Legends of Golarion

Rebellion
The Rise of Ironhold

Coming Soon…

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Death Arrives...
The Rise of Ironhold

WoE-shield.png

Characters

Groot – Deceased?
Morfear

Ari
Mari – Deceased?

Adran
Brandis
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.
• Devastation of Thunder Hollow

Quests Received

• None

Quests Completed

• None

Experience

Received: 650
Total: 14200

Treasure

None

Timeline of Events

Lamashan the 4th, 4701AR
• Late Afternoon
○ Battle erupts between Arvik and our heroes. Several wraiths materialize around Arvik as the party starts forward.
○ Our heroes jockey for position with Mari and Groot moving to the front to confront the dead head on while Ari moves in and out of the melee, striking where he can.
○ Eran and Adran distance themselves from the summoned undead and attempt to strike Arvik from afar.
○ Morfear holds the middle ground attempting to strike with his divine magic when he can and heal when it is needed. Brandis supports Morfear and the front line with various attacks.
○ The battle ebbs and flows as the heroes destroy wave after wave of undead, but seem to cause little damage on Arvik himself. Groot goes down, but Morfear is near enough to heal him back in to the fight. Adran is able to hit Arvik for some damage, but Eran’s magic seems to fizzle harmlessly. Groot, Mari, Ari, and Morfear continue to focus on the rest of the undead with Morfear utilizing his divine magic to blast several wights.
○ Eventually, the waves of undead slow and Mari is able to get close to Arvik. She is able to affect him and the undead around him, but in turn he uses some form of life draining to harm her and heal himself.
○ After going toe to toe with Arvik for several blows, Mari finds herself drained and exhausted. Noticing an avenue for retreat, she takes it and moves back in to the room.
○ Arvik summons one more wave of undead, stronger than the others and then teleports in to the room near Mari. He drains her of the last of her energy and she falls to the ground.
○ Adran fires arrow after arrow at Arvik knocking him away from Mari so that Ari can get to her where he stands over her unmoving body, defending her from the lich.
○ Morfear is able to move closer and utilize the Shroud of Revival on the still living Mari. Ari drags her away from the lich, but as he reaches the edge of the room, Mari loses her battle against death and expires.
○ About the same time, Groot falls from the constant onslaught of this new strong undead. Morfear attempts to stabilize Groot, but to no avail. Groot breathes his last.
○ Arvik steps next to King Korin and drains some of his life essence before teleporting the two of them out of the room. They hear him say from the hallway, “if you survive my minions, we will meet again,” and he drags the limp king with him out of sight.
○ The rest of our heroes battle ferociously against the remaining undead hoping against hope they can still save their two companions.
○ As the last of the undead falls to the floor, the room goes quiet as everyone rushes to Mari and Groot…

(Note: This one is a bit shorter because the entire session was a massive combat.)

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Arvik Zaltos
The Rise of Ironhold

Characters

Groot
Morfear
Ari
Mari
Adran
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.
• Devastation of Thunder Hollow

Quests Received

• None

Quests Completed

• None

Experience

Received: 250
Total: 13550

Treasure

+ Cask of beer
+ platinum flagon
+ potion of invisibility
+ Derwin’s Hammer

Timeline of Events

Lamashan the 4th, 4701AR
• Early Afternoon
○ As the rumbling sounds from the east fade away, our heroes look to one another to decide what to do next.
○ Groot wants to look at different doors while Ari looks at the circle the necromancer was engraving. He looks to Eran to figure out whether it was actually going to hold up anything or not. Eran determines it is magical.
○ Ari then discusses the possibility of the necromancer returning with reinforcements and not sticking around for too long.
○ He suggests talking with Thord and Grit about how to get to the upper level.
○ As Ari is about to head back down the hall to get Thord, he finds Thord running in to the room. He slows to a stop as he says, “what in the tarnation? What are ye guys doin’, ye igits? It sounds like you knocked down half the floor.”
○ Ari says, “one of the necromancers ran off down that way. We didn’t do anything.” At the same time as Morfear is saying, “we didn’t do anything…”
○ Thord looks a little concerned, and says, “you guys are igits.”
○ Ari asks Thord if there is a way to get to the upper level quickly, so they can hide up there.
○ At the same time, Groot opens one of the doors on the north. He finds an L-shaped bench with dwarvish runes chiseled in to the side of the bench. As Ari continues to talk with Thord, Morfear heads over and looks in the room.
○ Thord tells Ari, “sure, I can take you to where you can go up, but if what you say is true, then most likely you won’t be able to get up there.” Ari asks what he thinks might have happened. Thord responds, “if he collapsed that half of the floor, then he collapsed the only entrance to upstairs.”
○ Ari looks disappointed and then asks if there is some other way to get up there other than going back outside. Thord says it “depends on the amount of destructin down there.”
○ Ari says will you come with us as Thord says, “let’s go.” He starts heading towards the eastern exit from the room.
○ Meanwhile, Morfear reads the runes and tries to determine if things are magical. He determines the runes say Let the dead rest without worry and that there is a moderate ambient abjuration throughout the room.
○ Ari says, “let’s go Groot, there are more doors over here.” Groot protests that there are doors here, but eventually acquiesces.
○ The party follows Thord down the hall and he leads them through several corridors lit by torches in sconces. They pass by a couple of hallsuntil they reach an area choked with rubble.
○ Morfear asks about the other halls and doors. Thord says, “not a way up, igit.”
○ Thord asks, “do ye want to try to get down?” Ari says, “well we just don’t want to be here”, to which Thord responds with, “then ye should just leave.”
○ Ari says, “we would like to get up and if we have to go down to get up…” Thord interrupts with, “that was the only way up. Looks like he destroyed it because you guys are igits.”
○ Groot asks if they can go outside and climb up to the next floor somehow. Thord says, “there’s prob’ly a secret door up there I just don’ know where it is.”
○ The group stops for a moment to discuss what the best plan of attack is. (It is remembered that they want to find the necromancers because they believe they have the items of power already found and they wish to either destroy the items or steal them from them. They also remember the necromancers are still actively searching for something in the halls of Ironhold. This was all summarized from Thord a couple of sessions previously.) The result of this discussion was to ask Thord to find them a way down to the lower level.
○ Ari asks Thord if the necromancers have been down with the goblins since the collapse. Thord says he is sure they have talked to each other in the past, but probably not since the collapse.
○ Ari asks if there are any unexplored areas of this floor and Thord looks at him quizzically as he says, “what ya mean, we leave here. It’s well explored.” That answer seems to satisfy Ari. They look around for a moment before Ari says, “lets head down.”
○ Thord heads back the way they had already come. As they head down the hall Ari tries to pay close attention to the way they are heading.
○ They head back past the hall in to the room where they fought the necromancer and keep heading south until they reach a crossway hall. Thord turns left (heading east) and starts walking down a long hall.
○ As they head past a hall to the north which ends after ten feet in a door, they notice a hunched creature in front of the marble door. The creature is clearly undead and it raises its rusty sword and glares at them with hate filled eyes before it shambles forward to fight them.
○ The undead creature summons more of its brethren and they rise of the floor of the hallway over and over again. It is a tough battle, but our heroes prevail.
○ Ari quickly searches the now still corpse. He finds some rusty plate armor and shield, a rusty longsword, and an iron key.
○ Groot asks Thord what that was and Thord responds with, “I don’ know. That’s new since I left, but that’s the door to the king’s chamber.”
○ Ari says, “the dwarven king?” Thord nods and says, “ya. King Korin.” Ari turns to the party and says “the king may be in danger.”
○ Morfear asks if this is the one Thord wants them to get rid of. Thord shakes his head no and says, “no, that’s Harglevargle. It’s not hard to remember Harglevargle, c’mon.”
○ Ari says, “let’s open the door and check on the king,” and Groot tries to open the door and finds it locked.
○ Ari unlocks the door and they head in. Inside they find furnishings fit for a dwarven king. They see a bed, a trunk, a table, two matching wardrobes, a cushioned chair, and a polished desk with matching stool. On the far wall is an impressive dwarven greataxe mounted above the desk.
○ Walking in a circle in the middle of the room is a gaunt dwarf dressed in cob-web covered robes that have long since gone out of style. Numerous rings adorn his knob-knuckled fingers and a weighty amulet shaped like a treasure chest hangs from a chain around his neck. He is mumbling something to himself.
○ Ari says, “your highness,” and the dwarf ignores him and continues to pace about the room.
○ They all pile in to the room and close the door, locking it in place. Groot takes a spot by the door and sits down watching the dwarf.
• Mid-Afternoon
○ Morfear heads over to the king and stands in front of him. Seeing Morfear, the dwarf stops in bewilderment and says, “oh, uh, hello, hello. Who are you? Why are you in my chambers?”
○ Morfear says, “I am Morfear. Why are you in here?” The king responds with, “this is where I live,” while Morfear continues with, “it looks like you haven’t left here in a while.”
○ Korin says, “I’ve been…” He looks confused. “What did you ask again?” Morfear repeats the question and adds, “are you stuck here?”
○ Korin ignores the question and finally sees everyone for the first time. “Please, please rest here and take your time. Enjoy the hospitality of my kingdom.”
○ Morfear says, “when was the last time you shaved and bathed?” Korin responds with, “Why would I shave this wonderful beard. A king should have a thick, weighty beard.”
○ Ari says, “of what kingdom,” and Korin responds, “of Ironhold, of course.”
○ Ari responds with, “but it seems you are trapped in here?” Korin looks puzzled as he says, “I am not trapped in here.” Ari points to the door and says, “there was an undead minion outside your door.” Korin shakes his head and says, “no there wasn’t. There is no undead in Ironhold. I don’t know what you speak of.”
○ Morfear asks about the amulet around his neck. Korin cocks his head and says, “amulet?” He puts his hands over the amulet and says, “you are not worthy to see my amulet. Back off and sit,” he says with a more regal bearing. “Kiss my ring in fealty or face my guards.”
○ Morfear heads over to the chair and sits down as Korin goes back to his pacing and mumbling.
○ After about ten minutes of watching him, Ari steps in front of him. He jerks to a stop, looks up, and says, “what, what, what?”
○ Ari asks, “are you still aware you have guests, your highness?”
○ Korin looks around and shouts, “guests, tonight we dine on basilisks eggs, for tomorrow we send the Worldwound devils back to hell!!”
○ All of the heroes look at one another confused. Ari turns to them and says, “I am out of ideas. Priest, do you want to try?”
○ Groot turns to Thord and asks, “when was the last time this guy left here?” Thord thinks on it for a bit while Morfear attempts to discern if the amulet is magical. He determines the amulet has some kind of transformation magic on it.
○ Thord says, “well, ever’one thinks he’s possessed by the spirit of a neckermancer, so probly not fer awhile. He’s been kinda under house guard fer his own safety. Although it wasn’t a wight when I left. It was a dwarf and a goblin. And an ogre I think at one point.”
○ Groot asks if the amount of time he’s had the amulet corresponds with how long he has been possessed. Thord thinks on it for a bit and says, “nope.”
○ "How long has he had the amulet, " Groot asks. “He’s had it as long as I’ve known him,” Thord says.
○ Ari looks around the room for a bit to see if there is anything out of the ordinary. He looks around the furniture, under the carpet, in the wardrobes and founds nothing out of place.
○ Ari turns to the king and says, “can you show us your kingdom, your highness? We are traders thinking of trading with Ironhold.”
○ Korin stops, shakes his head, and looks around. He stares at each of the heroes before saying, “who are you and what are you doing in my chambers?”
○ Groot says, “we are the agents of Ari.” Ari groans and says, “We are here to see your kingdom, your highness. There was a undead guard outside and when we came in your were confused.”
○ Korin ponders for a moment before he looks at Thord and says, “Thord go check the door please.” As Thord heads over the door, Korin looks at Ari and asks, “why are you here?”
○ Ari tells the king about tracking down a magical item which the necromancers are after. He then mentions a bit of their back story. The king listens intently and focused the entire time. Ari concludes by mentioning they wish to take the magical item from this place and destroy it.
○ Korin look at Ari and shakes his head, “You and the necromancers always want things that are not yours.”
○ Ari says, “we will be happy to leave it with someone else who would not use it for evil,” while Groot says, “we’d leave it with you if we knew you could keep it safe.”
○ Ari asks, “do you know of this object or legend of these objects?” Korin stares at him while he says, “I don’t know anything about objects, but these stupid necromancers want to take something that belongs to us. They will not get to have it. I have hidden the item they need.”
○ Ari says, “well good. You were in some state of confusion and there was a necromancer guard outside.”
○ “Yes, that is because one of the necromancers continues to try to find out where I’ve hidden the item, but I am too crafty for him. I am king of the dwarves after all,” Korin says with a wry chuckle.
○ Ari cocks his head and says, “so you pretend to be confused? Because there is quite a difference between now and five minutes ago.”
○ Korin kind of loses focus for a moment and then looks at Mari and says, “where is my queen? I wish to mate with her.”
○ Ari says, “do you mean Mamma Booga?” Korin looks aghast and says, “Mamma Booga? I asked for my queen. Where’s my queen? It is time for us to make more heirs.”
○ Morfear asks, “what does she look like? Maybe I can go find her. Is she green?”
○ Morfear attempts to examine the king to see if this malady is some kind of affliction which can be cured via magic.
○ As he is doing the examination, Korin exclaims, “I can’t attend the banquet in this nightgown! Von, you spineless weasel, where are my clothes?” Morfear responds with, “they’re in your closet. We’ll get them for you in a second.”
○ Meanwhile, Ari starts looking over the desk and looks through the papers on it. Most of the papers are written in dwarvish in a hand that is quite messy and haphazard. There is one sheet which is very meticulously printed in long hand. Ari takes that sheet.
○ Morfear concludes his examination and finds nothing magical about his malady. He comes by his insanity naturally.
○ Morfear walks over to Thord and tells him the king has a form of Alzheimer’s disease which means he is lost in his memories. He says the king is not really fit to lead in this state. Thord says, “he’s fine. There’s nothin’ wrong wit’ him. I don’t know wat’ yer talkin’ about. We’ll get the neckermancer spirit out of him and be all good.”
○ When he hears the word necromancer, Korin looks up and says, “a necromancer once tried to test me. I ate his liver with some fava beans and a nice Chianti!” and he continues to pace and mumble.
○ Ari shows Morfear the document. Morfear determines it to be a document penned by Korin when it seems like he was lucid. It mentions him hiding it “where they will never find it because the owls are not what they seem.”
○ They ponder this passage for a moment and then Ari says to Korin, “your highness, I’ve heard tales of the beautiful owls of your caverns. Do they really exist?” Korin looks at him and says, “pardon?” Ari asks the question again. Korin says, “owls? Owls in the caverns? No, we have cave rats. Cave rats, tasty, tasty cave rats.” He starts to sing a little song for a short moment while Ari says, “but do they feed owls? Owls eat rats.” Korin continues to pace and mumble again.
○ Morfear attempts to remove the amulet from Korin. Korin tries to fight off Morfear, but he is quite weak and old. Morfear backs off as Korin pushes him.
○ Ari searches the rest of the desk where finds a few more pages written in the “lucid hand” of Korin stuck in the back between the two drawers.
○ These papers detail more about when the necromancers first arrived. Some of the discussions the necromancers have had with Korin such as where Derwin’s hammer can be found. There is a mention about an altar in the altar room. The last thing they read is about the magic of the altar room stopping them anyway.
○ The papers written in the other hand are the ravings of a mad man.
○ Groot heads over to the safe in the wall. Just as he gets there, Korin stops and stares up at the greataxe. He says, “I slew Death with my greataxe. I shall not miss his hollow face.” He starts to cry.
○ Mari looks at the axe and determines it is magical, but it is quite faint and necromantic. The inscription on the blade says, “Vigil Keeper”
○ Morfear takes down the axe and looks it over.
○ Ari heads over to the safe with Groot. Ari says, “I thought I heard something in there,” to Korin. “Your wife may be in their…” Korin continues to pace and mumble.
○ They look it over and see it is made of iron and is about three feet square. There is a large slot in the center that might fit a large coin.
○ Morfear asks Eran to look over the safe and open it. Eran studies it for about ten minutes before turning back and saying, “I have no idea how to open this safe. There’s no lock to pick.”
○ Mari puts a copper coin in the slot. They here it clink around and nothing else happens.
○ They notice the slot is much thicker and longer than the copper coin. Groot looks through his man-purse and doesn’t find anything that would fit.
○ Ari tries the key, but it doesn’t fit either.
○ Morfear suggests searching the king for a way to open the safe. Ari is afraid to do that in case he becomes lucid again. Mari suggests she might be able to search him (wink, wink).
○ Mari sidles up to Korin and starts a rather strange dance around him. Meanwhile, Morfear heads out of the room with the greataxe. After a few moments, he focusses on her, pushes her away, and says, “woman, what are you doing? That is now how you act with the king.”
○ Mari says, “I’m your concubine.” Korin shakes his head and says, “you are no such thing. I have no knowledge who you are other than being part of this sorry, sorry group.”
○ Mari backs off as Korin says, “what are you still doing here? I thought you had left by now.”
○ Morfear re-enters the room carrying the axe. Ari shushes Morfear and motions him back.
○ Groot looks around to see if anything in the room changed when the king became lucid. Unfortunately, he was distracted by Mari’s concubine dance.
○ Over the near the door (and out of the way), Morfear hears movement coming from down the hall.
○ Morfear mentions what he hears and the group quickly pulls all of the corpses from their battle with the wight in to the room and then close and lock the door.
○ As they pull the first of the corpses in to the room Korin asks, “what are you doing?” Groot and Ari says almost simultaneously, “we’re clearing the halls.”
○ Morfear explains they killed all these people out there. Korin suggests that if they don’t find a guard, the will come in to the room. Mari agrees.
○ Morfear asks why and Korin says as if to an idiot, “because there is always someone guarding the door.” Morfear again asks why?
○ Korin says, “because they think I know where this hammer is.” Ari says, “but you do know where the hammer is,” and Korin agrees with him.
○ Mari says, “where is it?” Korin responds, “sorry, I don’t know who you are and I don’t wish to give you the secrets of the dwarves.”
○ Ari points out that Morfear is a dwarf. Korin says, “not a dwarf that I know of. He looks like one of those, hill dwarves from the west.”
○ Morfear asks if they should post a guard. The group discusses this for a moment before deciding to just chance it without a guard and lock the door.
○ Korin is quite combative to them while they try to convince him they are on his side. Suddenly, he says, “necromancers? What necromancers? There are no necromancers here. I killed them, remember? I ate their liver with fava beans and Chianti.”
○ As Mari searches the king, they hear the heavy breathing of several creatures head past the door. A they head past they hear (in goblin), “hey wasn’t there supposed to be someone watching that door?” Another voice says, “I don’t know. Are you going to go ask the necromancers.” “No, are you” “No, no, no. Keep moving.”
○ The creatures continue to move away as Ari slowly opens the door and looks down the hall.
○ Mari is unable to find anything on the king other than the amulet, but she thinks the amulet might be openable.
○ Morfear goes up to the king and says, “here’s your axe.” Korin looks it over and says, “ah is this the axe I slew death with?” Morfear says, “yes” as Mari tries to get the amulet. “He has a very hollow face,” Korin says.
○ Eran takes the amulet as Morfear distracts him. Mari asks, “can you tell us the tale of killing death?” Korin looks wistful and says, “he didn’t have a tail, you see. He was all bones and a big black cloak and then I ate his liver.” Mari asks, “how did he have a liver?” “Cause he had fava beans. And I used his skull as cup to drink my Chianti.” He pauses for a moment and then asks, “by the way, have you seen my wife? It is time to have more kids.”
○ Mari says, “she was going to go check on the hammer.” Korin smiles evilly and says, “the hammer? Is that what they call it nowadays? Well no one has a bigger hammer than me!” He winks. “I am king after all.”
○ Ari looks down the hall and sees about a half dozen goblins marching down the hall away from the chamber.
○ He heads back to the room and finds they have the amulet. Eran is able to pop open the amulet and inside are three iron coins.
○ Groot takes an iron coin and puts it in the slot. After several mechanical clicks, they hear a hiss as the safe slides out and to the side. Inside he finds a cask with a spigot, a platinum flagon, and a stoppered flask.
○ Looking at the flagon, they notice it has the symbol of an owl clutching two battleaxes in its talons.
○ Seeing this, Morfear says, “The Owl is not what it seems.” Korin turns and says, “where is my amulet?” He starts to look everywhere. Groot throws the amulet on the bed and Korin finds it a little bit later. “Oh, I thought I had lost this,” he exclaims with relief.
○ He looks it over and then says, “The Owls are not what they seem.” He sets the amulet on the floor and it expands to the size of two feet by two feet by three feet. Korin looks for a moment and then starts pacing and mumbling again.
○ Morfear opens the chest and inside he finds a cold-forged iron warhammer. He removes it from the chest and it seems rather light for being made of iron, and it seems magical.
○ As they discuss the hammer, they hear, “drop that right now!” Korin stares at them with hard eyes. “That is not for you.” He rushes up and tries to hit it from Morfear’s hand. He misses and trips.
○ “No, you are not allowed to have that. It is not for you,” Korin says. “It is for the dwarves. You will bring death and destruction to my clan.”
○ Morfear says, “how is that?” “You don’t know what the necromancers want it for, do you?” Morfear hems and haws before Korin says, “no, I can see it in your eyes. You really have no clue.” Korin stares at them each in turn. “Do you really know what they are after?”
○ Ari whispers, “the power of death.”
○ Korin says, “it’s not the hammer they want. It’s what is in the altar. You people are dabbling in things you do not know. You are out of your depth.”
○ Ari says, “well then explain it to us and then we can help.”
○ “There is nothing you can do to help and there is nothing I can do to help you. It is quite obvious that I am not always of my faculties.”
○ “Well then help us now,” Ari implores. Korin says, “I don’t trust you.” Thord chimes in with, “I agree with the King. They already knocked down a part of the halls.”
○ Ari tries to convince Korin to help them to no avail.
○ The group discusses how to get the hammer to the altar when there is a knock at the door.
○ They hear a raspy voice say, “Oh Korin, are you still in there?”
○ Morfear quickly puts the warhammer in the chest while the voice says, “why has my summoned creature gone missing?”
○ Mari says the magic phrase and the chest goes small again.
○ They give the amulet to Korin and close the safe and then position themselves around the room.
○ The door opens and a hooded figure stands in the door. Bloody red hands reach up and push the hood back revealing a skull thick with red blood and patches of skin growing on it.
○ Korin looks at the cadaver man and says, “Arvik, good to see you again.”
○ Arvik rasps, “I heard voices, do you have guests?”
○ Groot comes out and says, “I am Groot.” “Ah, here are your guests.” Groot says, “we meet again.” Arvik tilts his head and says in his raspy voice, “I don’t believe I have had the pleasure.”
○ “Sorry, you look like somebody I had met before,” Groot says.
○ Ari says, “we have things to discuss with you.” “Oh really?” comes the rasp. “You left so quickly after the hanging, or perhaps that was one of your minions. Please do come in.”
○ Arvik makes a sound like dry heaving which takes the group a moment to realize he is chuckling. “My, uh, transformation has robbed me of some of my memories.”
○ “We’re just adventurers who knew you in another life,” Ari says with a resigned tone.
○ “Hmmm….. I might have you to thank for my transformation. Are you saying you killed me?”
○ Groot says, “uh no.” While Morfear says, “someone else must have killed you.”
○ Ari explains, “we stopped you. Nothing else.” “If you let us go, we won’t have to help you through another transformation.”
○ “Let you go, why would I let you go? There is so much you can tell me before I add you to my army.”
○ Ari says," You seek to bring hell to earth. We will stand against you."
○ Arvik says a Word and Ari curls up in a ball from the pain in his head, a small trickle of blood flowing from his nose.
○ Morfear tries to convince Arvik that Korin has given them the as a town in a swamp. Arvik ponders this information for a moment and asks what was buried in the swamp. Ari continues to tell Morfear to be quiet, but Morfear insists he wants to get out of this alive. Arvik says, “You will be alive of a sort.”
○ As Ari stands back up, he vaults past Morfear and round two with Arvik Zaltos begins…

