CommentsPosted by Allan 14 Jun, 2019 11:47Enna Aelar
A young somewhat attractive girl with red hair. Close put also very painfull relationship with her older brother Roland Aelar. A relationship where Enna has faced significant blindspots in that Roland just exploit her and does not care about much other than himself and how to achieve more power. She is very uncertain on herself and have never really had a stable foundation or place where she belongs to. This heavily influences her "shifting around" always searching for and connecting to persons that seemed to be strong and able to "protect" her. For same reason she agreed to join Lords Alliance when Caius Moonwhisper did, but more for the fealing of belonging that actually that she want to serve the organisation. a very passive member.
She has emotionally been hard hit by both loosing Caius and Roland - but seems to clinch now a bit to Conrad as a suitable replacement for her losses and potential also can competensate a a placebo "father" and "lover" role.
There is no evil inside Enna just confusion and often doing the wrong things and taken bad decisions. The current group for her is the closest she has been to having a somewhat "family". Lately Kharsus has succeeded through multiple talks to open Ennas eyes for Roland betrayal - not only to the group but also personally to her.Kavil The sage
Young Sage that has been kept as slave and prisoner in Undermoutain forced to work hard for several years for the Death Tyrant Netherskull. Where unsecure on everything as he has ben held captive most of his youth and not seen much of the world outside. He is very academic and found of studying history, legends and magic. However he dislike all evocation and attack magic - as he sees this a the "barbaric" part of magic studies and focus much more on illusions, divination, enchantment etc..
He is almost uncappable of anything manual or practical and also being very shy and anxiousness of anything dangerous or threatening. He is a bit difficult to read on what are his dreams and desires as he is very private around this. But he seems very inspired and somewhat interested the safety and whereabouts for the groups muscular and shiny monk.....Jeffry "the Just"
A very seasoned veteran soldier. Jeffry
is a veteran fighter also dedicated to Tempus, which has been transformed from
an undiciplinary mercenary into a loyal soldier in Order of the Gauntlet. He is loyal to Conrad, which he sees as his "millitary and formal leader" , but at the end of the day he is only still in it for the money, wealth and glory. All three factors that must float frequently to him.
He is a bit jealous on conrad that seems to have Enna's attention most of the time. Deep inside himself he thinks Conrad is to young and unexperienced for Enna and she would be way better off with a more experienced man like himself. However he keeps this to himself. Specially after he shared bed with Enna (and unfortunately Conrad as well) - these thought has occupied his mind more often.
He does not trust rogues at all - nor magicians. In his oppinion these people should not belong in any "millitary" group or combat team. "Larsson"
Not much is actually known about the halfling. It is even questionable if Larsson is his real name. He is very secret - only talking to Quillin. He seems to be most interested in "organisational business" and pursuing his own goals. A person that despite his small size you can feel uncomfortable around due to his cynical humor and often lack of empathy and social timing. A halfing that you both want to keep a the distance (actually litteraly) and in front of you....
He seems to have a bad influence on Quillin and his behaviour and the two of them has been pretty inseperable since his arrival in the group.
If asked about his background, what organisation he comes from or family - he either shots up or quickly talk about other stuff or even start questioning you instead....
CommentsPosted by Allan 14 Jun, 2019 10:56
After a very challenging journey into the catacombs under Durlag's Tower
and only barely surviving an encounter with Durlag the Mummy Lord himself. The
holy relic was retrieved from Durlag's treasure well-hidden beneath his grave.
The Rod of The Morning lord is now in your possession.
The first discussion was who should carry it and where it should be
taken to? The High priest Kargas wanted
it transported to the mountain dwarfs in Cloud Peaks to be presented together
with the Moradin Dwarvenhammer of returning that was found in Undermountain.
However Bouw the monk follower of Lathander insisted on that he should
be the guardian of such a holy item of his Deity. After some discussions it was decided that the
relic stayed in the group and Bouw should carry it.
Quillin and Larsson stated that they wanted to go away for some days and
travel to do some unknown business around Gullykin.
Gruff was faithful to his high priest and escorted him to Nashkel and from
there back to the clan, but not before he arranged that the Riders of Uldoon
and Beren was paid to travel with them for additional protection.
Conrad and Jeffy wanted to stay with the relic in order to ensure this
was best protected. So at the end of the
day the party split into three and Conrad, Jeffry, Enna, Kharsus and Kavil went
north to Uldoon.
