Showing posts with label Game Narrative. Show all posts
Showing posts with label Game Narrative. Show all posts

Saturday, July 30, 2022

List of Adventures To Date

January 2020

Tomb of Crossed Words


The Fey Sisters' Fate

The one on the way to Pelegia with the hamadryad and toad/frog beings (where we didn’t go into the cave to get the sword)


Pillars of Pelegia 

April 2020


The Witch of Underwillow 

May 1, 2020 to May 8, 2020


Against the Cult of the Reptile God

May 15, 2020 

Start of the Parabor cult adventure. I can’t remember the name. I believe it was an older module that you modified for us.


I have no notes for June 2020.  ???


Ghosts of Saltmarsh: The Sinister Secret of Saltmarsh

July 10, 2020 

We are heading into Salt Marsh.  So June was probably the 1st fight with the Bullywogs in the marsh on the way there.  July 10 started the Sword Coast Adventure with our solving the problem of the “Haunted House” so that Sorrow could entertain at the festival.


July 24, 2020: Rescuing Vaz.


The Brain-Gorger's Appetite

August 7, 2020 

In Riverport, when the Duke is compromised, ends with us in the Copper Mines


September 4, 2020 (1st of Tarsakh) We finally tell Joan, Vaz, Searphina and Sorrow about the Eye and Actually head to the Coper Mines. 


Scourge of the Sword Coast

Start in Daggerford (Riverport). Characters travel to Julkoun. They also stop over in Secomber, encountering another adventuring group that is taking advantage of the survivors there. 


"Journey to the Mountain" starts

September 11, 2020 

We start of the Journey to White Plume Mountain.  Adventures in Julkoun and Secomber. 


Dark Caravan

October 9, 2020

Encounter on Road with the “Circus” group and we end up freeing the Satyr


Chorus of Toads

October 16, 2020 

Head to Zelbross.  


White Plume Mountain 

October 30, 2020 


Ghosts of Saltmarsh: The Isle of the Abby

December 4 & 11, 2020  


Journey to the Mountain, returning home.

February 2021 

Clear out Julkoun of Goblins.  Learn captives taken away.. to Harpshield?


Scourge of the Sword Coast: Introduction


Scourge of the Sword Coast: Harpshield Castle 

February 26 through March 12, 2021


Scourge of the Sword Coast: Firehammer Hold

March 26 through April 9

Free the Julkounians and return them to Julkoun


Scourge of the Sword Coast: Floshin Estate

May 21, 2021 

Adventure for Darfin Floshin to get into his manor and figure out why he couldn’t. (Freeing of Shalendra Floshin)


Scourge of the Sword Coast: Phylund Hunting Lodge 

July 30, 2021 through August

September 3, 2021 Head back to Waterdeep.


Underworld Speculation

September 10 2021

Goldfish Bowl Adventure


Mini-Dungeon Tome: Level 4 Adventures

Thelamos

September 17, 2021 

Party finds themselves in the lair of a were-rat crime boss in Waterdeep. It gets...expensive. 


Ghosts of Saltmarsh: The Final Enemy

September 24, 2021 through October 22, 2021

Start of the Sahuagun Adventure 


Ghosts of Saltmash: Salvage Operation

November 12, 2021

Ghost Ship Adventure. We met Krell on November 19, 2021.  Krell Grohlg of Balder’s Gate, a Coastal Druid.  Krell wanted to meet with some of the Coastal Druids.  “I’m a loner.”  Parting words:  “I owe you. I’ll help you.”


Return to Underwillow

Mini-Dungeon Tome: Level 4 Adventures

Carrionholme

December 3, 2021:  Underwillow/Fey Wood where we find out that “witches”, or rather, hags, are snatching children. We return Sandy and Summer to their home in Parabor (#14)


The Wild Beyond the Witchlight

January 2022 



June 24. 2023:  Re-enter the Temple of Merricka in Parabor to deal with Cult members again.



Other Modules run as quick adventures while traveling

Fifth Edition Fantasy #7: Deadfall

Fifth Edition Fantasy #7: The Lonely Pier

Fifth Edition Fantasy #7: A Broken Window

Islands of Plunder #1: Spices and Flesh



*From Atalaya's notes. Atalaya and Macterah take better notes than I do.


Tuesday, March 1, 2022

Letter to Sorrow


Sorrow,

I hope this letter finds you (and Joan) well.

I miss my friend.

During our watches together we talked about anything and everything. We tend to think alike on a lot of things. I miss your warped sense of humor, like mine.

It is just not the same here without you.

You are like a brother to me. A day without you is like a day without coffee, and you know how I love my coffee.