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Best Laid Plans
The Rise of Ironhold

Characters

Groot
Morfear
Ari
Mari
Brandis
Adran
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.
• Devastation of Thunder Hollow

Quests Received

• None

Quests Completed

• None

Experience

Received: 400
Total: 13300

Treasure

None

Timeline of Events

Lamashan the 4th, 4701AR
• Mid-day
○ Inside of Grit’s room, Thord and his son re-unite. After an awkward moment, Thord turns to the group and says, “all right, brought ya here. what do ye be meanin’ to do?”
○ Ari says, “where do you bring the artifiacts?” to which Thord says, “I didn’t bring any artifacts.”
○ Ari corrects him by saying, “but you were going to bring some here with Darwa and there had to be drop here somewhere.”
○ “Darwa hired you,” Ari starts to say when Thord interrupts with, “Darwa didn’ hire me.”
○ Ari looks a little confused and says, “were you not with her in the group?” “I was with her but she didn’ hire me specifically. More of a hostage situation,” is Thord’s response.
○ Ari asks, "when you say hostage, does she still have someone? Groot chimes in with, “or were you the hostage?” “She took me and Grit, my boy, here.”
○ “Well, do you know where you were to return the artifact,” Ari asks.
○ “Grit says he gave it to the necromancer,” Thord replies. “The thin one.”
○ Ari describes Arvik to them and asks if it was that guy. Grit shakes his head no as Thord says, “no, not him.” “That’s good, we think he’s dead,” Ari mentions.
○ “What are ye planning to do,” Thord asks again. “Well, our plan is to find the artifacts and get them back without disturbing this place as much as we can,” Ari says hesitantly. “How do people react to outsiders here? If there is just one or two of like the dwarf, could he go out by himself, or out with you?”
○ Thord ponders for a moment. “Well, maybe, but whut’s yer intentions?” “To get the artifacts back. Preferably peacefully, but these artifacts could endanger the whole region.”
○ “I’ll tell you now, if Harglevargle finds out yer here, yer dead,” Thord says matter-of-factly. “Who’s Harglevargle,” Groot and Morfear ask simultaneously. “He leads the goblins.”
○ “Well, we certainly don’t want to put you in any more danger, so what is your advice for where to stay so he won’t find us,” Ari asks. “Within the hold, or can we stay outside near that secret door?”
○ “I would say here on the middle level is the safest. As long as yer only seein’ dwarves yer probably fine,” Thord says. “If you see anybody else, they probably gonna hurt ya.”
○ “Would it be better if we run from them and try to get away, or silence them,” Ari asks. “I don’ know.”
○ “How much trouble would you get in if it is discovered your talking to us,” Ari asks.
○ Thord gives him a knowing look and says, “I’m not talkin’ to anybody.”
○ Grit looks at his father and says, “dad, I’ll tell on you.” Thord retorts with, “no you won’ boy, now sit down.”
○ Ari says, “you’re a hostage,” and winks at them. “No, no, I wanna kill them goblins,” Grit says. “They been taking over our home and allowin’ the bad necromancers in here.”
○ Thord looks at Grit sternly and says, “Grit we’ve talked about this, now shut up.” Grit sits on his bed sullenly.
○ “So the necromancer moved in and brought the goblins with them,” Morfear asks. “No, no, no, goblins have been here with us for quite some time,” Thord says.
○ Thord goes in to an exposition where he gives a short history of Ironhold for the last two hundred years. The dwarven king, Korin, brough the Ironaxe clan back to Ironhold two hundred years ago. They cleaned the place out of orcs, but were unable to truly secure the dilapidated tunnels. As they eked out a living, their numbers started to become less and less until when a goblin clan arrived and attacked, they couldn’t hold them off. Unfortunately, the goblins were in almost as bad a state as the dwarves and so a symbiotic (DMs word, not Thord’s) relationship began between the goblins and the dwarves keeping both clans alive and creating a twisted half-breed of goblins and dwarves.
○ After his exposition, he explains the necromancers showed up about a year and half ago looking for an artifact. They promised they would shore up the tunnels in return for allowing them to look for the artifact. After Harglevargle agreed to allow them in, they took over the upper level and started adding these circles which seem to make the tunnels stronger. They found some altar they were looking for, but they couldn’t open it and are now looking for something to open it. About six months ago, a couple of them left, Darwa and Arvik, after they had received some message from another guy.
○ About a month ago or so, Darwa came back and took Thord and Grit with her to dig in the crypts for another item and that’s where they found Thord, in the crypt.
○ “Why did she choose you,” Mari asks followed by Morfear’s “why did she take you?”
○ “I don’t know. Maybe I didn’t put up as much a fight,” says Thord. “If yer plannin on bustin up the place, ye can leave right now. I won stand for that and I will turn ye in right now.”
○ “What about the goblins,” Mari asks. “Ye might as well leave right now,” is Thord’s answer.
○ "You get along well enough, "Morfear starts and Thord answers over top of him, “they’re not my favorite people, but they’re family and it’s all we got.” He sits lost in thought for a moment before adding, “Although if you git rid of that Harglevargle guy, that’s all right.”
○ “Is the he the king,” Morfear asks as Thord mumbles," if he would just stop arguing with himself…"
○ Mari asks," he argues with himself?" Thord nods.
○ Morfear asks his question again. “Is he the king, the goblin king, or is he a necromancer?” “No he’s the goblin king,” Thord says.
○ Brandis asks if Harglevargle dabbles in necromancy and Thord says," I think he’s an igit, so probably not."
○ “What would that do to relations if the king was suddenly gone,” Morfear wonders out loud.
○ "We’ve got our own king, " Thord says. “We could try to install him. Granted, he’s a bit more daft…”
○ “Controllable tho,” Morfear mentions. “Well, maybe. Never thought of it that way,” Thord muses.
○ “We did not come here to interfere with the locals,” Ari says earnestly. “I would like to know what happened to the forest outside. Grit do you know what happened?” Grit shakes his head no.
○ “Ok, so they’ve drawn these circles. Can you give us a map of where to go or to follow to get to these things,” Morfear asks.
○ “What d’I look like a car-tog-grapher,” Thord says. “Hey you’re a dwarf. Just tell me which way to go,” Morfear presses.
○ “I don’ make maps,” Thord complains. “You don’t dig or anything?” “Hell no.”
○ “Where did Darwa catch you,” Ari asks. “She didn’ catch me. I live here,” Thord answers. “You said you were a hostage,” Ari says. “Sort of a hostage. They had m’boy.”
○ “Grit, where were you at,” Ari asks. Grit looks up and says, “in my room?” “You were here,” Ari asks. “Sure, there are three of them on this level right now, I think.”
○ “Really?!?” slips out of Mari. “Ya, the twins, and I think that Darwa person,” Grit says in response. “Although, she might have went up to the other level.”
○ “What’s upstairs,” Ari asks. “The necromancers kind of took it over. We aren’t allowed up there no more,” Grit says.
○ “So, if we wreck the upstairs would that be a problem,” Mari asks. “Try not to break our tunnels. They’re already fallin’ apart as it is,” Thord exclaims.
○ “But you don’t care one way or another about the necromancers,” Mari asks. “Well, I’d like them to finish makin’ them circles,” is the response.
○ “Are those the things holding things up,” Morfear asks. Thord nods.
○ Ari asks if Thord could take them to one of the circles. Grit responds that one of the necromancer guys is making one in a room not too far from here just up the hall to the north.
○ Ari is concerned about meeting the necromancer and wonders if there are any already made they could view first. Grit says yes, but all roads lead through the room where the necromancer is.
○ Ari asks how many people are with him and Grit doesn’t know. He then wonders how the rest of the dwarves will react to the group and Thord assures him (again) that they will be fine when they meet dwarves.
○ Ari asks Thord if there will be problems if they talk to the necromancer and things go wrong. Thord says he’s not going with them and will disavow knowing them, so nope.
○ The group discusses what they should do next and decide to try to capture the necromancer and figure out what the circles are really for.
• Early Afternoon
○ After a short rest, the group leaves Grit’s room and head north along the hall.
○ Morfear has concerns about why they are bending over backwards for this dwarf they rescued and never helped them out along the way to Ironhold. Ari shrugs and just continues forward.
○ Ari and Adran stealthily creep forward from the group along the hall and around the corner at the northern end. They continue to follow the hall as it enters a room with several marble trunks.
○ They also can see up the northern hall from the room and notice it empties in to a large torch lit chamber. Along the wall they can see in the chamber are several suits of dwarven armor. They also hear the sound of a hammer hitting a piton.
○ Ari stealthily moves through the room with trunks and down the hall to the entrance of the large chamber. He sees a room with no furnishings and nine suits of armor. In the center of the room is a thin man bent over the floor. He is pounding on a piton and seems to be etching a pattern in to the floor. Next to him are three half-goblin children. Every so often he asks one of the children for some piece of equipment or to run and get him something. There are three doors along the back wall and two other hallways exiting from the room.
○ Ari notices the man is about a quarter of the way through making the circle. Or at least that is what he guesses.
○ Ari watches for a while and after a few moments the man straightens up and turns towards the south hall and says, “hey I thought I heard something down there, go check it out.” Ari and Adran beat a hasty retreat back down the hall.
○ “Nothing in there,” says the half-goblin. “Don’ see nothing.” The child heads back in to the room.
○ Ari and Adran get back to the group and mention it is a single guy to the rest of the group. He mentions the three half-goblin children and that he seems very perceptive. He starts formulating a plan to send Morfear through the room since he is a dwarf and won’t rouse suspicion.
○ Ari heads down to the south end of the hall and looks in that room to see if there are more suits of armor. There he finds a rubble strewn room with some cave rats scurrying about. He backs away quickly and heads back to the group.
○ As they are discussing how they want this plan to be enacted, they hear the clanging of armor in the hallway to the north.
○ They start to retreat back down the hallway and hear a tiny maniacal laugh from within their midst.
○ The laughter turns in to a tiny voice calling out, “they are over here, master.”
○ After a moment, they hear a raspy voice say, “I mean you know harm. Come speak with me and my master. Tell us why you are here.”
○ The battle with the necromancer is joined as the suits of armor and several wights come around the hall corner. Our heroes fight valiantly and quickly get the upper hand in the narrow halls as they destroy the armor and the necromancer’s imp familiar which had discovered them. Sensing his disadvantage, the necromancer and his wights fall back to the large chamber and are able to take advantage of some mistakes by the heroes and turn the tide, wounding several of the adventurers in the process. However, the adventurers are able to ride it out and eventually defeat all of the monsters except for the necromancer who flees from the chamber.
○ Deciding they are too exhausted, they do not follow the necromancer. After about five minutes, they here a strong rumbling from the east (the direction the necromancer fled) and the tunnels all shake for a moment before silence descends on the halls…

