Dragons of Blackminster

Spelljammer 02 - Zerth Symron

The ship continues to pass through the Sea of Chaos. Past spinning balls of plasma, through lightning storms, past asteroids teeming with brightly-coloured plants. The ship had taken some minor damage from the collisions with the coral boulders but their carpenter patched it up (though they were running short of wood).

They reached a transparent veil, like an oil slick with many colours that shifted and shimmered like flame as they approached. As it touched the prow of the ship, the shimmering flame ran along the rigging and masts and covered the ship. As it hit the crew they all experienced visions of horrific monsters. Most were able to shake them off but a few drew weapons and attacked the visions – Raef the warlock cast Darkness to fight them in the dark. Fortunately, nobody was seriously injured. Abraham the Inquisitor banged his head and was left to rest in a hammock. [GM: Carl lost his character sheet so played Raef the Warlock for this session]

On the other side of the veil, it seemed they had reached a slightly less chaotic area of space. A few larger asteroid/moons drifted by. One of them seemed to have trees and an ocean and seemed relatively free of impact craters. Despite Clayton’s suggestion that this moonlet must be being protected by something – they decided to investigate.

Due to misunderstanding of the scale, Clayton almost crashed into one of the giant redwoods – it was about half a mile high. They moored the ship next to a high branch and two groups clambered into the tree. The priest Magnus Hammerhand and the two orc rangers, Raq and Rudma and a few of the orc crewmen were sent to cut wood. Clayton, Gaston, Mulan and Raef wanted to climb down to the ground for a look around. The tree was so massive that they could easily walk down in cracks in the bark.

They had barely started down when Mooshoo (Mulan’s pseudo-dragon familiar) alerted them to a strange pale-green man climbing quickly towards them. He was gesturing at them, but any noise he made was covered by the sound of axes hacking at the tree above.
He teleported part of the way and suddenly they could hear him, his voice sounding directly in their minds – “Run, Run, they are after me – RUN”.

Zerth_Symron.png

Despite his obvious urgency, they tried to get him to calm down and explain what was happening. He jumped about 30 feet, seeming to slow-fall at the end – like some sort of Jedi! “I am Zerth Symron and THEY are chasing me – RUN if you value your lives – get to your ship and GO”.
Behind him, three new figures shimmered into existence [GM: like from star=trek transporters].

Githyanki_Knight.png

They were led by a Knight in glimmering silver armour and with a huge silver greatsword. The two warriors accompanying him bore greatswords with wicked serrated blades. They immediately set off in pursuit of Zerth Symron, apparently ignoring the presence of the others.

Githyanki_Warrior.png

Mulan, Raef and Clayton acted on instinct to defend the hunted man. Crossbow bolts, Eldritch Blasts and Arrows thudded into the Knight, mostly glancing off his armour. Zerth’s telepathic voice sighed “Now you’ve got their attention! RUN there are more coming”. The three pursuers fired Eldritch blasts of their own and then leapt from branch to branch with ease.

Ignoring the call to run, Gaston stepped in to meet the pursuers, almost killing one of the warriors but then finding the Knight was much more dangerous than he looked. When he struck with the Silver Sword, it was as though a lot of additional force flowed through the blade.

Clayton called back to the ship wanting them to cast off and hover until they got there. Staines one of the human crewmen took the wheel (un-trained) and accidentally started to drift away from the branch.

Three more pursuers appeared and climbed up to engage the wood-cutting party and then three more. The fighting was intense, one of the warriors was killed but then Magnus was cut down, then the two rangers. They watched as the enemy warriors, bandaged their fallen comrades.

Gaston managed to knock the first Knight off the branch, he plunged down, vanishing through a globe of darkness cast by Raef.

Mulan managed the jump back to the ship, and then helped Clayton over too. Even with Clayton back at the controls, the ship still yawed wildy and could only bring one of the two ballista to bear. Jock managed to kill another of the Warriors but then the two Knights by the fallen woodcutting party shimmered out of existence and took their captives with them! Magnus Hammerhand and the two Orc Rangers – Raq and Rudma, along with a couple of the red orc crewmen, were gone.

[GM: to be honest this was my intention for the encounter as I did not want these ex-player characters “cluttering-up” the ship. Clayton gets Inspiration for not willingly leaving them behind as it is one of his character traits – he could have flown away. That still leaves Jock the Ranger/Warlock and Raef the Warlock as part of the crew and I’ll want to get rid of them too. If any of the players return, I’ll try to find a way to get their characters back that doesn’t stretch the “fictional reality” too far].

Unfortunately for Gaston, the Knight he had pushed off the branch, suddenly rose back up through Raef’s globe of darkness. He had a Telekinesis power and used it to stop his fall and carry himself back into the fight. Gaston was struck down but only after almost killing the Knight – then Mulan leapt back across and cast sleep, but only managed to knock out the remaining Warrior. Raef leapt into the Darkness – then one of the secondary Knights emerged from the darkness, just as the groggy one was about to Plane Shift away with Gaston. The secondary knight said “I’ve got him, you go now!” and the first Knight plane Shifted away with his sleeping warrior.

Mulan shot the remaining “Knight”, before his disguise spell shifted to reveal that it was Raef who had saved Gaston by trickery. [Worthy of inspiration].

They all got back onto the ship, agreed to let their new guest finish his sleep/trance undisturbed. They finished gathering wood and also gathered a huge seed from inside a pine cone as big as a house.

They experimented with their barrel of black powder and Gaston managed to remember how much was in the cannon when they came on-board. They had one experimental shot – blowing a hole in the great tree, then were underway again.

They got Abraham to attune to the Ship, which de-attuned Clayton from it [GM: so now Abraham has advantage on piloting rolls – which use either the Arcana skill or proficiency with ships).

When Zerth Symron (a Githzerai “High Monk”) finally awoke (after an 8-hour sleep) he thanked them for their aid and explained something about his situation. He had not intended them to get involved, but had needed to start his rest immediately and be undisturbed as his Plane Shift ability needed the same amount of rest as the Plane Shift ability of the Githyanki Knights. They would have returned to the Githyanki Citadel, where the Lich Queen ruled. They would get healed and would rest and then would be in pursuit of Symron as soon as they were able. The three Knights they had met were psychically-linked to the Collar worn by Symron and could follow him wherever he went. They were pursuing him in the hopes he would Plane Shift home to the Monastery of the High Monks, but Symron had learned what they intended before they tortured him in their Mind Machine. He had used his own strange mind powers to forget where the Monastery was.

He intended to Planeshift away from the ship immediately to some other dangerous location in the Sea of Chaos, in the hopes he could get the three Knights killed by monsters. He hopes that the crew have not drawn the attention of the Githyanki and that they will not be pursued once he has gone.

When they mentioned their ship’s Quest to seek out the God – Torkas, and the strange nature of the ship (how it had a magical Chart and Compass and how it did not drain the magic of the Helmsman, Symron was amazed. This ship is incredibly valuable – unique among the stars! They should try to keep the nature of the ship a secret or other star-faring races will want to take it from them. All other ships helms are either Spell Jammers (which drain the magic of the Helmsman completely) or Life Jammers (which drain the soul of a sacrifice).

If the Githyanki put their captured crewmen into the Mind Machine (or break them by torture) and learn about the ship, they will come after it!

They then agree to Symron staying aboard and will try to ambush the Githyanki when they arrive. The magic of the collar around Symron’s neck allows the three attuned Knights (each with two warriors) to Plane Shift into the area – using the Lich Queen’s magic, not their own, so they have one Plane Shift each remaining and each Knight can use it once, transporting themselves and 8 others. They need an 8-hour rest to use their own Plane shift again. They can go anywhere in the Sea of Chaos that they know (or use it to reappear in the area of the collar).

The Githzerai and the Githyanki are actually natives to the Sea of Chaos (although they live in distant areas of it that are more tamed than this wild region). To the crew, Symron and the Knights look like the same race, but Symron is very insistent that they are utterly different.

The Githyanki are inter-stellar raiders/slavers who use their psychic powers to enhance their weapon strikes. They serve the Githyanki Lich Queen.

The Githzerai are a democratic and peaceful people, ruled by an elected council of the High Monks. They live lives of quiet study and meditation (but obviously this includes martial arts training and they use their psychic powers to enhance their unarmed blows and acrobatic abilities).

[GM: I’ve also given both races an Eldritch Blast cantrip (rationalised as psychic bolts) so they aren’t helpless at Ranged combat]

Symron’s only chance to avoid capture is the death of all three of the attuned Knights, or to travel to the Lich Queen’s palace (in the floating heart of a dead god) and destroy the collar’s control platform.

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Spell Jammer 01 - The Final Frontier
The Black Beyond the Blue

[GM: Next time we are back to WEDNESDAY on 25th October. We were missing a lot of players this week, but went ahead with the Journey Into Space]

First, something important that I missed from the previous write-up…

When the Death Knight (Lord Stagmork) leapt onto the edge of the deck, he emitted a Destructive Wave of energy that knocked most of the crew off their feet. It was clear that he was a formidable opponent.

Clayton the ranger came up with a way to use his new clerical cantrip (the lighting version of Thorn Whip). The spell can only pull victims towards you, not push them, so Clayton slashed one of the rigging lines and ran across the deck, propelling himself out beyond the side of the ship. Swinging from the line, he cast his spell, struck the Death Knight and yanked him out over the side.

clayton_rope.gif

He had a ring of Feather falling, so he wasn’t killed by the fall, but he fell slowly, just too far out to reach the netting and pull himself back aboard.