No one is upset with you.

Please consider returning to us soon

Missing you (both)

Macterah

The Tomb of Crossed Words

I picked up The Tomb of Crossed Words by Richard Jansen-Parkesup many years ago, and I've run it for several groups. It's a great one for kids and low-level players. It's not terribly combat-heavy, and it's a great puzzle dungeon!

I've got two regular D&D groups: the Riverport Rebels, which consists of my daughter, my nephew, and my husband, and the Class of '81. When I ran it for the Riverport Rebels, we played in person, and I made up actual hands-on puzzles for the kids to solve. They loved the puzzles so much that it has become my regular DMing style. The Class of '81 plays entirely remotely, so I still do hands-on puzzles, but I translate them for Roll20 use. 

SPOILERS! If you are likely to end up as a player in this module, you should probably skip this next part. 

The premise is pretty straightforward: a monk, Brother Connor, is looking for a party of adventurers to investigate a legendary shrine that was dedicated to learning and writing, but lost to time. Local legend says that fifty years ago, a group of adventurers found the tomb, but met a grim fate. Only one of them stumbled back to the village to tell of it before dying of his wounds. 

 The players must answer a riddle given by a skeletal warrior and choose the correct door to access the tomb. Inside, the players find that all the books and scrolls inside are under a curse, their inks turned to smeared and running black oil. 

Encounters include: 

A room that must be passed through by passing by stone soldiers that block the way by advancing on anyone retreating from them. 

A pool of water containing a water weird and spectral beings that can be dispelled using a hint contained in a riddle. 

A room containing a beholder with amnesia. Not kidding. Having been mindwiped, he's more confused than aggressive. I have run this module at least three times, and been a player (I was along to help a new DM run the module) in it once, and never have the players of any group failed to bring the beholder with them out of the dungeon because they felt sorry for it. The Rebels named it Avalon, and the after they followed suite, the Class found out the Rebels had named the thing already and decided to just keep the name. 

A hidden room containing the Big Bad Boss, who turns out to be the undead leader of the doomed party of adventurers that brought the story to the village fifty years prior. He gives the players a choice...answer my question and fight me alone, or fail and fight me and a swarm of animated skulls. The players may ask 20 questions for yes or no answers to figure out the solution.  Every time I run this, the players scoff that the riddle will be impossible to guess. And no group has ever failed to get it right, and often they do it without even hitting their 20 question limit. Which I love, because I kind of feel like that doing a task you thought you weren't up to is a real confidence booster. 

I tweaked the story to fit the campaign, so the doomed adventurers have become the party of friends from the Elaria's journal. In that story, Elaria had been carried to the village by the mortally injured dwarf, Ingot. He died shortly after arriving, but she survived. Decades later, she returned to the tomb and hid the Eye of Death inside, knowing the cult was no longer there and figuring they wouldn't think to return to look. The specters in the room of the pool are the unquiet and changed ghosts of her friends, and the Big Bad Boss is none other than the leader of the original adventuring party (conveniently named Rufus, to mesh with the story in the module).  

The Class searches one of the libraries and find the relic, The Eye of Death, hidden in a clay urn. They take it and the beholder, and head back to Gillian's Hill. 

Wednesday, September 1, 2021

Game Notes: August 13, 2021 At Phylund Lodge

 

Continuation of 7th Day of Kythorn, 1491


After a couple of hours of rest, the adventurers began to stretch and gather their packs as they discussed what to do next.  It was decided that the first priority was finding out what lay through the door the last gnolls had come through.  So carefully pulling the blockade away from the door in the southwest corner of the stable room they were in, they entered another largish room. The first thing that they noticed that as bad as the smells had been in the room they were leaving, this room was even worse.  It stank of wet animals and smoke.  Bones, dried skins, and rotting meat were scattered across the floor.  Atalaya shook her head in dismay as she moved carefully into the room, her bow at the ready, looking for signs of anything living.  She didn’t see anything to shoot at.  She did see a long rectangular table placed in front of a large fireplace.  There were also some chairs scattered here and there around the room, some broken, some upturned.  There were two pillars supporting the ceiling in the center of the room.  The walls were cracked and damp.  There were some faded remains of frescos where the plaster was still attached to the underlying brick wall.   Along the southern wall there was a staircase leading up, with the landing situated above where they had entered the room.  Across the room, on the western wall was a set of double doors.  Two windows revealed another building, a little yard and an outbuilding/shed and what might at one time have been a palisade fence.  