Gruff and Kargas arrived in Cload Peak Mountains home at the Clan
headquarters. A big ceremony and celebration was held and Grudd was formerly
included in the Clan as honorable member once again and that he was previously excommunicated
from the clan seemed to be forgotten by the High priest that told everyone that
he always had seen a light an purpose in Gruff and therefore send him on a
quest to retrieve a holy and magic Moradin item and bring it back to protect
After some days of celebration Gruff had enough socializing for one year
(or more) and prepared to leave back north to Uldoon. Before leaving he asked
Kargas for a small favor: to get a acolyte that could join him and be trained
by him in Moradins holy practices and dogma.
This turned out a bit different than expected as the High priest
assigned a very young mountain dwarf named Gomoni Underfall to be trained by
Gruff – a dwarf that is the high priests grandson. An excellent idea from his perspective. Perhaps
a slight worse idea for Gruff, as before leaving he was threatened by the high
priest daughter and mother of Gomoni. If anything would happen to her son or if
Gruff brings him into danger or jeopardy, she would personally see to that
Gruff was punished and expelled once again permanently from the Clan !
In Uldoon there was also a few unexpected surprises.
First Father Bronn was missing at the city council meeting that Sir
Garlan called to hear if the relic was retrieved. He explained that Father Bronn disappeared 2
days ago and yesterday his body was found at the edge of the forest – tortured and
molested having had cut off all his fingers, beaten and skin pealed on the
chest. A truly tragic and unthinkable
destiny for such a warm an welcome old man.
For what reasons was not known, but both Sir Garlan and Dimrol Dalskar
from Candlekeep both insinuated that someone likely had tried to get
information out of Father Bronn about your mission and whereabouts.
After some days Lord Dhelt ad Onthar Frume arrived from Elturel to
decide on what to do with the Rod of the Morning Lord. It was decided that it did not make much
sense to transport it to Elturel to hideaway in a cellar – if the purpose was
to apply it against the darkening threat and rise of Myrkuls avatar.
So you had to keep it safe for now and if you will have the chance to
face any of the greater evil still living among us – you should use the relic.
There was also another surprising message: Something large an
unidentified evil is roaming the northern borders of Elturgard during nighttime
– spreading death and wrath among all travelers and trade caravans around
Boareskyr Bridge. Further the Elturgard outpost has been attacked killing all
the guards stationed up there.
The last information received is that “something” big has carved a
message into the very solid rock of Boareskyr bridge – a message that
TO END THIS WRATH THE ORB DESTROYERS MUST BE AT THE
CENTER OF BRIDGE WHEN THE SUN BECOMES RED
A message that Lord Dhelt thinks relates to you as being the destroyers
of the Black Orb. So you were asked to travel north to the famous bridge and
find out what roams there, face it and stop it.
Perhaps this “something” is also tied to the dark shadow that has hunted
you for some days now and which still haunts you in your dreams.
That seemed to be sufficient news for one day… but there was one more
thing: Enna had been very quiet lately
and Conrad noticed at the meeting and confronted Enna. It turned out that Enna
had found a letter in her room at Betsy’s Inn. A letter from Roland her
A letter where Roland offered information about the dark shadow that
hunts you, but due to being uncertain about the reaction from certain members in
the group that wanted him dead last time you split up, he asked that Enna and
one more would come and meet him in a clearing half a mile into the Forrest
just directly West of Uldoon.
After discussing with Sir Garlan and Lord Dhelt, Kharsus and Enna
decided to go to meet Roland because any information on the dark shadow could
Kharsus prepared well in advance aving both telepathic link and arcane
Eye arranged together with Kavil the Sage and travelled at sunrise to the
forest to meat Roland.
However the surprises kept coming…..
For unknown reasons – or perhaps in frustration of Gruff became aware from
Enna, that Kharsus had been negotiating before with Roland to strike a deal
that was previously unknown to the team – he decided to go to the forest alone
before Kharsus and Enna arrived and to everyone’s surprise.
In the forest Gruff was surprised by a tall muscular black warrior with
a huge blade and to assassin brothers. This encounter did go all bad for Gruff
as multiple hits in the back as well as two critical strikes, where one removed
Gruff eyes and nose, brought him down and they killed him outright seconds
Enna ran into the clearing shouting out for Roland, Kharsus entered
invisible and Conrad rode on his war horse with almost flying speed into the
If was evident that Roland – now wearing a black robe – had turned fully
to the dark side and had gained tremendously more power from someone since last
you saw him.