Now to what happened at East Port…

They were forgiven their misdeeds – the whole Fog Cloud thing; the stealing of the Horn of Torkas and even the alliance with devil-worshipping red Orcs (in the view of the citizens).
However, if it was widely known that Clayton was now a priest of Torkas, the Inquisition would hunt him down and execute him for heresy. [GM: they would execute Abraham too for allowing this blasphemy to occur!]

It is widely suspected that some old sailors (and pirates and smugglers) make secret sacrifices to Torkas to pray they survive storms, but it is considered Black Magic by the Inquisition.

As well as the four red Orc Heroes (Magnus Hammerhand, Raef the Warlock, Captain Rakk the Arcane Warrior and Rudma the Ranger/Corsair) there are 12 red Orc crewmen. The City supplied them with a Carpenter, a Smith and four other human crewmen – all willing to undertake this apparent suicide mission in the hopes they would manage to return with the Ship, freed from its pre-programmed flight path, so they could use it to win the war against the White Orcs.

They got in touch with Gaston’s “friendly” Alchemist – he seemed to be doing very well with the sales of his magically-boosted mushrooms. He had some information about how Black Powder was made – it seems this is a material known about in distant Kara Tur, many thousands of miles to the south, where they can make fireworks with it. He has some books that discuss it. Clayton agrees to buy the books in exchange for a tour of the ship and some money. The Alchemist uses spells of detect magic and identify on the Chart and explains that they Auto-pilot will force them to spend most of their time following a pre-programmed destination, but with occasional days-free. They can steer a little and adjust speed a little even while on the pre-programmed course.

Clayton paid for an Inn to be made available for his crew on the last night, raising morale with that and with a stirring speech (with all the Torkas-worshipping parts delivered in Orc so the new crewmen weren’t upset – Abraham can absolve them of their sins later when they do realise they are on a heretical quest).

The Black Beyond the Blue…

As the ship rose through layers of clouds into the blue skies above East Port, they hit the big button in the Chart Room, the prow swung around and they accelerated rapidly, passing through the blue in the blackness of space where the stars gleamed brighter than ever seen before. The Chart began to fill-in with them at the centre of a small circle. As they flew on the line grew on the Chart so they could tell it would take about 4 or 5 days to reach the edge of the circle (representing the Crystal, multi-faceted sphere that encloses the whole solar system of Jade).

Captain Rakk worked his crew to practice various maneuvers with the Sails. They could increase the ship’s acceleration and steering. However, without the Arcana skill, Rakk found it difficult to control the ship. Davidian had been their most skilled Arcanist, but he had not wanted to leave Jade so had stayed behind.

Clayton, though he had no Arcana skill either, found that he had a reasonable feel for the Ship (because he was the one attuned to the Horn when it was placed aboard – he gets Advantage on Helmsman rolls).

When they reached one of the billions of hexagonal facets of the sphere, they realised it was dark smoky glass but semi-transparent and a storm seemed to be raging behind it. Just before they crashed into the glass, it shimmered and the storm raged about them, slashing across the deck as sleet with lightning flashing and great gusts of wind that drove the land-lubbers below decks (except for Clayton – lashed to the Helm and Mulan, strapped to the Crow’s nest).

They steered dangerously through a net made from cables of fire some 20 feet thick. Streamers of fire lashed at the crew as they went through, but nothing that couldn’t be healed.

The next day they went through an ordeal of wind, cold, fire and lightning but on the second day found themselves in an area of comparative calm passing between great columns of rock, shrouded in mist. Huge boulders of coral flew across the gap, smashing with explosive force on the great columns and rebounding back across. Clayton (on the Helm) with the help of Captain Rakk and the crew (trimming the sails) managed to steer between the debris. A few times they passed close enough that anemone-like plants that lived in the coral managed to latch on and the weight of the boulders slowed down the ship.

Raef and Jock manned the Ballistas and managed to blow the coral boulders apart.

Over the din of all the smashing rocks, Mulan called out that another vessel was pulling towards them from behind a curve in the rocks. The approaching ship was clearly little more than a wreck with shattered timbers and trailing pieces. The main shape was a huge iron Nautilus, but there were holes ripped in the metal.

wreck_nautilus.png

Mulan’s familiar – Mooshoo – could just make out, through the holes, that a swarm of small white beholders, trailing strands like jelly-fish, were pouring past the hole towards the centre of the shell, where a brass tube (a cannon) jutted out.
They were forced to tack back and forth to avoid the coral boulders and the oncoming ship, as it drew close enough, it fired a torpedo towards them. Raef managed to hit it with a ballista and it shattered revealing its cargo of a dozen of these flying jelly-fish with eye-stalks. Beholder Spawn!

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A few of them survived the impact and began slowly flying towards the ship. Clayton was forced to ram through them and only one managed to get aboard. Mulan shot it before it could do much damage, but it seemed to have eye-rays and poisoned tentacles. The enemy ship fired a couple more times but thanks to all the missile fire, only a couple got aboard. Clayton let Rakk take over as he fired his bow at the approaching swarms. They seemed to have orders to take out whoever was manning the wheel. They went after Rakk one hit him with a telekinetic push that flung him off the ship. Mulan managed to Featherfall him and he drifted slow enough to grab on to the rigging.

The approaching Nautilus gathered a few coral attachments but kept coming. They cleverly decided to shoot the coral boulders and the wreck accidentally lurched forwards and smashed itself to smithereens on the side. From the splinters, a Death Tyrant (undead beholder) drifted out and gave chase.

death_tyrant.png

They could easily out-distance it and flew circles around it, shooting it until it eventually shattered.
They searched the wreckage and managed to recover an intact barrel of black powder (about 6 shots) and also a mysterious object of blue metal about 15 feet long, shaped like a golf tee, with a 5 foot diameter.

Through some experimenting, they discovered it was the Helm of the wrecked ship. By touching it and casting a spell, Clayton managed to bond with it and it glowed blue and floated upright. He could sit (uncomfortably) in the bowl at the top and fly it around. It was clearly a spike meant to be stabbed into a ship to provide the propulsion. Bonding with it instantly drained all spell slots (including the ability to cast Cantrips) requiring 1 hour before cantrip ability came back and a full eight hours before spell-casting slots returned (at which time the Helmsman would need to touch it and cast a spell to re-attune). As soon as Clayton broke contact with it, his attunement was broken and it fell back to the deck and he would need to wait for his spell slots to recover before he could re-attune.

[GM: Next time we are back to WEDNESDAY on 25th October].

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Shar Gazoth 16 - The "Hammer of Torkas"
The only way is Up

*REMINDER Next time we are playing on THURSDAY 12th October instead of the usual Wednesday.
*
[GM: As the three new players didn’t turn up for the last session, I decided they would bravely defend the Gate through the city wall while our heroes got to the Great Ship. Next session we will be splitting into two groups with two GMs as the group has become too large (assuming the new guys turn up).]

Three of the red orcs (Magnus Hammerhand the priest of the Storm God, Raef the warlock and Rudma the ranger), volunteered to stay and hold off the white orc reinforcements while Rakk led the rest of the party to the Shipyard.

This was a huge, delapidated warehouse with no roof. The huge ship rested on a wheeled cradle on iron rails. However, the rails had been recently peeled-up (unknown to Magnus!). Since the Horn of Torkas had been lost for centuries and the Ship was useless without it, it had gradually become forgotten. A few years earlier the White Orcs had even begun to strip it of useful metal. It seems they had recently taken the rails too.

They had no choice but to try and fly the ship out.

Hammer_of_Torkas_with_Sails.jpg

Clayton handed the Horn to Rakk who dashed to the chart room, slid open the wall and tried to add the Horn alongside the images of the other two. His heart fell and he began to fill with rage that the human had tricked him. Clayton took it back and tried himself, this time it shimmered and became an image and the ship began to vibrate and glow blue from the keel and the mast. The blue shimmer passed through Clayton with a tingle too.
[GM: Perhaps it worked for him because Clayton was attuned to it ? Perhaps because he is now a priest of Torkas?]

Next to the Chart was a big glass bowl painted like a bloody-eye (a button) that began slowly filling with black liquid. The Lich had explained this was a timer for when the auto-pilot would kick-in, taking them directly to space, heading for the Portal out of this solar system. They could press it early, as long as there was open sky above them but otherwise would have maybe a week of free flight before the Voyage “to find god” would begin.

Despite having no particular skills with flying ships, Rakk raced to the Wheel to take control. They had all been briefed by Magnus and by the Lich on how to steer the thing. A simple throttle and a Wheel that turned and also tilted forward and back – how hard could it be ? Rakk had steered sailing ships before so hoped it would be similar.

Magnus had arranged for a crew of red orc sailors to meet them at the ship and Rakk shouted orders to them to cast off and try to rig the sails. All were Torkas-faithful orcs with a grudge against the white orc usurpers of the city. The Great Ship was a religious quest to them. Sadly the sails were tattered and motheaten, many of the ropes, lines, sheets and other nautical bits and pieces were also in a bad way so the crew could do little to help with steering or speed.

Mulan scrambled lithely to the crows nest and shouted that she could see the three Wyverns launching from the citadel and heading this way – one of them was carrying a rider – Lord Stagmork – the anti-paladin Death Knight – first servant of Lillith the Winter Queen.
Rakk pulled back on the wheel gently and nothing seemed to happen, a bit more and the ship tilted violently, smashing its heel into the ground with rending timbers. He pushed forward to correct but the sluggishness of the controls fooled him and he crashed the nose into the ground and had to slowly straighten-up. [GM: there is some sort of mystical connection with the ship through the controls and it requires Arcana checks to “feel” it – so Rakk was struggling]

He managed to get the ship to move forward and ever so slightly, tilted up. It began to edge forward and up, almost (but not quite) clearing the side wall of the warehouse. The stone walls were dry and crumbled on contact, but tore away more timbers from the hull. This ship wouldn’t float on water without serious repair work.