View
Ironhold
The Rise of Ironhold

Characters

Groot
Morfear
Ari
Mari
Optimus
Adran
Brandis
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.
• Devastation of Thunder Hollow

Quests Received

• None

Quests Completed

• Find Ironhold

Experience

Received: 750
Total: 12900

Treasure

+ 1,000gp
+ 10,000gp
+ large pearl
+ set of crystal dice (10gp appraisal from Eran, 50gp appraisal from Brandis)
+ box of narcotic powder (400-500gp appraisal from Eran)

Timeline of Events

Lamashan the 1st, 4701AR
• Late Afternoon
○ The fight against the ghostly apparitions continues as Optimus lies unconscious near the mirrors.
○ The fight rages in the workshop, crate storeroom, the elevator shaft, and the hall of cells. It ebbs and flows as Morfear falls and is healed, but the adventurers eventually prevail. During the combat, Ari is able to check out the various cells in an attempt to destroy the apparitions at the source. He notices there is a cell with a fifteen arm skeleton chained to the wall and another cell with a rotten cadaver chained to the wall. The rest were empty. Ari burns the corpse in the cell, but nothing happens. As the last one fades away, the adventurers here a fading “Free at last…”
○ The group takes a short rest while Ari continues to search the cells.
○ After resting, Morfear and Arihead down in the lift and enter a room with ten treasure chests. Between the lift and chests is a blue nimbus of force. On one side of the room is panel with four levers sitting in a center position.
○ Morfear heads over and pushes up lever one and another force field appears covering the entrance to the levitation shaft.
○ Ari pushes lever one to the down position and the same force field reappears.
○ Morfear pushes the second lever to the down position, and the same force field reappears.
○ Ari pushes the second lever to the up position, and the same force field reappears. Every time they let it go, it returns to the original middle position after a few moments.
○ Ari pushes the third level to the down position, and the same force field reappears. Same when they push it up.
○ Morfear pushes all four of the levers to the up position and a new small force field appears next to the levers, the other field reappears, and the other levers produce a shock which hits Morfear who lets them go.
○ Mari and Groot reach the level at the same time as Morfear touches the closest force field. The field sparks and Morfear jerks his hand back.
○ Ari takes his quarter staff and pushes all of the levers down at the same time. As he does that, the two force fields they have been seeing both reappear. They also notice the closest force field sparks a little.
○ Groot attempts to walk through the force field, but is held back by the force field.
○ Ari pushes all of them up with his staff and notices his staff start to singe, and the same force fields all raise up again, but none of them spark.
○ Ari gets out of the way and Mari takes a crack at it. She pulls down levers one and three at the same time and the force field in front of the elevator turns on, but nothing else happens.
○ She then tries levers one and two and the same thing happens.
○ She then tries levers one and four and the force field behind the levers comes up as does the one in front of the levitation shaft.
○ She then pulls down one, two and four and the same thing happens as the last two levers being pulled down.
○ She then tries one, two, and three, and the force field in front of the levitation shaft comes up, but nothing else.
○ She then tries two, three, and four (all down), the two force fields come up and the field closest to them which was already active sparks a bit. Groot tries to touch it and his hand goes through the field and he continues on the way through. Morfear then follows through.
○ She lets go of lever four and the force field Groot went through stops sparking.
○ She then tries two and three up and the small force field behind her drops, but nothing else happens.
○ She then pushes two, three, and four up and the small force field comes up, the force field near the elevator comes up, and she is shocked by the levers.
○ Mari asks Ari to put one, two, and three in the up position with his staff. He does so and only the force field in front of the shaft turns on.
○ He then tries, one, two, and four, and the same thing happens as well as the staff getting singed again.
○ They try other combinations of one down and two up, or three down and two up, etc. and the only thing that happens is the elevator force field turns on.
○ Finally, Mari tries four down and one up and the furthest force field sparks.
○ She reverses it and gets shocked.
○ They try a couple of other combinations with four up and three down and get shocked. They reverse it and do two up and three down and nothing different happens.
○ Brandis steps in and tries one and two down and three and four up and he is shocked by the levers.
○ He then tries one, two, and three up and lever four down. The last two force fields spark and Morfear and Groot walk through them.
○ Having figured out the force fields, they check in the treasure chests and 1,000gp, 10,000sp, a pearl, a set of crystal dice, and a box of powder.
○ They push the chests out through the force fields and then up through the levitation shaft in to the basement level.
○ As this is happening, Ari searches for secret doors and rooms. Finding nothing else, he heads back and helps everyone get the chests out of the basement, up to the first floor, and out of the tower.
• Evening
○ After moving all of the chests out of the tower, they discuss how they might collapse the door to make it so no one can get in the tower. After realizing smashing the door might collapse the tower, they decide to destroy the lift so it can’t be used to get to the top of the tower.
○ They head over to the exposed machinery in the basement level and start smashing the machinery which causes the disc to fall to the bottom of the shaft.
○ They then add a sign to the table on the first floor saying the wizard is possessed and to leave him to his fate.
○ They head outside and collect their horses and set up a camp. As they are looking around for the campsite, they find a corpse which is pretty much bones. It is gnome sized and there are several rusted items near him as well as some pieces of shattered crystal underneath him. They determine it to be dead about a year and Morfear feels like his skeleton is wrong. The skeleton is human looking, but the wrong size.
○ They give him last rites.
○ They spend the night near the tower.

Lamashan the 2nd, 4701AR
• Early Morning
○ In the morning while they are eating breakfast, Morfear looks over the items trying to determine what the worth might be. As he is looking at the powder, he breathes some in and suddenly the forest becomes alive and bright with colors. The rest look at him funny and realize he is tripping from the powder.
○ They check the egg shaped crystal and the pearl as well, but they remain inconclusive.
○ They discuss where they should put all of these chests and decide to bury it somewhere nearby while they are in Ironhold.
○ Mari heads out in to the lake to see if there is any place there where they could put the chests, but she doesn’t find anything appropriate.
○ They decide to go about one hundred paces north of the tower. They dig a large hole and put the chests in it, then fill it up partially. They then put the skeleton body on top of that with some of the fake copper pieces and then fill the rest in.
• Mid-Afternoon
○ After digging the hole and putting the treasure in it, they finally head back to Whistledown.
• Evening
○ Reaching Whistledown, they find Thord looking a little anxious and starting to prepare to leave. He perks up a bit when they arrive, but seems crestfallen when they suggest staying one more night in Whistledown. He acquiesces, but seems a little perturbed by the delay.

Lamashan the 3rd, 4701AR
• Morning
○ They leave in the morning and follow Thord south towards the Fenwall Mountains. The rolling hills give way to foothills and the smell of wood smoke steadily grows.
• Early Afternoon
○ They come over a rise and they encounter a burned out forest. The trees are blackened and leafless. Boiling ponds and small fires dot the landscape and a black haze lays heavily on the land. They have reached Thunder Hollow.
○ As they follow Thord through the burned out wasteland for the rest of the day wondering what could have caused such a disaster.
• Evening
○ As the light filtering through the heavy clouds starts to wane, they find a spot to camp in for the night. Morfear uses his explorers fire to conceal where their camp is located.

Lamashan the 4th, 4701AR
• Morning
○ As they wake up, Thord is already on his pony waiting for them. They eat a hastily prepared breakfast and then continue on.
○ As they travel the blackened trail, the land becomes more and more mountainous and the mountains seem to loom closer and closer.
• Mid-day
○ They come over a rise and before them carved in the mountains foot is a sprawling quarry. A multi-tiered excavation site full of marble and granite. On the first tier, about twenty feet above ground level, two heavy stone doors have been smashes in exposing a passage leading into the mountain’s base.
○ Looking back, they see the burned out forest leads almost all the way up to the base of the mountain.
○ Speaking with Thord, they ask if they can just head right in the doors. He suggests that might get them killed. He mentions there is a secret door on the second level they could possibly use to get in. That entrance is near where Grit has his rooms in the hold.
○ Ari asks if they could just make through the front door and Thord mentions the goblins would probably attack first and ask questions never. When asked if he could just walk through, Thord says yes, the goblins would recognize him and let him through. They might ask some questions, but nothing bad would happen.
○ Ari suggests they could go through as his cousins and Thord shakes his head, points at Morfear, and says that one might pass as a cousin, but the rest of you would not.
○ They find a place to stable their horses and then move as stealthily as possible up the side of the quarry to the second level.
○ They reach the second level and Thord points out the location of the secret door. They remove some of the large rocks around it and enter in to a hall through the secret door.
○ Inside they find they are at the elbow of a hall. The north side leads to a room and the eastern hall leads away to a T intersection. There are sconces on the walls with glowing torches allowing them to see.
○ Thord immediately sets off to the east saying this is the direction to his son’s room.
○ He says this level is going to be mostly dwarves. They might give them a strange look, but pretty much leave them alone. He says they still might want to hide though if they hear someone coming.
○ Thord heads down the eastern hall and turns right at the T. He heads up to the first door down that hall and knocks on the door.
○ They hear a muffled voice say, “go away.” Thord knocks more intensely on the door and eventually the door opens and a small half-goblin looking angry stands in the door.
○ Thord pushes his way in and beckons the others in. Inside is a rather sparse room with some graffiti all over the walls. Grit moves over and sits on his bed looking sullen as Thord starts asking him questions in dwarvish.
○ The group has reached Ironhold, but what they are looking for and who can they trust…

View
Williwick's Tower
The Rise of Ironhold

Characters

Groot
Morfear
Ari
Mari
Optimus
Adran
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.
• Find Ironhold
• Devastation of Thunder Hollow

Quests Received

• None

Quests Completed

• Where’s Williwick?