A fourth person a dark Myrkul priest was also accompanying him in his
new personal warband.
At the end of the fight the warband was defeated, but Roland managed to
escape once again, but not before Enna with tears in her eyes stapped Roland for the first time doing damage to her own brother and screaming at him to stop his actions.
One good thing though was that he failed to claim the relic
if that was what he came for. Currently
the Relic is at a unknown place as Bouw – who was supposed to carry it – claims
his book has told him to put it in a safe secret place. Where is currently unknown to everyone expect
Strangely enough Gruff's body in the forest could not be found – even after
hours of search and Kavil being 100% certain that he saw Gruff being killed………
Still Quillin and Larsson has not returned and the group has decided
that they must push forward north to face the greater evil on the legendary Boaresky
bridge, where once Cyric killed Bhaal and Bhaals body fell of the bridge to
permanently turn the water west of the bridge dark and foul………
CommentsPosted by Allan 13 Jun, 2019 08:20
Can only be carried or used by good
aligned creatures (others cannot lift it from the ground)
The wielder must attune to this relic to
activate it. While holding it and by
will it can be activated. It can also be used as a Mace +4 (1d6 +4 Bludgeoning
-A bright daylight shines in 60 feet
radius centered on the rod.
-Creatures with sunlight sensitivity will
be affected as if it was daylight.
-Creatures within 60 feet radius are
considered protected from evil similar to the protection from evil spell.
wielder and creatures within 15 feet aura are protected from certain powerful
evil deities and evil Avatars
CommentsPosted by Regin Glob 29 May, 2019 22:10
We all left Waterdeep to go back to Uldoon. it was a long trip on bumpy roads and the dust crept in inside all crevices.
we made the trip extra far as we took time to go to Elturel, the city that never sleeps.
The most important thing to do in Elturel was for the Dwarf to find his old Tutor within the Moradin church from his homemountain range in Kazzarak, the highpriest who send him of on the mission to find and bring back a Moradin relic.
Gruff returned to Elturel with a relic and the intention to bring back his highpriest to Kazzarak and receive the blessing of Moradin.
Others had their things to do on the way back to Uldoon, Killin made new friends of sorts, and business`. Bouw Landers did some herbology of his own.
The fighters seems happy just gaining miles behind them.
So they picked up the dwarven highpriest and even got support on their last miles to Uldoon, for safety reasons, they said.
We arrived in Uldoonlate in the afternoon, and people were happy to see us. Suddenly the whole party split up having lots of stuff to take care of on their own. Business was arrange by many and others turned to the citycouncil to report of our heroics.
the citycouncil had news for us as a kind of bonus for our troubles. They told of us great treasures to be found below Durlags tower, in his resting place.
everyone was quit excited to go on another adventure as it sounded like a rather easy task, dead people and treasure for the taking...optimism blossomed.
we travelled as a large group towards Durlags tower, it seemed as the trip to Durlags resting place was just a thing to be done within hours , as the group split up in two, the "old" group who went indside the tower, and the newcomers who stayed outside and were told to wait until we were back.
A trip to durlags tower is never easy, we found out, once again.
It did´nt take us long to find the way inside the lower part of the tower, it was easy to enter through a secret door inside the huge fireplace on the first floor.
More secret doors and traps, nothing unusual, but there was this feel to it, that this mage who lived here years ago was never giving up lightly any treasure, eeven in death.
We entered a strange room with 6 doors in it, all closed. as soon as anyone stepped inside a room they disappeared for the others, strange magic was in place. everyone ended up separated, two found each others within seconds, others were left all alone in strange tombs.
It is still not known if everyone has survived these tombs.
CommentsPosted by Allan 08 May, 2019 14:00
You were summoned to Waterdeep as the chaos of the Western Heartlands had reached the doorsteps of the Palace in Waterdeep and also Laeral Silverhand.
You were asked to report out on Dargoth Undeadbringer, Durlags Tower, the Army of Darkness, The old Corellion Temple in Wood of Sharp Teeth and last but not least THE BLACK ORB.