Magnus and the others ran through the rubble, seizing dangling ropes and being pulled after the ship.

Clayton and Jock headed for the “Eye” chambers where there were large ballistas (giant crossbows) with swivel seats. A couple of orcs followed them in to each cabin and worked the loading and swivelling mechanisms. Clayton’s first shot struck the nearest wyvern, not enough to kill it, but it was knocked from the sky, tail-spinning to the ground where it shook itself and launched again.

Jock couldn’t get far enough around to get a shot.

Abraham and Gaston found their way to the “forward weapon” a huge brass tube, clearly some sort of cannon intended to hurl iron balls. They had never seen one before but had been told by the Lich that the ancient scriptures of the Storm God had spoken of “black powder” which would ignite and propel the iron balls with great speed. Looking down the tube, they could see it contained a soggy black slush. The tube was long enough so they heaved-in three iron balls from a cupboard nearby one after the other and stood ready to light the fuse at the base of the tube.

They needed to fire the cannon into the great shaft overhead to try and destroy the whirling blades of the fan that was blocking them in. Unfortunately, they lit the fuse but it fizzled out and they had to run back on deck to explain the problem to Rakk.

Davidian, Abraham and Gaston then stood either side of the Wheel to defend the helmsman, but didn’t realise how much he was struggling for control.

Mulan shot one of the Wyverns and then crouched in hiding in the crows nest, but it struck blindly where she had been and the massive tail spike struck her by fluke, flooding her with poison.

She almost died from it but leapt onto the creature’s neck and managed to dodge a couple more swipes, even managing to get it to stab itself (and poison itself!). Jock and Clayton ran on deck and put a few arrows into it and Davidian hit it with magic missiles. As it came lower to attack with claws and bite, Gaston finished it off with his axe.

Abraham managed to hit the third wyvern (the one carrying Lord Stagmork) with a confusion spell, keeping him out of the fight for a few more precious seconds, but the Death Knight cast some kind of spell causing his dark eyes to glitter. Beneath his steel helmet, Gaston’s eyes glittered too!

Davidian decided to step in and take over the helm from Rakk allowing him to go below and examine the cannon, but as he moved away from Gaston, the great axe hacked him down, then Gaston moved to Abraham and tried to kill him too, knocking him backwards off the ship. By now the ship was spinning (but to those on board it seemed to stay stable and the world span around it. [GM: the ship generates its own gravity field so seems to remain stable – the spinning of the scenery was enough to make most new travellers nauseated]
The red-orc crew were scattered by the huge wyverns and struggled to pull up their fellow red orcs on the ropes and netting.

Fortunately, Abraham had tumbled into the netting over the side and soon scrambled back up. The mental compulsion from the Death Knight was too strong for Gaston and as Abraham healed the fallen Davidian and the half-elf struggled to regain control and point the ship at the shaft, the dominated warrior hacked him down again, sending the ship into an even wilder spin.
Again, Abraham healed the half-elf and again he was hacked down, until finally Gaston snapped out of it.

The Death Knight got his mount under control and swooped closer.

At the Cannon, Rakk waited for the wild spinning of the ship to bring the shaft into line and he cast a chromatic orb of fire into the barrel, igniting the damp powder and causing a massive explosion.

Three iron balls was far too much weight and the brass cannon smashed backwards with the recoil, destroying the room (fortunately Rakk had not been standing at the back where you would usually light the fuse!) The explosion hurled the three balls far enough to clatter into the fan blades, smashing the machinery and causing it to tear itself loose and fall into the city below.

As Davidian gasped back into life again, the ship lined-up with the shaft and he pushed the throttle forward hard. The ship leapt up, heading for the moonlit night sky at the top of the shaft and leaving the wyverns and the Death Knight far below.

They made it out of the top of the volcano and set course for East Port to get supplies and repairs before the ship began its voyage “to find god”!

They had some time to get familiar with steering but it only took a day to fly back to East Port (it had been a few weeks of hiking, even with the teleportation through the Tanglewood).
At East Port they were in some trouble with the Inquisition and the Earl of East Port as they had stolen the Horn of Torkas (and also blown the horn causing a two-hour fog cloud, 2 miles across)! Somehow they managed to explain all this away as having been necessary to prevent the White Orcs from getting their magic mirror portal working and also as the only way to “defeat” the Lich.

The City agreed to repair and supply the ship – even providing some more crew – in the hopes that after the ship’s pre-programmed Voyage, they would be able to return and use the Ship to make war on the White Orcs.

*REMINDER Next time we are playing on THURSDAY 12th October instead of the usual Wednesday.
*

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Shar Gazoth - 15 To the Shipyard

[GM: Three new players appeared unexpectedly – so we spent time building and introducing new characters. I decided to have them play the Red Orc allies, led by Magnus Hammerhand (and dropped the plan to have Hammerhand try to seize control of the Ship and kill the player characters!)]

When nightfall came, the Lich’s teleport spell brought them all back to the Tomb, burned and battered from the battle in the Gate of Norimass. Even Davidian returned from his solo mission to try and gain control of the Helmed Horrors at the bridge. It had not gone well for the half-elf priest. He had sent a fire elemental to fight the guardians of the bridge while he struggled with the control phrases. But there were too many orcs and wolves and his every command to the Horrors was countermanded by the “Favoured of Lillith” (another of the albino priestesses, similar to their enemy Skeksis). When the spell pulled him back, he arrived unconscious and naked and bound with manacles that Mulan quickly unlocked.

They rested an hour and recovered as best they could. Mulan slipped out into the night to await the red orcs and used her familiar, Mooshoo, to communicate with the others, when the small procession of robed figures approached.

As they opened the Tomb door, the two parties faced each other and did quick introductions.

[GM: Apologies if I get some names wrong]

Magnus Hammerhand was the red orc priest they had parlayed with a few hours before. He had spent the day gathering a few loyal followers who should be able to crew the ship. Some of those would meet them at the Ship. He hated the White Orcs who now ruled the city. His people were far less numerous, and a century ago the alliance had seemed like a good deal – but now the White Orcs and their hated leader – Lord Stagmork, were openly contemptuous of the Red Orcs and their religion. Hammerhand wants to fly the Great Ship and reach the stars in search of his god – Torkas, Lord of Storms.

Rakk, a burly warrior, always in trouble with the white orcs, seemingly unable to compromise. He could have been a captain of his own ship if he hadn’t argued so much – and if Lord Stagmork had not diverted all work on ships into equipment for his armies.

Raef, a warlock, shrouded in shadow. Like the others, he had been an officer on the Tempest, one of the iron ships lost to the war against the dragon cult a few years ago. He was unpopular with the “Favoured of Lillith” (worshippers of the Winter Queen) because of his strong faith in the Lord of Storms and some incident where he cast darkness on a group of enemies and friends alike. He could see through the darkness but the priestesses couldn’t. While he won the battle, the two priestesses caught in the spell were badly wounded.

The ranger, Anon [GM: no name on the character sheet!] was the last of the group. A scimitar-wielding warrior – another whose faith in the Lord of Storms made him unpopular with the White Orcs.

The red orcs had brought priestly robes to disguise the humans for the journey (approximately a 30 minute trek) across the night time city and through gates in two of the city walls. Davidian the half-elf and Mulan were too lightly-built to pass for orcs and Gaston and Abraham were in heavy plate mail so would not pass as priests. The red-orc warlock made the four of them invisible. They robed-up the rest of the group and the red orc ranger cast Pass without Trace to help with any sneaking and to shroud the humans’ faces, and slowly made their way out of the tomb, across the graveyard and through the small temple built-into the city wall.

The city was cut from ancient rock, had wide streets and was well-lit by gas lamposts. Despite the huge number of white orcs living here now, at night-time the streets were almost deserted.

When Shar Gazoth was first built there had been many thousands of red-orcs, but over the generations their numbers had shrunk. A hundred years earlier their Captains Council had agreed to accept a truce with the White Orcs and allowed them to use the Citadel as a base for their military conquest of Ustergard. More recently the Death Knight, Lord Stagmork (first servant of the winter goddess – Lillith) had assumed overall command,

The intruders had started to re-populate the city, re-purposed many of the Storm God’s ancient temples. For the red-orcs, things had slowly got worse and worse.

The events of the previous night – the loss of the Magical Mirror and the white orc’s plans to use it to make war on the nearby Kingdom, had made relations between White and Red even more difficult.

The Great Ship was in the Industrial Quarter – among the forges and warehouses and smelting works that belch out thick smoke all day. They had to cross the open centre of the cavern, skirting a huge shaft of lava. One of Lord Stagmork’s three wyverns flew out on patrol overhead, swooping low to examine the troop of robed figures. Fortunately, it did not penetrate their disguise and flew on. The wyvern patrols had been more frequent today – perhaps in case any of the humans were still in the city.

At the 25-foot-high wall on the other side, they arrived at a Gate Post where two Ogres and two white orcs lounged about on guard. The massive portcullis was down and Magnus told them the winch was inside the towers. He tried to bluff his way past the guards.
“Open the gate, we have to get through”.
But the white-orc in command was openly belligerent and scornful.
[GM: the red-orc rolled a 1 on his persuasion check!].
The guard began to prod Magnus and shout at him “You’ll get through when I say you get through and not before”.
Enraged by this disrespect for the priest, Rakk tried to intimidate the guard, stepping up close. The guard punched him and spat, Rakk drew his blade and then all hell broke loose.