Seeing nothing alarming in this room, the party quietly headed up the stairs until they reached a door at the top.  Listening at the door, the sounds of gnolls talking were heard.  Everyone crept back down the stairs.  A quick survey of the room and Atalaya with help from some of the others upturned the table to provide a barrier to shelter them as they attacked the gnolls they hoped to entice to come down the stairway.  They used the pillars to help keep the table in place. 

Mac and Ivar positioned themselves behind the pillars and the rest of the group moved behind the table.  Once everyone was ready, Tifinin created the illusion of the smells of gnoll foods roasting in the fireplace.  

After a few moments the sound of the upper door opening could be heard.  Two gnolls began creeping down the stairs, sniffing as they went.  Tif added the sounds of pots and spoons banging as if they were preparing more food.  Another gnoll starts to creep down the stairs.  

Macterah steps out from behind the pillar and sends a lightning bolt up the stairs trying to hit the gnolls.  The middle gnoll goes up in flames, turning into a stinking burning mass.  The other two jump off the stairs and try to swat out the flames engulfing them.  

Ivar targets and shoots at one of the two remaining gnolls as Mac sends off a round of magic missiles at the other.  It goes up in flames.  She then sends her remaining missiles at the remaining gnoll.  It also goes up in flames. 

The rest of us hear activity coming from the top of the stairs.  There is a lot of commotion and guttural voices.  Atalaya watches as a gnoll peeks out of the door and starts to head down the stairs.  Seeing the dead gnolls he high tails it back up the stairs and through the door uttering urgent cries in his hideous gnollish language.  

Tif makes an illusion of one of the dead gnolls sitting on the edge of the table chomping on a bone.  

There is a huge clap of thunder that pulses through the room.  Atalaya, Sorrow, Vaz, Ivar and Cirilli stagger as the sound physically explodes across their bodies.  Atalaya, Sorrow and Cirilli were so affected by the noise that they needed several moments to shake off the effect of the sound before they could re-engage in the fight continuing around them.  

Following the thunderclap, the doors on the west side of the room open and Atalaya sees about 4 gnolls entering the great hall.  The first of the gnolls sees Joan and tries to shoot her with his bow and arrow, but misses.

Ivar shoots back at that gnoll and hits him so hard that he goes flying back and is pinned to the wall with Ivar’s arrow.  

Tifinin shoots at a different gnoll using one of his Thunder crossbow bolts, but misses his target.

Mac raises her Wand of Missiles and fires at each of the three remaining gnolls and then ducks behind the table.

Atalaya, picking one of the gnolls threatening them, shoots two of her magicked arrows at him, hitting each time.  This gnoll also goes flying back and is pinned to the wall.  The sound of his head hitting against the wall is heard above the other sounds of mayhem in the room.  Atalaya watches as his dangling feet briefly kick out, trying to dislodge him as he dies and then hangs limply against the wall. 

Sorrow points his finger at one of the remaining two gnolls and in a low intense voice says, “Freeze!”.  The gnoll immediately freezes, remaining as still as a statue.

Cirilli takes a shot at the last remaining gnoll, but still slightly affected by the loud thunderclap, misses her shot. 

Joan, using her longbow, shot two arrows at the gnoll Cirilli had aimed at and “takes him down”.  The last gnoll, the one that had been frozen in place by Sorrow, is killed by an arrow shot into him by Vasilya.   

After picking up their arrows, Atalaya, Joan and Sorrow head up the stairs.   Easing the door open, they see a sitting room.  On the walls of this room are many hooks and rotting wooden frames of various sizes and shapes.  A round table sits in the middle of the chamber, and a rusty suit of decorative plate armor stands on the east wall near the massive fireplace to the north.   To the west is a set of double doors and two doors are closed on the southern wall. Opposite the fireplace on the southern wall is a staircase leading down.  Just north of the staircase is another closed door.  This room looks “semi-civilized.”  

As the trio creeps along the hallway  out of the room (heading north) Vasilya joins them.  Vaz then calls out “Behind us!!”  Within a second of his warning there is another loud sonic thunderclap of sound from behind the party.  As Atalaya recovers and turns to look behind her down the hallway,  she sees a man with a bald head (Thegger Grynn) holding up his hand which is glowing.  

Vasilya turns and shoots an arrow into the magic user as Sorrow, shaking off the stunning from the sound calls out again in his low intense voice “Freeze!”

The bald headed man freezing.  Atalaya walks up towards him as Vasilya pointing at his tattoo says, “He’s a Thayian.  

Atalaya then paralizes him using her wand of paralysis.  Vasilya ties him up as Atalaya gags and blindfolds him.  Opening one of the doors on the south wall of the sitting room near the southwest corner of the room, they find a linen closet.  Atalaya and Vasilya toss the Red Wizard into it and close it back up.  