Both Elminster the Sage and Laeral's sister Storm Silverhand were represented. also the new High Mage of Waterdeep Vajra Safahr who wielded the BLACKSTAFF was present. The staff that is said to contain the soul of Laeral's dead husbond Khelben Blackstaff.
After Elminster had researched the Orb it was concluded that the Orb could only be destroyed in One of two ways:
- By a Death ray from a Death Tyrant Beholder
- By the sword from a Higher Celestial being - Planetar or Solar.
Mirt the Money Lender a famous veteran hero who had travelled into the Undermountain several times, suggested that this could be the place to find the solution.
Based on your report and significant deeds in bringing Dargoth to an end and secure the BLACK ORB - you were tasked to go into the Undermountain with one "simple" task...
...To destroy the Orb for good.
First stop "Obstacle Level 15" where you should seek the Undead Death Tyrant Netherskull that rules this level. If this fails you should try "Terminus level 20" where a fallen Planetar Angel had established a wicked court with his own rules.
Equipped with hornet rings you were teleported into the Undermountain to level 15. The Obstacle course lived fully up to it's name and nearly killed both the Conrad Strongarm and Gruff Grimcleaver.
In the end you succeded in defeating the Undead Death Tyrant forcing it to destroy the Orb and in the same time rescue a young sage named KAVIL THE SAGE that has been held captive by the Beholder for several years.
Back to the surface and the Palace in Waterdeep you were recieved as heroes and got confirmed that all skeleton armies that was roaming the Western Heartlands laying waste to all the villages - had disappeared. Rumours told that they just turned to dust in front of the Hellriders of Elturgaard eyes in the midst of a battle.
This also means that the Western
Heartlands are now again free to travel in between the cities and re-building
of the cities can start and people can go back to their home villages.
You were also informed that several High Priests in Waterdeep has
been warned in dreams by their gods that great evil is looking to kill you and you should hide. It seems the dreams and visions and warning is connected to your destruction of the Orb. A potential deadly revenge from the evil god Myrkul could be a part of this.
You are sent back to hide in Uldoon - off the grid and far away from Waterdeep area, where the vision indicated the threat was coming from. Thavus Kreeg, High priset of Elturel suggested that you stick to the road to Elturel
through Triel and Soubar and
then from Elturel to Uldoon. The road would be the fastest way to travel. Laeral offered quality riding horses for all of you.
The suggestion to go through Elturel seemed to be recieved well by several of the members in the Moonwhispers group... speaking of "stuff" they had to solve anyway in Elturel........
The journey now goes south by the Trade Way where you will cross four rivers and cross the legendary Bridge: Boreskyr Bridge. Along the way you will pass the City Daggerford, the villages Triel, Soubar and the city Elturel - Capital of Elturgaard Kingdom, where there is constant daylight 24 hours a day.....
CommentsPosted by Regin Glob 24 Mar, 2019 20:36
Back in the old ruins, Conrad Strongarm, jeffrey the Just and Gruff had some time to think about their situation as they knew that it would take their travelling comrades a few days to catch up with them. Gruff had an idea that he had to follow, he went back into the ruins, the same way they had just come out. there he went for the corpses of the poor victim of Dargoths cruelties and Dargots´s body too. he really wanted to bring both to Uldoon, for relief and for possible questioning of Dargoth. He also brought with him all the silvercoins that they had left behind in the first place.
He dragged all of it with him in the boat, but it was heavy loaded and barely made its way back out.
In Uldoon, Kharsus Thantul, Bouw Landers, Quilling Lightfinger and Enna Aelar spend some time recuperating from battle, and they also took time to visit the council and tell them of our times of trouble.
Bouw Landers had himself a new leg, with a little help from the Gods above. he gave the silver pegleg that Gruff had forged him, to the healers church as a symbol of gratitude.
They left, from Uldoon, early to search for their lost friends and they found them back in the forest, near durlags tower. The 3 fighters had found their own way back to their horses and wagon, through the forest, their spirits high and their wagon filled with gold and silver coins.
together they returned to Uldoon to take some time off from the demanding adventuring life.
Everyone had their own businesses to attend to, bouw Landers did his best to keep his garden in shape.
Kharsus Thantul readied his gear and shared the loot from the old ruins to everyones satisfaction.
Quillin Fastfingers did what that type of businessmen do best.
Meetings were held.
Gruff had jobs done at the smithy.