Mulan suddenly appeared and crossbowed an orc, Clayton dodged into the shadows and fired his bow too. The other two invisible heroes (Gaston and Abraham) appeared and joined the fight. Then the two Ogres smashed into them and the remaining guard sounded his hunting horn to summon reinforcements. Davidian cast Blindness on the two Ogres and soon they were hacked down too.

The red orc ranger leapt in close, whirling his scimitar to attack multiple foes and
Magnus smashed into the orc captain with both hammers and he went down.

Raef teleported to the top of the guard tower, flung open the trapdoor and saw two more white orcs leaping to their feet and drawing weapons. He cast darkness on them and swarmed sown the ladder to attack them – he could see in the darkness because of his Devil’s Sight.

The guard who rasied the alarm tried to flee but Mulan stepped out of the shadows and gutted him.

[GM: we ran out of time so will re-start from there next time. The horn will have summoned reinforcements who will arrive in about 5 rounds from a nearby barracks in the Industrial area. More orcs, possibly ogres and possibly dire wolves – maybe even one of the albino orc priestesses. The heroes have to get past the massive portcullis – or clamber over the wall. It’s only a hundred yards or so further to the Shipyard.]

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Shar Gazoth - 14 - Side Trip to Trouble
Fire-starter, twisted fire-starter

Our heroes rested in the safety of the Lich’s tomb (not a sentence you get to use very often).

The Lich had left Jock with disturbing visions and whispered promises of power that left the Kaledonian with troubled dreams. [GM: Holly decided to accept 4 levels of Warlock, leaving Jock as Ranger 5 / Warlock 4]. The Lich, Arghul Norimass was expecting to “ASCEND” to the next level of existence once his purpose was completed (the launching of the Great Ship), so he will become the Warlock Patron for Jock.

Clayton also had a hard day as the Lich gave him a crash course in the religion of Torkas, Lord of Storms – via a mental transfer of training. [GM: Because of the way multi-classing works in 5E, as a Ranger 8 / Cleric 1, Clayton now uses the number of spell slots from the multi-classing table, but can only prepare the number of spells as usual, and can only cast Cantrips and First-level Cleric spells, but can cast up to 2nd level Ranger spells. He gets the slots as though he was a 5th-level caster (half Ranger level and full cleric level)]

After eight hours, Davidian made an unexpected suggestion! “Norimass has a Teleportation Circle at the Gate of Norimass, his family home…" This was the Fort, embedded in the wall between the mushroom forests and the Great Stair. About five days earlier, they had fought their way past a few gargoyles and a small force of orcs. The place had been mostly abandonded as its commander – the Albino Orc priestess, Skeksis, had the rest of her troops out searching for the heroes and she was currently guarding a bridge a mile from the fort. Davidian believed he could “…take control of a pair of Helmed Horrors who were stationed by the bridge – he remembered the words used to command them when Skeksis had assumed control”.

[GM: this was a total surprise to me, but fortunately I still had the map of the Fort and the stats of the full garrison (in case the party had been captured in the mushroom forest, I had noted the typical occupants). As the player of Gaston was missing, I decided Norimass would keep him at the tomb – the fictional reason was because Gaston would probably run off looking for the Keepers who were close to that area]

The Fort itself is a wooden four-storey structure inside a sort of brick curtain wall that barricades the entire section of cavern wall and protects the only passage through to the Great Stair. It contains living quarters and stores and offices for up to 40 troops.

They teleported into the Fort about 3 hours before sunset – the time they had agreed to meet the Red Orc priest at the Tomb door in order to go to the Great Ship. Norimass’ Teleport Spell would “rubber-band” them back to the Tomb at sunset whether they had succeeded or not. He insisted that the Horn of Torkas remain with him – if they all die, he can still give it to the Red Priest and the ship can still be launched.

They had a pretty good plan – Davidian would use a Wall of Fire to block off some of the Fort and they would race through and then run for the bridge where he would take control of the Helmed Horrors while the others fought off whatever other guardians were there.

Unfortunately, the blaze got a bit out of hand and there were a couple of Hill Giants at the fort as well as a dozen or so white orcs, a couple of dire wolves and Skeksis herself!

They got delayed by the enemy and the fire began to spread through the wooden building [GM: Randomly growing 1 or 2 squares in each direction each round] until it cut off their way through.

Only Davidian had pushed forward enough to get out the far side, the burning building cut-off the rest of the group and they had to retreat, back the other way, to the Great Stair. The building collapsed behind them, blocking the gate completely.

Davidian decided to press on alone for the bridge, relying on either his own Teleportation Circle spell to get him back to the tomb, or the “rubber-band” effect of the Lich’s spell.

[GM: we ran out of time and I didn’t want to run a complex encounter for just one player, so I offered a “Saving Throw” to decide if he had been successful or perished in the attempt. Or he could just wait for the “rubber-band” teleport to take him safely back. This was pretty drastic but it was a free choice.
I had decided the Bridge was pretty well guarded and had another priestess controlling the Helmed Horrors as well as a Winter wolf and six orc warriors at either side of the bridge with 2 Dire wolves at each end. It was designed as a reasonable (not deadly) encounter for the whole party but I figured it was potential suicide for a single character.

I made the target DC 15 for an INT save and allowed Davidian advantage (for role-playing his determination to get control of these magical beings – as he had been looking for a way to do it for a few sessions – this also simulated his chance to prepare and his range of spells).

Sadly, he failed, despite the Advantage, and so I declared Davidian DEAD]

The rest of the party stayed in the Great Stair for a couple of hours and were then teleported back to Norimass at sunset.

[GM: Looking back at that “Succeed or Die” thing, it occurred to me that, due to the time constraints, I didn’t think to include a middle option, it should really have been Succeed or Fail or Die. As the roll only just failed, I’m happy to transmute the result to a FAIL. Davidian was knocked out and captured by the orcs who were waiting for him to wake up so they could begin torturing him when the “rubber-band” teleported him back to the Tomb.]

The Red Priest is already knocking on the Tomb door, eager to lead them across the city (in disguise) to the ship yard. This side-trek has left them all injured and used up precious spells, so they are not quite as well-prepared for the Launch as they had hoped.

They suspect the Red Priest, Magnus Hammerhand, wants to seize control of the ship. He will have brought a bunch of loyal red orcs to act as crew.

They also expect the three Wyverns and Lord Stagmork (the Death Knight, Tyrant lord of Shar Gazoth and first servant of Lillith) will try to stop them from escaping with the ship.

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Shar Gazoth 13 - Mirror Mirror

[GM: Sadly 3 of the players couldn’t make it, but we decided to go ahead without them anyway. Holly, Frank & Carl – sorry that you missed the finale but the adventure can continue out the other side. We could take a break from these characters, or from D&D, or re-arrange the groups. I’ll turn up ready to run the next part of the adventure (Launching the Hammer of Torkas into space), but don’t mind if we do something different for a while if you all prefer]

The thunderclap from the trapped corridor struck Clayton and alerted the occupants of the “Dome”. It MAY or maynot have been audible outside the Dome. Fortunately there didn’t seem to be many guardians inside the Dome – only two barrack rooms – one beyond the door on the left the Lightning glyph had been and the other to the right.

From the Lightning door, they heard the scrape of furniture, swish of drawn blades and confused mutterings in Orcish. When the door opened a group of 10 groggy, naked red orcs (hob-goblins) rushed through, followed by a red orc priest of Torkas – hurriedly pulling on a robe.

Clayton immediately tried to speak with them, showing his holy symbol of Torkas, waving Norrimass’ letter of introduction and claiming to have important news about the Hammer of Torkas (the Great Star Ship).

They seemed partly convinced but there was a short exchange of crossbow bolts and Spirit Guardians, and a few of the guards died before they convinced the red priest to parley.

Meanwhile “Jock” (possessed by the Lich, Norrimas) triggered a glyph of cold, broke open the other door with a Knock spell and gleefully slaughtered the dozen white orcs within, including two Favoured of Lillith and one winter wolf. He used a more powerful Spirit Guardians spell and his life-drinking black scimitar to restore his own health.

The red priest – Magnus Hammerhand – agreed to help them when he read Norimas’ letter, spoke to Norimas himself and understood they were going to retrieve the third Horn. Clayton said they would fetch the horn and meet the red priest at sun-set at the tomb of the Lich so they could escort it to the ship. Hammerhand agreed but looked a bit sneaky – he probably intends to kill them to take the horn and the ship for himself.

Norrimas says the Ship can be steered clumsily with the wheel – as normal, but up and down are from moving the wheel forward and back – however, to get good speed and control, there are sails that catch the stellar winds so it ideally needs a trained crew. It needs a spellcaster to use the wheel – any spellcaster can do it regardless of magical prowess. [GM: Even a part-time spell-caster like a Ranger or Arcane Trickster should be able to do it]

There is concern that the thunderclap may have been heard outside the Dome, so Mulan rushes back down to un-jam the door lock and the now-friendly red orc priest, Hammerhand, tries to explain to a bunch of ogres that the explosion was caused by a careless guard. Mulan hides among the robes in the lower chamber listening. The robes belong to the Order of the Artificers who work in a chamber on the next floor up in the daylight hours – they are white hooded robes smeared with oils and burn marks and a symbol like a golden gear under a set of compasses.