The double doors on the west end of the sitting room now stand open and appear to be where the Thayian came out of.  Atalaya begins to search his room, finding it to be his bedroom.  

While Atalaya is searching the bedroom Vasilya searches the Thayian.  He jumps as a skeletal hand comes towards him and then grabs him.  Vasilya begins to shiver as the hand grasps him.  Atalaya, hearing the commotion outside the bedroom, rushes over towards Vasilya, her sword out in her hand to try to stab the skeletal hand or otherwise detach it from Vasilya. But as she readies the sword to try to knock it off him, Tif, who heard the sounds of fighting, has rushed up the stairs.  He casts a dispel magic spell and the hand disappears in a mist. 

Vasilya moves away from the door.  Macterah uses a spell and turns her Magic Missile wand into an elemental weapon and shoots the wizard as he lies tied up in the closet.  She then shoots him with a crossbow bolt just to be sure that he is really dead.

While this is happening three more gnolls come upon the group from the hallway they had started to follow towards the north.  

The first gnoll shoots at Joan and misses her.  The second takes a shot at Sorrow and also misses him.  The third, moving a bit more deliberately, takes a moment to actually aim and hits Joan, causing some (9 points worth) damage.  

Joan turns and fires, missing with her first arrow as the gnoll’s arrow grazes along her thigh.  She immediately fires off another arrow with her longbow and this one hits one of the gnolls, who growls and readies another shot.

Vasilya attempts to shoot at the gnolls but fumbles and is more vulnerable to the next attack against him.

Sorrow attempts to cast “Hideous Laughter” on one of the gnolls, but it doesn’t seem to phase the gnoll.

Macterah quickly moves over to Joan and touches her quiver and turns 12 of her arrows into flaming arrows. 

Ivar, pulling out his bow, shoots at the gnolls and misses.

Grinda is hiding behind Tifinin in the corner of the room.

Cirilli moves over to the closet, kicks the door closed and holds her shot until she can get a clear shot at the gnolls.

One of the gnolls tried to shoot Sorrow but instead fell down as he pulled back on the bowstring.  He lands face down on the floor, but has managed to maintain his grasp on his bow.

Another of the gnolls shoots at Joan, but misses her.

Atalaya fires her two thunder arrows at the gnoll who shot at Joan.  He falls down and is pushed back 5 feet.  

A different gnoll shoots at Atalaya and hits her causing minimal damage, just grazing her.


At this time the southern door (not the closet door) opens and three more gnolls are seen entering the room.  

Joan, hearing the door open, pushes past Ivar and shoots with her longbow at one of the new gnolls.  Her second arrow hits causing both piercing damage and fire damage.  She then lets fly a third arrow at one of the gnolls standing next to her initial target, hitting it and causing both piercing and flame damage again. 

Vasilya moves into the room and shoots at the first gnoll that Joan had targeted, but misses him.    

Sorrow targets one of the gnolls and casts Hideous Laughter.  This gnoll starts laughing uncontrollably.  

Macterah casts shots from her magic missile wand at the gnoll that had attacked Joan, and at another of the gnolls. One of the gnolls falls down.  

Ivar, who had hidden in the bedroom, runs out, takes a shot at a gnoll, killing it, and then jumps back into the bedroom.

Grinda, using his shortbow, shoots one of the gnolls, hitting and doing some damage.  Cirilli then shoots at the same gnoll, but misses it. However, the gnoll, looking at the armed party facing him, backs out through the door in the south wall and runs away.  

Tifinin puts on his ring of flying, picks up Grinda and flies to the corner of the room where the fireplace is.

The large hyena-like gnoll takes a shot at Joan, misses her and then falls back through the southern door into the room behind it and closes the door. 

The gnoll that had been laughing stops laughing.

The door that the gnolls had fled through was locked.  Tif casts a “Knock” spell and opens the door.  Behind the door is a trophy room.  This room holds the remains of scores of hunting trophies-- furs, mounted heads, skulls and small beasts stuffed whole-- of which only a few still hang on the walls. Four wooden bookcases, their shelves broken out, have been laid on the floor and filled with grass and furs.  A stairway to the south leads downward. 

Before exploring further, Atalaya, Macterah, Cirilli and some of the others loot the gnoll bodies, finding an equivalent of 68 gp in coins and gems.  

Ivar is actually able to complete the search of the wizard’s bedroom (Phylund Lodge Room 16) that Atalaya had attempted but been called away from.  He finds:  

A desk with a spell book and journal on it, 

A white bowl and a copper cup, 

A black ceramic bowl with a spindle shaped magic lodestone.  