Experience

Received: 900
Total: 12150

Treasure

+ large egg-shaped crystal
+ book of summoning rituals
+ 7 beakers with strange liquids

Timeline of Events

Lamashan the 1st, 4701AR
• Late Afternoon
○ Looking over the tower, they notice the tower seems to be about fifteen feet in diameter on the bottom and about thirty-five feet tall. At about twenty-five feet, the tower widens to twenty feet. The tower itself lists a little to one side and several thick boards are holding it up.
○ Groot approaches the gnome-sized iron door and notices a large knocker and a serpent shaped door handle.
○ Groot uses the knocker and bangs on the door. A giant metallic bong is heard from the tower which reverberates through the hills as the door slowly opens inward.
○ Looking through the door, they can see inside the door a couple of short tables flanked by two chairs. Beyond that lies darkness.
○ Given the size of the door, Morfear decides it would be easier for him to enter than the others. As he steps through the door a flash of bluish light occurs and he stumbles forward. After catching himself, he looks around and notices the door looks to be the correct size and height for someone of a dwarven stature. This is strange because when he originally looked through the door, it seemed sized for a gnome.
○ Groot notices Morfear looks a bit bewildered and much smaller in size.
○ Groot laughs and points at Morfear and says you are even shorter than you were at the same time as Morfear exclaims, “hey, it got bigger.”
○ Morfear tells them to come on in. Groot crawls in and the light flashes again. When he stands back up, he is looking Morfear straight in the eyes.
○ Optimus comes up to the door and looks in. He notices Morfear and Groot are the same height.
○ Morfear and Groot look around and notices two tables flanked by chairs as well as some oil lamps on the walls. They find two other doors leading from the room.
○ Eran heads in to the tower and the same thing happens to him. He looks out the door and everything looks large outside.
○ At this point, Groot tries to leave the tower and bounces off a bluish energy that appears in the doorway.
○ This gives Optimus and Adran pause and they remain outside. Morfear and Groot tell them not to come in unless they have to.
○ Morfear wonders if an arrow shot through the door would shrink and Adran fires an arrow. Sure enough, it shrinks as it passes through the doorway.
○ Morfear tries to push the arrow back through the doorway and it hits the bluish shield and stops.
○ Optimus asks Morfear if they should come in and he tells them to stay outside as they may never get out.
○ Optimus and Adran sit down outside to wait while Morfear and Groot look around for some stairs.
○ Groot heads over to the door to the west and opens it up while Morfear searches the entry room.
○ Groot finds what looks to be some sort of walk-in closet. Morfear notices an inscription above the doorway to the outside. It seems to be in gnomish and unfortunately, no one can seem to read it.
○ Oddly, it also looks like the room is extremely clean for a place that should have been empty for at least a year.
○ Groot heads over to the other door and opens it. On the other side, they find a main room with a dining table and six chairs, a glass case with some china and wine bottles, a desiccated body wearing robes on the floor near the wine case with some broken glass similar to the wine bottles near the body, and a statue underneath some stairs to the west.
○ Morfear heads over to the body and checks it over. It looks like the body has been dead for a year or so. He searches the body and finds a ring. Examining the ring, he finds it to be magical.
○ Morfear then heads over to the gnome statue and examines it while Groot starts looking over the stairs and notices it heads upward in to the darkness.
○ Morfear examines the wand on the statue and notices it looks like it is part of the statue. He tries to determine if the statue is magical and determines it is a mundane statue.
○ As Groot starts heading up the stairs, Morfear attempts to remove the wand from the statue. The wand remains firmly attached, but the statue slides forward.
○ Morfear looks over the statue and notices there are some rollers underneath the statue. He pulls the statue to the side and reveals a trapdoor.
○ As he reaches the next floor, Groot sticks the torch up and just his head and looks around the revealed room. In the center of the room is a table and four chairs and to the south is a stove oven with a set of copper pots. There is a hall to the east and the stairs continue up in the southwest of the room.
○ Groot heads over to the hall and opens the door to the north. He finds a bare room with a bed, a nightstand, and some empty shelves on the eastern wall.
○ He heads out of the room and opens one of the doors to the south. Inside, he finds another small room with just a bed and a small drawer on the eastern wall. He looks in the drawer and finds it empty.
○ He opens the last door in the hallway and finds another narrow room with a bed and drawers. These drawers are also empty.
○ Frustrated by the lack of anything of interest, he heads over to the stairs up and notices a trickle of blood coming down the stairs. He looks over the blood and tries to determine what kind of creature it came from. He’s not sure what it came from. He heads back down and tells Morfear about the blood.
○ They discuss their options and decide to head up and look in to the blood trickle as there may be someone in need of aid.
○ Morfear, Groot, and Eran head up the stairs and look over the blood. Continuing up the bloody stairs, they find a door at the top of the stairs. There is a door knob in the center of the door with a keyhole under it. Blood is trickling out of the key hole and down the stairs.
○ Morfear looks through a crack under the door and sees darkness beyond. They ask Eran if there is something he can do, and he declines to take a look.
○ Groot surmises the room might be half full of blood and Morfear attempts to determine if there is any magic involved.
○ Looking through the keyhole, they notice something is blocking the keyhole.
○ Groot knocks on the door. There is no response. Mari wonders if they should go check out the trap door.
○ Ari tries to convince Optimus and Adran to enter the tower with him while Morfear fiddles with the lock and attempts to unlock the door.
○ Morfear pushes his cloak under the door and then pushes the object blocking the keyhole which falls to the ground with a clank and he pulls it back out and sees a key. Morfear unlocks the door and they look inside.
○ Meanwhile, Ari heads in to the tower with Optimus leaving Adran outside. He starts looking around the room and notices the inscription while Optimus heads up the stairs to meet up with the rest of the group.
○ Inside the new room, Morfear sees a chamber which fills the entire tower. There is a richly appointed bed, a desk with an open book on it, and two bookshelves. They also notice a sliding door on the eastern wall.
○ Looking around the room, Morfear notices the bed is richly appointed, the bookshelves are sturdy, and the table is of fine craftsmanship.
○ Groot looks around for the source of the blood. The room itself has no traces of the blood. The blood only seems to be leaking from the door itself and it is still trickling blood.
○ Optimus goes over to the table and looks at the book. The book is bound in human skin and is entitled Communications and Signaling the Beyond.
○ Optimus attempts to hide the book while everyone is looking right at him. Needless to say everyone watches him put it in a bag.
○ Ari, having looked over the first floor, heads up to the third floor with everyone else.
○ Groot heads over to the sliding door and slides it open. Inside is an open shaft running along the back of the tower. There is a dial on the north side of the shaft with numbers numbering 1 through 5 on it. The dial is currently pointed at none of the numbers. In the middle of the shaft hovers a thin disc.
○ Groot reaches to the dial and turns it to point at the 1. The disc starts to descend the shaft.
○ Groot moves the dial back to its original location and nothing seems to happen. He waits for a bit and then puts the dial at the fourth location. After a little bit of time, the disc reappears ascending the shaft and continues right on past the opening.
○ Confused, Groot points the dial at the number 3 and the disc descends and comes to a gentle stop in front of him.
○ The group discusses their options (the trap door on the first level and the shaft they just discovered) before Ari starts looking around for secret doors in the bed room.
○ Optimus studies the shaft and notices it is magical. The disc and parts of the wall are both magical.
○ Groot steps on the disc with Optimus. He says, “going up.” He points the dial at number 4 and they head up. The disc rises up for about six feet before it stops before two different sliding doors. One on the west and one on the east.
○ Groot slides the door the east open and a rubber seal opens with a huff of cold air. Looking around, he notices a small, cold room with a metal box on the eastern wall.
○ Optimus heads in to the room to look at the metal box while Groot opens the other sliding door to reveal a room dominated by a table with eight chairs around it. There is a closed book on the table.
○ Meanwhile, Eran has turned the dial on their floor back to 3 and Ari heads over to the door with the bloody lock while Morfear looks under the bed.. He stabs the door with a dagger, and blood explodes from the door covering him from head to toe.
○ Morfear turns around and notices him covered in blood and just shakes his head telling him to get a bath.
○ Looking at the door, a large hole sits where the keyhole used to be and ichor and gore drips from the top to the bottom. Nasty indeed.
○ The disc starts to lower from the fourth floor as Optimus looks at the metal box. Inside the box, he finds it to be ice cold and filled with several vials of blood. Optimus takes a vial, closes the box, and puts the vial in his pack.
○ Optimus opens the door to the north and finds a room filled with shelves full of old books. Optimus heads in to searches through the stacks of books.
○ At the same time, the disc reaches the third floor and Eran and Mari get on the disc and set it to number 4. It starts to rise up.
○ Groot opens the door to the west of the table and finds a room with a small table and two chairs. There is a blue nimbus on the south wall that looks like an obvious door. A ghostly form appears in one of the chairs and says, “who will answer my riddles three for the opportunity to pass through the door?”
○ Groot asks what happens if he answers them wrong, and the ghost remains silent and then Groot says, “I’ll try.”
○ The ghost smiles and says, “What runs around a city, but never moves?”
○ Groot looks a bit perplexed and starts to think of an answer. Meanwhile. Mari and Eran reach the fourth floor and head in to the room with the table where Mari makes a bee-line to the open book on the table.
○ Mari finds the book on the table to be title, Surviving the Interorbular Ether.
○ As she is looking through the book, she hears Groot say, “a wall.” and another voice respond, “that is correct.”
○ Optimus, in the large library, has discovered a large number of books on glasswork, glassblowing, etc. He has also found a surprising number of tomes discussing light.
○ The ghost says to Groot, “riddle me this. Double my number, I’m less than a score, half my number is less than four. Add one to my double when bakers are near, Days of the week are still greater, I fear.”
○ Groot strains his mental capacity and thinks for a moment before answering, “six.” The ghost looks crestfallen and answers, “yes, that is correct.”
○ After wiping himself off, Ari wraps his grappling hook around the bed, drops the end of the rope down the shaft, and after being filled in on what Morfear found, the two of them head down to the first floor to look over the body.
○ Optimus continues his search through the library and finds books on metallurgy and metal working. As he looks at a couple of these books, they crumble to his touch, so he starts just looking with his eyes and not his hands.
○ He heads over to the desk and finds some unused parchment, an inkwell, gloves, tongs, and an unlit oil lamp with red tinted glass.
○ The ghost smiles and says, “I cover cities and destroy mountains, I make men blind, yet help them see, What am I?”
○ Flush from figuring out the previous two, Groot suddenly looks concerned as he wracks his brain for the answer.
○ Morfear and Ari look over the dead body again, trying to determine what killed him. Unfortunately, they are unable to determine cause of death because of how long ago it happened.
○ Ari searches around again for secret doors and finds only the trap door and no entrance to the elevator. He explores the rest of the level again before heading over to the trap door.
○ Meanwhile, the ghost asks for an answer to the riddle. Groot hems and haws for a bit before he says, “water.” The ghost smiles and says," that is incorrect. It is sand."
○ Eran notices that Groot is now slightly transparent after he missed the riddle.
○ The ghost says, “are you ready for another riddle?” Groot nods in the affirmative and says, “shall we?”
○ The ghost pauses for a moment, before saying, “Of no use to one yet absolute bliss to two. The small boy gets it for nothing. The young man has to lie for it. The old man has to buy it. What is it?”
○ Optimus checks for magic books in the library and finds none and he heads out and looks to see if the disc is in the elevator.
○ Meanwhile, Ari and Morfear open the trap door and peer down the stairs. They are just able to make out a small short hallway that ends in a portcullis. They also notice the slight coppery smell of blood.
○ Groot continues to think about the riddle posed by the ghost as Optimus enters the room. Groot turns to the ghost and says, “love.”
○ The ghost immediately brightens and becomes a little more solid. It says, “that is incorrect. The answer is a kiss.”
○ Groot has faded even more. He asks the ghost, “what happens if I stop and don’t want to go through the door.” The ghost smiles evilly and says, “try it and find out. I’ve been here for a year waiting for someone to take this mantle away from me.”
○ The ghost takes a moment and then says, “What walks with four legs in the morning, two legs in the afternoon, and three in the evening?”
○ Groot perks right up and says, “oh I know this one, man.”
○ The ghost looks crestfallen, and the blue shimmer disappears as the ghost disappears from view.
○ Groot opens the door and inside he finds another large library. Optimus and Mari start looking through the library.
○ Ari and Morfear head up the stairs and look around the second floor. Searching the rooms on the second floor, they find an iron key and a book under the mattress in one of the rooms. The book seems to be the daily activities of one Argyle Timmons, head servant of Hobarth Williwick.
○ It describes what Argyle did daily. The final entries detail how Hobarth had become more and more cruel as time had gone on and detail Argyle’s plans to flee from the tower.
○ Ari and Morfear continue all the way up to the fourth floor.
○ Optimus and Mari continue searching the second library and discover several books covering communication with other worlds as well as encyclopedias of creatures from beyond. Lastly, they find a lot of scrolls detailing knots.
○ Mari focuses on the books about otherworldly creatures. She finds them to be very interesting, but she has never heard of any of the creatures.
○ Mari then tells Optimus to give her the book he is hiding and he lies about hiding it under the bed and thinking she already had it.
○ About this time, Ari and Morfear make it to the fourth level. They shout out of the opening on the fourth floor saying they are headed to number five.
○ After a moment, the disc reaches the fifth floor. Ari and Morfear step out and see the top of the tower is a single room. On the west side is a podium upon which sits a large open book and two candles which have burned to nubs. In the middle of the room is a large summoning circle inside of which is a rather tall gnome. He looks up at Ari and Morfear and says, “Oh yes, thank you for coming!” The gnome is wearing the height of gnome fashion from two years ago – a nice waist coat, some dapper pants, and a somewhat tattered cape.
○ Ari says, “and you are?” and the gnome responds, “the master of this tower. I was casting a spell and I got stuck in my own summoning circle.”
○ Morfear and Ari step in to the room, but stay close to the levitation shaft.
○ Ari asks how long the gnome has been trapped in the circle and he responds with “what year is it?” After getting the current year, he says, “oh a couple of years I would say.”
○ “Don’t you have to eat or go to the bathroom,” Morfear asks. The gnome looks a little embarrassed as they notice some small piles and a strong odor in the room. “But I am a wizard, so I can whisk it away.”
○ Ari asks what the gnome was summoning and if it is still around here, and the wizard says, “No I don’t think it is around here. I was trying to summon an elemental spirit to speak with it, to find out about how it worked.” He looks at them more intently and says, “all I need you to do is just smudge the circle and I am free, could you just smudge the circle?”
○ Ari and Morfear share a look before Ari says, “let’s hold off on that. We have some companions who could probably help you more. What is your name, wizard?”
○ The gnome looks confused for a moment, but covers it up well and says, “my name is Hobarth, Hobarth Williwick at your service. This is my tower.”
○ Morfear asks the wizards, “how does one get out of here?” “You go through the front door,” the gnome responds. Morfear says, “we can’t go through the front door, it’s a one way door for us.” “It is not a one way door. Did you not speak the gnomish saying?” Morfear responds, “We don’t know the gnomish saying.”
○ Ari and Morfear discuss getting their wizard friends from below as they don’t want to accidentally free an elemental.
○ Hobarth says, “wait, all you need to do is to break the circle. I’ll give you money.” Ari turns and says, “it’s been two years, ten minutes won’t matter much. We’ve had some unfortunate problems with magic, so it makes sense to get the experts.”
○ About the time, Hobarth’s voice drops to an echoey rasp and says, “release me mortals or suffer my wrath.”
○ Ari turns to Morfear and says, “don’t want any extra people coming out, so I think we’ll just hold off for now.”
○ The gnomes feature change a bit, becoming more demonic and it says, “Release me or I will torment your souls for all eternity.”
○ Ari and Morfear taunt the wizard by saying if he could do that why couldn’t he just get out of the simple circle.
○ The wizard starts raging and ranting and foaming at the mouth. Call out all kinds of curses at Ari and Morfear.
○ Optimus and Groot reach the level right as the wizards fires a lightning bolt which bounces off a half-sphere which bounces around the sphere and hits him.
○ Ari heads over to the stand and looks at the book. The book at the podium has no title, but there are a bunch of handwritten notes in it. Ari marks the place and closes the book. The wizard continues to spout insults and curses.
○ Next to the stand are two smaller stands one of which holds a crystal the size of a gnome’s head and another which is empty. Optimus looks over the crystal. It doesn’t seem to be magical.
○ Ari suggests they head down a floor to look over the book and the wizard shouts, “do not leave before freeing me.”
○ Mari changes the dial on the fourth floor and the disc starts to head to the fourth floor. Ari attempts to jump on to the disc. Unfortunately, he doesn’t land on the disc and starts falling down the shaft and he sees the fourth floor go by and then the third floor at which attempt to grab the rope he had set up before.
○ He grabs the rope and stops himself, but the bed doesn’t hold and it slams into the elevator shaft.
○ Ari climbs up the rope and on to the third floor. He moves the bed out of the elevator shaft and waits for the others to come down.
○ Meanwhile, up above, Optimus is checking out what kind of magic the wizard was using and determine it is conjuration. All the while, the wizard is screaming and cursing.
○ Eran sticks his head over the shaft and says is everyone all right down there. Ari mentions he is ok and that they found a possessed wizard upstairs and that he has some kind of book and that he is coming back up.
○ Ari climbs up the shaft and arrives at the fourth floor. He stops Mari and Eran from getting on the disc and the disc heads back up to the fifth floor. Optimus and Groot get on the disc and leave Morfear to listen to the wizards cursing.
○ Getting on the fourth floor, Optimus and Mari look over the book found next to the summoning circle.
○ Morfear calls the disc up, gets on it and heads back to the fourth floor.
○ Meanwhile, Optimus determines the other language is arcane and wants to read the book to determine what is possessing Hobarth. Morfear questions what they will gain by learning this information and whether they should just leave the wizard here to rot.
○ Optimus just wants to know what the demon is so they could potentially get rid of it.
○ Ari and Morfear discuss how they might remove the demon, but aren’t sure what they would need to do to make it happen. More discussion occurs about what they will gain from this.
○ Ari heads down to get Adran to come in to the tower. At the same time, Morfear performs his ritual to comprehend languages.
○ After completing the ritual, Morfear heads down to the first floor and reads the inscription over the door which says, ‘Speak exit and grow!" He says exit in gnomish and he is able to leave the tower, growing back to his normal size.
○ He heads back in to the tower and tells everyone how to speak exit in gnomish, but Ari figures out that only one person needs to say it before someone leaves.
○ The discussion about the wizard and what to do with him comes up again.
○ Morfear glances through the summoning book. Most of the notes in the book are gnomish and talk about the different things Hobarth tried when summoning various things. Initially, the creatures being summoned are relatively benign such as good fey, but as he progresses through the book, the creatures become more and more dark and dangerous culminating in the last set of notes which describe a demon called Fastandulas.
○ The rest of the wording in the book are formulae for summoning various creatures.
○ They decide they should leave the wizard to rot and head back down to the first floor and open the trap door.
○ Groot heads down the ladder while Morfear looks at the boxes next to the statue. He notices they don’t feel very heavy. He tries to open them up and they move. Pushing them to the side, he discovers yet another trap door.
○ Morfear opens the new trap door and looks in. He finds a stair case that leads down in to the darkness.
○ Groot looks in the room at the end of the short hall and notices a small room with two doors and a narrow fissure in the southwest. The coppery scent of blood is strong in the room.
○ Groot tries to lift the portcullis, but can’t. He calls up for somebody to come down and help him. They ask what he can see, and he mentions two doors with plaque’s on them. One reads “Treasure Room” and the other “Workshop.”
○ Optimus descends the ladder and heads over to help Groot lift the portcullis. They lift it up and hear a click. Letting the portcullis go, it stays in place and both Groot and Optimus head in to the room to look at the fissure.
○ Ari heads down to look at the portcullis and a large ghostly spider drops down in the center of the room.
○ A battle erupts between the ghostly spider and the adventurers during which Morfear and Eran check out the other trap door and discover a room full of crates. The crates are all labeled and contain some odd things such as the “sternum of a virgin who ignored misery” and other even more strange items.
○ After killing the creature, they rest for a moment and then head in to the door marked workshop. Inside they discover a table along the east wall and on it is a rack filled with beakers of odd liquids.
○ Optimus heads over to look at the beakers with liquid. About half-way to the beakers, a portcullis falls in the doorway he just left. He looks them over and determines they are magically. He grabs them all and heads back to the room with the fissure and tries to lift the portcullis.
○ He and Groot have a pissing match where Optimus threatens to summon a demon to kill Groot if he doesn’t help lift the portcullis. Finally, he gives up and just teleports in to the room with the fissure.
○ They head over to the treasure room door and Optimus tries to open the door. The iron claw closes on his hand, but he is able to pull it away before it could hurt him. However, he is able to open the door before pulling it away.
○ Inside the room, the adventurers find twelve chests. Optimus heads in and starts opening chests. Inside the first one, he finds a whole bunch of copper pieces. They continue opening chests and find more and more copper pieces. Morfear tries to get them to stop opening chests so they can try to understand what is going on.
○ Morfear pushes them out of the way and looks more closely at the chest. He tries to determine if there is any illusion or anything else. He finds them to be normal.
○ As they go to open the last chest, they find it is locked. Ari heads over and attempts to unlock the chest.
○ Ari unlocks the chest and opens it up to find a small jug containing a monstrous idol. The idol is far too large to have been placed in the jug. Ari asks Morfear to take a look at it.
○ Meanwhile, Groot heads back in to the room with the fissure to look at the fissure. He inspects it some more, but is stilled puzzled by the fissure.
○ Morfear looks over the idol and isn’t able to determine what religion it comes from but he thinks it is a demon in jar.
○ Mari wracks her brain to see if she recognizes the idol to no avail.
○ She wants to take the idol up to the possessed wizard and open it up. The rest don’t want it to happen, but she heads up anyway and shows the jug to the wizard and asks what it is. The wizard continues to spout curses and bangs on the magical shield trying to get at her.
○ She calls it by the name Fastandulas and it continues to scream at her about letting him out or he will dance on her entrails.
○ Mari continues to agitate the possessed wizard.
○ Ari checks for hidden compartments in all of the chests. During this, Eran picks one of the copper pieces and says something is not quite right. Morfear scratches it with a knife and the copper flakes come off and there is rock underneath. After randomly scratching a few of them, they figure they are all rocks instead of actual copper pieces. Mari and Groot take some of it as ammunition.
○ Mari asks if they want to free the wizard and Ari and Morfear want to let him rot for eternity.
○ They head back out and down the other trap door where the open the only door in the room. Beyond that iron door, they find another room with some tables with various dissected animals and bodies, one of which contains a corpse sewed up with golden thread. There is an alcove to the northeast containing five mirrors and a 3’ wide hole in the ceiling and the floor in the southeastern portion of the room surrounded by strange gears, pulleys, and cords. There is a wooden door to the south.
○ They look over the body and determine it to be a middle-aged gnome male which looks to have been dead for about two years. The rest of the bodies are mostly rodents also sewn shut with golden thread. Ari notes the gnome’s features for the future.
○ Ari and Morfear look up the shaft and see that it goes up and down. They can faintly here the ranting of the wizard from above.
○ Morfear looks around for some spare thread.
○ Optimus looks at the table with the microscope, tray of vials, and a box with slides of blood. Morfear puts one of the slides in the microscope and looks at it. Suddenly, the rest of the group notices him put his finger in the blood on the slide and then start to bring it to his mouth. Ari pulls him away and they push his hand down.
○ Ari breaks the microscope and the slides. They leave the vials of blood alone and Optimus put his vial with the rest of the blood vials.
○ Morfear then heads over to the body on the table and he shakes it hoping to hear something jingle. He then unthreads the body and opens up his chest. The organs are all inside and they are quite desiccated, but look like they have just been haphazardly thrown back in to the cavity.
○ Groot is over near the wooden door and hears some muffled sounds on the other side of the door. He is uncertain what they are saying. Meanwhile, Ari sets the dial on the elevator to number 1.
○ Mari is curious as to why the area doesn’t really stink that much given the number of corpses. Most of them are highly desiccated as if they had been down here for quite some time.
○ Optimus heads over to the mirrors and looks at the third one first. He is immediately blinded by an intense light which burns him. He heads over to Mari and asks her to look at them. She looks in to the first one and she sees an idealized version of herself which is stronger, faster, and healthier.
○ Morfear goes and looks in to number five and he screams as part of his soul is sucked in to the mirror.
○ Optimus looks in the second mirror and sees an endless succession of reflections of himself. This causes him to fall catatonic as he stares at the mirror and drools slightly.
○ Groot smashes at the door and it shudders under the blow as the disc reaches the level they are on and continues past and Ari sets the dial to number 2.
○ Morfear pulls the catatonic Optimus from the mirror and he falls unconscious.
○ Groot smashes the door again and the door breaks apart. Inside he sees eight cells down a long corridor and he hears voices shout, “Free Us! Free Us!” as several apparitions come out of the cells and attack.
○ As they fight the ghostly apparitions, Optimus lies unconscious…