The ogres are arguing with Hammerhand and seem to want to speak to one of the Favoured, so Mulan has to use Alter Self to impersonate one of the albino orc priestesses and gestures at them to go away. This prevents pursuit by 6 ogres and 10 more white orc guards.

They now have only the deadline of the “rubber-band” teleportation spell to worry about. It will take 1 hour for Davidian to attune the Portal Mirror and they have only an hour and a half left before sunrise, when the spell automatically returns them all to the Lich’s tomb.
Searching the dead Favoured, Davidian finds a keyring with three keys, 1 big, 1 medium and one small and intricate, topped with a tiny pyramid.

There are skeletons embedded in the walls in the two barrack rooms, who can be commanded to unlock and raise the portcullis. The command words are “Torkas” for the red orc’s side and “Lillith” for the white orcs. (Storm God and Winter Queen)

Under the portcullis, Davidian goes right and down to a store-room on his own while the others push on upstairs. The half-elf priest opens the store-room with the big key – which deactivates multiple mechanical traps. It is full of barrels, books, scrolls and scroll tubes, pens, ink. Also, three huge tapestries 16ft long by 6 ft wide, rolled into tubes. There are tattered and torn pieces of an ancient tapestry scattered about too. The walls are decorated with carved images of dice – d4, d6, d8, d10, d12, d20. It takes a while for him to spot it but the shape of the d4 is a pyramid, like the tiny key! Searching the carved image, he finds a tiny keyhole hidden in a shadow – it opens to reveal a small compartment with half a dozen potion flasks – all labelled in orcish. Later Clayton is able to read these and identify the potions.

Meanwhile the others went upstairs to the Hall of the Artificers – a large open-plan workshop/laboratory. The corridor goes past the wide entrance and around a corner to a huge disk of stone that looks like it would roll away into the wall if they knew how to unlock it.

The workshop contains several benches, a furnace (just lowing embers), gas lights, tools etc. Hidden around a corner is a sort of puzzle/combination lock that operates the Rolling Door. It appears to be trapped with magical summoning spell if the wrong choices are made, but Mulan works it out quickly as “Lord of Storms” and the door rolls open. There is another puzzle panel to lock it from the other side.

Before they left the chamber, they find a set of Jeweller’s eye-pieces [GM: Advantage on Investigation and Lock-picking, but disadvantage on anything else that distorted vision would hinder – continues for 3 rds after using the eye pieces]. Also, a set of +1 thieves’ tools.
In another corner, is a store of stasis-bound monsters – in for repairs! A Helmed Horror, a Shield Guardian (linked to an amulet in a vice on one of the benches, but the amulet has a hairline crack so Davidian chickens out of trying it), an Ogre-sized Flesh Golem with a half-un-stitched left arm and finally an Iron Golem. Davidian works out how to un-stasis any of these creatures but they decide not to risk it.

[GM: he could have taken control of the Shield Guardian – each time it absorbs some of your damage roll d20 and on a 1 it turns against its master – the others would all have attacked anyone not wearing one of the white robes from downstairs!]

They ascend the stairs past the rolling stone door to the Hall of Mirrors and lock it behind them. Mulan again manages to solve the puzzle panel very quickly.

The final chamber has stairs leading up into it. They don’t want to ascend for fear of being exposed to the mirror or mirrors – they think there is still a mirror of opposition here.

Clayton went back down to the Storeroom to examine the three tapestries and they are clearly for covering mirrors – one has a picture of the Portal opened to reveal a bunch of helpless humans dancing around a maypole. One shows a black and white figure – clearly mirror reflections of each other, standing on a reflected tiled floor. The last shows some sort of swirly colourful pattern.

Gaston still wears Mulan’s amulet of non-detection – that saved her, then him from being duplicated by the other mirror of opposition they discovered in the cellars of the Library, back in Eastport. He won’t be duplicated, so he goes up the steps on his own. Sadly, the swirly mirror leaves him standing transfixed. While the other look on in horror, some invisible monster slashes at him – despite a couple of terrible wounds he continues to just stand there.

It is an invisible Death Slaad, very tough, even without having Greater Invisibility. Its eyes have been gouged out, but it has blindsight. So, it can see the heroes but cannot be duplicated and cannot see the swirly pattern.

They fight the thing but take a lot of damage as it has a fire breath area attack and they have to stay grouped into a small area to remain out of sight of the mirrors.

Eventually Abraham drags Gaston back down the steps so he is freed from the paralysis. Clayton manages to track the thing as it has stepped in Gaston’s blood and finally they hack it down. Clayton takes its longsword [GM: a +1 weapon and 3 times a day it can do 2d6 additional cold damage].

There is a comical interlude as they almost run out of time…

Gaston turns his helmet backwards so he can’t see the swirly-swirly and Davidian decides to guide him by sending an Arcane Eye floating into the Chamber. The half-elf sees the swirly pattern through the Eye and becomes paralysed! Eventually, with his hat on backwards, Gaston carries a tapestry over to the swirly mirror and finds it is too high up to cover. He has to grope his way back so Mulan so she can cast Spiderclimb on him, then finally covers both the swirly mirror and the mirror of opposition. so the others can approach. All three mirrors are firmly bolted to the wall and seem impervious to harm.

The orcs have drawn a pentacle in front of the Portal Mirror and have a smaller portable mirror they are trying to attune to it. The pentacle helps Davidian attune more quickly and he activates the Portal with half an hour still to go before dawn. They pass through to Sapphire’s house in Eastport, where she has already prepared a mirror as the target. Her familiar monkey is waiting for them. As soon as they are all through (including the Lich in Jock’s body), the monkey pulls a lever and plates of adamantine lock into place around the mirror and are sealed by a magical spell. Sapphire’s mirror is now permanently encased the orc’s portal mirror is locked to it forever.

HURRAH!!! MISSION COMPLETED – the Portal Mirror is no longer a threat.

They have 30 mins before being teleported back to the Lich’s tomb – it is just time to race across to the Inquisition Temple in the Graveyard. Abraham is an Inquisitor and so easily gets them an audience with the Inquisitor Captain (his boss). The Captain is very pleased to hear that the renegade Inquisitor who joined the Keepers, has been killed and that two of the Keeper Helms have been lost in the bedrock.

They manage to get him to pass the Horn of Torkas around for them to “inspect” just as the sun reaches the horizon. They can see that “Jock” is prepared to slaughter the Captain (and probably all of them if they don’t get hold of the Horn). In an act of pure chaos, Clayton blows it, filling the room, the graveyard and the entire city with fog for an hour, just as the Lich’s spell draws them back to his tomb.

In the Tomb, “Jock” demands the Horn. Davidian forces Norrimas to release Jock before they hand it over. Jock shudders and slumps as the powerful presence releases him and then the Lich rises from its slab and gets the Horn.

Arghul Norrimass now has the missing Horn. He is willing to entrust Clayton with it, so that it can be brought to the Great Ship and placed with the other two – in a compartment behind a Chart on the ship. Then the Ship will rise and the Lich’s “purpose” will be complete. Its initial course has been pre-programmed – to follow the Storm God into the Stars. The ship should be carried out of the Industrial Sector on a train, to a long, sloping tunnel that it can fly up and out. As an alternative, if the Great Fan in the central Shaft could be destroyed, it could leave via that. It is likely that the three Wyverns will be sent to prevent them getting away with it – possibly with Lord Stagmork (the Death Knight, anti-paladin of Lillith riding one of them).

Clayton decides to accept some training from the Lich becoming an acolyte of the Storm God.

They agreed to complete the task for the Lich but have not been magically compelled to do so.

Mulan has also been asked by the Gnome Stilgar to reunite his small family of gnomes with the Gnome King. She has a Ruby that tugs her gently towards him – deep beneath the mountain. The third and final flower in her circlet still hasn’t been used.

[GM: All go up a level – to Level NINE]

Holly – decide if you want Jock to “remember” any of the powers of the Lich – he can lose any number of Ranger levels and replace them with Warlock levels – as Pact of the Blade, Fiendish Pact Warlock]

Cookie – Clayton will be a 1st-level Cleric with a few non-standard cantrips available to choose from (you don’t have to have these ones but the “Lightning Whip” is a spell most of the Torkas Priests use) – Druidcraft, Thorn Whip (acts as Lightning damage instead but still pulls the victim)
Priests of Torkas, the Lord of Storms, have the Tempest Domain but with a couple of minor changes to the Domain Spells.
Level One Spells Fog Cloud, Thunderwave & Arms of Hadar
Level Three Spells Gust of Wind, Shatter & Hunger of Hadar
Level Five Spells Call Lightning, Destructive Wave, Conjure Volley
Level Seven Spells secret only revealed when you get there
Level Nine Spells secret only revealed when you get there

Torkas is a god of Chaos, Strength, Courage, Freedom. The Kingdom of Gard (where you live) considers him one of the 5 Evil Gods and worship of him is illegal, but many from the Caledonian and Viking Islands worship him openly and many ship captains sacrifice to him secretly. It was his ship that brought the other Dark Gods into Jade, so he is “blamed” for much evil.

5 years earlier, Earl Ragnar (a player character) somehow enabled Torkas’ ship to leave Jade in exchange for passage into space. Jade is surrounded by a “Sea of Chaos” and Torkas could previously only enter the shallows of that sea and was always dragged back to Jade by the same magic that still imprisons the other Dark Gods.

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Shar Gazoth 12 - Arghul Norimas
The Lich Priest

lich.jpg

Outside, Mulan covers the scuffed ground and the mended lock with illusions. At night fall, the procession of Red Priests wanders through the graveyard, examining the locks and graves with their long lantern poles. The Crypt they have chosen is obviously special, as they bow at this one!