Strongarm and Just kept up appearences.
it was a rather uneventful week spent in Uldoon. but then there was another council meeting and suddenly we were heading for Waterdeep as rumours had it that this was the only place where anyone knew how to handle the black orb.luckily we were teleported to Waterdeep, unfortunately that ment that Boe the Mule had to stay back in Uldoon. But he was well taken care of in the smithy.
Arrived safely in Waterdeep, in some townhall with important people waiting for our company.
Rulers and great masters were there listening to our story, and asked a lot of questions, they also answered our questions aswell. but the news for us was that they had a special assignment for us, to enter the undermountain below Waterdeep and seek out some special personalities whom they believed to be able to "disintegrate" the orb, either a fallen Angel or an Eyetyrant. As neither of us new much of any of those creatures we left for the library to seek out information, which was still minimal, so we have decided that we shall enter the undermountain prepared with our great wits and even more luck and see to get that orb destroyed and then we shall return to the surface again. What could possible go wrong
CommentsPosted by Regin Glob 17 Mar, 2019 17:38
A thick layer of dust covered the floor of the 10 foot wide corridor below the cover from the Slugs resting place. a light was lid and the air was dry as if it had been abandoned for years and years. We looked for any signs of traps or clues to where we should be heading, but the dustfilled the air when we stepped around in the corridor and it all got a little blurry. suddenly a small "Qlick sound" was heard as Conrad Strongarm moved south in down the stonelaid corridor. Suddenly there was slow movements from a fairly wide hallway, a huge shadow with heavy steps showed up and took a stand to stop us from further movement. We tried to talk to it, no response. We tried to say different passwords to make passage, no response. Then Gruff tried to pass the statue by force, then it reacted, with heavy blows of its marple arms and it hurt Gruff badly.
but it was no match for the 3 fighters, weapons hit the statue over and over again and in the end it crumbled to dust before our eyes, we could now proceed after taking a short rest.
Still we had difficulties finding proper orientation and at a cross-section we turned left just to run into an old trap as 2 swords of adamantite hit out at Conrad Strongarm as he turned a corned, it was placed on a crevice that was connected to some kind of springtrap, just placed in the height to seperate legs from upper body. Strongarm took a deep hit, but luckily some of his armor took some of the power of the swords. But he certainly had to spend a little time to recover from that blow.
as we headed on into the dungeon below the templeruins, we came acros a large room 25 foot wide and more than 60 foot from one end to the other, which by the way was a small landingplace for boats, and a river. in the rooms several statues of pure marple was erected of elven kings. Another doorway was across the room, and the room was covered in spiderwebs.
Gruff announced his disgust with spiders by shrugging his shoulders and saying gutural noises, but noone doubted his behaviour. out of the hallway came two huge monstrous spiders and they were as ugly as they seemed hungry and they headed straight for food in metal cans, the fighters. But the experienced fighters placed them selves smart against the spiders, taking good use of all their fighting experience, they flanked them and defeated them, but you just never feel safe against spiders and their venom. from here on it was a walk in the park, for now. Huge tresures awaited in all sizes. MONEY and magic, whats not to like for an adventurer and that was what they found. Boots, horseshoes and a cloak was among the magic items and the adventurers divided them betveen themselves. they decided to let some of the money stay as they doubted that they could carry them all to Uldoon. Out in the main room by the small pier by the river, there were 2 boats. one in exellent shape, one not so much. Gruff felt very uncomfortable as he had never been inside a boat before and it took a whole lot of persuassion from Strongarm to convince the old dwarf that going by boat was the best idea.
Gruff blessed a very long rope to stick between the boat and the pier as he had an idea that it could maybe help them to come back to retrieve what they had left.
So they slid out into the river by boat, they flowed down the river for a few minutes before they came upon a huge hole in the stone wall, a natural cave. The adventurers decided to check out the cave not leaving anythingbehind them. They "parked the boat below the entrance and climbed into the caveopening. it was scary stuff as they stumbled upon a large crocodile carcass, half eaten. the cave opened up into a large natural room, with more crocodile skeletons and a bad athmosphere all around it. we searched the cave shortly and decided to be on our way...but first we had to take car of that green slimy monster that had sneaked up between us and our boat. An illsmelling carrion crawler looked out for us as its next meal. But again, the amazing skills of the warriors seperated the carrion crawler in bits and pieces. After the fight , Gruff all smeared in spider slime and carrion crawler guts searced its insides for things worth keeping, and all he found was a small polished stone that the acids of the stomach had not been able to digest, he took the beautyful stone and has placed it in his Maul for good luck.