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Don't Take My Stuff
The Rise of Ironhold

WoE-shield.png

Characters

Groot
Morfear

Ari
Mari

Optimus
Brandis
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.
• Find Ironhold

Quests Received

• Devastation of Thunder Hollow
• Where’s Williwick?

Quests Completed

• None

Experience

Received: 250
Total: 11250

Treasure

- 1sp stables
- 3sp for rooms and food
- 5cp donation to shrine
- 9sp rooms
- 7sp food
- 2cp donation to town

Timeline of Events

Rova the 28th, 4701AR
• Mid-Afternoon
○ After pulling Groot away from the table, Morfear takes him outside while Mari heads over to the bar to talk with the drunk guy.
○ Mari plops down next to the drunk and says, “what an idiot. I can’t believe he did that.”
○ The guys says, “what is he drunk?” Mari responds with, “not enough I guess.” The guy looks at his empty tankard and says, “ya, I know the feeling.”
○ Mari offers to order him another drink and he orders “some of that fire wine concoction ya got back there.” Mari adds another of the same to the order. Brandis keeps an eye on both Mari and the two rough guys at the table.
○ The bartender plops down two tankards and inside is a strange red concoction. The drunk takes a long swig and says, “woo, that’sh the good shtuff.”
○ Mari keeps rotating the two tankards back and forth. “Who’s that guy,” Mari ask. “What guy,” is the drunks response. “The one my friend was messing with. He looks real intimidating.”
○ The drunk looks back over at the men at the table and then turns to Mari and says, “his name is Bill Hiccup, I mean Hickock.” Mari says, “oh so you know him.” The drunk shrugs his shoulders and says, “he’s one mean guy.”
○ “Does he hang out here often,” Mari asks. The drunk motions Mari closer with exaggerated movements and looks around surriptitiously. The two guys at the table have started to openly stare at Mari and the drunk as Mari hands the drunk the drink again. “He runs the town,” the drunk whispers a bit loudly.
○ “What does he do by trade,” Mari asks. The drunk says, “you mean is legitimate trade or what he actually does?” Mari says, “yes, both.” The drunk takes a drink, "well he has a lumber business. Those cypress trees out in the swamp. He pays people to cut them down. That’s his business, but his "business"…" He finally lowers his voice to near a whisper. “There are these bushes out in the swamp that when harvested and dried make a nice tobaccy, but not quite the tobaccy your thinkin’.”
○ “So drugs,” Mari says. “No,” he shouts glancing at Bill. “It’s entirely entertainment value.”
○ “So he’s not making healing potions with it,” Mari says sarcastically. “I don’t know. It might. I certainly feel healed every time I have some. It’s very very very good stuff.”
○ “Is it expensive.” The drunk looks at Mari and says without breaking a smile, “first hits always free and then if you don’t pay after that, you get lots of hits.”
○ Their conversation turns to more small talk. Mari notices that every time he smiles it looks like his gums are greyer than normal and there is this black tar-like substance in-between his teeth.
○ After a short time, Mari gleans that this guy has probably lived in Wartle his whole life. She asks him what he does and he says, “drink”. Asked about before that, he says he used to be a trapper of swamp cats, snakes, and gators before he lost his leg to a gator and shows her a peg-leg.
○ He mentions he has an “old lady.” Mari asks who she is and he says she is the local herbalist.
○ Mari asks if she sells any of Bill’s wacky weed and the drunk says, “shhh, don’t tell her about that.”
○ Mari asks the drunk if he’s done drinking. He looks at the tankard which seems to always have something in it and asks the bar keep if this is cup of “never ending nectar”. The barkeep just shakes his head.
○ The barkeep says, “Bernhold, just go home.” Mari asks for a drink for the road and starts walking him home.
○ Meanwhile, Groot, Optimus, and Morfear meet up with Ari, Adran, and Eran on the boardwalk. One sets heading to the sheriff and the other returning from the sheriff.
○ Ari notices Groot’s hand and asks him what happened. Groot holds it up and see the better to see you with. Morfear mentions it’s a long story and not to worry about it.
○ Ari mentions what he learned from the sheriff and suggests they might want to get out of here as soon as possible.
○ Ari asks about Mari and Morfear mentions she is talking to a drunk guy at the bar. Ari again reiterates they should get out of here as soon as possible because there is probably just one guy who runs the whole place and somebody in the group will probably get in to trouble with him.
○ About that time they hear a rhythmic thump heading down the boardwalk towards them. Looking up, they see Mari and a disheveled man with a peg-leg heading towards them.
○ Ari says, “you didn’t have to get him that drunk.” As he notices the sway and the wandering hands of the man.
○ He again suggests they should leave town, but Mari wants to walk her companion home as his wife is an herbalist and may know something about the salts they need for Groot.
○ Ari seems reluctant to do that, but Mari insists maybe they can stay there. Ari mentions he’s concerned about offending the guy who runs the town and Mari says too late as they met him in the tavern and Groot already offended him.
○ Ari asks Bernhold where an herbalist is and he says, “I was going to take this fine young lady home to meet my wife.” Ari suggests he a very ambitious man. Ari asks where that might be, and Bernhold gives him some directions about finding the “big tree” and then follow the path. They just decide to follow the guy.
○ He takes them down the boardwalk and off in to the swamp on the north side of the town. As they head down in to the swamp, they realize their horses might get stolen, so Ari, Optimus, and Groot head back to take care of the horses.
○ The rest continue on before reaching a huge cypress tree and they follow the path from it for about fifteen minutes before they see a shack through the trees with a small plume of smoke rising from the building.
• Late Afternoon
○ Bernhold throws open the door and announces he is home and that he brought friends who are interested in salt. “I can only assume they want some dinner.”
○ They see a middle-aged woman with thinning hair working at a stove. While the stooped woman continues to prepare something at the stove, Mari mentions why they are there and if the woman (Hildie) knows anything about Shadocar Salts.
○ The woman finally turns around and they she has a rather nasty scar on the side of her face twists her mouth in to a permanent sneer. “Yes, I know a few things but I haven’t heard of those salts,” she says.
○ Mari asks about some black spiders around here. Hildie mentions a nest of nettle spiders. Hildie mentions the nettle spiders are further in to the swamp.
○ Mari asks about other herbalists in the area, and Hildie mentions something about a druid who is not very nice, but there are no other herbalists.
○ As Hildie brings over a cup with a hot liquid in it, Mari asks about any kind of healing draughts Hildie might have on hand. Hildie says she makes poultices and the like and they don’t last very long. Then she tells Bernhold to drink his tea. A short argument breaks out between Bernie and Hildie about drinking the tea.
○ Curious about the tea, Mari asks what it is. “Nosey one aren’t you,” Hildie cackles. Mari explains she is just interested in the things that healers can do. Hildie shrugs and lowers her voice to a whisper, “it’s his medicine to get him off the wacky weed.”
○ Bernie shouts, “no, no, no, I don’t touch the stuff.”
○ Morfear asks if there are any medicinal value from the wacky weed. Hildie looks at him askance and says, “if you want to kill someone, give them the wacky weed. That’s all it’s good for, a slow death.”
○ He then asks some more details about the drug and Hildie mentions its very addictive almost immediately and slowly rots the body from the inside.
○ Mari thanks her for her time and then asks about rations and a place to stay. Hildie mentions the inn in town and when Mari asks if there is place to camp, Hildie smirks at them and says, “the swamp is no place to be camping if you don’t know what yer doin’.”
○ Mari then asks if they could stay at the shack, and Hildie just shakes her head as the shack is pretty much the one room they are in and nothing else. Mari presses the point and asks about camping outside the house and Hildie looks pointedly at Bernholds leg before saying, “no, not very safe.”
○ Morfear then asks if they know much about Bill’s lumber business. Hildie says, “I try not to cross, but I suggest you do the same.”
○ Morfear asks if he is really is cutting down lumber and Hildie mentions some noble in Magnimar who is sponsoring it as it is all the rage there these days where they making stuff out of it.
○ They take their leave of the drunk and his wife and head back to meet up with the rest of them.
○ Meanwhile, Ari, Optimus, and Groot head back down the boardwalk and head to where the horses are hitched. Reaching the horses, they start waiting.
○ After about fifteen minutes, a couple of local kids come down the boardwalk and stop, looking them over. “Hey mister, what ya doin’?”
○ Ari mentions they are going to go fishing, and the other says, “fishin’? Fer what?”
○ “Fish?” Ari says. “Not a lot of fish around here, more like crawdads and snakes,” says the other kid. They both look slightly perplexed.
○ Ari explains that if you catch a fish, then you have the bait to catch a crocodile. The two boys look even more confused. Ari continues to try to explain and even Groot starts to look confused.
○ Ari asks what they are out here for. “Oh, we is gonna catch us some bull frogs.”
○ Ari suggests it might be dangerous out there and the boys scoff and say they aren’t going that far. Ari tells them to be careful and one of them says, “will do. Have fun catchin’ yer… lizard fish.” They head off down the trail deeper in to the swamp.
○ About ten minutes after that a woman comes by and asks about two young boys. Ari and company nod in the affirmative and explain the boys seemed like they knew what they were doing. The woman talks about the stupid kids and then heads down the path in to the swamp.
○ About that time, the rest of the group arrives at the hitching post and they let the rest of them know what they had learned. About how long it will take to get out of the swamp, that it’s pretty dangerous out there if you don’t know what you are doing, and that they shouldn’t camp out near the shack.
○ The group discusses what they should do and Ari suggests they should really continue on and camp outside.
○ They ask Thord about what he wants to do and he says the place is smell and he doesn’t trust it. Last time he came through they encountered a snake as thick around as his waist, but at that point they had the necromancer to help out.
○ Groot and Optimus look around and determine it will be pretty scary out there, so they should probably just sleep in the Inn.
○ Ari still would rather fight the monsters in the swamp rather than the people in the town, but the group prevails and they decide to sleep in the Inn.
○ Plan in hand, they take the horses to the stable.
○ They get to the stables and find a man missing most of his teeth looking over a couple of nags. They greet him and ask if there is room in the stables for their horses and possibly if they could stay in the stables as well.
○ The stable keep mentions it’s a little wet, but if they want to. They head in to the stables with the horses and look around. The ground is rather muddy and wet which would probably be fine for the horses, but not as fine for the people.
○ Morfear asks about the loft and the stable keep (one Merv), shows them a ladder leading up to a small second level in the rafters. It looks like it might fit a couple of people.
○ Morfear suggests leaving Groot here with the rest heading back into town. They haggle with Merv over a price for the horses and a couple of people staying in the loft and settle on 1sp for everything.
○ Ari asks about other horses and Merv mentions they don’t have a lot of travelers coming through right now with winter starting to come on, but there is some kind of trading caravan coming in soon. Ari mnentions they may have passed it on the road.
○ Ari asks if there are any options for the Inn and Merv mentions only the one. When asked about entertainment, he mentions drinking.
○ After a short discussion amongst themselves, they leave Groot and Optimus at the stables to stay in the loft and the rest head in to town to the Inn.
• Evening
○ At the Swamp Moss Inn, they find a women behind the bar named Gwindle. She’s a handsome lady. She mentions “ve have rooms here and ze beer is very goot.” They asks for three rooms and divvy them up with the two dwarves in one room, Ari and Eran in another, and Brandis and Mari in the last room.
○ They settle down in the main room and partake of some dinner (some kind of rubbery chicken, when asked they find out it is alligator) and refreshment.
○ The inn itself is rather empty except for them. Asked about it Gwindle mentions the locals mostly partake at the tavern and the inn is for travelers.
○ After dinner, Ari heads with some food down to the stables and checks on the horses as well as Groot and Optimus.
○ After a little bit of sitting around the main room of the inn, the adventurers decide to head off to bed.