Jock and Davidian try to spot traps, Davidian wanting to go ahead and detect magic. However, Clayton’s insistence that they should wait for Mulan, turns out to be right. When Mulan joins, them, about 30 mins after nightfall – she and Gaston manage to spot the next trapdoor and disable it. It is very advanced clockwork/mechanical, not magic.

Past that they find four more Valkyries with Harpons carved into the walls, just before the final chamber. These radiate the same kind of animation/Trap magic as the ones near the entrance.

In the chamber beyond, short stairs lead up to a dias with a casket. Two “statues” of young rock worms flank it and a “Lich” slowly rises from the top of the casket where he had been lying.

“I am High Priest of Torkas – Arghul Norrimas – what is your business here?”.

Clayton politely asks about the Storm God, but Norimas is obsessed with “The Horn of Torkas – it was blown twice in the last month, where is it – I NEED IT!”

Gradually he draws it out of them, what they are here for and where the Horn is – with the Captain of the Inquisitors in the city of Eastport. He offers to teleport them there so they can fetch the Horn. He tells them his special Teleport spell will automatically bring them back to the origin point – if cast during the day, returns them at nightfall, if cast during the night, brings them back at daybreak. In life, he had a Teleportation Circle in a hidden chamber in the Sewers beneath Eastport, so he can get them there.

They agree a compromise, Norimas will teleport them closer to the Dome of the Mirror and his rubber-band effect should get them and the mirror back to the Crypt. Only then will they go and fetch the Horn from Eastport. Norimas reluctantly agrees.

They could also escape on the Hammer of Torkas (The Great Ship). He can’t fly it himself as he is bound by ancient rituals to this crypt – his obsession is just to have it launch.

Clayton wants a written letter from the Lich, to any other Red Orcs they meet that grants them free passage and amnesty. He is thinking that they might fetch the Horn and then give it to some red Orcs to take to the Great Ship.

Norimas tells them “Torkas, Lord of Storms, is my Master” is the password thru the Valkyries. Clayton goes forward to give him pen and paper to write a note to other Red Orcs, to assist and not kill the bearer and their friends. The note also explains that the Horn must be placed in a secret compartment in the Chart Room of the Ship. The Ranger has to step back quickly as just being close to the Lich drains some of his life-force and regenerates the Lich.

Abraham approaches, forgets to say the words and is almost killed by the first two Valkyries who impale him on harpoons and begin to reel him in – he stammers out the words just in time. Then he staggers close enough for the Lich to drain some of his life-force and almost passes out. [GM: all part of some cunning plan, known only to Abraham!]

Abe then sleeps in the corner of the Lich’s room, so gets to hear the bargains made by the others who “sneak” in to talk to the Lich during the long rest.

Clayton, impressed with the craft of the Citadel, the fine carvings and high power of the Red Orcs and with tales of Torkas and his magical flying ship hunting Star Whales, wants to know more. The undead high priest is able to give him insights into Torkas, who teaches strength through Chaos and battle. He asks for a Holy Symbol of Torkas (earning a frown from Abraham, as even though Torkas is secretly worshipped quite a bit by humans, it is officially heresy… and Abraham is a member of the Inquisition!)
The Lich opens his casket with a hidden switch and rifles through a mound of jewels and coins to fetch out an ornate silver and gold holy symbol – a miniature harpoon with stylized lightning bolt design. There is a lot of treasure in there and it glimmers with magic.

Later Gaston bargains to be teleported near to where the Keepers are. He hopes to go on his own, defeat a Keeper and steal a Helm. [GM: I’ve stressed that as soon as Helm goes on, he would not be Gaston anymore, just a host for the Keeper. It makes no sense to want this! So we are now assuming there is an addictive quality to the Helm and it isn’t really Gaston’s fault]
The Lich isn’t interested in Gaston or in the Keepers – his only concern is getting Torkas’ Horn and launching the Great Ship. Just to get rid of him, he agrees to teleport him further back up the Western Stair close to where the Keepers are (he has a Teleportation Circle at the Gate of Norrimas too). However, Abraham intervenes, he says he needs Gaston for the mission and will suicide (by walking up to the Lich and being life-drained) if Norimas sends him away.

Having decided Gaston isn’t worth the trouble, Norrimass tells him to fetch “the Caledonian”. Jock wanders in…
“What use are you, Caledonian?” the Lich says “You are an archer, no doubt a pretty good shot, but you are unlikely to want to shoot the Captain of the Inquisition for me. You seem to have no other useful skills for the return of the Horn, would you like me to help you ?”
Before Abraham can intervene, Jock mutters “yes” which seems to be enough for there to be an exchange of mystical energies between them. As Jock returns to the sleeping area, his face is glowing with excitement.

Davidian also confers with the Lich – he asks about getting back to the Gate of Norrimas as there are a couple of Helmed Horrors there that he knows how to control. Unfortunately, the bridge is guarded by one of the Favoured of Lillith (who also knows the command words!). He abandons this plan for now.

  • * * *

With two hours to go before dawn (when the rubber-band effect of Norrimas’ special Teleport spell should pull them back to the crypt) they all gather before the lich and are transported to a Church of Torkas, “close to the Dome of the Mirrors”.

As they are disintegrating, Norrimas lies down on his casket saying “Caledonian, there may be some discomfort… bwaaa haaa”, and Jock, who appears in the deserted church with the others, has an insane look on his face. He is now the host of part of Norrimas’ spirit, coming along to help, but also to ensure they fulfil their part of his bargain and inside, deep inside, Jock is screaming.

The Church of Torkas is disused, dust sheets are laid over the altar and pews, all the gold and silver candelabra have been stripped and the stained glass windows are thick with dust and smoke-stains.

“Jock” tuts about the lack of respect, but the Circle still worked even though obscured by dirt and blankets. They slip across a short courtyard – the city seems to be mostly sleeping and they can time their run to avid the patrolmen on the walls. The place is lit by gas-powered street lights and the patrolmen carry gas-bags and long thin copper tubes with the lights at the end.

The massive doors to the Domed chamber are locked, but Mulan makes quick work of them and they slip inside. It is a large building, carved out of a big rock that fell from the cavern roof a thousand years before. It looks like a smaller version of St Pauls cathedral. The only door is in the base although there is an open balcony around the domed section with inlets into the roof space. Jock tells them there are (or used to be Gargoyles along the balcony).
Norimas’ spirit is having some trouble squeezing his vast intellect into the archer’s mind, so he doesn’t remember much about the layout and contents of this place.

They sneak up some stairs (the Hall of Mirrors is on the 4th floor, just below the Dome) and find a crossroads with the two side passages each leading to a stone door, and each with two Orc Guards. Beyond them the corridor leads on to a T junction blocked by a portcullis.

Mooshoo sneaks past to wriggle between the bars but there is a flash of fire as a glyph goes off and The plucky little familiar is instantly destroyed. The noise alerts the guards and there is a short but bloody fight.

As soon as they are down, Clayton advances to the left-hand door but is blasted by another glyph – this time Lightning. There is a deafening thunderclap. It probably wouldn’t be heard outside the Dome, but will have been heard by any within.

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Shar Gazoth 11 - The Citadel of the Orcs

Stilgar the gnome leaves them in a dead-end side chamber close to the bottom of the Great Stair. Before he goes, he asks Mulan to deliver a message to the Gnome King, “The gnomes of Gnarlheart are still alive and still loyal, please send word inviting them back to the Tanglewood”. He hopes that Mulan will be sent to deliver the invitation and gives her an enchanted ruby that pulls directly towards Stilgar.

At the urging of Davidian, they sensibly decide to watch for 24 hours to get a feel for the security of the place.

Peering out from their tiny side chamber into the vastness of the cavern, they see for the first time exactly what they have got themselves into. The Wizard Agraven never saw this view of the Citadel from outside as Agraven’s Journal told of descending a vast chasm and crawling along the bottom of it to break out inside the Citadel itself, near to the domed cathedral of the Mirror.

They were in a vast flattened hemisphere, approximately 3 miles across and with a roof maybe half a mile high at the centre. At noon the sun shone down through a central shaft that must lead up to the volcano’s caldera. The golden beam cast light on the city itself but only dimly lit the outer walls of the cave.

citadel_map.png

The Citadel was a large town, encircling the lower part of the volcanic shaft. As the sunlight faded the red glow from the lava tube provided a dim twilight and glittered off sections of quartz embedded in the ceiling like stars.

The ground between the cavern’s perimiter (where they were) and the outer city walls was mostly flat, with clusters of boulders that must have fallen long ago from the ceiling and shattered. A wide paved road snaked across from the Great Stair to the Outer City Gate. The outer walls rose about 25 feet. As they were about 400 feet up the sloping cavern wall, they could see down into the city and to the inner wall, at least 30 feet high.

Between the outer an inner walls, looked mostly deserted ruins except for two sections – by the Gate, a sector including barracks and stables and to the western quarter, a large graveyard dotted with many crypts and rows of graves.

As they spied on the Citadel, they saw…

An encampment of Driders and Drow near the Gate – perhaps 4 Drow and two Driders and a few Goblin slaves?

Three Wyverns, roosting in the Castle on the far side of the City, every 5 hours, one of the three went on a long circling flight, spiralling out to the cave edge and back.

There were regular patrols along the inner City Wall, but none along the outer. The sentries appeared to be orcs, some were carrying long metal poles with bright blue flames.

The City itself was illuminated by streetlights of blue flame that were lit after the noonday sun had passed.