As Atalaya and Mac search the wizard, they find:

A dagger with a faint aura of magic

A potion of healing

An unknown potion

Set of platinum rings set with a black pearl

Keyring with keys


When Ivar tries using the keys on the locked chest it opens revealing what looks to be the wizard’s personal effects (i.e. clothing).

Deciding not to go through the Trophy Room, but rather down the hallway leading to the north they pass a couple of windows, noting nothing of import through them as they pass by.  

The hallway ends at a landing where they see a partially opened door. Deciding that was probably where the gnolls came from, they choose to go through that door.  (The walls of thi s landing are decorated with hundreds of wooden crests bearing the emblems of noble families.  Some crests have been removed, some have fallen to the floor, and all have faded with age and weather.  A large hole in the ceiling explains the weathering of this area.)


Going through the partially opened door they find 4 doors and stairs winding down.  Skipping checking out the closed doors, the group heads down the stairs (and ends up in the Old Keep Hall).  

As they enter the hall, Grinda becomes excited at the traps on the doors he finds, explaining how the spiked wooden planks would come swinging down and crashing into anyone who pushed their way through the doors into the room they were now in.  There are 3 doors in the room and traps on each of them.  

The stone walls of this room are bare and aged.  Part of the rune engraved monolith on which the structure is founded is visible in the southwest corner, and a fireplace has been carved into it.  The room contains disorderly piles of containers, as well as rugs, blankets, cloaks, furs, vases and other earthenware.  The stairway they used to enter the room is on the northern wall.  In an alcove to the southeast is a descending stairway.


After looking at the 3 trapped doors, they decide to head down the stairs to see where that will go.  They find there way into a small wine cellar.  Looking around they find several bottles of elvish wine and decide to keep 3 of the bottles for themselves. 


In the east wall of the wine cellar is a door.  Ivar checks it and doesn’t think that it is trapped.  After opening it, they see a hallway that goes east for a short distance and then turns southward.  Tifinin sneaks down the hallway and peeks around the corner to see what he can find there.  He comes back and tells us that there are “things” down there, he’s not sure whether they are alive or undead, but he is sure that he was hearing something down there.  After further listening, we decide that we are hearing creepy doggish/wolfish-like sounds.  We think that there must be more of the hyenas we have seen in other places around the lodge.  Deciding that we really don’t want to get into a fight with a bunch of hyenas in the closed in space of the hallway we head back upstairs into the Old Hall.  

After returning to the Hall we got Grinda, Ivar and Vasilya to untrap the doors leading into that room.  

Tifinin then opened the door on the eastern wall. This led into a kitchen.  This old kitchen had been recently cleaned and put back into use.  Near the fireplace, neatly stored in a wooden casket, are several cooking utensils.  A tarnished copper pan punched with multiple holes hangs on the wall near the entrance.  This kitchen appears to be in pretty good shape and like it has been used recently.  Further searching reveals some edible food.  There is another door in the southeastern corner of the kitchen on the eastern wall.  The door appears to be locked from the kitchen side.  

When Tif tries to open it, it sticks and is hard to push open.  Once he is able to open it he finds that a sack of chestnuts was blocking the door.  We take the bag of chestnuts and add it to our stores. Looking out the door we see hyenas patrolling the yard. We head back into the kitchen and lock the door behind us.

Checking the south and western doors reveal that they also open to the outside.  There is a well outside the south door.  We can also see the rock that the fireplace is carved into from the outside.  We go back into the hall and lock the doors.  

After a little more discussion we head down the stairs to the wine cellar and into the hallway, preparing ourselves to fight the hyenas we expect to find there.  

Mac, Joan and Atalaya lead the way and encounter two wolves.  Mac sends flames at wolf 2.  Wolf 1 bites Mac.  Ivar pushes his way forward and shoots wolf 2 killing it.  

At this point a hyena-like gnoll attacks Macterah but slips on the wolf blood on the floor stumbling as he tries to swing his weapon at Mac.  He recovers and takes a second swing with his halberd.  This swing hits her and she takes 10 points of damage from it.

Vasilya moves forward through the hallway, but doesn’t have a viable shot. 

Sorrow moves from the wine cellar to where the hallway turns south, mentally running through the spells that he might use.  He realizes that he doesn’t have much casting ability left for the day.  He feels that he can cast Vicious Mockery spell and does so.  (But I don’t know what he cast it on.)

Joan, using her flaming arrows that Mac had bespelled earlier, shoots two arrows at the hyena-like gnoll, hurting it.  She then shoots a third arrow at one of the wolves.  It dies. 

