, and they are the weakest of the lot).
The group
use this handy respite to heal back up and get into position, pouncing back on
the dragon when it reappears. Melora slows the dragon with a spell, which helps
to limit its attacks and Gerrik gets in the final blow, felling the beast. The
group harvests the scales of the dragon and press on, stopping for the night
when it gets too late.
Yeah, kinda like this.... |
(Turns out I screwed up here. Since the Frostfallen Mammoth is undead, it should not have been fatigued nor frightened. Let's call it a case of "last encounter of the night, DM was up too early and is starting to fade" syndrome. In game, let's say that the party's robust resistance and the spells being thrown around managed to distract it enough that it decided to wander off and lick its wounds. No worries; there's plenty more Frostfallen Mammoths where this one came from! But for the future, remember: and spell that affects the mind or Fortitude will not work. My bad!)
When we
begin next, it will be the morning of the 11th of December.
(And the biggest problem the party faces is: where can they find a safe place to rest up and gain experience points? Remember, the nearest civilized locale, Fort Heimdall, is at least a week's march away. Good luck with that.)