At sunset (as best they could judge) a procession of priests came into the Graveyard (again carrying the blue flame poles) and did a circuit.

They saw a War Party of White Orcs and Dire Wolves passing from the Great Stair into the City. These stopped to talk briefly with the Drow, before passing on through the Gate.

The City consisted of distinctive sectors (clockwise from the Gate)…

The Outer GATE Sector, Barracks, Stables and Trade, the inner sector there was similar, perhaps wealthier and more important.

Outer Ruins, occupied by packs of savage-looking dire wolves, the inner sector was Trade and barracks and residential.

The Graveyard, hundreds of crypts and thousands of graves, the inner wall from the Graveyard holds the largets of the temple Buildings, the carvings show it was once dedicated to Torkas the Storm God (worshipped by the Red Orcs) but now over-painted with white, dedicated to the White Orcs’ goddess – Lillith. The inner sector was all templates and wealthy houses. At the far side of the inner sector, just into the Castle sector stands the Dome of the Mirror.

At the “back” of the Citadel, furthest away from their hide out, more Outer Ruins, the inner sector there holds a Park and a Lake and the Castle (and the Dome of the Mirror).
Opposite the Templates and Graves stood many rows of chimneys, belching black smoke – an Industrial section. From this, a train track led straight out through the outer-wall, to massive Iron Doors in the cavern’s outer wall.

A huge fan in the upper shaft makes a constant clanking and droning noise, but at least it draws away the smoke.

They reviewed what they knew of the Orcs…

Red Orcs (now a minority faction – “Hobgoblins” – organised, military, with high technology) not happy with being ruled by White Orcs (who are much more numerous and bestial). Red Orcs built this place originally and worship Torkas the Storm God. White Orcs follow Lillith the Winter Queen.

Torkas is probably the “least evil” of the Five Dark Gods of Jade – he is god of Storms and the Sea and often sailors and pirates of all races make sacrifices to him in secret. He is usually depicted as a Storm Giant on a huge flying ship – flying through space, hunting Star Whales! It is widely known that it was his ship that crashlanded on Jade millenia ago and the other Dark Gods were his passengers, all fleeing from something. He had been trapped on Jade (or in the space near Jade) ever since but 25 years ago, it is rumoured that he escaped back into the Multiverse.

Lillith is one of the most evil and hated of the Dark Gods – 2000 yrs ago she almost conquered the entire northern continent, overwhelming it with the Fimbulwinter. Only the emergence of the True Gods, teaching men and dwarves the power of Divine magic, turned the tide and forced her troops back north over the white mountains. She dwells in the Tower of Glass, far to the North, and occupies the bodies of a succession of beautiful young women, often kidnapped for the purpose every 10 years or so.

Lord Stagmork is her representative and rules Shar Gazoth. He is probably a Death Knight – some sort of fallen Paladin who may or may not be undead.

Red Orcs do have the same spontaneous Undeath as humans and dwarves in Jade. However, in their religion, rising as undead is seen as a natural stage and they just keep the bodies locked-up until they decay to spirits and eventually pass on (Approx 100 years?)

Sneaking into the Graveyard…

They decided to try sneaking to the Graveyard and over the wall there.
Using Clayton’s “pass without trace” spell, they got most of the way, but attracted the attention of one of the Driders. He must have heard the clanking of Gaston’s plate armour! Davidian saw the drider start moving towards them to investigate. He shimmered and went invisible. They all hid and waited, hearing the creature pass close by but it drifted away and returned to its camp.

At the wall of the Graveyard, Mulan climbed over using “spiderclimb” and timed her trip to miss the patrols. She then held a rope in place both sides for the others to clamber over, again carefully timing it to avoid the patrols. Rabid dire wolves in the nearby ruined sector began howling but eventually grew bored and wandered away. They were down in the graveyard with a couple of hours to go before sunset and the likely arrival of the procession.
All the crypts in this part of the graveyard were similar and all had rusty old padlocks.

Davidian specifically looked for a smaller – unique crypt! [GM: Remember that, I offered you lots of non-descript crypts, but Tom insisted on one that was different!] It would certainly hold fewer corpses – some of them may have held dozens of warriors. This was smaller and more ornate and had ancient Storm God carvings with Valkyries all over it.

Davidian used Mending to fix the rotten/rusted padlock, so Mulan picked the lock fairly easily. Unfortunately, the gleaming new lock would be fairly obvious if the Procession was to catch sight of it. Abraham the Inquisitor suggested that checking all the dead were safely locked away was the probable purpose of the Procession!

Into the Crypt…

Gaston opened the door and stepped in, which triggered the magical defence – a SYMBOL of DEATH!!! Mulan was knocked out immediately, her familiar, Mooshoo, evaporated instantly from the massive damage. Davidian and Abraham were almost dropped [GM exactly 50hp of damage and they both had 51 hp!] Gaston and Clayton were badly wounded too. Only Jock saved and took half damage.

The Symbol glows brightly in a 60ft radius for 10 minutes and repeats its damage each round against anyone who stays in the area. They could easily have ALL died in the next round, but Davidian managed to turn it off with a desperate Dispel Magic.

The light had only glowed for 1 rd and they were lucky, it was a time when the nearest patrols were out of sight.

They hastily did some magical healing before Mulan sealed them all in the crypt and hid outside – intending to cast minor illusion on the lock to make it look rusted again when the Procession of Red Priests comes out. [GM: That bit was worthy of Inspiration]

The rest of them continued into the Crypt without the help of their professional thief! Inside, the carvings were ornate – a very rich Torkas worshipper must be buried here, The tomb was a couple of hundred years old. Davidian used “detect magic” and saw that the carved whalers with harpoons, either side of the corridor ahead, were magical (likely to animate). Gaston decided to risk running through [worthy of Inspiration]. The harpoons struck him, both hitting for big damage but he managed to pull himself off their hooks (avoiding on-going damage) and ran on.

He ran too far ahead and fell down a pit trap that snapped shut above him and dropped him 20 feet into a narrow chamber that slowly filled with alchemist fire.

The others tried to break him out but the trap was too cunning and tough. They had to call Mulan who had to unlock the tomb and then managed to disable the trap only moments before the hidden match that would have lit the flammable oil.

They dragged Gaston out just in time. Clayton filled a waterskin with alchemist’s fire (equivalent of 4 doses)

Mulan went back outside, locked them in again and they continue further into the Tomb.
Assuming they survive, there must be significant treasure in such a heavily-guarded place. Also they can probably stay hidden in a Tomb for days while scouting out a way to get to the Domed Cathedral where the Mirror is thought to be housed.

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Shar Gazoth 10 - Worms
Gaston Redeemed

They decided to take a long rest in the Chambers of Keeper Number Five. Although it had only been a few hours since they slept, they were all exhausted by the last fight.

Because Gaston was still looking furtively about, trying to locate the Helms, they decided to not let him take one of the watches.

During their rest, Clayton heard and felt some distant rumblings to the north east. One of the rock-chewing worms that made most of the tunnels around here was moving past about 100 yards away, grinding through a new tunnel.

Davidian thought he’d heard something about the creatures and that they spent a lot of their centuries-long lifespan dormant, only rousing briefly for mating. All the tunnels they had seen were very old so an active rock-worm was very unusual.

While Abraham was on watch, he heard a low wail, far off.

In the “morning” (although they had lost track of the time in the days they had been underground), they went to see the new tunnel. It passed through one of the older side passages, stretching a long way left and right, further than they could see either with darkvision or with the 40ft of light cast by the Inquisitor’s spell.

Davidian [the star of this week’s CSI Underdark!] found large splotches of blood on the side of the new tunnel and worked out that the creature was badly injured, probably a mortal wound and would not have gotten very far. They set off after it along the newly-created gravel-lined tunnel.

They found it about 300 yards further on, its bulky carcass blocking the passage. Davidian approached carefully to within 20 feet or so and could feel a soft breeze that ebbed and flowed. He realised with a start that this was the creature breathing – it was still alive! He started to sneak back when one of his companions asked, “Is it dead?” and the creature woke.

rockworm.png

The multi-segmented body was lined with horny spines, the nearest segment was encrusted with small gemstones and six enormous diamonds. The segments all began to rotate scattering gravel and dragging the creature towards them.

The others ran, a few shot first, then ran, but Davidian was too slow, the enormous beast would be on him in moments…

Gaston grabbed him and carried/dragged him a little further away, just out of reach of the beast’s first rush. Getting to his own feet, Davidian, realising the creature was already badly wounded, sent magic missiles into the huge creature, causing it to roar in pain and somehow making it glow. In the pale light the gems glittered strangely, illuminating swirling patterns marking each of the segments. Their pattern confused the eye.
Mulan tried a Firebolt spell and the sparkling spinning gems reflected back at her.
Abraham tried his sacred flame attack and it almost got reflected, but the beast couldn’t move quick enough.
Clayton and Jock fired arrow after arrow into it as they continued to back away.
There was no way out of the tunnel unless they could reach the place where they came in.

Once again Davidian was too close and the monster’s next lurch forward would crush him…
Gaston stepped forward into the maelstrom of flying gravel, stabbing the monster again and again with his greatsword. Somehow he managed to frighten the beast, causing it to pause for a moment and recoil. [GM: Menacing Attack feature – a battlemaster manoeuvre]

The warrior became blinded by the swirling patterns and flashes, but held his ground long enough for Jock’s final arrow to finish it. It exploded, sending stinking slime to cover Gaston and Davidian.

The monster’s corpse was a treasure trove – six fist-sized diamonds at each end and dozens of other gems encrusting its body, trapped between the segments. The diamonds were “grown” in place somehow, not just picked up on its travels!