Atalaya shoots at the gnoll hitting it with both her shots.  It bursts into flame and we see the demon Baazka leave its body. There is a smell of burning hair in the air around the gnoll. 

Atalaya, Joan and Mac take some damage from the fire as the gnoll bursts into flame.


Once the fighting is over, Atalaya actually looks at the area they have been fighting in.  She sees that the walls of this square room are brick lined.  In the room are three empty barrels and an upturned chest.  The rotting shards and rusty hoops of a few other broken barrels are scattered here and there on the floor. The stench of burning fur lingers in the air of the room.  What is left of the body of the hyena-like gnoll that the demon had been using smolders on the ground 

The room (Phylund Lodge, Room 22) is searched/looted and we find the following:

A small copper pot that holds a pair of worry dice.  And a metal bucket.  They also find 6 gp, 13 sp, and 35 cp.  


Deciding that we had already passed a long day and were tired and hungry and hurting we returned to the Great Hall.  Dinner was made, making use of the kitchen.  After eating, and then resetting the traps on the doors leading into the hall Tifinin and Sorrow cast a Leomund’s Tiny Hut spell, making two safe huts for us to spend the night in.  


GAME ENDS.


Friday, August 13, 2021

Firehammer Hold, Continuation of the 16th Day of Mirtul,


April 2, 2021 Game notes from Atalaya 


Continuing the adventures of 16th of Mirtul, 1491 somewhere along the WNW border of the Forlorn Hills outside of Firehammer Hold



Atalaya looked at Tif with concern showing in her eyes.  He was pacing around the others muttering to himself, clearly upset about finding the pit filled with the broken bodies of many, many people.   “We are going to find out what happened to them Tif.  You need to calm down so we can plan how we are going to do just that.”


Tifinin looked at her with despair and anger warring across his face.  Not answering he turned away and continued his pacing.  His despair gave way, leaving nothing but raging anger that burned through his body and filled his thoughts with nothing but revenge for those left in the pit and for the villagers that they had been looking for.  Suddenly, even as Atalaya was looking straight at him, he disappeared from sight.  Calling softly for him had no result.  Atalaya wanted to pull her hair out, but instead turned back to the rest of the group, finding Macterah, Ivar and Vasilya watching her.  Myricia, their small pseudodragon, had also disappeared.  


********************************************************************

Atalaya led the small group of adventurers slowly and carefully towards the hold, searching out the most cover she could find, but keeping them as far from the pit as she could.  With care they finally crossed the last open area and reached the double doors of the hold.  They were massive stone doors with large 9 foot tall slate bas-relief statues of dwarven warriors flanking each side of the doorway.  Large knockers were situated in the middle of each door at about a 4 foot tall height.  As they approached the entrance to the hold, Atalaya heard Myricia’s voice in her head warning her that they needed to stop.  Tif was already in the hold and needed them to wait until he returned outside.  Atalaya, once again wanting to pull some hair out, but now not sure whether she wanted to pull out her own or Tifinin’s, signaled the others to hold still.  Feeling highly exposed in the open area, Atalaya waited to hear something from Myricia or to see Tif appear through the closed doors. 


After waiting for a few minutes that seemed like hours to Atalaya, Myricia announced that Tif was heading back out of the building.  Suddenly her panicked mind voice called out “Now!!! You need to go now!  Something has happened to Tif!”


Myricia’s voice must have been heard by everyone because Vasilya lunged towards the door, checking quickly for traps or locks, but finding none.  He pushed the door open, revealing an empty hall.  Macterah reached into her component pouch, pulled out a small packet containing some mistletoe ash and a sprig of spruce. Quickly opening it, she rubbed them together and tossed the ashes over the heads of the group.  A slight feeling of power washed over their bodies and then silence prevailed as they entered the building looking for any signs of Tif.  Trusting in Macterah’s spell to help keep them hidden, they carefully made their way down the hallway.  Atalaya saw signs of blood ahead of her and ignoring the door she saw in the hallway made her way to where the blood trail began.  Going down some steps she saw that it opened into a squarish room.  She almost stumbled as she saw Tif suddenly appear at the end of the hallway.  


Atalaya grabbed Tifinin and pulled him back up the hallway away from the opening to the room they could see ahead of them.  Macterah dropped to her knees, checking for his pulse and looking for injuries.  Slowly Tif started moving and then suddenly sat up looking around him.  At the barrage of questions flung at him asking him what he had done and if he was hurt, it became apparent that he could remember nothing about what had just happened.  