After this encounter the group took a long rest as they felt pretty comfortable in this lair. The day after they flowed on down the river in their boat and reached out in the sunlight. they found the temple again and found themselves safe for the moment, they sent a message to Kharsus Thantul of their fortune to be alive, it was received and answered with relieved words of comfort and a "see you soon".
CommentsPosted by Regin Glob 17 Mar, 2019 01:57
4 adventurers left the Dracolich cave through the portal, two stayed heroically along side with the one who could never leave that way, he could never pronounce the keywordline to power the portal.
Jeffry the Just, Conrad Strongarm and Gruff Grimcleave the mute dwarf barely saved their skin as they hurried out of the cave, back to Dargoth chambers.
They sat there, breathing heavily, trying to figure out what they were to do now.
Gruff ask Moradin for a small favour and send a message to his wizard comrade, Kharsus Thantul, saying they were all allright for now, and a short while after there came words from the fleeing group that they were glad to hear of our survival and that they would return to Uldoon to settle some things and Bouw Landers leg, properbly returning 3-5 days later.
That message made the 3 leftovers start planning some different scenarios to make well use of their time in the ruins.
First of all Jeffry the Just wanted to give the heavily barred doors to the outside a go and see if he by brutal strength could make his way out. That did not work out, solidly placed to either keep people in or out they also had some strange magic keeping them in place.
Gruff made a sinister plan that he called "Plan K", K as in kill-the dracolich. It was a complecated plan involving spells of divine beauty and necrotic madness, Channel Divinity, forging, corpses and lots of preparation and at last a good portion of luck and hopefully the plan would end in a fight against evil that would be legendary.
Conrad Strongarm were never much for plan K as he never liked the idea of necroticspell use and deep in his heart he had difficult seeing how the three of us should ever be capable of slaying a dracolich who send a whole group of adventurers on their knees just hours before, so he decided for a plan C that would go ahead of plan K.
He simply wanted to explore the Elven ancient ruins for other ways out. Gruff thought that idea to be boring and unambitious but never the less he agreed on searching, in his heart hoping they would find nothing at all.
So they ventured into the ruins again, found the corpse of Dargoth and Gruff decided that he might as well bring it to the dragoncave entrance as he was gonna use it for plan K anyways. But as they returned to the "slugroom" they took some time searching where the slug had surfaced, and miracously enough, Conrad Strongarm found a round cover in the floor under the Slug. Lots of Slug mucous, stone and gravel made it really difficult to see, but there it was, with the old signs of the elven god, Corellon Lerathian. as they put their crowbars to the edge of the stonecover Gruff saw some fine lines inside the picture that he dusted of and sorted out, they were fine handles that noone without a crack for stonemasonry and quality would never find. with handles in hand it was an easy job to remove the cover without breaking the old stoneart of the elves.
dry air came through the hole and a fall of 10-15 feet ended up on a stone floor, the leftovers were sure they had found another way out...Gruff was a little biased about this.
CommentsPosted by Regin Glob 10 Mar, 2019 15:27
Dusting ourselves off after our encounter with the skeleton army and after ressurecting our "friendship" with Roland, we took a long rest in the tiny hut.
Everyone got up, Gruff removed a skeletonmark from Bouws forehead, and stayed shy of removing any from Quillins forehead as he don´t think that Quillins concerns are concerns of Moradin.
Gruff sculpted himself a huge Maul, that he liked much more than the warhammer he had used, he also liked the idea not to hide behind a shield, but moving towards enemies head on.
Enna was in a poor mood after being left behind by his brother but she took interest in Bouw/Quillin who showed her respect for her help in needed situation also pointing out that she by no means was responsible for her brothers foul deeds.
But as we left the safety of the hut we went back to the "throneroom" where we had the encounter with the huge Slug, a great set of doubledoors had our curiosity. We should had suspected it, there was no lock on the door, that is never a good sign, in we went.