[GM: each of the 12 diamonds should be worth about 2,000gp and there were 100 assorted gems worth about 50gp each].

Davidian hacked away one of the beast’s smaller teeth so he could later grind a diamond into dust to make a component for one of his spells.

Wiping off the slime, they made their way back to the Great Stair. It’s still another 8 hours or so to Cobweb Keep, then another 10 hours below that to reach the actual Citadel of Shar Gazoth.

Two hours further, Davidian hears the sound of spells (eldritch blasts) from further ahead.

They cast enough Darkvision spells so that everyone can see in the dark and then scamper into hiding as best they can – Mulan sneaks ahead to see what she can see.

A grey-skinned gnome, naked and carrying only a couple of small pitchforks with bent-over hooks, comes running up the stairs and is about to dodge into a side passage. The naked gnome seems very similar to the faerie gnomes from Tanglewood – except that they were mostly brown and green with skin mottled like bark and hair like grass. The new gnome was grey as granite and hairless.

stilgar_gnome.png

Mulan uses a minor illusion spell to whisper into the creature’s ear, “This way, up the stair, we are friends”

The gnome ducks back to the main stair and then its pursuers come into view. Two dark elves, no! As they climb into sight they have the bodies of dark elf women in chain shirts, black skin and long white hair, but the bodies of monstrous spider, big as horses.

drider.png

The first of the two casts two more eldritch blasts, one hits the gnome who is staggered but keeps moving. It then closes, apparently trying to take the creature alive. Then the ambush is sprung. Spells and arrows hit the leading Drider and then Abraham casts Confusion on them both and they stand still for a while as our heroes hit the leader again and again.

The little gnome runs up to Davidian, who greets him in Fae.
“You are Forest-Friends? What news of the Tanglewood ? Does it still stand?”

In the heat of combat, it’s hard to communicate the details, but it seems that the gnome (Stilgar) is one of the Gnomes originally from Tanglewood, but from an isolated part of the forest that got cut off centuries before when the orcs cut down lots of trees on the lower slopes of the mountain range. The gnomes there were forced to hide in the caves and tunnels, eventually taking on a form more suited to survival in the underdark.

Stilgar had sensed some great tragedy (probably the death of Gnarlheart the Ent) and that magic from the Tanglewood was now inside the mountain. So he had come up from his deep caverns to investigate, been captured by the Drow then escaped and been pursued – they want him alive as they want the secret of the Maker!
“If you can kill these two, the rest (a dozen drow) are at least ten minutes behind so I’ll have time to summon a Maker and get away.”
Then Stilgar begins an eerie dance, clashing together his hooked sticks and calling a sing-song hooting noise.

Meanwhile they kill the first Drider but the second breaks free from the confusion spell and engulfs himself and Gaston in Darkness. Then it attacks Gaston with a poisoned longsword – it can clearly see inside its own darkness!

[GM: I made these Driders a bit non-standard, making them Warlocks with Eldritch Blasts and Agonising Blast and Devil Sight, plus a few other Warlock spells instead of the Cleric spells suggested in the monster manual]

Davidian used Dispel Magic to drop the darkness and when they eventually kill the second Drider, Davidian interrupts Stilgar’s ritual.

Stilgar notices Mulan (probably notices the magical faerie circlet she wears) and bows low saygin “Greeting my lady, I did not expect to see the betrothed of the Gnome King in these tunnels”
There is some debate about “betrothed” and Stilgar seems to realise he has said something he shouldn’t.
“Please let me call the Maker before the rest of the Drow arrive. I can carry you all to safety”.

After further questioning it emerges that the Maker is a different type of giant worm. This one can burrow through rock by a magical process that leaves no tunnel, the rock around it just vanishes as it passes and reforms when it has gone. The magical field extends about 4 feet from its body so it can carry passengers.

Davidian asks if it can take them to the Citadel of Shar Gazoth and Stilgar assures them that it can. He will be only too glad to assist the future Queen.

They let him complete his summoning ritual and within a few minutes the walls of the chamber begin to vibrate and then a giant worm emerges from the floor and flops out onto the stair.

Stilgar runs up the body, digging-in his Maker Hooks to either side. The others clamber up, attaching grapnels and rope and bent pitons. Then, guided by slight movements of the hooks, the creature exudes its magical field and passes into the stone.

maker.png

It can’t “passwall” through living material so has to either go around major clusters of roots, or crash through. Where there are insects in the soil, the riders are pelted by the creatures. Everyone manages to hold on as Stilgar has told them that the tunnels reappear within about 18 seconds, reverting to solid rock. If they fell off, they would be lost forever.

Hearing this, Clayton decides to toss the Keeper’s Helm into the bedrock. [GM: Brilliant Idea!]
Mulan, who is carrying the other Keeper Helm, decides to do the same. Gaston grabs for it, unable to restrain himself, but it hits the edge of the magical field and is snatched away, lost forever in the solid stone.

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Shar Gazoth 09 - GASTON NOOOOO!

The Keeper (Tamric) wasn’t going to surrender and the fight continued with him raising the Zombie Corpses in plate mail and assuming control of the Inquisitor’s last remaining Skeletal Warrior and re-assuming control over the one that had been turned against him.

Our heroes were all badly injured and running low on spells. Abraham had been ordered to kill Tamric on sight, but was torn as the old man had been his mentor for many years before beteraying the Church of the Inquisition and fleeing to join the Keepers.

In the middle of the fight, Davidian struck at the other Helm (the one encased/hidden in clay). It made a noise and shed the dried clay, revealing the shining brass helmet but nothing else happened.

Nothing else until Gaston pushed forward, threw off his own helm, lifted the new one and ..
“Gaston Noooooo!” but it was too late
.. as it settled on his head there was a slurping noise, he jolted and then slowly looked around.

gaston_helm.png

It took a moment to get his bearings, but Number 3, one of the ancient immortal Keepers, was back in control of Flesh once more. These fools were attacking Number 5, they would pay for their impudence!

Number 3 began to strike out with his greatsword, pleased with the strength of his new host. Then he cast Arms of Hadar, sending black tendrils of force to strike at the others. Most fell, only Jock and Mulan were still standing and the two Keepers seemed about to finish them all.

Mulan used the second of the three flowers on her faerie circlet to Dominate Gaston, fortunately the Domination affected the Keeper as Gaston wasn’t really there at the time. The Faerie Artefact allowed for no resistance and Number 3 was completely dominated for the next hour.

Using one Keeper to fight the other, Mulan was able to use her other Fae gift and cast Mass Healing Word to restore her fallen companions.

Together they managed to kill Tamric (Keeper 5) and heaved a sigh of relief, until he rose again (Deathward!). He blasted them with a Fear spell causing Jock and Clayton to leg it. They just managed to kill him all over again. This time, as soon as he returned, Clayton snatched up the Keeper 5 Helm and ran off with it. He returned a few minutes later without the Helm and refused to say where he had hidden it.

Jock returned a little later, having struggled to overcome the Fear.

They had a long chat with Keeper 3 (the Domination spell let Mulan speak telepathically with him).

At some point in the confusion, Mulan order the Keeper to remove itself from Gaston. He cast Insect Plague and had the insects eat Gaston until he passed out.
The only way the Helm could leave its host was to knock out the Host, while it was dying, the Helm came loose.
For some reason, Gaston, as soon as he was healed, tried to put the Helm on again – the addictive nature of the Helm’s power perhaps, or just temporary madness? Fortunately the Domination was still running.

Davidian decide to take a look in the Keeper’s chambers and opened the door to find a thousand zombies (yes – you heard – a thousand!) all standing in neat rows in a huge room, lining the stairs up to large balconies.zombie_horde.png

Information about the Keepers…

_More than seven millennia ago, a Necromancer convinced the Demon Lord Orcus to send the 9 Keeper Helms into Jade. Ever since they have been building a Legion of the Undead, each one putting pressure on the Law of Death. Soon they will reach the limit and ALL THE DEAD WILL RISE in an Undead Apocalypse.

Putting on a Helm gives you no chance to resist the domination of the Keeper. The Host’s spirit only lasts a few days before it is totally consumed, but the body lasts for up to a hundred years or so, until the Keeper gets bored of it or it takes too much damage.

Normal spellcasters have a limit to how many Undead they can create. The Keepers don’t have a limit but each subsequent undead takes longer and longer to create. In order to keep the undead in a sort of stasis, they are mostly ordered to remain still in storage unless being used as guards or when the Keepers loan a platoon to the orcs. They have a truce with the orcs who let them keep building their Legion._

They send Gaston and the Helm into the Zombie Chamber to kill as many as he can before the dominate runs out. Then they smash Gaston unconscious again and remove the Helm. This time Abraham takes the helm and they watch Gaston carefully when he wakes up. He seems to be out of the Helm’s influence now.

Davidian used Speak with Dead to talk to Tamric’s corpse. He admitted to his crimes against the inquisition, he had made a bargain with the Keepers for one of the Helms (and what he thought would be immortality). In payment he destroyed all the books and scrolls of the inquisition relating to the Keepers. He apologised to Abraham, claiming his old-age and fear of death had forced him into this. However, he was clearly a complete git as he had sacrificed his own companions to the Mushrooms and to the Orcs and to the Keepers.

What little he knew about the Citadel itself was patchy, he only lived inside the Keeper for the first few days so had not gone down there. He believes the Cobweb Keep is more like a village of Drow with the Stair running straight through it. He advises them to seek the side tunnels and the great ravine that leads down to the Citadel, rather than go much further on the Stair.

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