Once both Macterah and Atalaya were sure that he was not hurt more than having hit his head and being unable to remember recent events, the group carefully made their way into the room at the end of the hallway.  It seemed to be a guard room.  There was a fire burning in a corner fireplace, a table with a few chairs and some racks that probably once held weapons on either side of a door on the western wall.  There was an archway in the northern wall with the hallway continuing beyond that.  In the center of the room they could see the remains of several druegar, maybe four Atalaya thought, though it was hard to tell.  Blood was everywhere and there were bits of hacked off limbs and flesh littering the floor.  Atalaya looked at it in amazement and a little bit of fear.  She could not imagine how they were all so terribly wounded and Tifinin had only been knocked out without other visible wounds.  Tifinin looked over the bodies but still could not remember anything that had happened, or so he said.  


Atalaya walked over to the door. Hearing nothing, she asked for Vaz or Ivar to check it for traps and locks.  Finding none, Atalaya opened the door, saw a giant lizard and slammed the door shut before it could truly register that the door had been opened.  Atalaya had not wanted to need to shoot it, therefore canceling the spell Macterah had placed on them.  


With that area closed to them, Atalaya led everyone north through the archway and farther into the hold.  The hallway ended in another room.  This one was larger than the guardroom and seemed that at one time it might have been a chapel.  There was a large statue of Haela Brightaxe, a dwarven battle goddess.  Dried blood was everywhere over the floor although there were no signs of dead bodies.  Atalaya looked around, taking it all in.  She noticed arrow slits in the east and west walls.  Looking through the eastern ones she saw druegar in the room behind the wall.  


Tif had disappeared again, but the rest of the group readied themselves to ambush the druegar.  Wishing that she could get them to congregate to make shooting them easier, Atalaya threw a gold coin into the room.  Unfortunately, the druegar remained isolated, showing little interest in the coin and more in determining where it had come from.  Taking a deep breath, Atalaya nodded at Mac, who sent a bolt of lightning into the room which killed one of them instantly and wounded another.  Atalaya started shooting, as did Vaz and Ivar.  The arrow slits both provided cover and made shooting more difficult.  Even with that, they quickly dispatched the druegar that had been in the room.  


Looking around, Atalaya noticed that Tifinin had made his way back into the room and was gesturing to them to follow him back the way we had come.  Stopping at another set of carved stone double doors, he suggested that they try that way.  The door specialists, Ivar and Vaz, checked the doors out and decided that they were both untrapped and unlocked.  With another look at the elaborate carvings of fighting dwarves on the doors, Atalaya pushed them open and entered into the next passageway.  This one was very short.  The north and south walls are decorated with ornate brass torch scones and two friezes of azure slate that depict dwarves fighting dragons.  Tif pushed ahead and opened the door at the end of the hallway and entered the room that appeared to be a dining room.  Worried about Tifinin, Atalaya followed him, searching the room for any signs of more druegar. 


The rest of the party started to follow just as two plumes of flame burst out of the walls.  Atalaya and Vaz were in the direct path of these and even though they tried to dodge out of the way were still caught in the flames. Swatting out the flames Atalaya tried to determine what exactly had just happened.  Looking around she noted two holes in the wall, one directly ahead of the entrance way, and one near the corner of the north wall in line with those entering the room.  Eating the Goodberries handed to her by Macterah, she debated how to secure the room.  Ivar, Tifinin,and Mac decided to place some tables along the walls in front of the holes.  Atalaya was unsure whether or not they would actually provide any protection from the flames, but it felt good to at least try to do something.  


There was a passageway in the wall near the northeast corner, heading north.  Just as they were beginning to feel the effects of the Goodberries two druegars appeared in the passageway and were about to enter the room. Seeing the room full of intruders they immediately began shooting at Vasilya and Ivar who were closest to them.  Both men were hit, but the commotion alerted the rest of the party.  Atalaya had her bow drawn and arrows flying from it within seconds of seeing Vasilya hit.  The druegar continued to appear from somewhere deeper in the building.  While Atalaya’s attention was focused on the northern end of the room, a door opened in the southwestern wall and more druegar entered the fight from that side.  These included two druegar priests.  One of them cast a spell that seemed to paralyze Vasilya.  Determined to protect Vasilya, Atalaya shot at the priest who she thought was preventing Vasilya from moving while Ivar grabbed him and pulled him behind a pillar, hoping that it would provide Vasilya with some more cover. 


Mac, focusing on the power she gathered from the ground below her, had turned into an ape and was attacking the warriors and priests while Tifinin was shooting at them with his new magical crossbow bolts.  The battle was short but very intense.  Ape Mac was damaged enough that she returned to her natural form.  She saw Ivar get a shot off that killed the priest that was bespelling Vasilya. Tif continued to shoot at anything threatening Macterah.   