Rova the 29th, 4701AR
• After Midnight
○ Ari is having a dream about meditating on top of his quarterstaff when in the dream a soft click occurs to his right. In the dream, he looks at it and notices an iron lock and doorknob. The doorknob is slowly turning. This is enough for him to wake up where he notices a masked person slowly opening a drawer and another person in the doorway with a crossbow and a halberd.
○ At the same time, a noise wakes Morfear and he sees a masked man entering his room.
○ Awoken by the bandits, but surprised, the group attempts to mobilize while the bandits scramble to silence them.
○ Ari quickly stands up and shouts, “Don’t Take My Stuff!!” as he leaps across the room and attacks the man in the doorway.
○ A fierce battle erupts in the inn’s rooms as the adventurers (minus Groot and Optimus) and several thieves. Our intrepid party wakes themselves and fights back pushing the bandits from the rooms and into the hall where they take advantage of their superior abilities to take down them down
○ After it is all over, Brandis sends out his air elemental to search for more, while a small voice calls from the stairs, “vat ist going on up there?”
○ The heroes search the bodies and find nothing identifying them or anything of value and throw their bodies out the window at the end of the hall out in to the swamp before heading back to bed.
• Morning
○ In the morning, Ari heads down to the stables and collects Optimus and Groot who are bleary-eyed from their semi-restful night in the loft. He tells them to head up to the inn as some of the others are still sleeping after getting attacked in the night. Ari stays with the horses while Optimus heads up to the inn.
○ After eating (with Optimus) the rest of the group at the inn makes their way back to the stables. As they are walking down the boardwalk, they see the sheriff walking on the other side staring at them with a puzzled look on his face. They smile and wave at the sheriff.
○ Collecting their companions and their horses, the adventurers strike back out on the road towards the Fenwall mountains.
○ The road continues to follow the course of the Yondabakari river and they trudge through the swamp mud following the road.
• Evening
○ They pass an uneventful day traveling through the swamp and they notice the marshes starting to get a little further apart as they make camp.

Rova the 30th, 4701AR
• Morning
○ They awake in the morning, refreshed from their rest.
○ As they are eating their breakfast, another patrol comes down the road. This patrol is not from Magnimar. Instead, it seems to be a patrol composed of gnomes. Our heroes are intrigued.
○ The patrol comes to a halt near the camp and one who looks to be the leader hops down from his pony and says, “Hail and well met!”
○ Ari greets him in kind. The gnome mentions they are in their forest. Mari says, “there’s no place like gnomes,” and the gnome looks at her askance.
○ Ari mentions not to mind her as she is a bit daft in the head, and the gnome asks if they have had her looked after.
○ The gnome suggests a nice lavender wash for her hair which should help get rid of any mental demons lodge in her head.
○ Mari asks about salt and the gnome has no idea what she is talking about. She then asks if he has any lavender and where he smokes it and he looks at her incredulously, but with a twinkle in his eye.
○ “What are you doing here in our forest,” the gnome asks with a serious bent.
○ Ari answers the heroes are heading to the mountains and the gnome asks which mountains. Thord jumps in and says, “the ones on the other side of your forest, igits.”
○ Ari says, “and now you have met our guide.” The gnome remarks on how unpleasant an individual the dwarf is and Ari mentions it’s a good day.
○ Ari mentions they weren’t aware this was gnomish land and asks if their kingdom or village is near here. The gnome mentions they have villages throughout the forest.
○ Morfear asks if they are trespassing and the gnome says no, they were just checking up on the travelers on the road as they patrol the edges of the forest.
○ Ari asks if there is some way to contact them if something comes up. The gnome mentions that if they are headed to Whistledown there is a large contingent of gnomes there who could get word to them.
○ The gnome bids them good day, and he and his patrol continue on. As they head off, one of the other gnomes turns to another and says, “those are some strange people.”
○ They break camp and head out down the road.
• Mid-day
○ As they make it out of the forest and head in to the rolling hills, they notice a yellowish-red glow on the horizon to the southeast and black clouds in the sky in the same direction.
○ Ari asks Thord if that is where they are headed and he says there next stop is Whistledown, but the glow seems to be coming from the direction of Thunder Hollow, a small forest in the foothills of the Fenwalls.
○ They continue on the road.
• Late Afternoon
○ They pass by some gnomish farmers on the road heading in either direction in twos and threes. Most are headed the opposite direction with empty wagons.
○ The adventurers ask about the glow to the southeast and the farmers mention there is a rumor that a fire has broken out in Thunder Hollow.
• Evening
○ They camp alongside the road. A light drizzle makes there night quite miserable.

Lamashan the 1st, 4701AR
• Morning
○ The next day, they break camp and continue along the road.
• Late Morning
○ They pass by more and more signs of civilization as they encounter cottages of farmers and the occasional thorp which is no more than a few farming cottages together.
○ The heavy wood smoke falls to their right as the road cuts more northerly across the hills.
• Mid-day
○ They ride atop a hill and below them they see a rather large lake in the distance with a small town perched on the shore where the lake empties in to the river.
• Mid Afternoon
○ As they approach the small town, a haunting melody is light upon the air and soon they are in the town proper and they notice the music comes from charms hanging from the eaves of small houses which seem to sized for children. The melody reaches a certain level which is almost on the grating side, but not quite.
○ As they look for a place to stay of the night, they notice a large number of gnomes in the town seemingly three gnomes for every human they see.
○ As they pass by a gnome woman sweeping her step, Ari asks if there is an inn in the town and she says, “Yes, ye would be seeking the Copper Dulcimer and it has rooms for your size.”
○ Mari asks if there is an alchemist or herbalist in the town. The woman mentions they don’t have either of those, but there used to be a wizard, but he hasn’t been seen for a couple years.
○ Morfear asks the woman if the music has some significance and she looks puzzled before answering it is just the wind passing through the chimes. He asks if the music always plays and she responds, “yes, when the wind blows.” Morfear continues his line of questions about the chimes and asks if they are used to drive something off, and the woman respond, “no, just have them for the sound.”
○ Mari asks about any healers in town, and the woman directs her to the local shrine to Desna.
○ They head to the Copper Dulcimer and speak with the proprietor, one Broldrer, is amicable enough. They rent some rooms and settle in.
○ They sit down and have an early dinner which turns out to be an experiment in cuisine. Brol brings them some kind of mashed sweet potato kind of concoction in a small bowl. After a little bit, a small woman comes out and asks how the steak beetles taste. The heroes mention they are decent. The rest of the dinner is rather normal afterwards.
○ After dinner, the Mari and Morfear head over to the shrine. They find a small roundish building that seems to be more gnome sized than human sized.
○ They knock on the door and notice a small shutter on the door open and some eyes look out before closing the shutter and opening the door. A rather young gnome steps out asks if she could help them.
○ Mari asks if they could come in and the gnome responds that she is unsure they would fit.
○ The gnome mentions her name is Fiera and that she is the priestess who is caretaking the shrine of Desna.
○ Mari asks if she has ever heard of Shadovar salt. The gnome mentions she has heard of it and that it is a nasty, nasty substance. Mari asks if she knows where some might be found and the gnome shakes her head no.
○ Mari follows that up with a question about how the priestess has heard about it. To which the gnome responds, “as part of her studies up north in the forest. That it was something to avoid.”
○ Mari then asks about Desna and whether she could make a donation, and she donates three copper pieces to the shrine and asks if some prayers could be made to speed them on their journey.
○ The gnome nods and asks where they are headed. To which Mari mentions they are headed to Ironhold. The gnome looks a little confused and mentions Ironhold has been lost for over a century. The dwarves there were assuredly dead by now.
○ Mari then asks about Thunder Hollow and the gnome shakes her head and says, not sure what is going over there, but it looks it might be on fire or at least it might have been on fire.
○ Mari and the gnome spend some time on general chit-chat before Mari asks if the shrine or priestess has any healing potions. Fiera mentions she is sorry, but they don’t have any. Mari presses by asking if there is a place where they could find some. Fiera doesn’t know of any place in the village.
○ Mari seems incredulous that a place wouldn’t need healing potions and asks where they go to get their healing. Fiera says they are a bit more holistic and depend upon herbs, poultices, and teas. She thinks a bit more before mentioning they used to have a wizard, but he’s been missing for a while now, but he might have been able to make some.
○ Mari questions where he was headed and Fiera says she has no idea, one day he was around and a month later people started to realize they hadn’t seen him in a while.
○ “What was his name,” Mari asked. “Hobarth.”
○ Morfear asks if he had a house around here and Fiera mentions he had a tower by the lake.
○ Mari asks if everyone has been there to check on him since he disappeared. Fiera thinks for a bit before answering that some people had claimed salvage on the tower and had went in. They never seemed to come back out.
○ Mari asks if anyone would mind if they searched the tower and Fiera shrugs as it isn’t her place to worry about those sorts of things, but she would avoid the tower if she were them.
○ Mari asks if there is someone they should ask permission of before they go and Fiera mentions maybe the town hall, but she has no real idea if they need to talk with anyone.
○ Mari thanks Fiera for her time and she and Morfear head back to the inn where they talk to the rest of the group about the wizard’s tower.
○ Ari asks about the fire as well and Brol mentions the fire had started three days ago and no one knows what started the fire. Yesterday, a ranger came through and said the entire forest had burned. Brol has no idea what is going on over there, but the ranger had mentioned it had mostly burned out. Ari asks if the ranger was still in town and Brol says he will ask around.
○ They ask Brol about the wizard’s tower and he says he doesn’t want to talk about it. Pressed, he insists he will not talk about it and starts ignoring people who ask about it.
○ The group heads out to the town hall to talk with the mayor. Again this building is similar in size to the shrine, but there is a human sized building connected to it.
○ Inside they find a man sitting at a small desk writing in a ledger. He looks up as they enter and asks if he can help them.
○ Mari asks if the mayor is available and the gnome mentions he is currently indisposed, but what can he do for them.
○ Mari just wants to ask some questions about the Hobarth tower. The gnome becomes a bit more wary and asks, “what would those be?”
○ Mari asks if they need to do something to claim salvage. Ari mentions they had heard about adventurers who had never come back and wanted to offer their services to look in to it.
○ The gnome mentions this had happened a year ago and they probably don’t need any help now.
○ Mari says “well we would like to look around a bit,” while Ari says, “we want to get their remains for relatives.”
○ The gnome says, “ok, and what are you asking exactly?” Ari mentions they don’t where the tower is and the gnome says, “that’s good. You probably shouldn’t know where it is. It’s dangerous if several adventurers have been in there.”
○ Mari asks if anyone knows the adventurers names or a description of them and the gnome says he does not, but maybe they should ask around.
○ Ari says they just want to go through official channels. The gnome says he doesn’t know if they need to do anything. If it is a ruin that no one has claimed, then they can certainly claim it.
○ Ari presses for the location of the tower yet again and the gnome tells them it is on a small bluff overlooking the lake on the north side of town. Ari asks how far is this and the gnome heads out the door and points out a location on the north side of the lake and gives them directions to a large oak tree and just to the left of it can just be made out a tower.
○ Ari guesses they could make it there in about an hour or two.
○ Mari then asks if the town has an orphanage or some other charitable organization they could donate to and Mari two copper pieces to the general town fund.
○ Ari thanks the man for his time and they head back to the inn.
○ They discuss whether they should head to the tower and decide with the horses they could make good time.
○ They ride down past the docks and along the shore of the lake for an hour and then away from the shore to a bluff with a tower on it.
• Late Afternoon
○ They ride up to the tower and dismount, tying the horses to a nearby tree. About twenty to twenty-five feet out around the tower they find the grass is all dead.
○ Morfear and Optimus check for magic and there find there is definitely magic around the tower.
○ Brandis takes a look at the grass and is unsure what might have killed it.
○ Ari searches about and looks for any remains of a camp or tracks of some kind. Other than some outbuildings which have fallen in to disrepair, there is nothing else of interest.
○ Steeling themselves, they head up to the wooden door…

View
On the Road to Wartle
The Rise of Ironhold

Characters

Groot
Morfear
Ari
Mari
Adran
Optimus
Brandis
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.