Using a magic observing eye, Kharsu thought he had it all figured out, we could all safely sit back and wait for him to spy on the dungeon ahead and then move in, knowing what would await us.
that does not work against ghosts inside walls and big monsters hiding behind huge shields that they could not come about.
so we went in, knowing that no monsters awaited us, short move into a cellar where some poor human was offered on a stone table with a big Myrkul sign above it on the wall. Gruff went to pick up the human to seal him and bring him back to his relatives for a funeral that would suit him better. Gruff caught a glimpse of necklace on this dead fellow and took it of him and handed it to Kharsus who likes to stack our stuff and then sit there and look at it for hours when we rest.
Then the ghosts arrived through the walls and they were somehow related to the ghosts that we had slain before, at least they wore the same style of sheets and swords. One of the got a good slice of Bouws leg, actually he lost it and was bleeding heavily from the stump, but he managed to stop the bleeding when he put up some kind of conqogtion that he had brewed back in Uldoon.
Gruff took a great swing with his maul missing the first try as he tried to find the right balance in the weapon, then he tried again and this time he hit the ghosts with his blessed maul so hard that it disappeared as a puff of smoke. Then the situation turned to worse as a huge wall of metal moved down towards us from up the tunnel where we ourselves had just come from, and it came with speed and violence. Kharsus created some kind of forcefield that kept it at bay for a minute, and he tried to orcestra a strategy how to meet it on best terms as he could´nt hold it back forever. the fighters obviously had problems understanding that kind of strategy or maybe they did´nt like the thought of taking orders from a wizard. they decided to take the monstrocity heads on. and they did and they got beaten pretty badly, until Gruff Grimcleaver, spurned on by his prevous succes with his new weapon, found a weak spot at the monsters lower back. He took aim and stroke it with his maul right on the backspine, and it gave a loud crash when he broke it and the metal monster fell to its knees and found peace.
There were a round of applause from the rest of the group and Gruff felt for a few seconds the sence of pride, then he remembered that gloating over a victory was shameful and he spurred the others to move on further into the ruins to hide his embarresment due to his lack of selfcontrol.
There was not much time for anyone to enjoy the latest victory, as the group stumbled upon 2 large skeletonmonsters who served as guards in Dargoths quarters, but we served them only steel and spells and even when they were assisted by a bone naga, they stood no chance and again the moonwhisperers felt undefeatable, and they went on, found a secret stone door inside the fireplace of the room and when they opened the secret door they found sounds of water running, and a big cave with many feets to ceiling and the end of the cave, it also contained a strange portal and a skeleton dragon or was it a dracolich? noone dared to ask.
then everyone decided to take on the dragon on its premises without making any kind of tactical plans, that did not turn out well, and Kharsu had to deal with it as he locked it up in a kind of forcefield for some time. Everybody ran for the portal, when Kharsus yelled that he knew the commandword to make the portal work. Quillin and then Enna understood the words of power to travel through the portal, so did Bouw. Kharsus himself thought of it for a second and took Gruff´s hand as he realised that Gruff´s flaw of not being able to speak would stop him from getting out of the dragons cavern, and together they went to the portal just ahead of Sir Strongarm and Jeffry the Just. Kharsus said the right words and disappeared. Did he let go of Gruffs hand or was he unable to take someone with him through the portal?, we don´t know. When Kharsus left there was nothing holding the dragon from breaking out of the forcefield and attacking the rest of the party. They ran , head over heels for the secret door leading to Dargoths chambers just in time to see the dragon release a huge lightningbolt that just missed them in the dooropening.
what would happen now. Quillin, Enna, Kharsus, Bouw all left, maybe for good, maybe to the tower where other portals were found earlier, maybe they were at some completely new strange place in Faerun, the 3 leftovers had no idea, and what about the others, did they expect that their comrades had been killed by the dragon or drowned in the river running through the cave, did it make any sence to go back and look and put themselves in front of the terrible dragon once again? we will find out
CommentsPosted by Regin Glob 04 Mar, 2019 22:01
We had lost the battle against the undead dragon, we had lost friends, Gruff had lost his fine mule to the skeleton hordes, those were hard times for the group of adventurers.
Kharsus and Bouw left durlags tower to seek advice in Uldoon, while the rest grieved for their fallen comrades. Gruff grimcleaver spend all night in deep prayers while he burried his mule, Boe.
When the morning sun rose above the trees around the tower and the surviving members of the party had found some rest in the late night, everyone was dumbfounded to see mule alive, grassing in the clearing, while Gruff was sound asleep on the grave he had made himself for his mule. There was no sound explanation for this occurence except that Gruff send many prayers of thankfulness towards the skies while holding his holy symbol of Moradin in his clasped in his hands. Even Ena whom had mourned all night for the loss of her brother, found joy in this miracle.