Suddenly there was silence. Atalaya looked around realizing that there was no one left to shoot at.  With a muffled cry she headed towards Vasilya, muttering curses about his thinking he needed to be a walking pincushion.  Reaching his side she knelt beside him and carefully cut away the broken arrow and removed the arrowheads.  Cleaning out the wounds as best she could, she placed her palms together and made a small circle as she said something that Vaz could not quite make out.  Then as her hands started to glow with a warming healing energy she placed them over his wounds, willing them to close and for his body to return to health.  Her eyes closed in concentration as she continued her low muttered mantra of healing.  Atalaya could feel the skin knitting together.  After a few moments she felt the last of the healing energy leave her hands.  Looking at Vasilya she could tell that he was better but probably still hurting.  Bidding Vasilya to sit still, she looked around to see if anyone else was hurt.  


Not seeing Macterah immediately, she got up to look for her and noticed her coming out of the room that the priests must have come out of.  At Macterah’s gesture, she hurried over to see what the room held.  The first thing she noticed was the throne.  Then she saw the fireplace and the bedrolls in front of it.  As she looked further she noticed the bas-reliefs of dwarven kings, the black banner with a broken crossbow bolt held in red hands hanging on the wall.  Looking at Macterah, she noticed that Mac was carrying some scrolls and a silver bowl back towards the rest of the group.


Deciding that a short rest was needed as everyone recovered from the recent fight, everyone worked together to block the entrances to the room as well as possible and then looked over the scrolls.  They seemed to be renovation plans for the hold.  Using those, the group decided that the mine must be to the north end of the structure.  Looking into the silver bowl revealed a collection of teeth; human, halfling and possibly elven.  Atalaya shuttered as she looked at them and took out a small pouch and placed the teeth into it, vowing silently to herself to bury them with the elven ear necklaces in the dryad’s grove outside of Julkoun.   


After a couple of hours, they got ready to press on, looking for where the Julkounian captives were being held, more certain than ever that this was where they had been brought.  Tif, unable to wait for everyone else to get ready, headed out on his own.  Atalaya watched him leave wondering what was driving him.  She had never seen him so hyper focused and bloodthirsty before.  Carefully and methodically they searched through the rooms they came upon, eliminating any druegar they came across.  There were several barrack rooms.  One that had more arrow slits revealing a cavern with a rail track and a minecart in it.  The tracks seemed to start in that room and lead off in a northerly direction. Beyond the minecart Atalaya could see two iron gates and then more druegar behind the second grate.  Another room they found held a large furnace with a bellows system.  


Behind the barrack rooms was a passage that appeared to lead to a lower level.  Atalaya wanted to go that way, looking for the mine and the villagers.  Tifinin, however, was determined to head back to the Chapel room and search the passages on the other side.  Atalaya, seeing that he was driven to explore the entire hold and would not rest until it had been searched, and would probably leave them and search them on his own if they did not go with him, gave in to Tifinin.  “Just let me make a quick check to be sure that this is the way down and that there is no one there right now to creep up behind us.”  Tifinin agreed to wait just long enough for her to do that.  Determining that there was no one likely to come up behind them, and that this seemed to be the way deeper into the hold, hopefully into the mine, Atalaya came back to the group and then started back through the rooms they had already cleared of threats.  Through the dining room, and back to the Chapel room the crept, keeping as quiet as possible.  


Entering the passage to the west of the chapel room, Atalaya and Ivar were in front of the others.  As the hallway turned and headed back in the direction of the chapel Atalaya heard the sounds of metal scraping along the walls.  Looking up she saw a gate crashing down in front of her.  Turning to race back in the other direction she saw a gate drop down behind them.  Both she and Ivar were caught between the gates.  Tif, Vaz and Macterah raced to the gate trying to raise it so that they could get out.  Looking up the passage, past the first gate Atalaya could see more druegar racing to attack whoever their trap had caught.  Drawing her bow Atalaya took aim at the shot at them as they appeared, as did Ivar.  After that small annoyance was settled, Atalaya and Ivar returned to the gate where their friends were trying to release them.  Tifinin put on his ring and with the added strength that it imparted to him was able to raise the gate high enough for Ivar and Atalaya to roll out from under.  Giving up and moving through in that direction, they returned to their previous location, outside the door that they were sure would open into the caverns behind the hold and hopefully to where the Julkounian captives were being held.  


Session Ends.  



Cut Scene: Palace of Heart's Desire

  Cut scene:  Palace of Heart’s Desire, 5th of Flamerule?  Atalaya, her arm around Cirilli’s waist, followed Thinnings through the corrido...