Quests Received

• None

Quests Completed

• None

Experience

Received: 350
Total: 11000

Treasure

+ a vial of poison
+ pale blue crystals
- 1gp (Ari)

Timeline of Events

Rova the 26th, 4701AR
• Afternoon
○ Looking over their new found loot from the cavern floor, they determine they found three healing potions, Dwarven Greaves, Brooch of Shielding +2, and a Shroud of Revival.
○ A discussion occurs about who should have the items which provide more defensive armor.
○ They put the shroud over top of Optimus and he snaps out of the catatonic state.
○ Asked what had happened to him, he says he was lost in his own mind and couldn’t get out.
○ Heading out in to the hallway, the collect Thord who has a rather large lump on his head.
○ Ari wants to get out of the tower now that they have the moss and get on to the dwarven halls.
○ They head back to the bottom of the well and head up another hall where they find a half-open door. Entering the large chamber, they find several piles of rusty rubble covered with fungus. On the walls were some heavy iron brackets with a door to the northeast.
○ Groot heads over to the open doorway notices several piles of refuse and amphibious creatures scurry towards the partially open doorway to the southeast. Several others hiss and gurgle and charge forward to attack.
○ The creatures fight hard as if they are protecting something important, but eventually fall to the weary adventurers.
○ Looking around the room where the creatures came from, they notice no other creatures in room. Ari stealthily creeps over to the cave entrance in the room and notices a deep pool with dozens of milky-white globes with a greenish central part. Swimming around the globes are several of the creatures, but they look younger than the others.
○ Returning back to the group, Ari tells them about the pool, but leaves out the part about the globes. Mari and Morfear feel he is holding something back, but decide not to press the point.
○ Searching the cave-like room, Ari finds gold, silver and a scroll. Meanwhile, the rest of the group had continued to search the room with the piles of fungus and find an axe.
○ Looking over the items, they determine the axe is an axe of rending and the scroll contains the water breathing ritual.
○ Groot takes the axe and adds it to his collection of weapons.
○ The adventurers head back to the bottom of the well and discuss what they want to do next. Most of the group wants to leave as they have what they came for, but Morfear and Mari become fascinated with the levers on the wall.
○ Morfear looks over the levers and determines there is a correlation between the position of the levers and the doors they have seen so far.Morfear heads over to one of the levers which is all the way up and starts pulling down with all of his might, but nothing happens. Optimus tries, Mari tries, but still nothing happens.
○ Mari and Morfear pull together and are able to move it slightly. They jump up and Mari catches the lever and Morfear misses. Groot sits on the bottom of the steps watching with glee.
○ Again, Mari and Morfear pull on the lever to no affect. With one last herculean effort, Morfear and Mari pull the lever down, breaking off portions of the cement-like minerals. Almost immediately, they hear the rumble of stone grating on stone echo throughout the hallways before hearing a resounding crash. All is quiet once again except for the faint sound of hissing and mumbling coming from the eastern hallway.
○ After watching this and hearing the sounds, Ari heads up the stairs with Adran, Brandis, Optimus, and Groot.
○ Morfear has second thoughts about his plan of action, but decides to try another lever with Mari. They pick one of the levers which is all the way down. The pick one and immediately push it up. Again, the grinding stone on stone sound occurs for a bit until they hear a less resounding sound.
○ They notice the water is moving slowly out of the room towards the western hall.
○ Flush with success, they try to push up the other lever with no real effect. With a second try, they push it up about a quarter of the way. With one last push, they open it all the way. The noise of stone on stone sounds louder to the west this time.
○ Meanwhile, the rest of the group is continuing to head up the stairs. Every so often the entire tower shakes as they hear the loud noises from below. Occasional rocks fall from above and they try to avoid being brained.
○ They hear a shout from below, “hey guys!” and continue on.
○ Morfear and Mari sends Eran down the western hall and he returns after about five minutes and says the door there is now open. They ask what is inside and he tells them he didn’t go in and won’t go in by himself. He also mentions he looked down the northern hallway and noticed the door to the crystal cave was closed.
○ The three of them head down the hall to the now open door. They shout, “hey guys, we’ve opened a door,” and the rest of the group continues their ascent out of the tower.
○ Morfear, Mari, and Eran look inside the room and find the walls are surprisingly dry and there are maps etched on the walls. In the middle of the room is a table with a desiccated corpse sitting at it and several parchments on the table.
○ Mari checks out if there is any magic in the room and detects abjuration magic on the cloak. Morfear takes the cloak and the parchments and then they head over to the partially open door.
○ In the new room, they find several crates, sacks, and barrels. In the crates, they find glassware and wooden rods, the sacks are full of desiccated grains and herbs, and the barrels contain soured wine and oil. They think the glassware might have been used by alchemists. They take some of the glassware and some of the herbs and then head back out of the room.
• Mid-Afternoon
○ The rest of the group reaches the top of the tower and head back out in to the steel grey of an overcast day. They start looking around for their horses and a place to set up a small camp to wait on the rest of their crew.
○ Mari, Morfear, and Eran head back out to the hall where they entered the crystal caves and continue around that hall until they reach another hall and an open door to the north. Heading up to the door, the hall heads up hill and they enter a large chamber that is perfectly preserved and is quite dry. On the walls are complex runes and in the middle is a basalt ring. Around the ring are several channels etched in to the floor leading from five other smaller basalt rings.
○ Heading in to the room, they notice several small bluish crystal in a slot in the large basalt ring and in the smaller rings are small five foot pits.
○ Mari and Morfear get some water and pour some in the center of the large basalt ring and nothing happens.
○ They then pour some in the channels near one of the smaller rings and the water seems to flow towards the larger ring.
○ Checking the room for magic, they determine there is a weak aura of alteration emanating around the whole room. They then take the crystals from within the large basalt ring and put them in the small pits.
○ Meanwhile, the rest of the group has been setting up a small camp when the bugbear they had chased off before entering the tower and the rest of his goblins burst from the trees and attack the party.
○ A quick battle erupts, and the heroes take out the bugbear and his goblins handily even though Ari falls to the bugbear during the battle.
○ They search the bodies for treasure and only come away with a vial which clearly contains poison.
○ Gathering up the bodies, they throw them on a fire while they continue to wait for the rest of their group.
○ Mari and Morfear quickly run around to the various small rings and pour water in to all of the channels. The water slowly seeps to the central ring and as it reaches there, nothing happens.
○ Puzzled, but unwilling to give up, they put the crystals back in the large ring and try again with the same results, nothing.
○ They try putting water on the large basalt ring and nothing happens.
○ Mari tries to think back on her magical training and just cannot come up with what this might be used for.
○ Morfear looks through the parchments he had picked up in the room with the corpse and determines they are maps. The maps are of a place they have never seen before and have runes all over them similar to those they had seen at Brodert’s abode.
○ Stumped by the room, they take the crystals and head back out and down the hall with the intention of heading out of the tower and meeting up with their friends.
○ As they get to the well bottom, they decide to send Eran down the hall where they heard noises. He comes back shortly and mentions it is a room with more water in it and lots of bones. There was another open door about half-way open, but he didn’t go look in it.
○ Mari and Morfear head down the hall in to the empty room and seeing the bones decide to head back to the party.
○ Getting back to the well bottom, Morfear suggests they lower all of the levers except for the ones they pushed up.
○ They start pulling down a lever and hear the typical stone on stone grating noise, but this time they also hear a scream coming from the hall they just left which cuts off abruptly as the stone grating sound stops.
○ They pull the rest of the levers down and the grating stone on stone sound happens for each one and each sound stops with a resounding crunch with some sounding further away than others.
○ They head back down the hall to the east and they see the door has been closed, but there is a part of a leg from one of the amphibious creatures exposed, twitching.
○ High fiving, they head back up the tower stairs and out of the tower, catching up with the rest of the group.
• Late-Afternoon
○ Mari gives the rest the low down on what happened and then tried to coax them in to going back down in to the tower again to no avail.
○ They briefly discuss going to Mosswood to get the spider silk, but after a rather short discussion, they get on their horses and head off with Thord to the small town of Wartle.
○ Asked how long the it will take to get to Ironhold, Thord mentions it will take about the morning to get the river and then two days to Warlte. From there, they will head to Whistledown and that puts them about a day from Ironhold.
• Evening
○ The ride along the road until evening before setting up camp. Splitting into watches, they settle down for the night.
○ Near midnight, Morfear and Optimus notice some glowing eyes just on the edge of the fire light. The eyes just seem to stare at them. The eyes disappear and then reappear at varying intervals, but never get any closer than the edge of the light. After an hour, the creatures seem to move off.

Rova the 27th, 4701AR
• Morning
○ In the morning, Adran and Groot take a look around the campsite and find some tracks of wolves. Two sets of tracks are a bit larger than the rest.
○ They break camp and continue on down the road towards the river.
○ Taking some extra precautions, Adran scouts out a bit from the main group.
• Mid-Morning
○ About mid-morning, they come upon a patrol of armed men with the emblem of Magnimar heading back towards the city-state.
○ Greeting them, they ask if there is any news. The patrol leader mentions the possibility of bandits nearer to Wartle.
○ Morfear mentions the wolves to the patrol and they respond some farmers had been reporting livestock going missing. They also mention the bugbear and the goblins to them.
○ An hour later, the road they are on meets with another road which is traveling along a wide slow river. The river Yondabakari.
• Midday
○ After traveling for a few more hours, they overtake a small group of wagons. It seems to be a group farmers partaking of lunch.
○ Talking with the group, they learn the farmers are taking their wares to the market in Wartle. They impart the warnings from the patrol and then continue on their way.
• Evening
○ As they stop for the night, they notice the buildup of storm clouds on the horizon. They camp again for the night as the sound of the swamp lulls them to sleep.

Rova the 28th, 4701AR
• Morning
○ After breaking camp in a light rain, they continue traveling along the road toward Wartle.
• Mid-day
○ About mid-day, the road curves in to the swamp proper and the going gets a little slower as the road becomes little more than a trail. The rain starts to come down harder and some thunder is heard off in the distance.
• Mid-Afternoon
○ After a thoroughly miserable couple of hours of travel, the rain starts to let up.
○ Rounding a bend in the road, a town built on stilts rises out of the muck. As they get closer to the small village, the muddy track turns in to planking which rises slightly off the ground. An ominous sign reads, “Wartle, ye be warned.”
○ Ari asks Thord about the sign means and Thord says he doesn’t know, but the town is a bit rough.
○ Tying their horses to a hitching post, the group heads in to town to gather some information and top off their supplies.
○ Mari heads to the Wartle Trading Post and asks the proprietor what the cost is for lumber. He says it’s pretty cheap given all the trees around here. Mari queries if there is any cut, but the guy, Caldwell, doesn’t have any cut, but could get somebody to cut it down and shape it for her.
○ She thanks him and leaves the puzzled proprietor in her wake.
○ Everyone except for Ari, Eran, and Adran heads to the Lean-To the local watering hole while those three go to find the local law enforcement.
○ Ari quickly finds the sheriff where he finds a heavy-set man who asks how he might help him.
○ Ari explains they are heading to the mountain and was wondering if there was any trouble reported.
○ The sheriff responds with, “Ah heading up through the forest.” Ari agrees and wonders if there is a good place to camp or if it would be better to stay in town.
○ The sheriff confirms they are head north to the mountains, but Ari corrects him about the mountains to the east.
○ The sheriff, one Lowell, mentions the mountains to the east are a good four days away by horse and then asks if they would be sticking around for the night and mentions it is mostly swampland to the east and not really good camping ground.
○ Ari banters a bit with the sheriff before offering a donation of gold to the city coffers and then heads off to find the rest of the group.
○ Meanwhile, the rest of them had made it to the Lean-To and found it sort of a ramshackle place. Inside, there are only a few people inside. The town drunk sitting at the bar with his head down and two other sitting at a table talking. Their talking stops as they look at the adventurers.
○ Mari and Groot head up to the bar and order some dwarf beer. The balding bartender mentions they have some dwarf ale which he provides to Mari.
○ Mari also provides some ale to drunk who perks up when he hears he’s getting some more alcohol. She walks the drink down to the drunk guy.
○ Groot orders some ale as well and heads over and sits in a chair at the table with the two rough guys talking to each other.
○ One of the guys turns to Groot, looks him over, and says, “d’ya mind?”
○ Groot says, “I do. This is my seat.”
○ The guy whips out a knife and impales Groot’s hand to the table faster than the eye can see and then he says, “I don’t think so. Move along.”
○ Groot says, “I seem to be stuck here,” as Mari and Morfear start heading over to the table.
○ The guy removes the knife while saying, “I think you should leave. You seem drunk already.”
○ Groot glares at him as Mari throws some gold on the table and says, “Here let me buy your drink.”
○ The drunk starts laughing and shouts, “no one’s ever done that to big Bill. You got a death wish boy.”
○ Mari pulls Groot away from the table and continues to apologize for him.
○ The guy says, “make sure it never happens again,” and turns back to his companion…

View
The Dark Crystal
The Rise of Ironhold

Characters

Groot
Morfear
Ari
Mari
Adran
Optimus
Brandis
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.

Quests Received

• None

Quests Completed

• None

Experience

Received: 550
Total: 10650

Treasure

+ 100gp
+ 250sp
+ 3 jade gems
+ 3 potions of healing
+ Dwarven Greaves
+ Brooch of Shielding +2
+ Shroud of Revival