We set out from the tower again as soon as Kharsus and bouw returned from Uldoon, looking for that old elven temple. First of all, looking out for our lost comrades, secondly to find that cursed "friend " of ours, Roland Aelar, the third reason to travel them woods was to upbring that Dargoth Undeadbringer.
but the first upstacle was to find that cursed temple in that great forest filled with too many wild animals and too little sunlight. it was really hard to navigate properly.
back and forth, back and forth, never quite knowing the direction.
In the meantime while we were searching in the woods, news got to us that warriors were waiting for us, to join our search, back at the tower. Even though that this was a waste of our time, the group made a decision to include them in the search. some of us were afraid that the extra time we spend searching would mean the death to our friends if there was ever a chance to find them alive.
the 2 newcomers were Sir Conrad Strongarm, a veteran warrior and his squire Jeffry "the just", whatever that means. they settled well into the group and soon after they joined, we located the old temple ruins.
We entered into what we expected to be the old main entrance, and moved quickly into the room to catch potentiel enemies offguard. We should have done that differently as the only ones who got really surprised were ourselves, when a foul beast, hiding in the ruins, rose up in the middle of it all and made havoc. Everyone was cought of guard and people were hit and tumbling all around the Giant Slug. Except the newcomer Sir Strongarm, he stood his ground and he attacked the slug with a ferocious attack that severed its tentaclehead from its body, and that fight was over before it had really become a fight, and the group had found a new leader for the time being, and ena had found a new love.
after this short fight the group kept going deeper into the ruins, and with the keen eyes of Gruff and his knowledge of stonemasonry he found a hidden door that lead the group to a fine burial chamber, obviously a resting place for some fine elves, long forgotten.
Then another attack came, from the shadows, out of the walls, some ghosts tried to lay their deadly hands on us, and they put up a good fight and two of them fled back into the shadows after encountering us.
We took a long rest in Kharsus marvelous hut, it is this nice warm globe that keeps creepy monsters outside and everyone warm and comfortable on the inside.
after a nice rest we searched on in the ruins and soon we entered a gigantic cave...and a huge skeleton army was waiting in the dark, it was horrifying and we kind of stumbled right into the battle, no strategi, no planning, no nothing but putting out our swords to fight this massive army. and in the back we could get a glimpse of two humanoids, Roland Aelar and whom we guessed to be Dargoth undeadbringer. It was a fierce battle, skeletons crumbled over, but others took their place and it went on and on. But in the middle of the battlefield some strange phenomena, a warp or gate were forming, but we could not get to it, but it held Dargoth from joining the battle.
We were close to be destroyed by that skeltonswarm, but we kept going until suddenly a figure stepped out of the Gate, the Avatar of Myrkul had entered Faerun looking to gain strength in the realms. It talked as we frose by its words, and it offered thanks to Dargoth to make it possible for the avatar to enter Faerun, and then it killed him, outright, he just died at the hands of his own master. Then the Avatar took of, we never found out where.
There we were, fighting the last skeletons whom seemed to had lost their will to fight, and then we confronted our old friend, Roland Aelar, who stood there with the Orb in his hands and claimed his innocence while his sister, blinded by a sisters love for her brother, defended his behaviour to the group. He asked for understanding and that he should be allowed to take his leave without being taken to Uldoon for questioning. Ena was ready to fight for his right. the newcomers had no idea what say about this matter, Quillin seemed more interested in dead corpses than taking care of the orbproblem, so it was left to Kharsus, Bouw and Gruff to handle all the matters at hand. Kharsus convinced Roland to hand over the Orb, but he seemedready to let roland leave, that was not the case for Gruff, who spend time looking through his doctrines to find out how to handle the situation and here is what it ruled "Commitment #Vll: Bring criminals and evildoers to justice" and somewhere else he found a quote saying "if you steal, Moradin will not help you". So Gruff took a stand in the only obvious escaperoute to keep Roland from leaving, but it was never enough, Roland pushed his sister aside and spoke a few words of magic and disappeared. but it aint over till the fat lady sings, as they say in Waterdeep and it seems that Gruff is looking to hunt him down to make him pay for his sins, one way or the other.