Timeline of Events

Rova the 26th, 4701AR
• Afternoon
○ Four creatures rise from the muck, gurgle something that sounds like a challenge, and attack.
○ After a brief fight with the skum, during which one of them flees in to the cave mouth, the adventurers overcome the amphibious creatures.
○ Ari climbs up on the rubble near the cave entrance to get out of the water while Mari searches the bodies.
○ Morfear moves around searching for secret doors finding none, but he does discover the door is held open by a counter weight mechanism.
○ Ari looks over the water and notices it has a scum on the surface. He notices the floor seems to descend further under the water beyond the cave opening, but there is a soft glow coming from under the water allowing them to see some of the cave floor.
○ About the same time, Mari notices several inscribed circles on the floor under the muck.
○ The group discusses their next move and finally decide to have Mari scout out the water filled cave since she can breathe water.
○ They tie a rope around Mari and she descends in to the water-filled cave. She swims out in to the cave and notices the floor drops to about fifteen to twenty feet below the surface of the water. The ceiling varies about one to two feet above the water for about twenty-five feet before it drops in to the water itself becoming entirely water-filled. On the walls are small crystals which glow with a soft white light.
○ As she reaches the other end, she notices two niches that seem to lead in to another cave.
○ Mari swims through one of the niches and sees a large cavern with several of the amphibious creatures swimming around a large grey crystal with dark moss growing around it. In front of the large crystal, is an even larger amphibious creature looking straight at Mari. Mari starts pulling on the rope and swimming back towards the cave entrance as several of the amphibious creatures peel off and swim after her.
○ The creatures quickly overtake Mari and strike her multiple times. Blood flows freely in to the water from Mari’s many wounds.
○ Mari continues to swim as fast as she can and her companions pull on the rope increasing her speed through the murky water and she is able to get to the cave mouth. She steps back in to the room and tells her companions what she saw and what is coming.
○ A furious battle erupts in the cave mouth as our heroes attempt to hold the creatures in the narrow confines of the cave mouth. They notice steady pulses of light coming from the direction of the crystal cave.
○ The adventurers hold the cave mouth against the amphibious creatures. The steady pulsing of the light continues to occur and so Mari heads in to investigate.
○ While she starts to head off in to the water, Ari asks Thord to help him put pitons in the door. As he is putting a second piton in, it falls out and hits him on the head, knocking him out.
○ Ari steps over the knocked out dwarf and pounds in the second piton.
○ Mari reaches the same place as before and sees the crystal pulsing while the creatures swim around it. Every so often the largest creature stops and seems to listen to something before continuing to swim.
○ Mari swims closer and throws her sword at the largest creature. The sword bursts in front of the crystal making a small crack in it as well as harming the creature. This enrages the creatures and they all converge on Mari and attack her while she frantically pulls on the rope. More blood flows in to the water from Mari.
○ Optimus notices the rope wiggling in the water and he starts pulling on it with Morfear. Mari gets pulled away from the crystal as it pulses.
○ Morfear pulls on the rope again and Mari is pulled through the water. Unfortunately, this is not fast enough to get away from the large creature. It catches up to Mari and claws her multiple times. Mari is badly wounded and falls unconscious as she is pulled through the water.
○ The rest of the adventurers continue to haul on the rope as fast as they can as the creatures continue to swim through the cave to the cave mouth. One of the creatures attempts to pull Mari back towards the cave with the crystal, but is unable to break the rope or the group’s pull.
○ Ari runs in to the room and starts pulling on the rope with the rest of the group. As she just becomes visible, Ari drops the rope and runs in to the water and grabs Mari.
○ The large creature arrives in front of Ari, attacks and hits, and Ari activates his cape to teleport away with Mari.
○ The rest of the creatures arrive in the cave mouth and the battle is joined. The battle is long and tough as it see-saws back and forth. Mari is healed once and rejoins the fray. As all of the leader’s guards engage with the adventurers, the leader heads back to the cave with the crystal and Mari chases after him. The leader seems to get some kind of healing from the crystal and then comes back in to the fray attacking Mari and almost killing her again. She is again pulled back by Morfear back to the cave mouth.
○ After moments of touch and go, the adventurers defeat the guards and the tribal leader. The crystal continues to pulse.
○ Adran uses his potion of healing to heal Mari and get her back to consciousness.
○ Ari looks further at the circles and symbols under the water. Optimus helps him and they determine they were probably scrying circles. Most of them seem to have been destroyed by all of the water. One of them still has some magic left in it, but it is also badly damaged.
○ Mari swims back to the cave with the crystal where it is pulsing and closes on it. The crystal pulses and Mari feels a presence try to enter her mind. She backs away a bit and attacks with her sword damaging.
○ Ari and Optimus swim out on top of the water and then swim through the tunnel in to the other chamber.
○ Optimus makes it in to the other chamber and swims up next to Mari who immediately turns around and attacks him, missing to the side. She then shakes her head and wonders what came over her.
○ Mari tells Optimus not to go near the crystal while Ari looks around the cave and sees other small crystals.
○ Ari watches the crystal for a moment and realizes something is trying to psychically reach through the crystal. Ari tries to mentally reach out with his mind to talk with the presence.
○ Mari moves closer and blasts the crystal with a cyclone of extremely hot steam while Optimus throws his spear at the crystal. The crystal pulses again and Mari feels the presence of another mind and wakes to find herself attacking Optimus again.
○ Ari motions the other two to swim to the top. They head up to the surface where he talks with them about trying to find the creatures lair while he tries to talk with the crystal.
○ Mari ignores Ari and swims back to the crystal and fires a lightning bolt at the crystal while Ari heads over and examines a smaller crystal.
○ As Optimus looks around the cave, another pulse goes off and again takes over the mind Mari and again she wakes to find herself attacking Optimus.
○ Ari puts his hand on the smaller crystal and a presence floods in to his mind and tries to take over his mind. The mind that touches Ari’s is completely alien to him.
○ Ari tries to fish for the moss with his grappling hook while Mari swims away and Optimus tries to grab the moss. He jerks his hand back and then suddenly he goes limp.
○ Ari swims over to Optimus as the crystal pulses. Ari’s mind is invaded by a presence and he finds himself swimming next to Optimus after striking him with one of his claws. He then pulls Optimus up to the surface.
○ Ari swims with Optimus back to the main cave, chasing after Mari. They drag Optimus in to the room where they try to snap him out of his catatonic state.
○ Examining him, they notice on his hand some pustules where he had touched the moss.
○ The group discusses what to do next while they wait for Optimus to come out of this state.
○ They decide to send Groot in to attack the crystal with his crossbow. Groot drinks his potion of poison resistance and then swims with Mari in to cavern and starts firing crossbow bolts at the crystal.
○ Meanwhile, Ari starts searching the bodies of the amphibious creatures. They find no interesting items except for a thong around the leaders neck with a crystal on it. Ari gives the necklace to Morfear and Morfear touches it. Morfear feels a presence takes over his mind.
○ Morfear starts speaking in tongues and Ari strikes the necklace from his hand.
○ Ari asks Morfear what it felt like, and Morfear has no real memory of what happened and what he is talking about.
○ After exhausting almost all of his bolts, the crystal cracks and the pulsing stops. Parts of the crystal falls to the floor of cavern. At the same time, the crystal in the necklace shatters.
○ Groot swims over to the moss and scrapes some of it in to the empty potion bottle. He then swims down and gathers up the spear Optimus had thrown.
○ Mari searches the bottom and picks up the coins, some gems, potions, some armored greaves, a brooch, and a shroud.
○ Mari and Groot swim back to the main room and climb from the water.
○ They have found the moss, but Optimus is still catatonic. How long will he be in this state…

View
Horseless in Sandpoint
The Rise of Ironhold

Characters

Groot
Morfear
Ari
Mari
Adran
Optimus
Brandis
EranNPC

Quests In Progress

• Figure out who is stealing from the Sandpoint Merchant League.
• Find evidence of the Sandpoint Devil.
• Find the items needed to remove Groot’s curse.
• Find out what happened to Arvik Zaltos.
• Track down the missing iron from Corlac’s destroyed caravan.

Quests Received

• None

Quests Completed

• None

Experience

Received: 450
Total: 10100

Treasure

-700gp for five horses and two ponies
-150gp for saddles and tack
- 40gp for trail rations
- 5gp for two old nags service fee
- 150gp for two horses
- 25gp for saddles and tack
+ large ruby

Timeline of Events

Rova the 25th, 4701AR
• Mid-Evening
○ The group heads over to the Way North to buy horses. Reaching the stables, they notice it looks dark, but they can hear horses in the stables behind.
○ They knock on the door and no one answers, so they head back to the inn to sleep.

Rova the 26th, 4701AR
• Morning
○ The adventurers (without Mari and Ari) head back to the Way North and knock on the door. A gnome opens the door and asks what they want. Adran asks for some horses.
○ The gnome, Veznutt Parooh, asks how many they need. After a little debate, the settle on nine horses, although there is a little talk about ponies for the dwarves.
○ Brandis and Morfear ask to buy the nine horses. Veznutt asks them to come with him.
○ As they walk through his home to the back, they notice a number of maps and naval charts on the walls.
○ When they get to the back, Veznutt determines he has five horses and two ponies for sale.
○ The group decides to let Mari and Ari get their own horses when they get up.
○ Veznutt mentions a price of 80gp each for the horses. When asked if he rents horses, he says he doesn’t rent horses.
○ Asked how long until he could get two more horses, Veznutt mentions he could get some on the morrow.
○ Asked how old the horses were, he mentions the oldest is five and most are three and four years old. The horses look decent and ponies are a bit more shaggy and mountain stock.
○ Morfear then offers 30gp each. Veznutt immediately says no thank you and tells them good day. He seems perturbed.
○ Groot offers 70gp each, but the damage is done and Veznutt settles in at 100gp each including the ponies.
○ Morfear says guess we’ll get them somewhere else, but Groot says they will take the horses for the 100gp.
○ Veznutt then asks about tack and sells them saddles and bridles for 150gp.
○ Taking their horses the adventurers head to the town hall to talk with the mayor.
○ Reaching town hall, they approach the guard on duty.
○ Mentioning they are looking for the mayor to discuss a matter with her, the guard lets them know the mayor has not yet made it in for the day.
○ Asked when she will be in, the guard mentions does not know.
○ Morfear tells him they were summoned, but they are on the way out of town in pursuit of a felon and will be away from town for the next two weeks.
○ The guard mentions she might be at her home if they need to speak with her.
○ Morfear writes a note and hands it to the guard to get to the mayor.
○ They head to the general store and purchase some trail rations.
○ All of their business attended to they start riding south out of town.
○ (Note: much of their loot is stored at the Black Stagin their rooms)
○ Meanwhile, as the group starts riding out of town, Ari and Mari awaken to find a note from the rest of the group mentioning they have already left to head to Wisher’s Well and to follow along behind them.
○ Both of them eat breakfast and then head over to the Way North and knock on the door. The door opens to reveal a gnome.
○ Ari asks about horses and Veznutt mentions all of them have been bought out.
○ Ari mentions it might be the people they were following.
○ Veznutt asks if they are con-men. Ari says “no” and Veznutt mentions he made them pay almost double.
○ Veznutt mentions a horse farm he purchases from and could take them there.
○ Ari decides to go talk with the mayor while Mari heads with Veznutt to the horse farm to get horses.
○ Mari heads with Veznutt out of the north gate.
○ Ari reaches the town hall and meets a guard. He asks if the mayor is there. The guard mentions the mayor is not in yet.
○ Ari mentions he has some urgent news and the guard says why don’t you talk with the sheriff in the garrison just across the street.
○ Ari enters the garrison and finds Sheriff Avertin. Ari tells the sheriff about his mission from the mayor and mentions it is urgent the group makes it to the Fenwalls to foil Arvik’s schemes and capture Darwa.
○ Avertin asks if he needs to get a group together to head out. Ari mentions they just need some horses immediately.
○ The sheriff mentions The Way North and Ari mentions he has none left.
○ Ari tries to impress upon the sheriff how important it is he get horses as quickly as possible.
○ Belor mentions they have two old nags Ari could use.
○ Ari tries to persuade the sheriff to part with some better horses, but to no avail.
○ Avertin is willing to sell them both to him for 50gp, but Ari just wants to provide a deposit and rent them.
○ Belor gets the horses and a bridle and heads out after Mari.
○ Ari rides out after Mari and catches up on the road.
○ They continue riding to the farm.
• Mid-Morning
○ Mari and Ari negotiate with the gnome on a price for two horses and some tack. They settle on 75gp each for the horses and take the old nags back to town.
○ Ari takes the nags back to the sheriff and returns the horses. The town clerk gives him back 45gp and they haggle for a bit.
○ Ari and Mari head out after the main group only about half an hour behind.
○ After an hour of riding, the main group passes by Lord Scarnetti’s villa where repairs are still ongoing from the dragon attack.
○ Finding the track mentioned by Hannah, they turn off and head towards the Wisher’s Well.
○ Eventually after talking with various farmers, they reach a ruined tower set about two hundred feet off the trail. Looking through the trees they notice a small encampment of goblins and a bugbear.
○ Groot is walking down the trail towards the tower and is noticed by the bugbear who shouts for his goblins to attack.
○ After a furious battle where the heroes kill over half of the goblins, the bugbear and goblins are routed and they flee in to the forest.
○ Looking over the encampment and the goblin bodies, they find nothing of value until they discover a ruby in the largest tent.
○ Groot heads to the doorway of the tower and heads inside. Inside he finds the floor is mostly gone as there is a pit in the center which goes down in to the darkness.
○ Morfear throws a copper piece in to the “well”, makes a wish about not dying and waits for it to hit the bottom. He counts enough time to figure it might be about one hundred feet deep.
○ Noticing a mostly intact staircase to the left, they head down the stairs to the next level of the “well.”
○ On the second floor they notice faint patterns on the walls as well as two archways filled with fallen debris.
○ Brandis heads over to one of the doorways and examines it in detail.
○ They head down even further and where the third floor might have been there is a gap in the stairs. On the other side of the floor from the gap there is an archway which heads off in to the darkness.
○ The group contemplates how they might get to the archway before just jumping across the stairway gap. Groot slips as he jumps and falls to the floor below.
○ The rest of the group gets to the next floor where they find a dazed Groot. They look around the level and find evidence of creatures living on this level in the past. They also find three archways around the room choked with debris.
○ The adventurers continue down to the next floor where they find several small sections missing from the stairwell, but nothing they could not make it through. The floor here is mostly gone, but the little bit that is left shows some kind of strange pattern on it.
○ They reach the next floor and find a large section of the floor opposite the stairwell, but with a fifteen foot gap between the stairs and the section. On the floor section, they notice some debris with fungus growing on it.
○ They continue on down and find a single foot ledge around this floor with four empty archways at each of the four cardinal directions.
○ Meanwhile, Mari and Ari reach the tower and find the decomposing goblin bodies. They head in the tower and start heading down the stairs.
○ The group heads down the northern passageway for about thirty feet before encountering a cave-in.
○ They head back and go east and find another cave-in after fifty feet.
○ Heading south, the same thing after about twenty feet. Similarly for the western passage. So far, they have not found any moss.
○ As they head further down, they can hear the dripping of water and see their torchlight glint off it below. They notice wet footprints on the floor heading on to the stairs.
• Mid-Day
○ They head down and reach the bottom of the well and step in to about two feet of water. As they look around, several amphibious creatures rise from the muck and attack the group.
○ After a short, but furious battle which saw Ari and Mari jump from the heights to help out, the creatures are defeated.
○ Looking around the room, they notice sheets of minerals slowly covering the walls and making it more like a cave. On the walls they also notice several rusted levers in various states many of which are encased in the stone-like minerals.
○ Under the minerals, they can just make out some runes. The runes look somewhat familiar and they suspect they are Thassilonian.
○ Ari and Mari tell Groot to leave the levers alone. Checking the levers, they see the first one (starting at the base of the stairs and going clockwise around the room) is about half-way up, the next is all the way down, the next is three-quarters of the way up and broken off, the next is all the way up, the next is all the way down, the next is half-way up, the next all the way up, and the last is a quarter of the way up.
○ Mari heads to the second lever and tries to push it half-way up. Ari moves up the stairs while she does this. She pushes as hard as she can and the lever doesn’t budge.
○ Mari calls Groot over and he tries to push it up to no avail. All three together try and are unable to budge it.
○ Morfear searches the water for coins and doesn’t find them. Searching the bodies they find nothing of value on them.
○ Ari asks why they are here of Morfear and he explains they are searching for the moss needed to remove Groot’s curse.
○ They don’t find any moss in this room and decide to head down the western passage.
○ Entering another room, they find a stone door firmly closed on the western side. On the southern side a passageway heads about ten feet before debris fills the area. To the north an open passageway leads off in to the darkness. Similar to the first room, minerals are slowly calcifying the area and there is more calcified rock on the walls than there is the sandstone block.
○ They check the door and Groot tries to push the door open to no avail. The door seems to be sealed air-tight. Ari moves back as Groot tries to open the door again, but again fails.
○ Ari looks around the room for hidden switches, but doesn’t find any while Morfear checks to see if the door is magically sealed. He detects a low level of abjuration magic in the room.
○ Heading down the passage to the north, they come upon an open doorway with the stone door pulled up in to the ceiling.
○ Looking in to this room, it is similar to the others as the water tries to turn it into a cave. On the northern side of the room, a gap in the wall, which looks like it came from a cave-in, heads further into a cave proper. A soft glow emanates from under the water in the gap.
○ Water continues to swirl around the adventurers calves as amphibious creatures rise from the muck…

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